# Spells

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Spells are magical techniques that Mamodos can perform to attack others or defend themselves by saying an incantation. In the Mamodo World, Mamodos can perform their own spells without the need of a spellbook or a partner.[1] However, in the human world during a Mamodo Battle, Mamodos' spells are restricted; they are unable to perform their own spells by themselves and are required a spellbook containing their spells and an inhabitant of the human world capable of reading the incantations of their spellbook.

## Spells

Each Mamodo has its own unique set of spells. These spells usually revolve around elements (Lightning, Fire, Water, Wind, Earth, Gravity, etc.), some form of combat (Defense, Martial Arts, Body Enhancement, Self-Healing, etc.), or a mix between the two. Each Mamodo has their own spells and ability, though it's not uncommon for 2 Mamodo to have the same spell or ability (for example, Kolulu and Kido both have Zerusen and Hyde and Fein both have wind abilities). Spells are divided into 6 categories: attack, defense, assist, immobilization, transformation, and illusion.

### Attack Spells

Attack spells are the first type of spells. They usually involve some kind of energy (for example, Brago's Oruga Reis), or a solid mass (for example, Bari's Doruzonis). These spells are primarily used in battle to damage the enemy and burn books. They don't really have weaknesses, but they can be countered by another spell of equal or greater power, and they often cannot change direction once they are shot. The more spells a Mamodo learns, the more powerful the attack spells become, though they're often improved versions of the last attack spell.

### Defensive Spells

Defense spells are the second type of spells, usually identified by having -shield or -rudo in their name. These all work in blocking attacks by either making a shield that blocks straight forward attacks (for example, Goomu's Boojirudo Dioborosu), making a dome like shield that can hold and defend more than just the user (for example, Rein's Aagasu Aborodo), ones that destroy attacks (for example, Clear Note's Ba Supurifo), or ones that reflects them (for example, Tia's Giga La Seoshi).  Out of all spells, defensive ones have the most discernable weaknesses. First off, straight-forward attack-blocking spells don't cover a wide area. If a mamodo is fighting two Mamodo (or one that uses controllable spells), another attack can hit the caster by going behind the spell. Also, dome-like shields can be susceptible to attacks from underground.

### Assistance Spells

Assist spells are the third type of spells. They always affect either the user (for example, Victoream's Chagur), or another target (for example, Yopopo's Shin Yopopoi Topopoi Supopopoi) in a way that is not considered attacking. Self-affecting assist spells always boost the user in some way, whether by increasing their strength (for example, Gyaron's Dio Ma Basukarugu), their speed (for example, Ashuron's Shin Feiuruk), or both (for example, Ted's Doragunon Dionagaru). Assist spells that affect others usually sends some sort of energy at them that activates immediately (for example, Reycom's Freezudo) or has an effect that activates from a trigger (for example, Zatch's Zagurzem). There are also assist spells specifically designed for assisting other Mamodo, though they are very rare (almost exclusively used by Tia; for example, her Saifojio spell). Assist spells don't have any real weaknesses, except for the fact that they can usually affect only one target at a time. Also, some assist spells work together to make attack spells work (for example, Victoream's Shin Chagur Imisdon won't work without Laila's Miberuna Shin Miguron and Pamoon's Faruseeze Baaron).

### Immobilization Spells

Immobilization spells are the fourth kind of spells. These spells all involve stopping the enemy from moving, either by making a downward force (for example, Brago's Gravirei), an attack that draws an enemy in (for example, Zatch's Maazu Jikerudon), or a physical restriction (for example, Pamoon's Dioga Farusudon). The only real weakness to these spells is that if the target has enough strength, endurance, or willpower, they can defeat the spell.

### Transformation Spells

Transformation spells are the fifth type of spells. These work simply in a way that transforms the user's appearance (for example, Kanchome's Poruk), size (for example, Koral Q's Ganji Rudo Roburon), or both, including strength (for example, Riya's Go Niodoruk). These don't really have any known weaknesses (except in Kanchomé's case where he can only change his appearance while his physical capabilities do not change), and are uncommon when compared to the previous four types.

### Illusionary or Trickery Spells

Illusion spells are the sixth type of spells. Only the Mamodo Kanchomé uses them. These are always used to trick the enemy into believing something (for example, Kanchome's Fo Suporuk makes the enemy think their attack failed). Illusion spells' only true weakness is that they will become useless if the enemy sees through the illusion (with the exception of Shin Poruk), but that doesn't usually happen (with the exception of Dika Poruk). This is usually referred to as Trickery in attributes.

## Types of Spells

Besides abilities and categories, spells are grouped in a 3rd way: by type.

### Nature

A spell's type, and consequently its effect and power, is decided in two ways. The first is its nature, shown by the root word pertaining to that spell's particular element, such as za (lightning), gik (ice), ji or ui (wind), ak (water), gadyu or emu (fire), fanon (beasts), and ginisu (light). (For example, Penny's So Giaku, seen to the right)

### Forms

See Main Article: Spell Nomenclature
The second way is its form, dictated by the various root words, prefixes, or suffixes which pertain to the effect the spells will have. Here are some examples:

A spell with the root word ganzu or ganreizu in its name means the spell involves firing multiple shots of something, like a gatling gun (for example, Zatch/Zeno's Ganreizu Zaker). However, the root gan alone can mean multiple shots as well (for example, Zofis' Digan Teoradom and Qoral Q's Ganjirudo Roboruku).

A spell with the root word chagur, chaaguru, or chaajiru always involves some sort of charging to build up power (for example, Tia's Chaajiru Saifodon and Victoream's Chagur Imisdon).

A spell with the suffix -reido means it's a spell that comes from the mouth (for example, Purio's Dareido and Bago's Gigano Bireido).

A spell with the suffix -rudo or -shield means it's a defensive spell (for example, Wonrei's Rerudo and Zofis' Gigarado Shield).

A spell with the prefix ko- means it involves shrinking (for example, Kido's Koburuk and Kanchomé's Koporuk).

A spell with zeru, usually a prefix, means it involves fists or claws (for example, Kido and Kolulu's Zerusen).

A spell with the suffix -usen means it's a spell where something is launched (for example, Kido's Raja Zerusen).

A spell with the root jio usually means it's a recovery spell (for example, Danny's Jioruk).

A spell with the prefix garu-, gara-, or doru- means it's a drilling spell (for example, Maruss's Gigano Garanzu).

A spell with the root words kurou or disugurugu is something involving dragons, though the former refers exclusively to a dragon's claw (for example, Zatch's Baou Kurou Disugurugu).

A spell with the root word buruk involves clones of the Mamodo (for example, Kanchomé's Dima Buruk and Kido's Koburuk).

A spell with the suffix -uga is usually a faster and stronger version of the Mamodo's first spell in the form of a beam (for example, Zatch/Zeno's Zakeruga and Kido's Zegaruga).

A spell with the soru- or saifo- prefix involves swords (for example, Arth's Varusere Ozu Maru Sorudon and Tia's Saifojio).

A spell with the root word aagasu means it's a cage type spell (for example, Riou's Aagasu Fanon).

A spell with the suffix -ruk involves strengthening of the mamodo's abilities (for example, Momon's Fei Miuruk).

A spell with the root word shizaruk involves scissors or claws (for example, Kikuropu's Amu Shizaruk).

A spell with the prefix am- or amu- involves the user's arms (for example, Bari's Amu Ra Zoruk).

A spell with the root word rior or rioru in it means 2 beams are fired (for example, Fango's Rioru Gadyuuga).

A spell with the root words barusuruk or barusuruku means the Mamodo will enter a berserker state (for example, Riou's Girufadomu Barusuruku).

A spell with a suffix or base word garudo- or garugo- involves spikes of some sort coming up from underground (for example, Reycom's Gikor Garugo or Eshros's Groundgarudo).

A spell with the root word yo-yo means the spell will function much like a yo-yo. (for example, Victoream's Magur Yo-Yo).

A spell with the the prefix or- or oru- means it is controllable (for example, Laila and Albert's Or Migurga.)

## Spell Levels

The final thing that dignifies a spell is its level. A level of a spell comes before the words that tell what kind it is. A spell with nothing like this is a basic attack spell (for example, Cherish's Kofaru).

### Basic or Low Level Spells

The weakest class of spell, usually one of the the first spells obtained in a Mamodo's book (for example. Zatch's Zaker, Reycom's Gikor, or Tia's Saisu.)

### Go/Gou-First Level Spells

The 1st Level of Spell,which means the spell is strengthed to a degree that could possibly hold back a Gigano  or Ma spell, depending on the power of the mamodo (for example,Wonrei's Go Boren, Ponygon's Go Shudoruk, Tsaoron's Go Erudo, or Arth's Go Sorudo).

### Gigano-Second Level Spells

The 2nd level of spells, which means the spell is usually a more powerful form of another spell (for example, Brago's Gingano Reisu, Kido's Gigano Zegaruga, Maruss' Gigano Garanzu, or Maestro's Gingano Mageshield).

### Ma-Second Level Spells

Another 2nd level of spells is Ma which rivals the strength of a Gigano spell and possibly a Dioga spell. This class can be used for any category of spells such as attack, defense, assist, immobilization, transformation, and illusion as well as any element. (for example, Tia's Ma Seshield, Kido's Mikor Ma Zegaruga, Arth's Jerudo Ma Swordo, Cherish's Gurado Ma Kofaru, Laila's Miberna Ma Migron, or Gyaron's Dio Ma Basukarugu).

### Raja-Third Level Spells

The 3rd level of spell is Raja which means the spell is one with an increase in attack range. (for example, Sugino's Raja Jugaro, Zeno's Raja Zakeru, or Clear Note's Raja Radisu).

### Teo-Fourth Level Spells

The 4th level of spell is Teo in which the spell gain and increase in destructive power, mostly in the form of a large blast (for example, Zeno's Teozakeru, Zofis' Teoradom, Ashuron's Teoburoa, or Clear Note's Teoradisu).

### Dioga-Fifth Level Spells

The 5th level of spell is Dioga which is the 2nd strongest kind of spell (for example, Brago's Dioga Gravidon,  Ashuron's Dioga Amu Giruk, Cherish's Dioga Kofadon, Zofis' Dioga Teoradom, or Clear Note's Dioga Ranzu Radisu).

### Shin-Sixth Level Spells

The 6th, final, and absolute strongest level of spell is Shin. Due to their power, it causes a lot of stress on the Mamodo's body, limiting their use of spells of this class (for example,Brago's Shin Baberuga Gurabidon, Ponygon's Shin Shudoruk ,or Zatch's Shin Beruwan Bao Zakeruga).

## ReferencesEdit

1. Konjiki no Gash Gaiden, page 5