Bullet Shot: The most basic shooting-type art. The conjurer merely compresses manaplasm in the shape of a large projectile, accelerates it, and sets it forth.
Blowback Ripple: A forward shove by the conjurer creates a shock wave in the air produced by lightly charged volatile manaplasm. The art is aimed to push back anything in front and reflect incoming projectiles.
Bolt Spread: Conjurer expels a conical pattern of volatile manaplasm particles that diffuse quickly in atmosphere. It is very powerful at close range but less accurate and less potent the further they are from the target.
Lightning Chain: By expanding the inherent charge of mana plasma, the substance can mimic a continuous stream of lightning shot from the hands that chains off of conductive surfaces and enemies. The surge lasts until the conjurer stops supplying mana to the art and the manaplasm dissipates.
Spin Twirl: A versatile technique performed by a doing a full spin with the arms stretched out as the carry a wave of mana plasma. Mostly it is used to stun, freeze, or make enemies dizzy by spinning into them. Can also deflect certain projectiles or gain some extra height during a jump.
Overload Surge: The user wraps their hands in mana plasm and rapidly sends all of the mana they can collect into them and force it into a receptacle with a large electromagnetic blast.
Wrist Guard: A concave circle of manaplasm is formed in front of the conjurer in the shape of a small buckler shield. Meant to guard against small to medium projectiles or close up strikes.
Protection Dome: The basic barrier-type defensive art. A thin sphere of manaplasm is erected in front of the user that simply wards off attacks. It has higher set up speed, wider effective area and lower mana consumption than other arts, but at the cost of defensive power.
Guardian Shield: Producing a circle of manaplasm through the palm of the hand, the conjurer is able to defend himself from harm with the use of this shield-like construct.
Grapple Tether: Manaplasm is conjured and mimics a tether strand between two points. These plasm strands contract and pull on whatever is on the two ends which works great for moving heavy objects, latching onto small ledges for transport, pulling objects towards oneself and for tethering enemies to certain positions.
Magelight: A conjurer creates a small flame of manaplasm in his palm to serve as a light source.
Sani Flash: Hands radiate a thin layer of manaplasm that kills bacteria in a few minutes.
Restoring Pulse: Touch based art where the conjurer has the manaplasm of their hands mimic the lifeforce of a injured civilian or ally. The intention is that added energy will enhance the target’s healing ability and immune system. However the art isn’t potent enough to save the fatally wounded.
Plasma Leech: An art where the conjurer covers a portion of a target with manaplasm that absorbs their internal reserves of mana. The recovered mana will supply the conjurer and prevent the victim from using magic unless they have the means to recover it. The art can drain the mana not only from natural beings but arcanist and divine beings though not the types of magic they possess.