Mysticism is the magic of the runic element, life. Therefore it has the following properties:

Effects on Magic Damage: Double magic power for magic attacks done against those of the death element.

Effects on Magic Defense: 20% chance for immunity to life and death magic attacks.

Affinities: Energy, Spirit

Months: Narvanye, Chyr

Life Magic is magic that involves the manipulation of the life element, and all of the aspects that come with or from life. Life Magic is categorized into the following: Navitamancy and Animancy.

  • Navitamancy is the control and manipultion of energy, both healing and volatile. It is known for lightning and powerful healing, but is primarily offensive. It's affinity is energy.
  • Animancy is the control of the spirit of life. Animancy is mainly about support and healing. It's affinity is spirit.

Minor elemental manipulation usually involves effecting energy and electricity.

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1) Life Affinities

Those born under the element of life will have a stronger affinity to one of two aspects of life. Those aspects are energy and spirit.

Energy is the most iconic and well known aspect of life magic and as the aspect of navitamancy. It is the very aspect of energy itself, of lighting and life. Energy governs life magic's power of offense. Through energy, one might light a fire or create an orb of electric light. These are your navitamancers. Those with the life affinity are strong headed yet have a large heart.

Spirit is the aspect of the spirits of all those that live and once lived. It is the essence of energy and vitality that priests draw power from. Through the aspect of spirit one might revive the dead or ward off death. Those with the spirit affinity are very calm and passionate and are lovers of life though can be quite naive.

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2) Minor Elemental Manipulations

Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Energy: to use minor energy manipulations you must have a Runic Soul greater than 10 and have mastered at least one navitamancy spell. Then you can cause small manipulations like creating electric light, static energy, and so forth. The degree of control needed will determine how much runic soul you need to have.

Spirit: to use minor light manipulations you must have a Runic Soul greater than 10 and have mastered at least one animancy spell. Then you can cause small manipulations like detecting life, otherworldly sight, and so forth. The degree of control needed will determine how much runic soul you need to have.

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3) The Two Iconic Symbols of Life Magic

In the elemental magic of Life Magic, there are two iconic symbols. They are the Spirit and the Soul. These symbols are said to be the very source of life magic, even though like all elemental magic in Nor'Ova, mysticism is conducted not by incantations or potions, but by manipulating the element of life to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the elemental magic of Life Magic, the Spirit symbolizes the light aspect while the Soul represents the dark aspect.

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4) Environmental Effects on Life Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of life magic:

  • In places where there is a lot of life element present - such as lush forests, busy cities, or anywhere there's electricity - life magic effects are increased by x 1.25
  • In cemetaries or in places with a lot of death element present, life magic effects are decreased by x 0.75.
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5) The Soul of Life

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of life is that of the great and fearsome Fairy Dragon. The various affinities have their own minor soul that they connect to.

  • Energy: The affinity soul of Energy is the Lighting Bolt. Their critical attacks have a 20% chance of stunning their targets (physical and magical).
  • Spirit: The affinity soul of Spirit is the Spirit. Anything that costs SA automatically costs 15% less SA.

The life soul of the Fairy Dragon can be reached when the one born under life has mastered 5 life spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when its bearer is near certain death, a party member dies, or the party as a whole is in danger. By rolling 10 or less, the mystic might then awaken his or her runic soul, with a wave of lighting coming from his or her body at all angles. The lightning will spread across the battlefield, dealing all enemy targets double runic energy damage that can't be evaded or blocked. The mystic and his or her allies will have their HP restored by double the caster's runic energy and any one dead in the party will be brought back to life at 25% health, no matter how dead they were - as long as they died during that battle. Due to the immense power of this awakening, the mystic can only call upon this power once a day.

This chance does increase as your connection to life increases. For every 10 spell levels that you have acquired, the chance increases by 5. The max increase is up to 60%.

The affinity souls do not increase.

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6) Life Magic Progression

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7) Life Magic Spells

Spell Effects Level 2 Effects Level 3 Effects Level 4 Effects Rune Stone Effect Stat Cost Casting Speed Range & Area Success Rate Cost to Acquire
Aura of Energy This spell is a part of the Essence Bolt spell chain and rune stone. This spell creates an aura around you that restores anyone that comes within 2 spaces of you, ally or enemy. Anyone within your aura will regenerate 2d20 HP for each round that they are in your aura for as long as the aura is up. You however receive none of the effects. Aura of Spirit: This spell creates an aura around you that restores anyone that comes within 2 spaces of you, ally or enemy. Anyone within your aura will regenerate 2d20 SA for each round that they are in your aura for as long as the aura is up. You however receive none of the effects. Aura of Zen: This spell creates an aura around you that restores anyone that comes within 2 spaces of you, ally or enemy. Anyone within your aura will regenerate 2d20 EP for each round that they are in your aura for as long as the aura is up. You however receive none of the effects. Aura of Life: This spell creates an aura around you that restores anyone that comes within 2 spaces of you, ally or enemy. Anyone within your aura will regenerate 2d6 Mortality for each round that they are in your aura for as long as the aura is up. You however receive none of the effects.

N/A

20 SA, +10 SA per additional level 1, +1 per additional level a 2x2 space around caster

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Balance of Forces This is part of the Incite spell chain and rune stone. This spell counts the amount of companions with you, including yourself. Then it seals away all but the same amount of enemies within a small energy orb with only enough room to fit the target it captures. For every member of the party there is one target. Every time a free target dies, another is released until all targets of the spell are released. If there becomes more allies than enemies, the magic will take a random ally away as well, to make things even. You can spend 15 SA at any point to create a magical orb as either a fake ally or fake enemy. You can do this twice.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A

50 SA 5 battlefield

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Bearer of Life This is part of the Essence Bolt spell chain and rune stone. This spell summons life energy to cover your body or the body of your target. The energy coats the skin and heals 8d20 HP. Level 2 Upgrade: + 2d20 Level 3 Upgrade: + 2d20 Level 4 Upgrade: + 2d20

N/A

25 SA, +10 SA per additional level 2, +1 per additional level 1 target or self

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Birthing Destruction This is a part of the Flash Burn spell string and rune stone. This spell is considered to be the most destructive spell on Nor’Ova, not because of any damage it might do, but because of the destruction it causes. This spell has the ability to demolish anything it targets. Any item, weapon, armor, door, wall, or anything else is broken down by this spell. Armor and weapons have their DR% decreased by 30% of their current stat while all other items of a non-magical nature are instantly destroyed, except for money.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

Weapon Effect 50 SA 5 1 target

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Children of Magic This is a part of the Spiritual Sight spell chain and rune stone. This unique spell creates a single sparkling source of energy no larger than a fist for each member of the party. Each member can choose what effect they want the “child” to do for them. They can choose a defensive boost which will temporarily grant them a free block (magic or physical) of 12d20, or they can choose to have the “child” attack. Each “child” can attack for 12d20 damage. There is only one “child” per ally, including yourself. Level 2 Upgrade: + 2d20 to block or attack Level 3 Upgrade: + 2d20 to block or attack Level 4 Upgrade: + 2d20 to block or attack

N/A

20 SA, +10 SA per additional level 2, +1 per additional level self and all allies

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Circle of Magic This is part of the Incite spell chain and rune stone. When creating this spell a circle surrounds the entire radius of the spell. Complex drawings and runes written in life magic glow on the floor and rotate slowly. Whoever is inside this circle has their runic energy, runic soul, and runic spirit increased by 50%, allies, user, and enemies. Gift of the Ancients: With the creation of this spell you are given a floating sword made of life energy. The sword has the attacking power of 2 x your Runic Soul and had a range of 3 spaces. You would use your runic energy when attacking with this sword. Only MR% can protect from damage done by this sword, and you can use any sword skills with this magical sword. Amplified Strength: This spell empowers the Circle of Magic so that it also increases the Strength of all those within the circle by 50%.

N/A: Only 3 levels with this spell.

N/A

20 SA, +10 SA per additional level 2, +1 per additional level a 3x3 space area around a space of your choosing

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Electric Shock This is part of the Electric Shock spell chain and rune stone. With use of this manipulation you create a field of volatile life energy in the form of electricity. The magic becomes unstable and electrocutes the target of the spell, doing 5d10 + 5 damage. There is a 10% chance to stun the target for one round. Lightning Strike: With the creation of this spell, the mystic summons up life energy in its volatile form and unleashes it at a single target. The result is a bolt of lightning crashing into the target doing initial damage of 2d20 followed up by the damage of Electric Shock. Lightning Pins: This spell creates a rain of sparkling blue bolts of energy. Everyone in the radius of the spell must make an evade % check with a 10 point penalty to see if they are hit. If they are hit, they receive 2d12 + lightening strike and electric shock damage each time they are hit. This spell effects everyone in the range of the spell, allies, enemies, and yourself. Energy Storm: This mighty spell conjures up a storm of magical lightning above the heads of the combatants. Lightning pours down from the sky attacking every enemy target doing initially 2d20 damage. You further focus the damage around a spot of your choosing, with those in a 4x4 area receiving lightning pins damage. All enemy targets on the battlefield also take lightning strike and electric shock damage. Weapon Effect 10 SA, +10 SA per additional level 1, +1 per additional level depends on level

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Essence Bolt This is part of the Essence Bolt spell chain and rune stone. This spell is useful on any target. When you cast this spell on an enemy target, it will receive 4d12 damage. When you cast this spell on an ally target, it will heal the target with 4d12 HP. Synergy: This unique spell does not cost SA. It costs HP. The HP cost is taken from you to replenish your SA at a rate of 2 HP per 1 SA. This magic appears to cause the user to sweat blood. Multi-Drain: This spell costs HP instead of SA. When the spell is cast, streams of tainted water stretch out and attach to every enemy in the radius of the spell. For each target, 6d20+10 SA is drained and given to you. If the target does not have the SA, you will receive whatever SA the target has, if any. If the target has no SA then the target is not affected.

N/A: Only 3 levels with this spell.

Weapon Effect - Projectile Weapon Only, Armor Effect, Weapon Effect depends on level 1, +0.5 per additional level 1 target to all enemy targets depending on level

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

Flash Burn This is a part of the Electric Shock spell chain and rune stone. When you create Flash Burn an orb of life energy is formed. You send the orb at the target where it explodes with a bright flash and a loud noise that does 7d20 damage. The target has visual instability for the next three rounds. Heat Lightning: With this spell you summon red hot lightning to shoot from your fingertips to the targets in a straight line in front of you, including the target of Flash Burn. The lightning will pass through each and every target that is in a straight line in front of you, doing 1d% damage to each target. Any target that is right next to the initial target on either side will get the same damage from the lightning arching. This will affect friend or foe in the straight line or next to the initial target. Life Fire: This spell creates a ball of green fire, known as Life Fire that engulfs the target of Flash Burn. Life Fire is a special form of life magic that is burning yet seems full of life and energy. This deals an extra 5d12 damage. The target will also receive burns, losing 2d12 HP per round. This spell will do double the entire spell damage to anything that is undead or spirit.

N/A: Only 3 levels with this spell.

Weapon Effect 20 SA, +10 SA per additional level 2, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Fountain of Life This is part of the Spark of Life spell chain and rune stone. When the power of this spell is released, a circle of magic will appear that no one can walk on. This circle acts independently of the caster. Whenever someone is in the spell’s effect radius they receive 8d20HP. This spell gives life to anyone every turn that they are in the radius of the spell. And the end of the spell the circle disappears. Level 2 Upgrade: + 2d20 Level 3 Upgrade: + 2d20 Level 4 Upgrade: + 2d20

N/A

25 SA, +10 SA per additional level 2, +1 per additional level a 3x3 space area around a selected spot

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Incite This is part of the Incite spell chain and rune stone. This spell is usually hated by some member of your party. When Incite is used on a target, you get to choose which ally the target will want to attack. For the spell's duration, the target has the urge to attack only the ally you have selected and no one else. In fact the target will be unable to attack anyone else than who you choose. Soul's Taint: This spell taints the target against their companions. Dark blue magic pierces the target and urges their soul to become a traitor to their cause. The target begins to attack the closest ally. The target is never considered an ally to you and your allies, but the target is fighting the same enemy. The target is still considered an enemy. If attacked, the target will still continue to attack its allies. If all the other targets are dead, the target will attack your party. Soul's Temptation: This spell recreates the temptation of many souls, which is to do horrible things. With the creation of this spell every enemy target under the radius of the spell gets impaled with a magical spear, which glows a blackish blue and deals 12d12 + 5 damage. The spear immediately disappears but leaves poison in the wounds doing 2d8 damage each round. Soul's Intention: This spell recreates the intention of many souls, which is to do beneficial things. Whenever someone fires a projectile at any target in the radius of the spell, the projectiles are reversed and sent straight back to their source. Everyone also has their Runic Energy doubled, but their Melee Power halved. Enemies also get this boost when under the spell’s radius. N/A 20 SA, +10 SA per additional level 2, +1 per additional level depends on level

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Life's Warding This is in the Essence Bolt spell chain and rune stone. This spell double's your immunity to Life Magic and Death Magic and gives you a 20% chance of immunity to all other magic except Space magic.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

Armor Effect 50 SA 4 1 target or self

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Miracle Summoning This is part of the Spark of Life spell chain and rune stone. With this spell you can resurrect any dead target. This is perhaps the only spell known to Nor'Ovans able to bring back to life a character that is dead. This spell will restore a character who has lost all HP and Mortality Points. This spell resurrects the target at 20% of the target's HP and Mortality. This spell removes any negative and positive status effects. This spell can be used to revive the target as long as it hasn’t been longer than 10 hours. Infinite Life: The spell Infinite Life gives the target just what is says: Infinite Life. Every time the target is attacked, the spell heals the target completely. The target of this spell is not invincible. Any attack that drops the target’s HP to zero will kill the target and the spell will be disabled. Any death spell will also work. This spell is short-lived so the target’s advantage does not last forever.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

40 SA, +20 SA per additional level 4, +2 per additional level 1 target

Level 1:  50/80
Level 2:  40/70

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200

Mystic Weapon This is part of the Essence Bolt spell chain and rune stone. With this spell you awaken a spirit of the forest, a dryad. The dryad will stick to your side for the spell's duration, doubling your runic energy and SA while restoring 1d20 HP per round to you. Mystic Shield: This spell grants the one who receives Mystic Weapon a Mystic Shield. If the target already has a shield, this empowers the target's shield. Otherwise this creates a weightless shield of pure life energy for the target to use. The target can use this shield like normal. It has a block vause of the caster's Runic Soul plus the wielder's Runic Energy. This shield can block physical and magical attacks. Should the wielder be blocking an attack, physical or magical, from someone of the death element, the runic energy added is doubled. Should the wielder be blocking an attack, physical or magical, from someone of the space element then no runic energy is added and the block value is halved. Mystic Armor: This spell empowers the armor of the one who receives Mystic Weapon. The Spirit protection of the armor for all elements except Space is increased by the caster's Runic Soul. Furthermore the Death Spirit of the armor is increased by the wearer's Runic Energy.

N/A: Only 3 levels with this spell.

N/A

30 SA, +10 SA per additional level 2, +1 per additional level 1 target or self

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

Shockwave This is a part of the Electric Shock spell chain and rune stone. When you create this spell, a powerful wave of violent life energy comes from you in all directions. Each target that gets hit has 30% chance of being stun for one round. You can double the chances, after it has been rolled, by spending an extra 20 SA. This spell effects any target caught within its area of effect, friend and foe. The user of the spell however is left unharmed. Raw Power: This spell uses the raw power and energy of violent life to attack those effected by Shockwave. The energy appears to be a brilliant white magic that spreads out with the shockwave. The magic crashes into the targets doing 3d20 + 10 damage. Surge of Power: This spell causes an overload of power in the body of the targets hit by Raw Power from Raw Power. Fire bursts from the target’s body, sending flames across the target, causing an extra 2d20 damage. The target falls to the ground, paralyzed for one round by the energy. At the end of the spell excess energy leaves the body and dissipates.

N/A: Only 3 levels with this spell.

Armor Effect - Body Armor Only 20 SA, +10 SA per additional level 3, +1 per additional level a 4x4 space area around the caster

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Soul Shift This is part of the Spiritual Sight spell chain and rune stone. This spell allows you to drop your physical form and become a spirit or ghost for a short time. As a spirit you take 25% of any physical damage and can pass through objects. You cannot wield anything physical and you are not wearing any armor. However, your evade also increases by 30%. You can use magic and skills just fine however.

Soul Transfer: This spell allows you to enter into and possess a living target while you are in spirit form. You gain an additional round to your spirit form but you must exit the body before the duration of Soul Shift ends. While possessing the target you completely control the target. The target can make a will check to kick you out, but your Runic Soul is the penalty.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

40 SA, +10 SA per additional level 4, +1 per additional level self

Level 1:  45/75
Level 2:  35/65

his is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250

Soul's Destiny This is part of the Incite spell chain and rune stone. With the creation of this spell you create a dark hole of magic below you. From that hole come bolts of dark life energy. One strikes each enemy. From that enemy the magic draws out every point of SA they have left. The bolts then fire from the enemies back to the hole, but float above it, merging into a single orb. The breaks apart and showers SA to every ally target including yourself. The amount of SA obtained is the sum of all the collected SA divided by the number of ally targets.

Soul's Judgment: This adds the judgment of the Soul to Soul's Destiny. When the SA is taken from each enemy a percent dice is also rolled for that enemy. The number rolled is the percentage of max HP and max EP that is taken from that enemy. If a 30 is rolled, then that target's HP and EP is reduced by 30% of the target's max HP and max EP, for example.

Soul's Death: This spell further adds to Soul's Destiny a chance of death, with a dark twist. Upon the initial drain of the the target's SA, a 1d8 is rolled and a 1d6. The 1d6 is a death chance roll, where rolling a 6 is instant death for the target. The 1d8 is how many rounds the target will risk instant death. Each round after the initial round the target will have to roll a 1d6 with an additional 1d6 added for each round. So for example, on round 4 the target will be rolling 4d6, and a single 6 is instant death.

N/A: Only 3 levels with this spell.

N/A

40 SA, +10 SA per additional level 4 battlefield

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300

Spark of Life This is a part of the Spark of Life spell chain and rune stone. With this spell you fire an Essence Bolt at a recently killed target who still has some mortality left. This spell puts just enough energy to sustain the incapacitated target’s life. The target is brought back to life and restored by half of your Runic Soul worth of HP. This spell has to be used before the target runs out of Mortality Points. The target will not retain any status effects it once had, beneficial or harmful. Regeneration: This common spell puts a regeneration effect on a target. Each round, the spell recovers 1d20 HP for the target. When the spell is active, a cloud of bluish magic floats over their body as it gathers energy from the surrounding area into the body of the target. Unlike with other magic, you do not add Runic Energy to the effects of this spell. Mend: This spell will further heal or repair the inanimate objects on the target that is benefiting from Regeneration. It restores DR% and Durability by the same amount as being restored by regeneration. This spell will also restore broken bones and wings. This level's effects can also be used to restore any common object as if new outside of battle.

Miracles: With this manipulation you are using your power to restore the target back to a healthy state. By infusing the target with pure water magic, you effectively remove all negative status effects except death from the target.

Stat Cost: 25 SA
Casting Speed: 2.5
Duration: instant
Range & Area: 1 target
Restoration Spell
Success Rate:  30
Max Success Rate:  60

N/A

10 SA, +5 SA per additional level 1, +0.5 per additional level 1 target

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Spirit's Grace This is a part of the Spiritual Sight spell chain and rune stone. This spell summons the Spirit who blesses you and your allies with her grace. During the duration of the spell, you and your allies can re-roll any failed skill roll or stat check once for free. This includes hit chance checks and saving grace checks. Spirit's Bounty: This spell summons the Spirit who blesses you and your allies with her bounty. During the duration of the spell, you and your allies are are granted 50% more skill points than normal. Spirit's Protection: This spell summons the Spirit who in turn offers her protection. During the duration of the spell, you and your allies are immune to negative status effects of any kind.

N/A: Only 3 levels with this spell.

Armor Effect, Armor Effect, Armor Effect 20 SA, +10 SA per additional level 2, +1 per additional level self and all allies

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Spirit's Mercy This is a part of the Spiritual Sight spell chain and rune stone. With the creation of this spell the target begins to float in the air. Invisible energy smashes into the target from every which way doing 1d% + 2d20 damage. Then, suddenly, it stops. The target falls to the ground in a heap, with the effect of being knocked out for a round. Spirit's Fury: With this spell you open yourself to be possessed by the power you summon. An angry spirit takes the place of your own to viciously attack the target of Spirit's Mercy. Your weapon is replaced with a large, glowing blue sword made purely of energy. The angry spirit charges at the target, attacking it without mercy using the large sword and doing 16d20 damage, that is increased by your runic energy, and can only be resisted by MR%. At the end of the attack, the blade fades away and you fall to the floor, dazed until the next round.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

35 SA, +10 SA per additional level 3, +1 per additional level 1 target

Level 1:  50/80
Level 2:  40/70

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200

Spirit's Strength This is part of the Spiritual Sight spell chain and rune stone. This spell summons the Spirit who grant's you or one ally her strength and mental. The target receives the caster's Runic Soul added to the target's strength and mental. Spirit's Energy: It copies your SA and doubles it with SA being its life force. Each time you are attacked, you may have the spirit take on up to 90% of the damage which will deplete from the spirit's SA life force. You can also take up to 20 SA from the spirit to restore your SA per round, however doing so would drop the spirit's SA by that amount. Once the SA of the spirit is depleted, or once you have gone to sleep, lost consciousness, or died, the spell will end. Spirit's Passion: The magic of the Spirit engulfs you and surrounds you or your chosen ally. For the duration of the spell, all damage dealt to the protected target is cut by 25%, and the protected target has his or her Melee Power, Throw Power, Bow Power, and Runic Energy increased by x 1.5. The protected target also gets 1 additional move of his or her choice during the spell's duration.

N/A: Only 3 levels with this spell.

N/A

40 SA, +10 SA per additional level 4, +1 per additional level 1 target or self

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

Spiritual Sight This is a part of the Spiritual Sight spell chain and rune stone. This spell allows yourself and your allies to peer beyond the world of the living. Thanks to this spell you can see spirits as if they were physical and interact with them as a physical entity. This spell also removes the spirit attack penalties when attacking spirits. Spiritual Link: This manipulation allows you to link your spiritual energy with that of another target. This allows you to see through the eyes of the other target. Also while in a spiritual link, you can only see what the target see's, thus not being able to see what is around your current location unless the target see's you. The target can continue to see just fine. Sacrifice: With the use of Sacrifice, the spell’s HP cost is drawn from the caster. Then the life is magnified and transferred to any ally target, healing 3 times the amount of HP spent.

N/A: Only 3 levels with this spell.

Armor Effect - Helmet Only depends on level 1.5, +1 per additional level depends on level

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

Summon Spirit This is part of the Spiritual Sight spell chain and rune stone. This spell summons the very embodiment of the positive aspect of mysticism, the Spirit. The Spirit has but one objective, to keep you and your allies alive. It does so by granting 3 choices, you must choose 1 choice at the casting of the spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A

50 SA 6 self and all allies

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Trance This is a part of the Electric Shock spell chain and rune stone. With this manipulation, you allow yourself to be overtaken and possessed by violent life energy. While in trance, your SA, current and maximum, is doubled. Your Runic Energy also increased by 100. If you are melee attacked, sparks of electricity will cross into the attacker, doing 6d12 straight to HP damage. Your single target spells now have an arcing effect, where the spell will blast through the intended target, doing full damage, and then arc off at the nearest target doing half damage. Area of effect spells are enlarged to affect the entire battlefield, with all area of effect attack spells affecting everyone.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A

60 SA 6 self

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Tri-Blast This is in the Electric Shock spell chain and rune stone. With the use of this spell, you unleash three magical shots at once, sending each to a single target to damage the target at once. The three shots move in at different angles and attack the target together, doing 25d10 damage. The target only needs to evade or defend once with this spell, but the target receives a -25 penalty to evasion. Level 2 Upgrade: + 2d20 damage Level 3 Upgrade: + 2d20 damage Level 4 Upgrade: + 2d20 damage Weapon Effect - Projectile Weapon only 50 SA, +10 SA per additional level 4, +1 per additional level 1 target

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

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Submitted by mythus on Sun, 10/23/2022 - 06:58