Weapons: A-Z Index
A
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Add Chain Link | 0 | +1 per link | 0 | x1.1 per link | 0 | For chain whips and flails only; limit of 3 links | 20.00 per link |
Attached by Chain | 0 | 0 | 0 | + 0.5 | 0 | Replaces the rope with chain making a more sturdy nunchaku. This is required for the extension enhancement. | 5.00 |
B
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Barbarian Axe | 1d12 + 2 | 1 | -3 | 13 | 6 | 2-Handed for races smaller than human size | 93.75 |
Battle Bow | 1d10 | 12 | 0 | 1.75 | 10 | You must be at least 3 spaces away to use this weapon. | 158.98 |
Battle Rod | 1d8 + 1 | 2 | 0 | 10 | 4 | N/A | 72.50 |
Bearded Blade | +1 | 0 | -1 | x1.1 | 0 | N/A | 20.00 |
Belted Glove | +1 | 0 | 0 | +0.2 | 0 | Leather Glove only | 3.50 |
Blade Knuckles | 1d4+1 | 1 | 0 | 0.7 | 1 | N/A | 8.75 |
Bola | 1d3 | Athletics | -2 | 3 | 2 | Reduces target's movement by ½ due to tripping | 25.00 |
Bone Arrow | 2 | 0 | 0 | 0.15 | 0.05 | N/A | 0.47 |
Bone Spear Head | 1d4 | 0 | 0 | 0.38 | 0.5 | N/A | 1.34 |
Boomerang | 1d6 + 1 | Athletics | -1 | 2.75 | 2 | Once thrown weapon returns to user | 7.42 |
Boot Knife | 1d4+1 | 1 | 0 | 2 | 1 | N/A | 14.38 |
Braided | +1 | 0 | 0 | x1.2 | 0 | For horse whip, bull whip, and lion tamer only | 10.00 |
Broad Blade | +1 | 0 | -1 | x1.2 | 0 | For all but katanas | 15.00 |
Bull Whip | 1d6 + 2 | 5 | +2 | 2 | 4 | Flammable | 23.75 |
C
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Carpenter's Hammer | 1d4 + 1 | 1 | 0 | 2 | 1 | N/A | 16.25 |
Carving Knife | 1d3 | 1 | -1 | 1 | 1 | Good for shaping, carving, and sharpening | 7.19 |
Chain Extension | 0 | +1 | -1 | +0.5 | 0 | Increases the chain by one chain link, can only be applied once. Must have Attached by Chain enhancement. | 5.00 |
Chain Mail Glove | 1d6 + 1 | 1 | 0 | 2 | 2 | N/A | 12.75 |
Chain Whip | 1d10 + 2 | 5 | +1 | 4 | 4 | N/A | 50.00 |
Chakram | 1d10+1 | Athletics | -1 (thrown) 0 (melee) | 6 | 3 | N/A | 43.75 |
Cured Glove | +1 | 0 | 0 | 0 | 0 | Leather Glove only | 3.50 |
D
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Dagger | 1d6+1 | 1 | 0 | 4 | 1 | N/A | 28.13 |
Dart Shooter | 1 | 5 | -1 | 0.1 | 1 | N/A | 0.41 |
Deep Claw | +1 | 0 | 0 | 0 | 0 | For hammers only | 20.00 |
Double Sided Blade | +1 | 0 | +1 | 0 | 0 | For daggers, boot knives, short swords, and long swords only. | 5.00 |
F
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Falchion | 1d12 | 2 | -1 | 15 | 3 | Heavy and large sword that can use both chopping and slicing skills; not acceptable for races smaller than human size | 112.50 |
Flail | 1d12 + 2 | 5 | 0 | 5 | 5 | N/A | 62.50 |
Four Point Hira-Shuriken | 1d4 | Throw Range x 1.5 | -1 | 0.3 | 0.1 | N/A | 2.38 |
G
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Great Axe | 1d12 + 1d6 + 1 | 2 | -4 | 18 | 8 | Not acceptable for races smaller than human size; 2-Handed for human size races | 137.50 |
Great Bow | 1d12 | 12 | -1 | 2 | 12 | You must be at least 4 spaces away to use this weapon. | 190.63 |
Great Mallet | 1d12 + 1 | 2 | -3 | 15 | 6 | Not acceptable for races smaller than human size | 78.25 |
Great Scythe | 1d12 + 2 | 2 | -2 | 13 | 8 | Not acceptable for races smaller than human size; 2-handed for human size races | 106.25 |
H
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Halberd | 1d12 + 3 | 3 | -1 | 12 | 6 | Can use piercing and chopping attacks. | 90.63 |
Hand Scythe | 1d6 + 1 | 1 | 0 | 6.5 | 3 | N/A | 46.25 |
Hatchet | 1d4 + 2 | 1 | 0 | 4 | 2 | N/A | 26.88 |
Heavy Crossbow | 1d10 + 1 | 10 | -2 | 8 | 8 | No critical damage | 206.25 |
Hollow Dart | 1 | Throw Range x 2 | -1 | 0.05 | 0.05 | can be filled with potions, poisons, or powders | 0.35 |
Horse Whip | 1d4 + 2 | 5 | +2 | 1.5 | 4 | Flammable | 18.44 |
Hunting Bow | 1d8 | 14 | 0 | 1.5 | 10 | You must be at least 4 spaces away to use this weapon. | 127.34 |
Hunting Crossbow | 1d8 | 14 | 0 | 4 | 8 | No critical damage | 143.75 |
I
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Improved Rune Staff Crystal | effect damage value + 1d3 | 0 | 0 | 0 | 0 | For rune staffs only | 25.00 |
K
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Kite Axe | 1d10 + 2 | 1 | -2 | 10 | 4 | N/A | 65.63 |
L
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Large Axe | 1d8 + 2 | 2 | -2 | 16.5 | 8 | Not acceptable for races smaller than human size; 2-Handed for human size races | 119.38 |
Large Club | 1d4 + 1 | 2 | -2 | 10 | 4 | Flammable | 16.88 |
Large Nail | +2 | 0 | 0 | +0.5 | 0 | For planks only | 2.00 |
Large Plank | 1d3 + 1 | 2 | -2 | 3 | 4 | Flammable | 5.13 |
Leather Glove | 2 | 1 | +2 | 1 | 1 | N/A | 6.50 |
Lion Tamer | 1d8 + 2 | 5 | +2 | 3 | 4 | Flammable | 33.13 |
Long Bow | 1d6 | 14 | -1 | 1.25 | 10 | You must be at least 4 spaces away to use this weapon. | 95.70 |
Long Dart | 2 | Throw Range x 1.6 | -1 | 0.2 | 0.05 | N/A | 1.35 |
Long Katana | 1d10+1 | 2 | -1 | 9 | 3 | 2-handed for races smaller than human size | 78.75 |
Long Knife | 1d4+2 | 1 | 0 | 1.5 | 1 | N/A | 10.94 |
Long Sword | 1d8 + 1 | 2 | -1 | 10 | 3 | Not acceptable for races smaller than human size, may be 2-handed for human size races | 68.75 |
M
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Mace | 2d8 | 2 | -2 | 15 | 5 | N/A | 95.75 |
Mallet | 1d4 + 2 | 2 | -1 | 12 | 5 | N/A | 25.25 |
Marble | 1d3 | 0 | 0 | 0.2 | 0.01 | N/A | 1.31 |
N
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Nunchaku | 1d6 | 1 | +1 | 2 | 2 | N/A | 15.63 |
P
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Plate Gauntlet | 1d8 + 1 | 1 | -1 | 4 | 3 | Can not pick pocket, cannot use with knuckles. | 18.75 |
Poison Packed | Other Info | 0 | 0 | 0 | 0 | For hollow darts only; inflicts target with poison that does 1d4 damage per round for 10 rounds | 5.00 per dart |
Pole Arm | 1d8 + 1 | 2 | -1 | 11 | 5 | N/A | 80.00 |
Q
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Quarter Staff | 1d6 + 1 | 2 | -1 | 6 | 4 | Flammable | 16.56 |
R
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Reaper Scythe | 1d8 + 1 | 2 | -1 | 11 | 5 | 2-handed for races smaller than human size | 78.75 |
Reinforced Bow | +1 | 0 | 0 | 0 | 0 | N/A | 20.00 |
Reinforced Gauntlet | +2 | 0 | 0 | +0.75 | 0 | N/A | 6.75 |
Reinforced Glove | +2 | 0 | 0 | +0.5 | 0 | Chain Mail Glove only | 6.00 |
Reinforced Spring | +1 | +5 | 0 | 0 | 0 | N/A | 20.00 |
Ringed Knuckles | 1d3 | 1 | 0 | 0.5 | 0 | N/A | 5.94 |
Rod | 1d4+1 | 2 | 0 | 8 | 4 | N/A | 55.00 |
Rune Staff | 1d4 | 2 | -1 | 4.4 | 4 |
Increased Runic Speed by 1 Elemental Effects for Rune Staff The Rune Staff can activate a different ability depending upon the user's element. Each ability must be activated by the user and costs the user 1 Soul point per hit with the staff with the ability activated.
|
44.00 |
S
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Sai | 1d4 | 1 | +1 | 3 | 1 | Double attack value for parry. | 21.25 |
Scale Gauntlet | 1d8 + 2 | 1 | -1 | 3.5 | 3 | Can not pick pockets, cannot use with knuckles. | 22.25 |
Serrated Blade | +1 | 0 | 0 | 0 | 0 | For daggers, boot knives, long knives, and small knives only | 5.00 |
Serrated Edge | +1 | 0 | 0 | 0 | 0 | For throwing knives and chakram only | 2.00 |
Short Dart | 2 | Throw Range x 1.5 | -1 | 0.1 | 0.05 | N/A | 0.69 |
Short Katana | 1d10 | 1 | 0 | 8 | 2 | N/A | 70.00 |
Short Sword | 1d8 | 1 | 0 | 6 | 2 | 2-handed for races smaller than human size | 42.50 |
Silver Arrow | 3 | 0 | 0 | 0.3 | 0.05 | Attack value +1d6 versus undead | 2.81 |
Silver Bolt | 2 | 0 | 0 | 0.2 | 0.05 | Attack value +1d6 versus undead | 2.00 |
Silver Edge | 0 | 0 | 0 | 0 | 0 | Increase attack value by +1d6 versus undead | 7.00 |
Silver Recessed Blade | +1d4 | 0 | 0 | +0.5 | 0 | For night sticks and boomerang only; attack value 1d6 versus undead | 10.00 |
Silver Spear Head | 1d6 | 0 | 0 | 0.75 | 0.5 | Attack value 1d6 versus undead | 7.19 |
Silver Spiked End | +1d4 | 0 | 0 | +1 | 0 | Attack value 1d6 versus undead | 15.00 |
Six Point Hira-Shuriken | 1d6 | Throw Range x 1.5 | -1 | 0.4 | 0.1 | N/A | 3.25 |
Sling Shot | 1 | 6 | -1 | 0.6 | 1 | N/A | 1.91 |
Small Axe | 1d6 + 2 | 1 | -1 | 6.5 | 4 | N/A | 46.88 |
Small Bow | 1d4 | 10 | -2 | 0.75 | 8 | You must be at least 3 spaces away to use this weapon. | 63.67 |
Small Club | 1d4 | 1 | -1 | 7 | 2 | Flammable | 12.00 |
Small Crossbow | 1d6 | 10 | -1 | 4 | 8 | No critical damage | 118.75 |
Small Knife | 1d4 | 1 | 0 | 0.5 | 1 | N/A | 5.00 |
Small Nail | +1 | 0 | 0 | +.25 | 0 | For planks only | 1.50 |
Small Plank | 1d3 | 1 | -1 | 2 | 2 | Flammable | 3.38 |
Small Scythe | 1d6 + 2 | 1 | 0 | 9 | 4 | N/A | 65.00 |
Spiked End | +1d4 | 0 | 0 | +1 | 0 | N/A | 12.50 |
Spiked Gauntlet | +1 | 0 | 0 | +0.5 | 0 | Can use piercing attacks. | 7.50 |
Spiked Knuckles | 1d4 | 1 | 0 | 0.6 | 1 | N/A | 7.19 |
Spikes | +1d3 | 0 | 0 | +1 | 0 | For clubs and mallets only | 5.00 |
Staff | 1d3 + 1 | 2 | -1 | 5 | 4 | Flammable | 10.94 |
Steel Arrow | 3 | 0 | 0 | 0.3 | 0.05 | N/A | 2.06 |
Steel Bolt | 2 | 0 | 0 | 0.2 | 0.05 | N/A | 1.50 |
Steel Recessed Blade | +1d4 | 0 | 0 | +0.5 | 0 | For night sticks and boomerangs only | 5.00 |
Steel Spear Head | 1d6 | 0 | 0 | 0.75 | 0.5 | N/A | 5.31 |
Steel Spear Shaft | 1d4 | 3 | 0 | 8 | 4 | N/A | 53.75 |
Stone Spear Heads | 1d3 | 0 | 0 | 0.45 | 0.5 | N/A | 1.64 |
T
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Throwing Knife | 1d6 + 1 | Throw Range x 1.5 | -1 (thrown) 0 (melee) | 0.25 | 0.2 | N/A | 2.50 |
Thrusting Claw | +1 | 0 | 0 | 0 | 0 | For hammers only. | 25.00 |
Tightened Bow Strings | +1 | +5 | 0 | 0 | 0 | N/A | 20.00 |
Tonfa | 1d6 | 1 | +1 | 3 | 4 | Flammable | 20.63 |
Trident | 1d10 + 3 | 2 | -1 | 10 | 5 | N/A | 73.13 |
Twisted Staff | +1d4 | 0 | 0 | x1.25 | 0 | For staffs, quarter staffs, and rune staffs only. | x1.25 |
W
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
War Axe | 1d12 + 1d4 + 1 | 2 | -3 | 16.5 | 8 | Not acceptable for races smaller than human size; 2-Handed for human size races | 124.38 |
War Hammer | 1d10 + 1 | 1 | -1 | 7.5 | 2 | N/A | 58.13 |
War Mallet | 1d8 + 2 | 2 | -2 | 12 | 5 | N/A | 38.75 |
War Scythe | 1d10 + 1 | 2 | -1 | 12 | 8 | Not acceptable for races smaller than human size; 2-handed for human size races | 97.50 |
Wood Arrow | 1 | 0 | 0 | 0.1 | 0.05 | Flammable | 0.42 |
Wood Spear Head | 1 | 0 | 0 | 0.19 | 0.5 | Flammable | 0.92 |
Wood Spear Shaft | 1d3 | 3 | 0 | 2.5 | 4 | Flammable | 7.66 |
Newest 10 Entries
Spell | Nature's Wrath |
---|---|
Affinity | nature |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Oaken Skin |
Requirements | Ova's Trap |
Spell Effects | With the casting of this spell nature itself is enraged. Every plant, root, or other flora in the environment attacks every enemy target. Even if the only thing natural in the area is the very dust in the room it too attacks every enemy target. Nature attacks all at once, dealing 2d20 + 2d6 magic damage. |
Check Difficulty | Hard Arcana |
Spell | Skin of Thorns |
---|---|
Affinity | nature |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | self or any 1 ally |
Duration | 1d8 rounds |
Spell Family | Oaken Skin |
Requirements | Whip of Thorns |
Spell Effects | This spell coats its benefactor with a protective barrier of thorns. You cannot harm yourself with these thorns, however, anyone who melee attacks you will receive 4 x the caster's Arcana as damage. This coat of thorns, while it acts as an armor or protective spell, also counts as a weapon. This means you can apply spell effects such as Deadly Sap or Pyro Enchantment to it for greater effect. |
Check Difficulty | Hard Arcana |
Spell | Awaken Dryad |
---|---|
Affinity | nature |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | next to caster |
Duration | 1d6 rounds |
Spell Family | Oaken Skin |
Requirements | Deadly Sap |
Spell Effects | 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 Soul while restoring 1d12 Vitality per round to you. |
Check Difficulty | Hard Arcana |
Spell | Rain of Thorns |
---|---|
Affinity | nature |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | entire battlefield |
Duration | instant |
Spell Family | Oaken Skin |
Requirements | Deadly Sap |
Spell Effects | With this spell you shoot up a massive amount of thorns that fall back down upon the battlefield. Only the caster is unaffected. Everyone must make hard evade checks to not get hit by the spell, but the allies of the caster get the caster's arcana as a bonus, while the enemies get the caster's arcana as a penalty. Anyone who is hit is dealt 6d6 + 2d4 magic damage. |
Check Difficulty | Hard Arcana |
Spell | Crevasse's Secret |
---|---|
Affinity | stone |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | all enemy targets |
Duration | 1d6 rounds |
Spell Family | Solidity |
Requirements | Stone Skin |
Spell Effects | With this spell you open a hole in the earth underneath you which you float over. From within the deep hole a powerful magic erupts in the form of a scream. For the duration of the spell the whole world seems to be falling apart as a demonic scream ripples across the battlefield. Every enemy target takes 4d8 magic damage each round during the duration of the spell from the scream. You and your allies are protected from the scream. When the spell ends, the scream ends and the hole closes up with you standing on solid earth. You can still cast spells and use projectile weapons during this spell's duration, but you cannot move. Only fliers or ranged attacks and spells can reach you. |
Check Difficulty | Hard Arcana |
Spell | Guardian Form |
---|---|
Affinity | stone |
Stat Cost | 7 Soul |
Spell Cast Speed | 4 |
Range & Area | self or any 1 ally |
Duration | 1d6 rounds |
Spell Family | Solidity |
Requirements | Stone Skin |
Spell Effects | With this manipulation, you rip up the soil from the ground and surround yourself or your ally in it until you appear to be a monster of earth. The affected is given an extra 1d20 + 1d12 Physical Armor and 1d12 Magical Armor. The affected can attack with a heavy earthen fist that punches the target doing affected's strength + arcana points of physical damage, having a punch range of 2 spaces. As soon as the duration is over, the dirt falls away, leaving the affected as he or she was before the spell started. |
Check Difficulty | Hard Arcana |
Spell | Unnatural Strength |
---|---|
Affinity | stone |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | self or any 1 ally |
Duration | 1d8 rounds |
Spell Family | Solidity |
Requirements | Sculpted Mount |
Spell Effects | When this spell is created, the spell sparks a reaction in the body of the target that allows them to reach new levels in strength on their own. It increases the target’s strength by x 2 which affects all strength based stats. |
Check Difficulty | Hard Arcana |
Spell | Ancient Sentries |
---|---|
Affinity | stone |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | next to caster, can be assigned to any target per sentry |
Duration | until destroyed |
Spell Family | Solidity |
Requirements | Sculpted Mount |
Spell Effects | With this manipulation, you summon two old statues holding staff weapons around you. You chooses two targets, one for each sentry. Every round they are active, each statue attacks the target they were designated to attack. Those who get attacked by the sentry must attack the sentry back. Each sentry has 1d% Vitality and takes only 25% physical damage but 100% magical damage. After the duration is reached, the sentries crumble. They have a battlefield movement rate of 20 and have 1 attack action and 1 move action. Their physical damage for each attack is 4 x Arcana, and has a range of 1 space. |
Check Difficulty | Hard Arcana |
Spell | Land Slide |
---|---|
Affinity | stone |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | a cone starting at 1x1 space expanding by 1 space on each side every space in distance for the length of the battlefield affecting all in the cone |
Duration | instant |
Spell Family | Dust Devil |
Requirements | Catapult |
Spell Effects | This spell summons a land slide of rock, gravel, and loose dirt that come forth from right in front of the caster spreading in a cone fashion in the direction the caster is facing. Any land based creature in the cone's direction at or below the caster's elevation will be affected. They will have to make an impossible Brace check or be swept up and made part of the land slide. Each target affected will receive 8d4 magic damage. The spell continues to the edge of the battlefield, so anyone caught up in the landslide will be taken out of the battle and will have to re-enter the battle at the bottom of the initiative list after the round is complete. |
Check Difficulty | Hard Arcana |
Spell | Mountain's Summit |
---|---|
Affinity | stone |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | a 6x6 space around the caster |
Duration | instant |
Spell Family | Dust Devil |
Requirements | Mountain's Base |
Spell Effects | When you unleash the power of this spell, you recreate a mountaintop exploding out from your own body. Large boulders are thrown from your body and dust and debris fly across the area. Everyone in the affected area, ally and enemy, must make a hard evade check to find out if they receive damage. The person casting this spell is unaffected. Everyone except you will roll a 1d20. If someone rolls a 1-5, they will receive 6d6 damage. If someone rolls a 6-13, they will receive 6d4 damage. If someone rolls a 14-20, they will not receive any damage. |
Check Difficulty | Hard Arcana |
Top 10 Entries
Spell | Brand |
---|---|
Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target 1d6 spaces away |
Duration | 1d8 rounds |
Spell Family | Visual Distortion |
Requirements | Fire's Illusion |
Spell Effects | This manipulation places a burned symbol on the body of the target. This symbol alters the mind and puts the target under your control. The target will follow your orders loyally until the spell is broken. The target must make a hard spiritual stability check to escape this control. |
Check Difficulty | Hard Arcana |
Spell | Blitzkrieg |
---|---|
Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | all allies and self |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Circle of Power |
Spell Effects | When you create this spell you enhance all of your allies for battle. The magic increases melee power for you and your allies by 1d20+3 points (rolled at cast). It also increases Critical % for you and your allies by 2. All of your allies battle movement rates are doubled. Ranged weapons have double the range. And finally, all allies and yourself gain an extra attack. |
Check Difficulty | Hard Arcana |
Spell | Torch of Heroes |
---|---|
Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 4x4 space around the caster |
Duration | 1d8 rounds |
Spell Family | Pyro Enchantment |
Requirements | Warrior's Flame |
Spell Effects | With this spell you use the essence of fire to add destructive power to all of your allies, including yourself, as long as they are within the range of the spell. It increases everyone who is affected melee, throw, and bow power by 1d12+3. The people effected appear to be on fire. |
Check Difficulty | Normal Arcana |
Spell | Superheat |
---|---|
Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target 1d6 spaces away |
Duration | 1d4 rounds |
Spell Family | Visual Distortion |
Requirements | Visual Distortion |
Spell Effects | With this manipulation, you send out ripples of fire magic across the weapon of the target. The fire heats the object to extremely high temperatures. The target must make a normal grip check to see if it can hold the weapon in that heat. If the target can, then the target will take 1d10 straight to vitality points of damage for each round that the weapon is heated. The weapon will be usable when the spell is finished. |
Check Difficulty | Normal Arcana |
Spell | Smoke Screen |
---|---|
Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | a 4x4 space around the caster |
Duration | 1d4 rounds |
Spell Family | Visual Distortion |
Requirements | Visual Distortion |
Spell Effects | A cloud of billowing smoke is released from your body when this spell is created. The smoke fills an area and hangs there for the duration of the spell, not moving with you. Anyone, friend and foe, caught within the smoke cannot see while in the smoke, and anyone, friend or foe, who is outside of the smoke cannot see into the smoke. You however are immune and can see clearly through the smoke as if it was a clear day. |
Check Difficulty | Normal Arcana |
Spell | Sharp Fire |
---|---|
Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Fire Streak |
Requirements | Fire Streak |
Spell Effects | This spell begins with you creating eight sources of fire around yourself. As you continue the spell, they take the shape of knives. At the end of the spell, you unleash the daggers out at a single target. The spell does 5d6+2 damage to the target. |
Check Difficulty | Normal Arcana |
Spell | Pyrophobia |
---|---|
Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Visual Distortion |
Requirements | Heat Control |
Spell Effects | When this spell is created you are surrounded by flames and appear to be some sort of powerful flaming creature. The flames in reality are harmless. The fire’s presence gives no true beneficial effects to the user, but it does make you appear to be a terrifying magical being which causes targets to have to make a normal mental stability check or be fearful of you and avoid you at all costs. |
Check Difficulty | Normal Arcana |
Spell | Kindling |
---|---|
Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target 1d12 spaces away |
Duration | instant |
Spell Family | Spark |
Requirements | Spark |
Spell Effects | With this manipulation, you create several pieces of what appears to be stones that are on fire. You send them out at a single target. On their way they break apart but keep their flame. The spell targets the eyes or other means of sight of the target. The fire lands directly in the eyes of the enemy, burning their eyes dealing 2d6+2 points of damage which if not wearing any eye protection goes straight to vitality and causes blindness for 3 rounds. |
Check Difficulty | Normal Arcana |
Spell | Ignatius |
---|---|
Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Fire Streak |
Requirements | Scold |
Spell Effects | With this manipulation you create a pocket of fire magic right in front of the enemy target. At the very end of the casting process, the target ignites, doing 2d8+2d4+2 points of damage and making it seem like the target spontaneously caught on fire. The fire lasts only seconds. |
Check Difficulty | Normal Arcana |
Spell | Flaming Barrier |
---|---|
Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 4x4 space around the caster |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Sealing Wounds |
Spell Effects | This spell summons a circle of fire that spreads out from you and then grows high. The fire burns anything that tries to get through, doing 3d10 + burns damage to any living target that tries to get through. Anyone on the inside can send projectiles and magic out but cannot melee attack any target outside of the barrier. |
Check Difficulty | Normal Arcana |