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 | Sun's Assault |
---|---|
Affinity | flame |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Fire Streak |
Requirements | Magma Shot |
Spell Effects | This spell unleashes the power of the Sun on a single target. This spell ripples with fire magic as the burning wave of magic moves from the caster to the target. The magic crashes into the target, doing 9d12 damage. |
Check Difficulty | Impossible Arcana |
Spell | Fire's Illusion |
---|---|
Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d6 +1 rounds |
Spell Family | Visual Distortion |
Requirements | Heated Touch |
Spell Effects | With this spell you cause a target to think that they are on fire. The target will do whatever it takes to put out the fire. By the second round, the target will have taken off all of its armor and by the end of the spell it will be rolling around on the ground like an idiot, screaming as if its on fire. No real damage is done to the target, unless the target does it to itself. The target can attempt a normal Mental Stability check. |
Check Difficulty | Hard Arcana |
Spell | Heated Touch |
---|---|
Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target you touch |
Duration | instant |
Spell Family | Visual Distortion |
Requirements | Heat Control |
Spell Effects | This spell allows you to heal with the comforting touch of your heated hand. You can restore 1d12 Vitality increased by Arcana with each touch. |
Check Difficulty | Normal Arcana |
Spell | Plasma Ignite |
---|---|
Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Spark |
Requirements | Spark |
Spell Effects | This spell allows you to ignite your armor or your ally's armor without the burning armor harming the armor wearer. This causes any attacks by wood to be ineffective, and causes any target that melee attacks you or is within 1 space of you, friend or foe, to receive 4d6 magic damage. |
Check Difficulty | Normal Arcana |
Spell | Plasma Shot |
---|---|
Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | every target in a straight line from the caster |
Duration | instant |
Spell Family | Fire Streak |
Requirements | Sharp Fire |
Spell Effects | With this spell you shoot out a beam of super heated plasma in a straight line from you at the target. It passes through and affects any target, friend or foe, in that straight line dealing 3d12 + 2d4 magic damage. |
Check Difficulty | Normal Arcana |
Spell | Plasma Wave |
---|---|
Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | a 4x4 space around the caster |
Duration | instant |
Spell Family | Spark |
Requirements | Rising Plasma |
Spell Effects | You summon forth a wave of molten plasma that comes from within you in all directions. Any target, friend or foe, caught within the wave will receive 5d10 + 5 magic damage and be knocked down, stunned for 1 round, and dazed for the next 2 rounds. |
Check Difficulty | Hard Arcana |
Spell | Rising Plasma |
---|---|
Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Spark |
Requirements | Plasma Ignite |
Spell Effects | This spell brings forth molten plasma from under the ground up slowly to cover the battlefield. You and your friends are safely lifted into the air by the currents created by the heat of the plasma. Ground-based enemy targets though are stuck within the burning plasma, receiving 4d10 magic damage and burns. |
Check Difficulty | Normal Arcana |
Spell | Superheated Blade |
---|---|
Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self or 1 ally |
Duration | 1d8 rounds |
Spell Family | Pyro Enchantment |
Requirements | Plasma Burning |
Spell Effects | This spell causes the weapon to instantly destroy any cloth armor and cloth or wood shield it hits. It also causes 3x user's Arcana damage. |
Check Difficulty | Hard Arcana |
Spell | Blade of Plasma |
---|---|
Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Pyro Enchantment |
Spell Effects | This spell gives your or your ally's weapon the status of plasma. This makes it so that the affected weapon ignores 20% of the target's armor so that 20% of all damage dealt goes straight to Vitality. |
Check Difficulty | Normal Arcana |
Spell | Volcano Eruption |
---|---|
Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | a 5x5 area around a spot of your choosing |
Duration | 1d6 rounds |
Spell Family | Spark |
Requirements | Plasma Wave |
Spell Effects | With this spell you summon forth the molten plasma to erupt like a volcano. Any in the area of effect (ally and foe) will receive 3d20 per round. |
Check Difficulty | Hard Arcana |
Top 10 Entries
Spell | Temple Statue |
---|---|
Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | starts next to caster |
Duration | until destroyed |
Spell Family | Solidity |
Requirements | Ancient Sentries |
Spell Effects | This spell creates a statue of a woman in robes holding a scepter. Every round the statue walks to an ally and waves her scepter, healing the target for 5d8 Vitality. This statue is not immune to damage and only has 3d20 Vitality. Each round the statue will independently go up to an ally target, including yourself, and heal that target. At the end of the spell the statue will fade away. The statue can only move once per round and has a battle movement rate of 5 and a range of 3. |
Check Difficulty | Hard Arcana |
Spell | Boulder Dash |
---|---|
Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target per boulder |
Duration | instant |
Spell Family | Dust Devil |
Requirements | Land Slide |
Spell Effects | By creating Boulder Dash, you create a source of earth magic that pumps out 1d6 boulders in every direction. The boulders roll to your appointed targets. If anything is in the way of the boulder from rolling directly to it’s target, it will hit that obstacle and crumble. If another target, whether it is an enemy target or an ally, gets in the path to a boulder’s target, the boulder will hit that target instead. The boulders will keep rolling in a straight path if they miss their target until they hit something else or leave the battlefield. Any boulder that leaves the battlefield crumbles upon doing so. You may assign a different target for each boulder produced and create the source of the boulders up to 7 spaces from your location. Each boulder does 4d12 points of magical damage on impact. |
Check Difficulty | Hard Arcana |
Spell | Metal Blade |
---|---|
Affinity | stone |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Dust Devil |
Requirements | Crystal Lance |
Spell Effects | With this manipulation, you create a long blade of pure metal. The metal spins like a disk as it flies through the air until it lands into its target. The metal blade does initial magical damage of 6d10. During the target’s next round, the target must rip the blade from it’s own body or will be unable to act until it does so, doing extra rip out damage of 4d12 to itself. |
Check Difficulty | Impossible Arcana |
Spell | Crystal Lance |
---|---|
Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Dust Devil |
Requirements | Mud Serpent |
Spell Effects | The creation of Crystal Lance forms a large chunk of crystal with a sharp tip. This crystal is then sent out at high speeds towards a target of your choosing. The lance pierces the flesh of the target and embeds itself into the target before disappearing. The lance does 5d10 magical damage. |
Check Difficulty | Hard Arcana |
Spell | Crater |
---|---|
Affinity | stone |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | a 3x3 space area around and including 1 target |
Duration | instant |
Spell Family | Grounding |
Requirements | Crevasse's Pull |
Spell Effects | Crater recreates the fall of a meteorite on the surface of the earth but in much smaller proportions. You create a small stone that drops onto the target of the spell. The stone hits the target and the surface the target is standing on gets ripped up from underneath doing more damage. The total damage done by this spell is 5d12 points of magical damage. This spell doesn’t affect flying or floating targets. This spell affects any in the area including allies. |
Check Difficulty | Impossible Arcana |
Spell | Crevasse's Pull |
---|---|
Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1d8 spaces affecting any 1 adjacent space surrounding the hole and the 1 space for the hole itself |
Duration | 1d8 rounds |
Spell Family | Grounding |
Requirements | Pull of the Earth |
Spell Effects | With this manipulation, you open a dark hole in the ground in a location of your choosing up to 1d8 spaces away from you. The diameter of the hole is exactly 3x3 feet or 1 space. When any target, ally, enemy, even yourself, is on any adjacent space next to the dark hole, that target will lose 50% of current Vitality, Power, and Soul. That target will lose that for each round they are on any adjacent space. This even affects flying and floating targets. If a target walks over, flies over, or floats over the dark hole, they are sucked in and will not return to the battlefield until the spell’s duration ends, losing half of their Vitality, Power, and Soul each round. The hole is invisible to everyone except yourself. Everyone that is up to 4 spaces away from this spell's area of effect gets pulled closer to the hole by 1 space, unless they pass a hard brace check. |
Check Difficulty | Hard Arcana |
Spell | Entomb |
---|---|
Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1d8 spaces affecting 1 target |
Duration | 3 round death countdown |
Spell Family | Grounding |
Requirements | Crevasse's Trick |
Spell Effects | With a swift movement the earth opens up what appears to be a mouth with a long snout and closes on the target. The earth stands, holding the target. When the earth closes around the target that is counted as 3. Target’s turn goes by and the countdown goes down to 2. The target’s turn goes by again and the countdown goes down to 1. After the target’s next turn, the earth sinks to become once more level with the rest of the ground and the target is dead. The target can be freed by attacking the earth around the Entomb spell but only with magic. The Entomb Spell has 3d% Vitality, and once that Vitality is gone, the target will be freed. |
Check Difficulty | Hard Arcana |
Spell | Mountain's Oasis |
---|---|
Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | all allies |
Duration | spell's effect happens when mortal damage takes place |
Spell Family | Grounding |
Requirements | Mountain's Heart |
Spell Effects | When this spell is created nothing seems to happen. It is not until one of your allies faces death does the spell work actively. When the enemy does damage that will kill any of your allies or yourself, the magic awakens and gives the endangered ally 5 more Vitality than the amount of damage that would be taken right before the attack is carried out. |
Check Difficulty | Hard Arcana |
Spell | Serpentine Roots |
---|---|
Affinity | nature |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Tracker's Mind |
Requirements | Entanglement |
Spell Effects | This spell summons a massive pair of thick roots that are wrapped around each other and resemble a great serpent. The root shoots forth from the caster, weaving around any obstacle to reach its target. Upon reaching the target the root impales through the target dealing 9d4 magic damage. The target also receives 1d6 poison damage for the next 1d10 rounds. |
Check Difficulty | Hard Arcana |
Spell | Ent Guards |
---|---|
Affinity | nature |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | 1 ally or self per ent |
Duration | until the ents are destroyed or battle is over |
Spell Family | Tracker's Mind |
Requirements | Entanglement |
Spell Effects | This spell summons up two living, moving tree creatures called Ents. These are massive creatures the size of oak trees and as strong as oak trees. Each ent is assigned a target to protect, be it you or an ally. You can only have one target per ent, so you cannot have both ents protecting the same target. If you cast this spell again during the spell's duration, the other two ents summoned cannot protect someone who already has an ent protected them. The ent will protect the target, taking 1d% percentage of the attack, with the ent receiving the blocked damage. Each ent has 2d20 Vitality. Fire does double damage to the ent. The ents can be cured. |
Check Difficulty | Hard Arcana |