Spells: A-Z Index
A
Spell
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Affinity
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Stat Cost
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Spell Cast Speed
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Acorn Shot | nature | 4 Soul | 2 | 1 target per acorn that is 1d20 spaces away | instant | Oaken Skin | Oaken Skin | This spell summons up 1d8 large acorns that you can hurl at your enemy. You can hurl 1 acorn per enemy. You can hurl more than 1 acorn at a single target. Each acorn deals 1d6 +1 magic damage. You cannot crit with this spell nor can you add Arcana to each acorn's damage. | Normal Arcana |
Aero Disk | air | 6 Soul | 3 | 1 target that you can see | instant | Airess | Air Burst | By creating this spell you create a disk of pure wind with edges sharper than many swords. You let the disk launch off on its own to attack the enemy of your choice. The disk attack by sweeping up his torso doing 3d12 points of damage before disappearing right above the target. | Normal Arcana |
Air Burst | air | 4 Soul | 2 | 1 target that is 2d12 spaces away | instant | Airess | Airess | Creating the spell “Air Burst” creates a bubble of concentrated air that you launch at a target. When it hits the target the bubble pops doing 1d12 + 1d6 points of damage to the target. | Normal Arcana |
Air's Constant Flow | air | 2 Soul | 1 | self or 1 target | 1d3 hours | Air's Constant Flow | N/A | This manipulation allows you to have a constant source of fresh air to breath. It does so by placing an unnoticeable, indestructible, invisible “mask” over your nose and mouth. This spell allows for breathing underwater, in gas-filled rooms, and in areas of little air. | Easy Arcana |
Airess | air | 2 Soul | 1 | 1 target | affect happens when target is attacked | Airess | N/A | You choose a target and create the spell. When the target gets attacked, the spell activates and reduces the damage by 20% and then the spell’s effect ends leaving the target unprotected. | Easy Arcana |
Ancient Sentries | stone | 8 soul | 4 | next to caster, can be assigned to any target per sentry | until destroyed | Solidity | Sculpted Mount | 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. | Hard Arcana |
Apocalypse | flame | 12 Soul | 6 | battlefield | instant | Spark | Sun's Fall | This spell is made to feel as if the very earth was being destroyed on the battlefield. When this spell is created, fire erupts from the floor. Explosions of magical fire explode all around everyone and amazing heat builds up in the area. Anything flammable in the area of the spell is almost instantly set aflame. This spell does a staggering 12d12 damage to every enemy target on the battlefield. | Impossible Arcana |
Aqua Seed | water | 2 Soul | 1 | 1 target 1d12 spaces away | instant | Aqua Seed | N/A | In this spell you create a very small orb of water called the “Aqua Seed”. When launched at the target of your choice, the orb will hit and explode on top of them, blasting them with water doing 2d8+1d4 points of damage. | Easy Arcana |
Armor of Light | light | 8 Soul | 4 | self or 1 ally | 1d6 rounds | Glow | Glowing Shield | With this spell you provide yourself or an ally a set of armor made of light. The armor grants the wearer 5 Physical Armor and 10 Magical Armor. | Hard Arcana |
Army's Decay | decay | 6 Soul | 3 | battlefield | until battle is over | Deconstruction | Ghostly Mount | This spell can only work if your party is outnumbered. This spell counts the amount of companions with you, including yourself. Then it seals away all but the same amount of enemies within graves with only enough room to fit the target it captures. That way, the magic sees the combat as fair. 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. Each round that the target is sealed in a grave it will lose 20% of its current Vitality, Soul, and Power. | Normal Arcana |
Atrophy | decay | 8 Soul | 4 | 1 target | 1d8 rounds | Deconstruction | Field of Decay | This spell decays the target's strength. The target now will cause less damage with any physical attack. The target's physical attack damage is reduced by 35% (x 0.65). | Hard Arcana |
Audio Blast | sound | 6 Soul | 3 | a 3x3 space area around a spot of your choosing | instant | Tinnitus | Sonic Shot | With this spell you cause an explosion of sound. All in the area, including yourself, will take 5d8 magic damage. | Normal Arcana |
Audio Slave | sound | 10 Soul | 5 | 1 target | duration of battle | Echo Perception | Suggestive Whisperings | With this spell you make a target your slave. You have complete control over the target for the duration of the battle. The target can make a hard mental balance check to avoid this and a hard mental balance check per round to break free. | Hard Arcana |
Audio Wave | sound | 8 Soul | 4 | a 3 space wide straight line from the caster | instant | Echo Perception | Sound Tripping | This spell produces a 3 space wide sound wave that goes from you in a straight line in the direction you are facing. Any target, ally or enemy, caught in the wave's path must make a hard brace check or be pushed back 1d4 spaces, knocked down, and dealt 4d10 magic damage. | Hard Arcana |
Auditory Hallucinations | sound | 6 Soul | 3 | 1 target | duration of battle | Echo Perception | Sound Dislocation | With this spell you cause the target to hear things that are not there. This distracts the target. The target will have to make hard perceive checks to distinguish real from not real, to defend, to evade, to attack, to do anything. The target will have to make an arcana check as well or may believe that his or her ally is an enemy. | Normal Arcana |
Auditory Imbalance | sound | 3 Soul | 2 | 1 target 1d20 spaces away | 1d4 rounds | Echo Perception | Echo Perception | With this spell you cause an imbalance in the target. The target will need to make Sure Footing checks each time the target moves. If the target fails a Sure Footing Check, the target falls down and needs a move action to get back up. | Normal Arcana |
Aura of Acceptance | death | 10 Soul | 5 | a 3x3 space area around the caster | 1d6 rounds | Loss of Self | Aura of Rage | With the casting of this spell you are surrounded by an aura of the acceptance that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The acceptance causes the affected to accept the fate that is before it. The target must make hard mental balance checks to do anything. Each time it is the target's turn the target must make a normal mental balance check against killing itself. | Hard Arcana |
Aura of Despair | death | 4 Soul | 2 | a 3x3 space area around the caster | 1d6 rounds | Loss of Self | Loss of Self | With the casting of this spell you are surrounded by an aura of the despair that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The despair causes the affected to not be able to add melee, bow, throw, or arcana to their attacks and to need to make mental balance checks each round to not simply give in to the despair and do nothing for that turn. | Normal Arcana |
Aura of Fear | death | 6 Soul | 3 | a 3x3 space area around the caster | 1d8 rounds | Loss of Self | Aura of Despair | With the casting of this spell you are surrounded by an aura of the fear that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The fear causes the affected not be able to attack you and need to make normal mental balance checks each round to not simply give in to the fear and have a panic attack causing itself melee damage and running blindly from you. | Normal Arcana |
Aura of Rage | death | 8 Soul | 4 | a 3x3 space area around the caster | 1d8 rounds | Loss of Self | Aura of Fear | With the casting of this spell you are surrounded by an aura of the rage that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The rage causes the affected to be enraged, dealing double total physical damage, but unable to use spells, potions, or any skills except melee attack skills. | Hard Arcana |
Awaken Dryad | nature | 8 soul | 4 | next to caster | 1d6 rounds | Oaken Skin | Deadly Sap | 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. | Hard Arcana |
B
Spell
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Affinity
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Stat Cost
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Spell Cast Speed
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Banshee's Reaping | sound | 12 Soul | 6 | battlefield | instant | Tinnitus | Banshee's Song | With this spell you call upon the negative aspect of sound, the banshee. The banshee will go to every target, ally and enemy, and attempt to reap that target. Enemies must roll a 1d6, with 6 killing the target. Allies must roll a 1d% with 100 killing the ally. You are immune. | Impossible Arcana |
Banshee's Scream | sound | 8 Soul | 4 | a 4x4 space around the caster | instant | Tinnitus | Shattering Vibrations | This spell calls upon the negative aspect of sound, the screaming banshee. The Banshee lets out a blood curdling scream. All targets in the area of effect except the user must make a hard mental balance check against fear. Also all targets in the area except the user are dealt 6d8 magic damage. | Hard Arcana |
Banshee's Song | sound | 10 Soul | 5 | a 3x3 space area around the caster | 1d6 rounds | Tinnitus | Banshee's Scream | This spell calls upon the negative aspect of sound, the banshee. The banshee appears and sings a terrifying melody. All targets in the area of effect, ally and enemy, must make a hard mental balance check against fear and berserk. The affected targets will be unable to attack the spell caster. The spell caster is unaffected. | Hard Arcana |
Bat's Perception | sound | 6 Soul | 3 | self or 1 ally | 1d10 hours | Echo Perception | Sound Location | With this spell you grant the target sonar and enhanced hearing. The target can locate and distinguish things, objects, traps, and so forth through the power of sound, even in the darkest environment. The target will receive no penalties to blindness or any status that affects sight as the target will not be using sight. Instead however deafness will render the target with no ability to make perception checks. This effect makes all perceive checks to be easy checks. | Normal Arcana |
Battlefield of Stone | stone | 8 soul | 4 | entire battlefield | 1d4 rounds | Grounding | Living Ground | This spell mocks that of a game board. The spell gives paralysis to everything except you. Even your allies are paralyzed. For the spell's duration you may reorganize anything within your physical capabilities. With this spell you can not remove armor and items or change their pose. You can move them, as long as they keep their pose. You can take anything that is in their hands, but nothing else because other things have become a part of them. You also cannot take their life. The magic wears off in a short time. When the area is freed, everyone has to adapt to what has occurred to them. | Hard Arcana |
Beast's Prey | death | 2 Soul | 1 | 1 target | 1d4 rounds | Beast's Prey | N/A | This spell creates a defensive aura around the target of your choice. Whenever this target is attacked in melee, 1d12 magic damage is done to the target. | Easy Arcana |
Big Bang | light | 12 Soul | 6 | all enemy targets | instant | Piercing Light | Star's Nova | This spell pumps every enemy target full of light. The target must make an impossible Endure check. If the target fails, the target explodes violently, with the light exploding out of the target, and the target dies. Those that succeed are hit by the exploding target and the exploding light, receiving 7d12 magic damage. If all targets succeed, the light still explodes dealing each 8d12 magic damage, but the targets themselves don't explode. The caster and allies are protected. | Impossible Arcana |
Bio Instability | death | 2 Soul | 1 | 1d12 spaces affecting 1 target | 1d4 rounds | Bio Instability | N/A | This spell causes the target to feel sick. Inside the target’s body, the organs act strangely and irregularly, causing slight pains, nausea, and other symptoms. It mimics food poisoning. The target's move rate is cut in half. | Easy Arcana |
Bitterwood Pandemic | death | 8 Soul | 4 | 1 target 1d12 spaces away | 1d20 rounds | Bio Instability | Plague | This terrible spell inflicts its target with a temporary version of the terrible Bitterwood Plague. Bitterwood so got its name because its victims would find parts of themselves rotting and falling away as if the target were a decaying tree. Bitterwood causes the host body to think that it is dead by cutting off any signal that the body is alive, so it quickly enters into a state of decay. It starts small with patches of skin, turning black, fingers and toes turning black and falling off, hair falling out. Luckily for the victim of this spell, it does not go beyond that point. However, the pain from each event and the rigor mortise setting in is incredibly painful. With the rigor mortise, the target's movement slows by 2 each round. The target also experiences 9d4 vitality damage. By round 2 the target looses 1 finger, round 3 1 toe, this changing between finger and toe each round. When the target looses more than 2 toes on one foot, the target must make normal balance checks each round. When the target looses more than 3 fingers on the weapon holding hand, the target must make hard grip checks to keep its weapon. | Hard Arcana |
Blade of Plasma | flame | 4 Soul | 2 | self or 1 ally | 1d6 rounds | Pyro Enchantment | Pyro Enchantment | 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. | Normal Arcana |
Blitzkrieg | flame | 10 Soul | 5 | all allies and self | 1d6 rounds | Pyro Enchantment | Circle of Power | 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. | Hard Arcana |
Boulder Dash | stone | 10 Soul | 5 | 1 target per boulder | instant | Dust Devil | Land Slide | 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. | Hard Arcana |
Brand | flame | 10 Soul | 5 | 1 target 1d6 spaces away | 1d8 rounds | Visual Distortion | Fire's Illusion | 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. | Hard Arcana |
Burning Heart | flame | 8 Soul | 4 | 1 target 1d6 spaces away | until cured or dead | Spark | Explosion | With this spell you fire a needle of magical fire that pierces and pushes into the body of the target. The needle drills into the heart where the fire spell activates. The magic sets fire to the blood. Each round that the spell continues it does 1d20 + 1d6 straight to Vitality damage. | Hard Arcana |
C
Spell
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Affinity
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Stat Cost
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Spell Cast Speed
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Catapult | stone | 6 Soul | 3 | next to caster, can target any target | until destroyed or end of battle | Dust Devil | Gravel Pelt | This manipulation creates an independent catapult that operates in one single position. Each round the catapult will attack a target of your choice dealing 2d% points of magical damage with each shot. The catapult has 3d20 Vitality and can be attacked by any means. The catapult will remain on the battlefield, attacking the target of your choice, until the battle is over or the catapult is destroyed. Once created you do not have to maintain the catapult and can use other skills and spells. The catapult cannot be healed. | Normal Arcana |
Chained Fury | flame | 8 Soul | 4 | 1 target | 1d6 rounds | Visual Distortion | Pyrophobia | With this spell you summon the essence of fire instead of its true form. The magic encircles the target and flows into their body. The magic causes the target to feel immense anger and become inflicted with berserk. This causes the target’s damage values to double but prevents the target from doing anything else instead of melee attacking. | Hard Arcana |
Chamelonism | nature | 4 Soul | 2 | self | 1d4 hours | Tracker's Mind | Tracker's Mind | This spell grants the caster the ability to blend in with his or her surroundings. This is basically a natural hide that increases the caster's Stealth by 1d10. | Normal Arcana |
Chaotic Winds | air | 8 Soul | 4 | 1 target | instant | Airess | Vortex | When this manipulation is created it creates a powerful cork-screwing shot of air. When shot at a single target it has the chance of dealing either heavy damage or little damage. First you roll 3d12 for damage, and then you roll a 1d3. Rolling a 1 decreases the damage that would be done by half. Rolling a 2 lets the spell do the damage shown on the 3d12. Rolling a 3 increases the damage that would be done by x 2. There is a normal Arcana chance to stun the target for 1 round with this spell. | Hard Arcana |
Children of Fire | flame | 10 Soul | 5 | all allies and self | 1d8 rounds | Visual Distortion | Fever Rising | This unique spell creates a single sparkling source of energy no larger than a fist for each member of the party. They appear to be single flames. 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 1d12 Defense, or they can choose to have the "child" attack. Each "child" can attack for 5d12 damage. There is only one "child" per ally, including yourself. | Hard Arcana |
Choking Gas | air | 10 Soul | 5 | a 4x4 space around the caster | 1d4 rounds | Air's Constant Flow | Wisps of Death | The Choking Gas spell creates a cloud from your body of putrid gas. This gas causes everyone under it, ally and enemy, to take 4d20 damage per round while they are in the gas. Once the gas dissipates or a target, ally or enemy, gets out from the gas, they begin taking poison damage of 1d12 until cured or dead. You are not effected. | Hard Arcana |
Circle of Power | flame | 8 Soul | 4 | a 4x4 space area around a spot of your choosing | 1d6 rounds | Pyro Enchantment | Torch of Heroes | When creating this spell a circle surrounds the entire radius of the spell. Complex drawings and runes written in fire magic glow on the floor and rotate slowly. Whoever is inside this circle has their melee, throw, and bow powers increased by 1d% + 1d12 (total as a percentage), allies, user, and enemies. | Hard Arcana |
Cloud Sight | water | 4 Soul | 2 | entire floor of dungeon map or a 10 square mile area | instant | Distortion | Distortion | With this manipulation, you are gifted with the ability to see from the view of water vapor. Not only does this spell allow you to see where there are clouds, but also allows you to see perfectly in any place that is damp, no matter the amount of light. | Normal Arcana |
Cold Blade | death | 4 Soul | 2 | 1d20 spaces affecting 1 target | instant | Beast's Prey | Beast's Prey | Cold Blade creates the feeling of being stabbed with a cold, metal blade in the back. The spell leaves a wound behind causing minor wounds, doing 2d12 damage. Magic deals the damage without anything physical actually being used to make the feeling. | Normal Arcana |
Cold Heart | water | 8 Soul | 4 | 1 target | 1d6 rounds | Soak | Water Skin | This spell has no visual component. The water magic used in this spell appears inside the target of the spell. This spell puts a protective block of ice around the soul. It repels anything that would alter it and nullifies anything already there, including alignment afflicting skills, fear, berserk, and other like statuses. However it also blocks all emotions. | Hard Arcana |
Comforting Light | light | 4 Soul | 2 | 1 target | instant | Glow | Glow | With this spell you surround a target within a warm, comforting ray of light. The light dispels any personality status changing effects and relaxes the target. The target will regain 20% of max Power but will do 15% less damage for 1d4 rounds. | Normal Arcana |
Constrict | death | 8 Soul | 4 | 1 target 1d12 spaces away | 1d6 rounds | Loss of Self | Last Cry | This spell creates a cloud of death magic that squeezes tightly around the target. The magic restricts the arms and torso of the target, making the target unable to attack during the spell’s duration. The target can move but they are still being crushed by the magic. Each round the target receives 5d8 damage. | Hard Arcana |
Consume | flame | 10 Soul | 5 | 1 target 1d6 spaces away | 1d4 rounds | Spark | Exploding Arrows | With this manipulation you directly transfer the magic you use to the feet of the target in the form of a circle. When the spell is completed the ring ignites and surrounds the enemy in flame. The enemy remains on fire, fueled by magic. Each round it does 6d10+1d6 points of damage to the target. If the target is killed by the spell then you get healed by the consumed life (by the total Vitality that the target had). | Hard Arcana |
Crater | stone | 12 Soul | 6 | a 3x3 space area around and including 1 target | instant | Grounding | Crevasse's Pull | 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. | Impossible Arcana |
Crevasse's Darkness | stone | 10 Soul | 5 | 1 target | effect takes place when the target dies | Solidity | Crevasse's Secret | When this spell is created, blackness coats the target like a liquid. It does not affect the target until the target dies. When the target dies, the darkness takes the power from the target’s body and uses it to do one of six effects determined by rolling a 1d6. Rolling a 1 causes everyone within a 3x3 space area around the dead target, allies and enemies, to be drained from their entire Soul instantly which is given to you. Rolling a 2 causes you and all of your allies to be healed by the target's maximum vitality a piece instantly. Rolling a 3 causes the target's maximum vitality as damage to the weakest enemy target. Rolling a 4 causes all physical damage dealt by anyone, ally or enemy, to be doubled for the duration of the battle. Rolling a 5 causes you and all of your allies current vitality to double, even past their max vitality, for the duration of the battle. Rolling a 6 causes everyone, allies and enemies, to have double the moves per round for the duration of the battle. | Hard Arcana |
Crevasse's Pull | stone | 10 Soul | 5 | 1d8 spaces affecting any 1 adjacent space surrounding the hole and the 1 space for the hole itself | 1d8 rounds | Grounding | Pull of the Earth | 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. | Hard Arcana |
Crevasse's Secret | stone | 8 soul | 4 | all enemy targets | 1d6 rounds | Solidity | Stone Skin | 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. | Hard Arcana |
Crevasse's Trick | stone | 8 soul | 4 | 1d8 spaces affecting 1 target | Spell takes 2 rounds to complete; 1st round floats target and 2nd round is when the damage happens | Grounding | Quartz Cage | This spell fools the target into thinking that they are falling down a pit. At first the target’s eyes are blackened and the target begins to float but feels as if they are falling. When the second round comes, the target hits the bottom of the pit. In reality the magic slams the target to the ground, doing 3d10 magical damage. The target cannot get up until the next round, loosing a round. | Hard Arcana |
Crystal Lance | stone | 10 Soul | 5 | 1 target | instant | Dust Devil | Mud Serpent | 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. | Hard Arcana |
Curse of Immortality | stone | 12 Soul | 6 | 1d8 spaces affecting 1 target | instant | Solidity | Crevasse's Darkness | With this spell you grant the target immortality. But the target soon learns what immortality means. The target turns to stone instantly, nothing more than a well sculptured statue. The target of this spell can be brought back by the right kind of magic or potion, but breaking the magic will cause the statue to shatter killing the target. Hitting the statue will also cause the statue to break. The life of whoever is sealed in stone will never be seen without the right spell or potion to restore the body. | Impossible Arcana |
D
Spell
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Affinity
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Stat Cost
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Spell Cast Speed
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Dark Fog | water | 8 Soul | 4 | a 3x3 space area around the caster | 1d6 rounds | Distortion | Spiritual Waters | You create this spell to have a curtain of fog hang over the area. The Dark Fog acts as if it is a living being and attacks random targets every round, allies and enemies, for 3d20 damage. Everyone will need to make a Hard Evasion to not be hit and a normal immunity check to avoid Visual Instability. The user of this spell, is unaffected. | Hard Arcana |
Dead Weight | decay | 9 Soul | 4 | 1 target | 1d8 rounds | Deconstruction | Mental Decay | This spell causes the target to become very overburdened. The target can now only have a move of 1, and any strength related check is a hard check at a minimal. The target will have to make an athletics check to wield any weapon and a normal brace check with each space moved to not fall over under its own weight. | Hard Arcana |
Deadly Guard | decay | 8 Soul | 4 | 1 ally | until guardian dies | Graveyard's Warding | Rise of the Doomed | This spell summons a warrior of death that is cursed to never be able to fight again. The warrior is only deadly to himself now. Every time anything attacks the ally that you assign the warrior to, the warrior will leap in the way of the attack and take the damage. He will continue to do this until he is sent back to the world of the dead. The warrior has 2d% Vitality. | Hard Arcana |
Deadly Sap | nature | 6 Soul | 3 | user | 1d4 rounds | Oaken Skin | Acorn Shot | This spell causes you to produce a deadly sap as if it were sweat. The sap coats your body and your armor, and it is thick much like tree sap. If anyone were to touch it they'd receive 1d8 poison damage for 1d12 rounds. You can coat your weapon, including arrows and the like, with this sap using a support action. | Normal Arcana |
Deadman's Shell | decay | 6 Soul | 3 | self | 1d6 rounds | Graveyard's Warding | Decay's Warding | This spell changes the flesh of the caster to that of an undead zombie. The caster now has a bonus to physical armor of 5 and has a 25% chance of the physical attack healing the caster instead of harming the caster. | Normal Arcana |
Deafness | sound | 6 Soul | 3 | 1 target | 1d6 rounds | Tinnitus | Otic Tearing |
This spell prevents any sound whatsoever from reaching the target, rendering the target deaf. This increases the difficulty of all Perceive checks by one level.
|
Normal Arcana |
Death | death | 10 Soul | 5 | 1 target 1d6 spaces away | 2 round death count down | Beast's Prey | Serenity's Verdict | This spell is made to kill the target. It begins a two round countdown that is made to be the last moments of the life of the target. Death magic swirls around the target during the countdown, waiting for the target’s time to complete. Finally, when the countdown ends, the magic encloses on the target and destroys the life force of the target. The target is effectively dead. Should the battle end before the countdown ends however, the death magic will stop. | Hard Arcana |
Death of Magic | death | 8 Soul | 4 | battlefield | instant | Loss of Self | Dispel | This spell sends a pulse of death magic out into the battlefield. The magic attaches to any other magic and demolishes it. Anything magically involved, such as enchantment, magically caused status effects, independent active magic, or any spell still in action or being cast is suddenly ended and the energies dispelled from the area. | Hard Arcana |
Decay's Edge | decay | 12 Soul | 6 | self or 1 ally | 1d12 rounds | Deconstruction | Dead Weight | This spell enchants the target's weapon so that any damage done with that weapon decay's the damaged target. It causes the target to also have 20% of the damage dealt also affect Soul and Power. | Impossible Arcana |
Decay's Warding | decay | 3 Soul | 2 | a 3x3 space area around an area up to 1d20 spaces from caster | 1d6 rounds | Graveyard's Warding | Graveyard's Warding | The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their attacks, physical and magical, deal 25% less damage. Their healing spells are also 25% less effective. | Normal Arcana |
Deconstruction | decay | 2 Soul | 1 | 8 spaces affecting 1 target | instant | Deconstruction | N/A | This spell is made to destroy obstacles. A dark mist hovers over the target eating away at their structure. It decreases 20% of the structure's "health" each casting, making it easier and easier to break. When the spell’s duration runs out, it evaporates into the air. | Easy Arcana |
Dishevel | air | 2 Soul | 1 | 1 target within 1d20 spaces | instant | Dishevel | N/A | When this manipulation is created swirls of wind start rapidly pushing the target around in place. The spell smacks the target around doing 4d3 points of damage and then just breaks away, leaving the target dizzy. This causes the target to be able to move or use spells and skills while it gets itself back together for that round, but can still attack and defend. | Easy Arcana |
Dispel | death | 6 Soul | 3 | 6 spaces affecting 1 target | instant | Loss of Self | Elemental Death | This spell uses the natural death magic of necromancy to burn away at magic like acid. This spell removes enchantments, protections, poisons, and many other active spells. Independently acting spells such as the geomancy spell “Catapult” can be ended prematurely with this spell. This spell can only be cast on a single target. | Normal Arcana |
Dove Flight | air | 7 Soul | 4 | self | 1d10 hours | Haste | Levitate | This manipulation gifts unto you the ability of graceful flight. You cannot attack or cast spells while flying. You cannot do much more than pick things up or move around in the air. You can move at triple your movement rate and can fly up to 4 stories or 40 feet high. | Hard Arcana |
Down Burst | air | 8 Soul | 4 | 1 target | instant | Airess | Aero Disk | Down Burst sends a crushing amount of wind from above down onto a single target to do damage. The wind comes down in the form of a stream and hits hard and quickly doing 8d6 points of damage. The damage comes from the pressure put down on the body of the target. | Hard Arcana |
Dust Devil | stone | 3 Soul | 1 | 1d20 +1 spaces affecting 1 target | 1d4 rounds | Dust Devil | N/A | Dust Devil gathers dust, dirt, and other small particles and lifts them into the air. The magic begins to spin them together around a single target of your choosing. For the duration of the spell the dust devil will do 3d4 points of damage each round and blur the target’s vision causing the target to have to make hit chance checks to hit their targets. At the end of the spell’s duration, the dust devil dissipates and the blurred vision ends. | Easy Arcana |
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Spell
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Affinity
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Stat Cost
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Spell Cast Speed
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Ear Whistle | sound | 8 Soul | 4 | all enemy targets | 1d6 rounds | Tinnitus | Deafness | This spell emits a high pitch whistle that only enemies can hear. This whistle noise causes the targets to be unable to use any skill or spell that costs more than 1 casting speed. It also drives the targets crazy, requiring them to make a hard insight check or to be unable to distinguish friend from foe. | Hard Arcana |
Earthen Angers | stone | 6 Soul | 3 | 1d12 + 1 spaces affecting 1 target | instant | Dust Devil | Gravel Pelt | With this manipulation you summon five good-sized rocks of a generic nature to pummel the target of your choice. Each rock bashes into the target before crumbling into dust on the ground. The final rock hits harder and knocks the target off it’s feet. The total magical damage is 2d10 + 1d4. | Normal Arcana |
Echo Perception | sound | 2 Soul | 1 | self or 1 target | 1d6 hours | Echo Perception | N/A | This spell increases the target's ability to hear even the slightest sounds. With this, the target's Perceive is doubled. The one downside is a loud noise could cause temporary deafness, removing the benefit and decreasing the target's Perceive by half. | Easy Arcana |
Echo Spirit | sound | 6 Soul | 3 | self, next to self | 1d10 rounds | Tinnitus | Siren's Soothing Tones | With this spell you create a replica of yourself. This is your echo spirit. It will have the same actions, stats, skills, spells, and equipment that you possess, with the same skills and spells as you. You can only have one echo spirit active at a time. Echo spirits do not have duplicate familiars. | Normal Arcana |
Elemental Death | death | 4 Soul | 2 | 1d12 spaces affecting 1 target | 1d4 rounds | Loss of Self | Loss of Self | With this spell death magic penetrates the target and shuts the target off from his or her runic soul. The target is effectively unable to cast any spells until the duration is over. The target can prevent this with a hard arcana check. Any spell effects that are on going still continue for their duration. | Normal Arcana |
Embracing Glow | light | 6 Soul | 3 | self or 1 ally | until damage is absorbed | Glow | Flare | With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 3d12 points of any kind of damage. Once the orb has absorbed any amount of damage, the spell ends. Only one light orb per ally/self. | Normal Arcana |
Embracing Light | light | 8 Soul | 4 | self or 1 ally | 1d6 rounds | Glow | Healing Light | With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 1d% percentage of any kind of damage. The percentage must be rolled for each time you are dealt damage. | Hard Arcana |
Ent Guards | nature | 8 soul | 4 | 1 ally or self per ent | until the ents are destroyed or battle is over | Tracker's Mind | Entanglement | 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. | Hard Arcana |
Entanglement | nature | 5 Soul | 3 | all enemy targets | until freed | Tracker's Mind | Chamelonisim | With the casting of this spell great roots shoot up from the ground and wrap around any ground based target, holding that target in place. That target is trapped to that spot. The target can act as normal as long as the actions do not require any movement. The target is unable to evade any attacks. To be freed, the target must make a hard Athletics check. Targets can be freed by others pulling the target out if they make a hard Athletics check. Attacks the roots does nothing but cause damage to the target since in reality there are no roots, simply earth magic taking on the appearance of roots. | Normal Arcana |
Entomb | stone | 10 Soul | 5 | 1d8 spaces affecting 1 target | 3 round death countdown | Grounding | Crevasse's Trick | 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. | Hard Arcana |
Erode | water | 4 Soul | 2 | 1 target 1d6 spaces away | 1d8 rounds | Soak | Soak | This manipulation decreases the durability and attack value of the target's equipped weapon by 10% each time this spell is used on the target, for the duration of the spell. Therefore if you use this spell on the same target 5 times while the first casting is still active, the target's weapon damage will be decreased by 50%. | Normal Arcana |
Evaporilion | desert | 8 Soul | 4 | 1 target 1d6 spaces away | 1d8 rounds | Scorpion Jab | Desert's Thirst | This manipulation draws out the water from the body of the target. 4d12 damage is done from the sudden loss of water. With a lack of water, the target gets fatigued and finally enters dehydration, having its movements and damage value cut in half. | Hard Arcana |
Executioner's Weapon | death | 6 Soul | 3 | self or 1 ally | 1d4 rounds | Fang | Serenity's Calm | This spell provides a special enchantment the weapon of your chosen ally (or your weapon). Death magic coats it deeply. Whenever your ally attacks, they roll a 1d6. If they roll a 6, the target dies instantly. Any other roll is inconsequential and you do damage as normal. | Normal Arcana |
Exploding Arrows | flame | 8 Soul | 4 | 1 target and the surrounding spaces, 1d12 spaces away | instant, explosion in 3 rounds | Spark | Explosion | With this manipulation you choose a target and send the arrow into the enemy target. It lands on the mark and stays half-way in the body of the target doing initial damage of 5d10 points. In three rounds the arrow will explode, doing 5d12 more damage to the target and to any target within 1 space of the affected target. The arrow will explode within three rounds even if the enemy is dead or if the arrow was removed. | Hard Arcana |
Explosion | flame | 6 Soul | 3 | a 3x3 space area around the caster | instant | Spark | Kindling | This manipulation concentrates fire energy around your body. When sufficient power has been gathered you release it causing a small explosion around you. Anyone standing in the immediate vicinity is in the radius of the explosion and takes 2d10+2d8 damage. The explosion is short-lived and deals damage to anyone in the area, including allies. The user is unharmed however. | Normal Arcana |
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Spell
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Affinity
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Stat Cost
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Spell Cast Speed
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Falcon Flight | air | 9 Soul | 5 | self | 1d10 hours | Haste | Dove Flight | This manipulation allows you to lift into a fast flight. You can go as high as 200 feet or 67 spaces into the air. You can move at 6 times your area or battle movement rates, 3 times your world movement rates, and can dive all 200 feet in a single turn. This can be used in world, area, and battle movement. | Hard Arcana |
Fang | death | 2 Soul | 1 | 1 target | instant | Fang | N/A | This spell sends out two fangs at the target. You create these fangs out of death magic and they, together, do 2d6 magic damage to a single target. | Easy Arcana |
Fever Rising | flame | 8 Soul | 4 | 1 target | 1d6 rounds | Visual Distortion | Heat Wave | This spell causes the target to experience a terrible fever which inflicts the target with Sickness status effect and hallucinations so that the target must make normal perceive checks to attack. | Hard Arcana |
Field of Decay | decay | 6 Soul | 3 | a 3x3 space area around a spot of your choosing | 1d8 rounds | Deconstruction | Ghastly Presence | With this spell the area of your choosing becomes corrupted by decay. Anyone, friend or foe, that find themselves in this field loose 2d20 as a percentage of current Vitality and Power. | Normal Arcana |
Fiery Ring | flame | 8 Soul | 4 | Ring: self or 1 ally; Blasts: 1 target per shot | 1 day or 3 shots | Pyro Enchantment | Searing Aura | When you create Fiery Ring, the magic creates a ring of pure fire magic on the primary hand of your chosen ally or yourself. This ring can discharge three magical blasts of fire, dealing 4d12 points of damage per shot, before disappearing. | Hard Arcana |
Fire Blast | flame | 8 Soul | 4 | 1 target | instant | Fire Streak | Plasma Shot | With this manipulation you concentrate the fire into a sphere. You send the orb at your target. The orb crashes into its target and explodes only in the direction of the enemy target, doing 4d10 + 1d4 damage. | Hard Arcana |
Fire Streak | flame | 2 Soul | 1 | 1 target | instant | Fire Streak | N/A | With this manipulation, you create a long tail of fire that chases after spell, dealing 5d4 points of damage to the enemy target as it hits the target. | Easy Arcana |
Fire Well | flame | 10 Soul | 5 | 1 target per blast | 1d6 rounds | Pyro Enchantment | Fire's Warding | With this manipulation you open up a portal to the Well of Fire. You float above the well and each turn siphon off fire from this well. Each round you have four projectiles of concentrated and explosive fire magic to launch at any target you wish. Each projectile deals 6d10 damage. While in the spell fire protects you from all harm and prevents you from moving from your position above the well. You can only shoot the magic given to you by this spell while this spell is active, unable to do anything else. | Hard Arcana |
Fire's Illusion | flame | 8 Soul | 4 | 1 target | 1d6 +1 rounds | Visual Distortion | Heated Touch | 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. | Hard Arcana |
Fire's Punishment | flame | 12 Soul | 6 | 1 target | instant | Visual Distortion | Children of Fire | This spell creates a large fire that glows with power. The fire becomes the shape of a long hammer that you hold. You point out the target with the hammer and the clear, burning hammer flies through the air, spinning, and crashes into the target, creating a small explosion of energy doing 10d10 and stunning the target for 1 round. | Impossible Arcana |
Fire's Steed | flame | 6 Soul | 3 | next to caster | 1d10 hours | Visual Distortion | Smoke Screen | With this manipulation you summon a warhorse that looks to be from the very pits of Xodod. This warhorse bears a mane and tail of fire and appears to be composed of burning coal, but touching it won't harm you or your allies. You may ride this horse. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the spell the horse extinguishes into ash. | Normal Arcana |
Fire's Warding | flame | 8 Soul | 4 | self or 1 ally | 1d6 rounds | Pyro Enchantment | Flaming Barrier | Fire offers warding to you or an ally of your choosing, for a price, coating the protected target in a red glow. Any magic spell done to the protected target will be redirected back to the attacker. Any arrows or crossbow bolts will be burnt away before they can affect the protected. Any other projectiles will do half damage. Any melee attacks against the protected will cause the attacker 1d12 burn damage to Vitality for 1d4 rounds. The protected will suffer 1d4 burn damage per round for the duration of the spell. | Hard Arcana |
Fitful Strobe | light | 8 Soul | 4 | 1 target | instant | Glow | Flash | This spell assault a target with lots of strobe lights of various colors. The target must make a hard Endure. If the target fails, the target will have a seizure, being unable to act for 2 rounds and having visual instability for the following 3 rounds. If the target succeeds, the target will have nausea and visual instability for 3 rounds. | Hard Arcana |
Flaming Barrier | flame | 6 Soul | 3 | a 4x4 space around the caster | 1d6 rounds | Pyro Enchantment | Sealing Wounds | 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. | Normal Arcana |
Flare | light | 4 Soul | 2 | 1 target | instant | Glow | Glow | With this manipulation you conjure up a ball of light and compress it into a single point of vision. You then send the spell out to work on its own. The spell continues out to the target selected and then explodes in front of the target, blinding the target for 3 rounds and dealing 2d8 damage. | Normal Arcana |
Flash | light | 6 Soul | 3 | all enemy targets | 1d6 rounds | Glow | Glaring Light | This spell causes a bright flash that causes all enemy targets in the battlefield to have visual instability. Allies and the spell caster are protected from the flash. | Normal Arcana |
Flash Explosion | light | 6 Soul | 3 | 6 spaces affecting a 4x4 space area | instant | Piercing Light | Light Arrow | This spell causes an explosion of pure light. All enemy targets will suffer blindness for 2d4 rounds. Any target in the area of affect, ally and enemy, will suffer 3d10 +1d4 magic damage. Allies and the caster are protected against the blindness effect of the spell. | Normal Arcana |
Funnel of Power | air | 10 Soul | 5 | 1 target | 1d6 rounds | Airess | Wind Guardian | This manipulation enchants a weapon of your choice with the ability to knock down a target on hit and dealing an extra 4d10 points of damage with every hit. You can cast this spell on anyone’s melee weapon. The magic appears to be wind swirling around the part of the weapon that hits the enemy. You can only use this spell on melee, hand-held weapons. | Hard Arcana |
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Affinity
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Stat Cost
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Spell Cast Speed
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Gale Force | air | 10 Soul | 5 | a 6x6 space area around the caster | instant | Airess | Tornado's Restraint | Wind explodes from your body in all directions, lifting people from their feet and throwing them to the ground. The wind itself buffers each target differently possibly doing different amounts of damage to each target before the wind dies down and the spell ends. The potential damage to each target is 5d12, rolled individually per target. You and your allies are not affected. | Hard Arcana |
Ghastly Presence | decay | 4 Soul | 2 | 1d20 spaces affecting 1 target | instant | Deconstruction | Deconstruction | With the creation of Ghastly Presence, a ghost-like formation appears behind the target. The ghost suddenly starts attacking with spiritual claws at the back of the target doing 5d4 magic damage, and then disappears. | Normal Arcana |
Ghostly Mount | decay | 4 Soul | 2 | next to caster | 1 day | Deconstruction | Deconstruction | This spell brings back an undead horse. The appearance of it is nothing but bones that glows with an eerie purple light and its eyes are replaced with purple flame. The horse is completely loyal and it’s stats are double that of a war horse. | Normal Arcana |
Glaring Light | light | 4 Soul | 2 | 1 target | 1d6 rounds | Glow | Glow | With this spell you place a glaring bright light in front of the target. This causes the target to experience visual distortion. | Normal Arcana |
Glimmering Hope | water | 4 Soul | 2 | any 3 targets | instant | Distortion | Distortion | This spell conjures up an orb of water that floats into the air. The orb then breaks, sending three shots of water magic out at three different targets of your choosing. Each shot does 2d12 points of damage. | Normal Arcana |
Glow | light | 1 Soul | 1 | 1 target | until ended | Glow | N/A | With this spell you can cause a small object, weapon, or body part to glow brightly. This glow produces enough light to light up a 30x30 foot area. | Easy Arcana |
Glowing Shield | light | 6 Soul | 3 | self or 1 ally | 1d6 rounds | Glow | Comforting Light | This spell provides you or your chosen ally a small buckler shield made of light. This shield can be used with the block or magic block skill and provides 1 Physical Armor and 4 Magical Armor. | Normal Arcana |
Gravel Pelt | stone | 4 Soul | 2 | 1 target 1d20+1 spaces away | instant | Dust Devil | Dust Devil | Gravel Pelt does exactly what the name implies, it pelts the enemy with small stones. The magic launches four stones at the target. The magic pummels these stones into the target doing 2d6+1d4 magical damage and then the stones fall to the ground, as ordinary as any other stone on the side of a road. | Normal Arcana |
Graveyard's Warding | decay | 2 Soul | 1 | a 3x3 space area around an area up to 1d20 spaces from caster | 1d6 rounds | Graveyard's Warding | N/A | The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their melee, bow, and throw power is weakened greatly, giving a penalty to the melee, bow, and throw power of all targets, friend or foe, caught within the affected area. The penalty is -1d12. | Easy Arcana |
Green Climber's Lure | nature | 10 Soul | 5 | This spell grows the lure of a green climber on the vines entrapping its target - its heavily scented blossom. Creatures all around have a hard time ignoring the lure. Any creature that is within 10 spaces will be drawn to this lure. Each creature will have to make a hard endure check, if they fail, they will go straight to the lure and be held there gazing upon the lure until the target makes a hard endure check. The lure is fake of course, but it smells very real. You and your allies however know that it is fake and are not affected by it. With this spell you can set up elaborate traps. | Hard Arcana | ||||
Grounding | stone | 2 Soul | 1 | 1 target | 1d4 rounds | Grounding | N/A | This spell seals the target in place. This spell makes it so that no knock back, knock down, or any other moving or unbalancing action can affect the target. This causes the target to be immune to knock back and knock down effects. This spell also lowers damage taken by the target by 1/4th. The negative aspect, if used on allies or yourself, is that the target can't move from its location once grounded. | Easy Arcana |
Guardian Form | stone | 7 Soul | 4 | self or any 1 ally | 1d6 rounds | Solidity | Stone Skin | 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. | Hard Arcana |
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Stat Cost
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Spell Cast Speed
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Haste | air | 2 Soul | 1 | 1 target | 1d6 rounds | Haste | N/A | With this manipulation you gift your target with a boost of speed by pushing them faster with wind magic and negating all air resistance. With this boost the target's Move and Acrobatics will be doubled. You can use this on any target including yourself. | Easy Arcana |
Healing Light | light | 6 Soul | 3 | 1 target | instant | Glow | Comforting Light | With this spell you use the warm healing power of light to heal others or yourself. With this spell you can restore 2d12 plus Arcana worth of Vitality. | Normal Arcana |
Heat Control | flame | 4 Soul | 2 | self or 1 ally | 1 hour | Visual Distortion | Visual Distortion | This manipulation allows you to control how your body react to heat. With this you can safely ignore the temperature of an area. | Normal Arcana |
Heat Wave | flame | 6 Soul | 3 | a straight line from you starting 1 space wide growing by 2 spaces each space affecting all in path | 1d4 rounds | Visual Distortion | Superheat | With this manipulation, you summon your power and turn it into heat energy. You will then send the heat out in a wide, fan like motion towards the targets. When the heat wave hits a target (friend or foe), the heat hangs over the target. This causes nausea and heat exhaustion which decreases the target’s movement by half and decreases damage potential by 20% for the spell's duration. | Normal Arcana |
Heated Touch | flame | 6 Soul | 3 | 1 target you touch | instant | Visual Distortion | Heat Control | 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. | Normal Arcana |
Hitting Misdirection | air | 3 Soul | 2 | 1 target | 1d6 rounds | Haste | Haste | This spell encircles the target causing the target difficulty in hitting its target. The target will be required to make hit chance checks. | Normal Arcana |
Hovel | stone | 4 Soul | 2 | 10 spaces affecting a 6x6 space or 18x18 foot area | until spell affect is ended or focus broken | Grounding | Grounding | Hovel creates a living space just about anywhere that there is earth to shape, as long as the earth goes down a ways. There can only be one hovel created by the same mage at a time. The hovel will exist as long as the mage is there to keep up the hovel, until the mage ends the hovel by commanding the earth to fill up, or until the mage leaves the area and thus loosing his influence on the area. Once you leave the range of Hovel (10 spaces) the spell will end. If the mage is attacked the mage must make a focus check or the spell ends. | Normal Arcana check |
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Ignatius | flame | 6 Soul | 3 | 1 target | instant | Fire Streak | Scold | 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. | Normal Arcana |
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Spell Cast Speed
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Judgment | death | 12 Soul | 6 | 1 target 1d6 spaces away | duration of battle | Beast's Prey | Death | With this spell you condemn your target. Nothing visible can be seen of this spell and to the untrained eye it would seem that no spell was even cast. However the target begins to fill all his energy slip away from him, dropping all of the target’s stats down to 1. The target’s stats do return after battle, should the target live that long. Vitality, Soul, and Power would be dropped to 2 and unable to be restored past 2. This spell can be ended with Death of Magic but not with Dispel. | Impossible Arcana |
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Spell Cast Speed
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Kindling | flame | 4 Soul | 2 | 1 target 1d12 spaces away | instant | Spark | Spark | 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. | Normal Arcana |
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Affinity
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Stat Cost
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Spell Cast Speed
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Land Slide | stone | 8 soul | 4 | 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 | instant | Dust Devil | Catapult | 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. | Hard Arcana |
Last Cry | death | 6 Soul | 3 | a 3x3 space area around the caster | instant | Loss of Self | Nightmare | This spell invokes the power of the voice. You open your mouth, letting out a pained but angry scream. All of those in the radius of the spell are affected with fear for 1d3 rounds, even your allies. Fear causes the affected to flee from the user at all costs. | Normal Arcana |
Levitate | air | 5 Soul to cast, 1 Soul per round or minute | 3 | self or one target | until cancelled | Haste | Hitting Misdirection | With this manipulation you use your control over air to hold something or someone up six inches from the ground. This can be you, an ally, an enemy, or an object. You can keep that target levitated in place for as long as desired or until you run out of Soul. You can cast this spell again on the levitated target to increase the levitation by another 6 inches. There is no limit to how many times you can cast this spell on a levitated target, making its levitation height nearly infinite, except for you must be able to see the target, or if it is yourself you must be able to see the ground. If you wish to gently lower the target you must cancel the spells one spell at a time, one spell per minute or round. If you cancel all of the spells at once the target or yourself will fall hard dealing 1d12 fall damage per 1 foot of levitation. | Normal Arcana |
Light Arrow | light | 4 Soul | 2 | 1 target | instant | Piercing Light | Piercing Light | With this spell you single out an enemy target and an arrow of light appears from nowhere and strikes the target. The target is dealt 3d12 points of magic damage. | Normal Arcana |
Light Casting | light | 8 Soul | 4 | up to 500 feet | once the spell passes 500 feet | Glow | Embracing Glow | With this spell you cast a ball of light which you send out from you. You will be able to see whatever the ball of light would see if it had eyes. The light can pass through walls, doors, floors, and ceilings. Once the light has traveled beyond 500 feet, the spell ends. | Hard Arcana |
Light Guardian | light | 10 Soul | 5 | all allies and self | 1d6 rounds | Glow | Embracing Light | This spell summons a being of pure light for each of your allies and yourself. During the duration of the spell, you can have the light guardian do one of three things: heal you for 4d12 Vitality, guard you blocking 5d10 worth of any kind of damage, or attack a single target doing 5d12 magic damage. | Hard Arcana |
Light Jumping | light | 8 Soul | 4 | self and any target you grab | instant | Glow | Embracing Glow | This spell allows you to teleport in a beam of light to anywhere you can see in the battlefield. If you grab onto anything or any other target (ally or enemy), that object or target will also teleport with you. | Hard Arcana |
Light Storm | light | 8 Soul | 4 | 5 spaces outward affecting a 4x4 space area | 1d8 rounds | Piercing Light | Flash Explosion | This spell covers the area of effect with a terrible storm of laser beams. Any target, ally, enemy, or yourself, that is caught in the area of effect during any point of the spell's duration will receive 3d12+2d4 magic damage, for each round the target is caught in the spell's area of effect. | Hard Arcana |
Light Travel | light | 10 Soul | 5 | self | instant | Glow | Light Jumping | This spell allows you to travel to anywhere you have ever been at the speed of light. | Hard Arcana |
Living Ground | stone | 5 Soul | 3 | entire battlefield | instant | Grounding | Misstep | With this manipulation, you instantly cause the ground underneath the battlefield to move as if alive. You can direct the movement, causing its occupants to move with it. The occupants must make hard Brace checks or be knocked down loosing 1 round. You can move the occupants of any 1 space area of ground 1d8 spaces in either direction. | Normal Arcana |
Loss of Self | death | 2 Soul | 1 | 1d12 spaces affecting 1 target | 1d6 rounds | Loss of Self | N/A | This spell begins to deteriorate the personality of the target it is used on. Without this personality, they lose conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 25% until the spell wears off. | Easy Arcana |
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Range & Area | Duration |
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Requirements | Spell Effects | Check Difficulty |
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Magma Shot | flame | 10 Soul | 5 | 1 target | instant | Fire Streak | Fire Blast | With this manipulation you create a ball of magma from pressurized fire. You take aim and send the ball out at a single target. When it hits, the magma explodes onto the body of the target causing burns as well as initial damage of 6d12. | Hard Arcana |
Marble Warrior | stone | 10 Soul | 5 | self or any 1 ally | 1d6 rounds | Solidity | Unnatural Strength | With this manipulation you turn any one of your allies into marble stone. This does not petrify them or kill them. Instead it gives their skin the attributes of stone giving them double the caster's Arcana for Physical Armor and equal to the caster's Arcana for Magical Armor. The ally’s armor is not affected so your ally also retains their armor’s attributes. This spell can be used on any ally and even on yourself. At the end of the spell’s duration, the marble flakes off of the target’s skin and the target loses it’s protection. | Hard Arcana |
Mass Light Travel | light | 12 Soul | 6 | all allies and self | instant | Glow | Light Travel | With this spell you and all of your allies can travel to anywhere you have been at the speed of light. | Impossible Arcana |
Mental Decay | decay | 8 Soul | 4 | 1 target | 1d8 rounds | Deconstruction | Field of Decay | This spell decays the target's magical power. The target now will cause less damage and less healing with any magical spell. The target's magical spell power is reduced by 35% (x 0.65). | Hard Arcana |
Metal Blade | stone | 12 Soul | 6 | 1 target | instant | Dust Devil | Crystal Lance | 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. | Impossible Arcana |
Misstep | stone | 3 Soul | 2 | 1 target | 1d4 +1 rounds | Grounding | Grounding | This spell causes the earth to shift under the target's feet. Every step the target makes, the earth will move the target 2 spaces backwards. | Normal Arcana |
Molecular Vibrations | sound | 8 Soul | 4 | affecting up to 6 feet from you | 10 minutes | Echo Perception | Auditory Hallucinations | With this spell you let loose a very high frequency sound that no one can hear at an obstacle in your way. The sound causes the molecules of the obstacle to vibrate at such high intensity that you can walk through the obstacle. | Hard Arcana |
Mountain Fortress | stone | 6 Soul | 3 | above battlefield | 1d8 rounds | Grounding | Hovel | With creating this spell a floating miniature stronghold is created that every ally can get into. Windows open to any projectile wielding member of the party to attack through or to cast spells through. No melee attacks can occur inside the fortress or reach outside. The fortress floats and the stone is perfectly smooth and extremely strong so there is no way to scale it. Only magic can reach those in the fortress. When the spell wears off, the fortress floats down and fades away, leaving those who were inside completely exposed once again. | Normal Arcana |
Mountain's Base | stone | 6 Soul | 3 | a 10x10 space area around the caster | 1d4 rounds | Dust Devil | Gravel Pelt | When you create this spell dust will fly out in every direction over the entire radius of the spell, forming thick clouds of it from your body. To all enemy targets this creates a blindness effect. Every time they wish to attack they will have to make a hard hit chance check in order to be able to attack you or your allies. They will also have to make a perceive check to be able to move without tripping and falling. You and your allies can see clearly through the dust. When the spell ends, the dust settles. | Normal Arcana |
Mountain's Heart | stone | 8 soul | 4 | self or any 1 ally | 1d6 rounds | Grounding | Mountain Fortress | When this spell is created the target is surrounded by magical stone that seems to merge with their very skin. The target who receives the boon only takes half damage, is immune to damaging status effects, and cannot be knocked back or knocked down. | Hard Arcana |
Mountain's Oasis | stone | 10 Soul | 5 | all allies | spell's effect happens when mortal damage takes place | Grounding | Mountain's Heart | 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. | Hard Arcana |
Mountain's Summit | stone | 8 soul | 4 | a 6x6 space around the caster | instant | Dust Devil | Mountain's Base | 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. | Hard Arcana |
Mud Serpent | stone | 7 Soul | 4 | 1 target | 1d6 rounds | Dust Devil | Earthen Angers | Mud Serpent creates a large snake out of mud. The snake immediately moves off quickly and wraps itself around a target that you choose. For the duration of the spell, the target is stunned and unable to act while the snake constricts and bites the target, dealing 4d8 points of magical damage each round. At the end of the spell the snake dries up and falls off of the target. | Hard Arcana |
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Nature's Wrath | nature | 8 soul | 4 | all enemy targets | instant | Oaken Skin | Ova's Trap | 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. | Hard Arcana |
Night Shade | death | 3 Soul | 2 | 1d12 spaces affecting 1 target | 1d20 rounds | Bio Instability | Bio Instability | This spell does not seem to have a visual element at all. The magic is directly infused into the blood stream of the target, causing instant poison. This causes the target to lose 1d6 Vitality per round. The poison effect is not stackable. | Normal Arcana |
Night's Death | light | 10 Soul | 5 | entire floor of dungeon map or a 10 square mile area | 1 hour | Glow | Light Casting | With this manipulation you create a ball of bright light that hovers high above your head. The light pierces all darkness and illusions and shows you all traps. | Hard Arcana |
Nightmare | death | 4 Soul | 2 | all enemy targets | instant | Loss of Self | Loss of Self | The magic of Nightmare is made to recreate the nightmare of someone. Each enemy target sees some creature that attacks them doing 2d8 magic damage. The creature is different to each target. When the spell breaks off they all find that what they saw actually did real damage to them. They must then make a normal mental balance check to not give into fear. | Normal Arcana |
Nightwalker's Curse | death | 10 Soul | 5 | self or 1 ally | 1d12 rounds | Fang | Serenity's Protection | This spell transforms you or your ally into a vampire. Your strength and speed doubles. You movement rate, melee power, throw power, and bow power doubles. You gain the spell effect Vampire Strain. You gain 1d12 Arcana. However you receive 2 x damage from life magic, 4 x from light affinity spells and being a vampire out in daylight causes you 1d20 vitality damage per round. | Hard Arcana |
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Range & Area | Duration |
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Requirements | Spell Effects | Check Difficulty |
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Oaken Skin | nature | 2 Soul | 1 | 1 target | 1d4 rounds | Oaken Skin | N/A | This spell makes the skin of the target thick and oak like, giving the target a natural Physical Armor of 1d6 +1. | Easy Arcana |
Otic Tearing | sound | 4 Soul | 2 | 1 target that is 1d20 spaces away | instant | Tinnitus | Tinnitus | This spell sends a powerful sound pitch into the ears of the target where it tears and pulls from within. This causes the target deafness for 1d3 rounds, unable to do any spell that requires more than 2 casting speed for 1d3 rounds, and deals the target 2d12 magic damage. | Normal Arcana |
Ova's Hand | nature | 4 Soul | 2 | next to caster | 1d6 hours | Oaken Skin | Oaken Skin | This spell summons a giant and sturdy leaf that the caster and his or her allies may climb upon. The leaf lift up about a foot from the ground and moves at the caster's Move + Arcana + 1d6 rate. The leaf must follow the ground, but always remains about a foot above it. | Normal Arcana |
Ova's Shield | nature | 4 Soul | 2 | 1 target or self | 1d6 rounds | Oaken Skin | Oaken Skin | This spell creates a magical shield that resembles bark from an oak tree. The shield is as large as the character it is protecting and hovers in front of the character during the duration of the spell. The character does not and cannot equip it. The shield automatically reduces all damages by 1d12, which is rolled per damage so the reduction can be different with each attack. | Normal Arcana |
Ova's Trap | nature | 6 Soul | 3 | 1d10 spaces affecting 1 target | until target is freed or dead | Oaken Skin | Ova's Hand | This spell causes a great giant fly trap to rise up towering behind the target. With a quick action the fly trap engulfs the target. Each round the target will lose 10% of his or her maximum vitality that will restore the fly trap of any lost vitality. The fly trap has 3d20 Vitality. With any kind of damage dealt to the fly trap, physical or magical, 10% of that damage is also dealt directly to the captured target's Vitality. Should the target die the fly trap will spit out its remains and return to the earth. | Normal Arcana |
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Spell Cast Speed
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Range & Area | Duration |
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Requirements | Spell Effects | Check Difficulty |
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Pain's Caress | decay | 8 Soul | 4 | 1 target | instant | Graveyard's Warding | Deadman's Shell | With this spell you create large gashes on the surface of the target, causing immense pain to flush over them and causing 5d10 damage. These gashes seem to come from nowhere, but it looks like the skin or other top layer is being peeled off of the target. | Hard Arcana |
Pain's Desperation | death | 12 Soul | 6 | 1 target | instant | Loss of Self | Stranglehold | This spell causes Pain to rush its work. The magic causes great pain all at once at the single target, doing damage to the inner body, but not the outer appearance. Unfortunately, for rushing the work, the magic is not as effective in doing damage, only doing 6d12, with a 25% chance of the damage being halved. | Impossible Arcana |
Pain's Persistence | death | 10 Soul | 5 | 1 target | 1d6 rounds | Bio Instability | Bitterwood Pandemic | This spell racks the body of your target with tremendous pain. The pain is so unbearable that the target cannot bring himself to use projectile or melee weapons or attack. The target can only use spells that have a 1 spell cast speed. | Hard Arcana |
Pain's Pleasure | death | 12 Soul | 6 | 1 target | 1d8 rounds | Bio Instability | Pain's Persistence | With this spell death magic slowly runs over the skin of the target, ripping the skin from the body. But this is done slowly to an almost excruciating length doing 5d12 damage per round, and making the target lose 2 movement per round. Each round the damage dealt is increased by 1d4. It is almost as if the magic enjoys watching the target suffer. | Impossible Arcana |
Phase Shift | flame | 12 Soul | 6 | self | 1d6 rounds or 1 movement outside of battle | Pyro Enchantment | Blitzkrieg | With this spell you become plasma. This spell allows you to change to a plasma form, allowing you to be impervious to any physical attacks and to move through the smallest cracks. Magic still affects you, except earth magic, and water magic deals you double damage. If you pass through a target, you cause them 1d12 x Arcana magic damage as well as major burns. | Impossible Arcana |
Piercing Light | light | 2 Soul | 1 | every target in a straight line from the caster | instant | Piercing Light | N/A | This spell shoots a piercing beam of light from the hand of the spell caster in a straight line across the battlefield. It hits and passes through every target in its path, ally and enemy, doing 2d12 magic damage to each target. | Easy Arcana |
Plague | death | 6 Soul | 3 | 1 target | until cured | Bio Instability | Night Shade | This spell summons an ancient disease. A mist moves into the body of the target. The target loses sight, becomes nauseous cutting their movement in half, and starts to lose life, loosing 2d10 Vitality per round. This disease will continue to work its way through the body until it kills the target. Every round the poisoning gets worse, adding 1d6 each round to the poisoning damage. This disease can be cured but to do so all status aliments must be removed at the same time. | Normal Arcana |
Plasma Burning | flame | 6 Soul | 3 | self or 1 ally | 1d6 rounds | Pyro Enchantment | Blade of Plasma | This spell causes your or your ally's weapon to erupt in fire. This causes the weapon to inflict minor burns increasing the burns status effect damage by the double wielder's Arcana. If this spell is applied to a weapon that has either Pyro Enchantment, Blade of Plasma, or both, increase the weapon's magic damage by 1d12 per enchantment (up to 2d12). | Normal Arcana |
Plasma Ignite | flame | 4 Soul | 2 | self or 1 ally | 1d6 rounds | Spark | Spark | 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. | Normal Arcana |
Plasma Shot | flame | 6 Soul | 3 | every target in a straight line from the caster | instant | Fire Streak | Sharp Fire | 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. | Normal Arcana |
Plasma Wave | flame | 8 Soul | 4 | a 4x4 space around the caster | instant | Spark | Rising Plasma | 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. | Hard Arcana |
Pull of the Earth | stone | 7 Soul | 4 | a 5x5 space around the caster | 1d8 rounds | Grounding | Quicksand | This manipulation causes all projectile weapons to be useless. Any projectile used will not reach the target and will just fall to the ground. The projectile will fall to the ground once it enters the area of effect, unable to reach the target. This spell affects any projectile coming to or from any target within the radius of the spell, including allies, enemies, and yourself. This spell will also pull to the ground anything flying or floating. | Hard Arcana |
Purify | desert | 2 Soul | 1 | 1 space affecting 1 small target or 3 square feet | instant | Purify | N/A | This manipulation purifies just about anything. It can purify water for drinking or the blood of a target to remove poison, sickness, or any other weak affliction that runs through the blood. | Easy Arcana |
Pyre | flame | 12 Soul | 6 | 1 target | instant | Spark | Consume | This spell summons a powerful cylinder of fire around the targets and then sends fire ripping through it quickly. The target inside the pyre is burned alive with concentrated fire, being dealt 9d12 damage, and any burnable equipment or goods is burnt to a crisp. The cylinder falls apart and the fire burns out, leaving the target smoldering. If the target survives, the target is inflicted with burns. | Impossible Arcana |
Pyro Enchantment | flame | 2 Soul | 1 | self or 1 ally | 1d8 rounds | Pyro Enchantment | N/A | With this manipulation, you create a constantly burning fire along the business end of your or your ally's weapon. Whenever you or your ally attacks with their weapon, they would add to the damage their Arcana + 1d12. They can make a critical magic check to double the arcana damage that is added to your weapon. | Easy Arcana |
Pyromania | flame | 10 Soul | 5 | 1 target | 1d6 rounds | Visual Distortion | Chained Fury | With this manipulation the target becomes obsessed with being hit with fire. They refuse to attack anyone of the fire element. Instead they will taunt any pyromancer to use fire magic on them. Any pyromancy spells do double their normal damage on the affected target. If anything attacks any pyromancer, the target will attack it to protect the magically created fetish. If the target is killed by fire magic while affected by this spell, the user of this spell gets back the Soul that was spent casting Pyromania. It is a hard mental balance check to avoid the effects of this spell. | Hard Arcana |
Pyrophobia | flame | 6 Soul | 3 | self or 1 ally | 1d6 rounds | Visual Distortion | Heat Control | 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. | Normal Arcana |
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Range & Area | Duration |
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Requirements | Spell Effects | Check Difficulty |
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Quartz Cage | stone | 5 Soul | 3 | 6 spaces affecting 1 target | until destroyed | Grounding | Tremor | With this manipulation you create a cage of pure quartz that holds the target in. The cage has 6d12 and can only be destroyed by melee damage, all other damage hurts captured target. The target cannot move or use melee attacks but can use projectiles and magic spells that reach outside of the cage. The target cannot attack the cage them self. | Normal Arcana |
Quicksand | stone | 5 Soul | 3 | 6 spaces affecting a 4x2 space area | 1d6 rounds | Grounding | Misstep | The magic of Quicksand changes the ground to the same consistency of real quicksand that is 2 feet deep. The magical quicksand holds onto any target that walks into it or who is already on the spot where the magic is cast. The target cannot move from the spot once the target enters the quicksand. When the spell ends, the target may move again. The target may use spells and projectile weapons from the spot and may make any melee attacks that do not require movement. Enemy targets cannot see the quicksand however you and your allies know it is there. | Normal Arcana |
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Range & Area | Duration |
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Requirements | Spell Effects | Check Difficulty |
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Rain of Thorns | nature | 8 soul | 4 | entire battlefield | instant | Oaken Skin | Deadly Sap | 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. | Hard Arcana |
Raise Reverent | decay | 12 Soul | 6 | next to caster | until reverent is dead | Graveyard's Warding | Raise Zombie | With this spell the necromancer calls forth a long dead and rotting corpse from the very ground. The Reverent has no mind of its own and is under the caster's control. The Reverent has a Vitality of 4d20 and a reach of 1 and a move of 6. The Reverent acts as a second character able to go and attack any target the necromancer desires it to. The Reverent is immune to necromancy spells used against it. Any physical hits done to the Reverent had a 35% chance of healing the Reverent instead of hurting it. The Reverant has a 30% chance of copying the last action it see's. The necromancer can call up as many Reverent as the caster's Runic Casting Speed. Therefore if the caster has a casting speed of 5 the caster can call up 5 Reverent to exist at the same time. Once the Reverent is out of Vitality the Reverent dies. The Reverents die also when the necromancer command them to or battle's end. | Impossible Arcana |
Raise Zombie | decay | 10 Soul | 5 | next to caster | until zombie is dead | Graveyard's Warding | Deadly Guard | With this spell the necromancer calls forth a long dead and rotting corpse from the very ground. The Zombie has no mind of its own and is under the caster's control. The Zombie has a Vitality of 3d20 and a reach of 1 and a move of 3. The Zombie acts as a second character able to go and attack any target the necromancer desires it to. The Zombie is immune to necromancy spells used against it. Any physical hits done to the Zombie had a 25% chance of healing the zombie instead of hurting it. The necromancer can call up as many Zombies as the caster's Runic Casting Speed. Therefore if the caster has a casting speed of 5 the caster can call up 5 Zombies to exist at the same time. Once the Zombie is out of Vitality the Zombie dies. The Zombies die also when the necromancer command them to or battle's end. | Hard Arcana |
Reanimation | decay | 8 Soul, 3 Soul per round | 4 | battlefield, 1 target per initial cast | until stopped or out of Soul, each target loses reanimation when "killed" | Graveyard's Warding | Deadman's Shell | With this manipulation you send out powerful death magic which reanimates the dead. This magic raises up any target that was recently killed and places that target under your control. The reanimated target has its full stats and skills. While reanimated, no resurrection spell can be used on the target, nor can the target communicate. | Hard Arcana |
Reign of Acid | decay | 8 Soul | 4 | battlefield | 1d6 rounds | Deconstruction | Army's Decay | This spell creates a glowing nexus point of death magic above the battlefield. Each round the energy would discharge acid at everyone, doing 4d9 damage and decreasing Physical and Magical armor by 1d4 to everyone, friend or foe even self, each round. | Hard Arcana |
Reign of Fire | flame | 8 Soul | 4 | all enemy targets | 1d4 rounds | Fire Streak | Plasma Shot | This spell creates a glowing nexus point of fire magic above the battlefield. Each round the energy would discharge fire at every enemy target, doing 5d10 damage per shot to each target. | Hard Arcana |
Release of the Doomed | decay | 4 Soul | 2 | all enemy targets | until targets free themselves | Graveyard's Warding | Graveyard's Warding | With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make an athletics check to be freed. | Normal Arcana |
Resurrection | decay | 12 Soul | 6 | 1 target 1d6 spaces away | instant | Graveyard's Warding | Revival | This spell is difficult for a necromancer to cast. With this spell you reverse all that you strive to focus on. The goal is to draw out all of the death energy from the target’s dead body. The lack of it will allow life energy from the area to come take its place and the target can awaken with half of their life returned. | Impossible Arcana |
Returned One | decay | 10 Soul | 5 | 1 dead target | 1d10 rounds | Graveyard's Warding | Reanimation | You create a special revival on a corpse. The corpse floats in the air for a second. The skin, muscles, and organs all bulge and then explode outward in a flash of flesh and blood. What remains is a skeletal version of the being that was recently slain. The magic sustains the target as the undead being follows your orders. The undead being cannot be destroyed but will shatter and become nothing more than bones at the end of the spell. It has an attack power of 7d12. | Hard Arcana |
Revival | decay | 10 Soul | 5 | 1 target 1d6 spaces away | instant | Graveyard's Warding | Reanimation | This spell brings about a revival and rejuvenation. First it revives destroyed or damaged items, armor, and weapons. Second it rejuvenates targets by removing any negative status effects with equal ease. | Hard Arcana |
Ripple | water | 4 Soul | 2 | a 3x3 space area around the caster | instant | Aqua Seed | Aqua Seed | A water droplet forms in your hand and you let it fall to the floor, creating a ripple. The ripple grows instantly and moves out in all directions. Each target, both ally and enemy, in the vicinity of the spell must make a normal balance check to see if they remain standing. If they fail, they fall down. | Normal Arcana |
Rise of the Doomed | decay | 6 Soul | 3 | all enemy targets | until targets free themselves | Graveyard's Warding | Release of the Doomed | With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a normal athletics check to be freed. However once the targets free themselves the skeletal hands emerge from the ground as full on skeletons and pin the targets back to the ground. The targets must make a normal athletics check again to be freed once and for all. When the targets get pined by the skeletons the targets receive the caster's Arcana worth of magic damage, which they will receive each round until freed. | Normal Arcana |
Rising Plasma | flame | 6 Soul | 3 | all enemy targets | instant | Spark | Plasma Ignite | 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. | Normal Arcana |
Ritual of the Mirrentori | death | 12 Soul | 6 | self | 1d10 rounds | Fang | Nightwalker's Curse | This spell calls for a ritual suicide. You let your life expire by your death magic. The magic of the spell, instead of letting you be lost forever, separates your bones from your body and transforming you into a lich. While in this form you cannot be killed. You can be dismembered and thus unable to act, but cannot be killed. Your spell’s Soul costs are cut in half, rounding up to the nearest whole number and you gain double your runic speed. Your spells are 50% more effective and powerful as well. When the spell ends, your flesh reappears and you return to life loosing all the benefits of being a lich. | Impossible Arcana |
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Range & Area | Duration |
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Scent of Dreamers | air | 4 Soul | 2 | a 3x3 space area around a target that is 1d20 spaces away | until awoken | Air's Constant Flow | Air's Constant Flow | Scent of Dreamers forms a strange, magical gas around the area of effect. When the anyone, ally or foe, is in that area of effect they breath it in and fall into a slumber on the floor. The affected will continue to sleep until attacked or is woken up by someone. | Normal Arcana |
Scent of Roses | air | 6 Soul | 3 | a 4x4 space area around the caster | 1d6 rounds | Air's Constant Flow | Scent of Dreamers | The manipulation produces a plume of invigorating smell that prevents sleep effect on any target within the spell's area of effect, friend or foe, including yourself. | Normal Arcana |
Scold | flame | 4 Soul | 2 | 1 target 1d12 spaces away | 1d6 rounds | Fire Streak | Fire Streak | With this manipulation, you create an aura of fire magic around your hand. You then focus the heat energy into a smaller, concentrated form. The heated energy is sent to the target. The magic creates burns on the skin of the target that deal 2d8 straight to vitality damage per round. | Normal Arcana |
Sculpted Mount | stone | 5 Soul | 3 | next to caster | 1d10 hours | Solidity | Stone Circle | With this manipulation you create a horse made completely out of stone. You may ride this horse. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the day the horse turns into a small pile of dirt and stone. | Normal Arcana |
Seal of the Airs | air | 4 Soul | 2 | all allies | 1d4 rounds | Air's Constant Flow | Air's Constant Flow | This spell triples all air elementally aligned allies effects on magical damage and magical defense as well as doubles all allies move rates. Any ally who does not have the runic element of air is granted it with basic effects on magical attack and magical defense. If air is an ally’s elemental weakness this voids such weakness. | Normal Arcana |
Sealing Wounds | flame | 4 Soul | 2 | 1 target 1 space away | instant | Pyro Enchantment | Pyro Enchantment | With this power you use your control over heat to seal any wounds. This cures status effects of bleeding and similar effects. This also prevents infection and prevents the wound from being hit to cause more damage. This will restore your Arcana worth of Vitality when used to seal a wound. | Normal Arcana |
Searing Aura | flame | 6 Soul | 3 | self or 1 ally | 1d8 rounds | Pyro Enchantment | Blade of Plasma | This magic seals heat energy into an aura around the chosen ally or yourself. The protected target appears to be glowing faintly with a red tint. When attacked physically with a melee attack, heat energy moves across the weapon and does 1/2 the damage that was done to you back to the attacker. Arrows are weakened by 25% when shot at the protected target. | Normal Arcana |
Serenity's Arrival | death | 10 Soul | 5 | 1 target | instant | Fang | Serenity's Forceful Ways | This manipulation creates the conditions for Serenity to arrive to the target. Death magic flows across the body of the target, burning their life away causing 9d6 + 2d4 damage. Meanwhile the spell pours into the mouth of the target and causes sickness, causing their movement rates and damage power to be halved for 4 rounds. | Hard Arcana |
Serenity's Beckoning | death | 6 Soul | 3 | 1 target | 1d6 rounds | Beast's Prey | Cold Blade | With this spell the promised calm of Serenity beckons the target. The target looses all desire, wanting instead to seek out the serenity of death. The target must make hard Survival checks when attacked or the target will allow itself to be hit with no armor protection and no evade. The only armor protection that can come into play is any magical protection effects already in place or any racial protection. Armor itself will be treated as if it doesn't exist. | Normal Arcana |
Serenity's Calm | death | 4 Soul | 2 | 1d20 spaces affecting 1 target | instant | Fang | Fang | When this spell is created the single target is surrounded in serenity. But, suddenly among the calm, the target can feel horrible injuries ripping into the target’s body doing 4d4 magic damage. Serenity releases the target and the damage is done. | Normal Arcana |
Serenity's Embrace | death | 8 Soul | 4 | 1 target 1d12 spaces away | until cured or dead | Fang | Executioner's Weapon | With this manipulation the target is enveloped in this sudden sense of calm and safety as they fall into a deep slumber known as a coma. The magic completely drains the target’s Power. | Hard Arcana |
Serenity's Forceful Ways | decay | 8 Soul | 4 | 1 target | instant | Fang | Executioner's Weapon | This special spell calls upon the positive source of death, the Serenity. The mage uses his or her connection to the Serenity to call for assistance. The Serenity sends its power through the mage to cast the spell. When this spell is cast, the single target is surrounded in serenity. But, suddenly, amidst the calm, the target can feel horrible injuries ripping into the targets body. Serenity releases the target and the damage of 4d10 + 2 is done. | Hard Arcana |
Serenity's Protection | death | 8 Soul | 4 | self or 1 ally | 1d4 rounds | Fang | Well of the Dead | When this spell is created the magic imitates the dying, but with a gift of protection. You, or your chosen ally, do not take any damage from outside forces. However, the protected target takes 2d6 Vitality damage from the death magic much like you would from poison. The magic stops all attacks, physical, magical, and energy, from hitting the protected target while slowly damaging the target. Status effects can still effect the target however, such as poison, plague, sickness, and so on. | Hard Arcana |
Serenity's Verdict | death | 8 Soul | 4 | 1 target 1d12 spaces away | instant | Beast's Prey | Serenity's Beckoning | The Serenity grabs hold of the target and passes its verdict on the target before releasing it. A 1d6 is rolled. If a 6 is rolled, the target is lulled to a sleep from which it will not awaken, the sleep of death. | Hard Arcana |
Serpentine Roots | nature | 8 soul | 4 | 1 target | instant | Tracker's Mind | Entanglement | 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. | Hard Arcana |
Sharp Fire | flame | 4 Soul | 2 | 1 target | instant | Fire Streak | Fire Streak | 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. | Normal Arcana |
Shattering Vibrations | sound | 6 Soul | 3 | a 3x3 space area around the caster | instant | Tinnitus | Otic Tearing | This spell sends out sound vibrations from your body. Any target, ally or enemy, that is within the spell's area of effect will receive 4d10 magic damage. | Normal Arcana |
Siren's Healing Tones | sound | 6 Soul | 3 | a 4x4 space around the caster | instant | Tinnitus | Siren's Soothing Tones | This spell calls upon the positive aspect of sound, the siren. The siren appears and sings a beautiful song that causes all within the spell's area, ally and enemy, to recover 4d10 Vitality. | Normal Arcana |
Siren's Song | sound | 8 Soul | 4 | a 4x4 space around the caster | instant | Tinnitus | Echo Spirit | With this spell you call upon the positive aspect of sound, the Siren. The siren comes and sings a seductive song. The song causes all enemy targets in the spell's area to defend you at all costs and treat you as their ally for 1d6 rounds. | Hard Arcana |
Siren's Soothing Tones | sound | 4 Soul | 2 | a 4x4 space area around the caster | instant | Tinnitus | Tinnitus | With this spell you call upon the positive aspect of sound, the Siren. The mythical Siren appears and sings a soothing song. Any target in the spell's area of affect, ally and enemy, have any enraging status effect removed and recover 4d6 Power. | Normal Arcana |
Skin of Thorns | nature | 8 soul | 4 | self or any 1 ally | 1d8 rounds | Oaken Skin | Whip of Thorns | 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. | Hard Arcana |
Smoke Screen | flame | 4 Soul | 2 | a 4x4 space around the caster | 1d4 rounds | Visual Distortion | Visual Distortion | 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. | Normal Arcana |
Soak | water | 2 Soul | 1 | 1 target | spell is instant, sickness effect is 4 rounds | Soak | N/A | You summon water from the many areas around you. All the water goes to one target and pours itself all over the target, clinging to the target. The water soaks through the target’s clothes and armor and results in the target developing sickness. Due to sickness, target’s movement is cut in half and damage power is decreased by 20%. | Easy Arcana |
Solar Flare | light | 10 Soul | 5 | all enemy targets | instant | Glow | Fitful Strobe | This spell causes instant blindness for all enemy targets for 2d4 rounds. Furthermore, all enemy targets take 5 x Arcana damage. The caster and allies are protected. | Hard Arcana |
Solidity | stone | 2 Soul | 1 | 1 target | 1d4 rounds | Solidity | N/A | This spell makes the target's armor more solid, increasing its Physical Armor by 1d8 but also giving it a 1 Evade penalty. | Easy Arcana |
Song of the Dead | sound | 8 Soul | 4 | battlefield | 1d8 rounds | Tinnitus | Shattering Vibrations | With this spell you let out a haunting melody that awakens all dead things and dead spirits in the battlefield. Roll a 1d10. The number rolled indicated the number of dead that is reanimated which you can place anywhere. The dead will go about aimlessly attacking every enemy of the caster they can reach. Each dead can move 6 spaces and attack once doing 4d10 magic damage. | Hard Arcana |
Song's End | sound | 10 Soul | 5 | 1 target or self | 3 rounds | Tinnitus | Song of the Dead | This spell creates a countdown of sorts for the target. A song will start above the target and last for three rounds. At the end of the third round, the target must make a hard mental balance check or kill itself. | Hard Arcana |
Sonic Boom | sound | 8 Soul | 4 | a 4x4 space area around a spot of your choosing | instant | Tinnitus | Audio Blast | This spell causes a large compression of sound where all sound is drawn into a single spot. Then, without warning, the spot of concentrated sound explodes violently. Anyone in the area, friend or foe, takes 9d6 magic damage and receives deafness for 1d10 rounds. | Hard Arcana |
Sonic Shot | sound | 4 Soul | 2 | straight line from caster affecting all in the line | instant | Tinnitus | Tinnitus | This spell concentrates sound into a tight orb which it then sends in a straight line from the caster in the direction you are facing. Any target, ally and enemy, in the shot's path is dealt 4d6 magic damage. | Normal Arcana |
Sound Dislocation | sound | 3 Soul | 2 | any observable sound to any location | instant | Echo Perception | Echo Perception | This spell lets you send any sound you desire to a different place. You can send the sound of your words, the sound of noise, the sound of other people's words, any sound at all but only one source of sound and only a minute of that sound at a time. You can send this sound to any place you can see or any place that you have been. | Normal Arcana |
Sound Location | sound | 3 Soul | 2 | infinite | until dropped | Echo Perception | Echo Perception | With this spell you let out a high pitch echo in the hopes of finding something that you wish to find. As you get closer to that something, you will hear a hum that will get louder. The spell can also be used to warn you of any nearby traps or other dangers. No one else can hear the sound. | Normal Arcana |
Sound Tripping | sound | 6 Soul | 3 | 1 target 1d20 spaces away | 1d6 rounds | Echo Perception | Auditory Imbalance | With this spell you cause the target to suffer imbalance every time the target causes any noise. If it is a noise that the target could hear caused by the target the target has to make a normal balance check to not fall. This spell can be amplified by giving the target Echo Perception so that any noise causes the target to have to make a normal balance check and noise the target makes becomes a hard balance check. | Normal Arcana |
Spark | flame | 2 Soul | 1 | 1 target | 1d6 rounds | Spark | N/A | This spell makes it so that anything physically hit, hit with fire, or hit with pyromancy can catch fire and catches it on fire. This causes the the attack to inflict Minor Burns. Any wooden shield or weapon is destroyed. | Easy Arcana |
Star's Nova | light | 10 Soul | 5 | all enemy targets | instant | Piercing Light | Star's Vengeance | A small star forms in the center of the battlefield and then instantly explodes, dealing 6d10 magic damage to all enemy targets and blinding any that lives for the remainder of the battle. Yourself and your allies are protected. | Hard Arcana |
Star's Protection | light | 12 Soul | 6 | self or 1 ally | 1d8 rounds | Glow | Sword of Light | With this spell you summon the positive source of all light, a star. The star offers you or your ally of your choosing protection. The star will decrease all damages done to the protected by 1d% + caster's Arcana percentage during the duration of the spell. Each damage gets the absorption percentage rolled for Furthermore, if anyone melee attacks the protected, the attacker will be struck with visual instability and a blast of light that deals 7 x the protected's Arcana worth of magic damage. | Impossible Arcana |
Star's Vengeance | light | 8 Soul | 4 | self or 1 ally | 1d6 attacks | Piercing Light | Flash Explosion | With this spell you summon the positive source for all light, a star. The star will counter attack for you or an ally of your choosing, for 1d6 attacks. Whenever the protected target is attacked, the star will activate, dealing 2d20 of magic damage to the attacker. | Hard Arcana |
Stone Circle | stone | 4 Soul | 2 | a 3x3 space area around any 1 target | 1d4 rounds | Solidity | Solidity | By creating Stone Circle, you create a ring of floating stones around yourself or any one target at the maximum distance of the radius for the spell. Anytime a target, ally or enemy, moves into the protected circle that target will be dealt 1d12 points of damage instantly and every round that they are within the circle. The “protected target” is not affected. | Normal Arcana |
Stone Seal | stone | 10 Soul | 5 | self | 1d10 spaces of movement | Solidity | Guardian Form | This unique spell allows you to walk through solid stone as if it was simply air. Unfortunately it is only earthen stone or natural materials that you can walk through. If there is any metal or man-made materials in the way of your path it becomes like a brick wall. You can see through the stone when walking through it, but cannot climb up or down or cut your way through any metal or unnatural material in the way. If you get caught in the stone when the spell ends, you die. | Hard Arcana |
Stone Skin | stone | 5 Soul | 3 | 1 target or self | 1d4 rounds | Solidity | Stone Circle | This magical manipulation coats your outer armor or clothing with a weightless layer of stone that does not hinder movement of any kind. This spell serves to provide the target with natural armor, giving the target a Physical Armor of 1d12. | Normal Arcana |
Stop | decay | 8 Soul | 4 | 1 target 1d6 spaces away | 1d4 rounds | Deconstruction | Field of Decay | When you create this spell, death magic surrounds the target in a faint cloud. The target suddenly freezes in place, unable to move or act. The target may make a hard arcana check each time it's the target's turn or when the target is attacked to try to break the effects of the spell. | Hard Arcana |
Stranglehold | death | 10 Soul | 5 | 1 target 1d12 spaces away | 2d6 rounds each rolled separately as separate durationss | Loss of Self | Constrict | This spell starts off a casting of the spell Constrict. Once the first duration is over however the second duration begins with a much stronger version of the spell. During this time the target receives 7d8 + 2 damage. | Hard Arcana |
Suffocate | air | 12 Soul | 6 | 1 target that is up to 10 spaces from the caster | 4 round death countdown | Air's Constant Flow | Choking Gas | Suffocate creates an air vacuum in front of the mouth of the single target. This vacuum stops all air from being taken in by the target. Immediately, the target falls down, unable to breathe. For four rounds the target struggles for air. Finally the target passes out and dies. At any part of the suffocation, someone can break the magic of suffocation by dragging the body from the area of the air vacuum with a successful hard arcana check. The target though is unable to act or move during this spell. | Impossible Arcana |
Suggestive Whisperings | sound | 8 Soul | 4 | 1 target | instant | Echo Perception | Auditory Hallucinations | With this spell you make strong suggestions to the target of your choice. The target must make a hard mental balance check. If the target fails, it must do whatever you suggest it to do, but it cannot kill itself. | Hard Arcana |
Sun's Assault | flame | 12 Soul | 6 | 1 target | instant | Fire Streak | Magma Shot | 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. | Impossible Arcana |
Sun's Fall | flame | 10 Soul | 5 | 100 feet upward, 20 spaces outward, affecting a 5x5 space area | instant | Spark | Sun's Shower | With this manipulation, you create sun fire and concentrates it into an orb about the size of your body. The orb crashes at the targeted point and explodes, causing massive damage of 8d12 to any target in the area, ally or enemy. | Hard Arcana |
Sun's Gift | flame | 10 Soul | 5 | 1 target | 1d8 rounds | Pyro Enchantment | Fiery Ring | With this manipulation, you create sun fire and sends it out in search of a target. The spell surrounds the target and increases their melee, throw, and bow power by x 2.5. | Hard Arcana |
Sun's Shower | flame | 8 Soul | 4 | all enemy targets | 1d6 rounds | Spark | Explosion | This spell sends bright fire down from above. For the duration of the spell, sun fire falls hitting random enemy targets. Each target is hit with falling fire and dealt 5d12 damage. Allies and yourself are immune. | Hard Arcana |
Sun's Whip | flame | 10 Soul | 5 | self | 1d8 rounds | Pyro Enchantment | Superheated Blade | This spell replaces your weapon. In its place goes a whip of pure fire magic. The whip extends itself to almost any length and it weaves around objects to attack the target of your choice. It is used just like a weapon is used and attack skills can be used with this weapon. The whip does 5d12+1d8 + Arcana points of damage with each hit, and melee power is used with each hit. | Hard Arcana |
Superheat | flame | 4 Soul | 2 | 1 target 1d6 spaces away | 1d4 rounds | Visual Distortion | Visual Distortion | 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. | Normal Arcana |
Superheated Blade | flame | 8 Soul | 4 | self or 1 ally | 1d8 rounds | Pyro Enchantment | Plasma Burning | 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. | Hard Arcana |
Sword of Light | light | 10 Soul | 5 | self or 1 ally | 1d12 rounds | Glow | Armor of Light | This spell grants you or an ally of your choosing with a sword who's blade is made of pure, concentrated, light. This sword of light has a range of 3 and an attack value of 1d20 plus the wielder's Arcana as well as Melee Power. Any sword skills can be used with this sword and sword mastery increases its damage power. | Hard Arcana |
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Temple Statue | stone | 10 Soul | 5 | starts next to caster | until destroyed | Solidity | Ancient Sentries | 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. | Hard Arcana |
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The End of the Tunnel | light | 12 Soul | 6 | 1 target | instant | Glow | Solar Flare | This spell begins a death countdown on the target. The target has 3 rounds to make a hard Endure check. If the target fails by the third round, the target dies instantly. | Impossible Arcana |
Theft | air | 3 Soul | 2 | 1 target that is 1d12 spaces away | instant | Air's Constant Flow | Air's Constant Flow | With this spell you create a gust of wind that can pull something light off a target and bring it back to you. The item cannot weigh more than 1/2 of your character’s weight limit. The wind cannot untie knots or undo latches, but it can reach into pockets or bags as long as they are not latched or tied shut with anything. The GM has the final say on all items lifted with this spell. | Normal Arcana |
Tinnitus | sound | 2 Soul | 1 | 1 target up to 1d20 +1 spaces away | 1d4 rounds | Tinnitus | N/A | This spell causes a terrible ringing in the ear of the target. The target is left unable to focus and can do no spell that requires more than 1 casting speed. Any ongoing spells or spell effects will be ended. The target can resist by making a hard focus check. | Easy Arcana |
Torch of Heroes | flame | 6 Soul | 3 | a 4x4 space around the caster | 1d8 rounds | Pyro Enchantment | Warrior's Flame | 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. | Normal Arcana |
Tornado's Destruction | air | 12 Soul | 6 | 8 spaces affecting a 6x6 space area | instant | Airess | Gale Force | You create a tornado that attacks all foes in the area at once doing 10d10 damage to every target and having a 25% chance per target to remove from the target all armor, weapons, and possessions. You and allies are not affected. | Impossible Arcana |
Tornado's Restraint | air | 8 Soul | 4 | 1 target | 1d6 rounds | Airess | Vortex | When this spell is created, a small tornado surrounds the body of a target of your choosing. The tornado spins where the target is, moving around. Inside, for each round the target takes 4d10 + 1d4 damage. When the spell ends, the target is left with sickness caused from the spinning which decreases the target's movement by half and damage power by 25% for 3 rounds. | Hard Arcana |
Tornado's Strength | air | 8 Soul | 4 | 1 target | 1d4 rounds | Haste | Levitate | Tornado’s Strength provides massive muscle to the target of the spell. So much strength that the Strength stat of the target is increases by the caster's Arcana. Almost any test of strength, within reason, is successful with the help of the magic. | Hard Arcana |
Tornado's Swiftness | air | 10 Soul | 5 | self or 1 ally | 1d6 rounds | Air's Constant Flow | Transparency | When this spell is created no immediate effect is visible. It is not until the user moves that it becomes evident what the magic did. When the user moves, the user jumps from place to place in a flash. This spell doubles move rate, increases Runic Speed by 1, and grants 1 extra move of choice. | Hard Arcana |
Tracker's Mind | nature | 1 Soul | 1 | self | 1d10 hours | Tracker's Mind | N/A | This rather simple manipulation invokes an understanding of the earth. With this spell, you are gifted with the ability to discern tracks of all kinds, know what every plant in an area is and if they are safe to eat, and have knowledge of animals and how to deal with them appropriately. This grants you a +1d8 for any such checks, typically Nature. | Easy Arcana |
Translucence | air | 6 Soul | 3 | self | 1d8 rounds | Air's Constant Flow | Seal of the Airs | Using this manipulation you become see through. One can still see you, but it is much harder to detect your presence. This spell hides you from nothing more than conventional sight and causes a target to have to make a hard perceive check with a penalty of -5 for every space or 3 feet away from you they are, it is an impossible perceive check for dark environments. | Normal Arcana |
Transparency | air | 7 Soul | 4 | self | 1d8 rounds | Air's Constant Flow | Translucence | When this spell is created you become completely see through. There is no fading of light and there is no half sighted appearance. You become completely invisible. You do cause a bend in the light at the edges of your silhouette though. Targets would have to make an impossible perceive check with a -5 penalty for every space or 3 feet they are from you to detect you. There is an additional -10 penalty for dark environments making detection by sight impossible. Sounds and movements decrease the penalties by 2 points per occurrence. | Hard Arcana |
Tremor | stone | 3 Soul | 2 | a 3x3 space area around the caster | instant | Grounding | Grounding | This is a well known geomancy spell that causes the ground to shudder violently underneath the feat of everyone in the radius around the user. This forces everyone in the area of effect to make a hard brace check to remain standing. | Normal Arcana |
Twins of the Inner Storm | air | 12 Soul | 6 | any 2 allies or 1 ally and self | 1d8 rounds | Airess | Funnel of Power | This spell creates two large globes of glowing light. Each one will go to an ally of your choosing, with you and any ally with you as the choices. There are only two globes so you can only choose two targets. The globes go to the locations selected. Each target who gets the globe has a choice of a Physical or Magical Armor of + 4d10, or a boosted Melee, Throw, and Bow Power of + 2d10. | Hard Arcana |
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Unbreaking Balance | stone | 4 Soul | 2 | 1 ally or self | 1d4 rounds | Grounding | Grounding | This spell enforces the target with earth magic. The earth magic pulsates through the target granting the target a +1d8 for Brace and Sure Footing. | Normal Arcana |
Unnatural Strength | stone | 8 soul | 4 | self or any 1 ally | 1d8 rounds | Solidity | Sculpted Mount | 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. | Hard Arcana |
Unsure Aim | air | 3 Soul | 2 | 1 target | 1d6 rounds | Dishevel | Dishevel | This spell messes with the target's ability to make a Hit Chance, giving the target a penalty of 1d10 and making all Hit Chances Hard or Impossible. | Normal Arcana |
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Vampire Strain | death | 4 Soul | 2 | self | 1d4 rounds | Fang | Fang | This manipulation temporarily curses you with a vampiric ability. You grow fangs and your skin becomes pale. Each round you can get into melee range and can bite the person and drain them of life. You are able to do 1d12 damage to the target and the damage taken is used to replenish your Vitality. | Normal Arcana |
Vengeance of the Cursed | death | 12 Soul | 6 | all enemy targets | instant | Fang | Serenity's Arrival | This manipulation releases the lost ghosts of the dead to let their anger out on your enemies. Ghosts of all kinds rip out of the earth, clawing, biting, and attacking from every direction doing 8d10 damage. The ghosts leave you and your allies alone. They disappear after attacking. | Impossible Arcana |
Vibrations of Creation | sound | 12 Soul | 6 | battlefield | instant | Tinnitus | Song's End | This powerful spell recreates the violent sounds and vibrations of creation on the battlefield. All the sudden the battlefield shakes and shutters in the violent throws of creation. Every enemy target takes 8d10 magic damage. The caster rolls a 1d3, multiplying the damage against the number rolled. The caster and allies are protected in sound proof bubbles. | Impossible Arcana |
Visual Distortion | flame | 2 Soul | 1 | 6 spaces affecting 1 target | 1d6 rounds | Visual Distortion | N/A | With this manipulation, you create an aura of heat around the head or otherwise location of vision for the target. The heat causes light to be bent and the target’s vision to be blurred which causes the target to have to make normal perceive checks to attack and defend. | Easy Arcana |
Voiceless | decay | 9 Soul | 4 | 1 target | 1d8 rounds | Deconstruction | Stop | This spell robs the ability of the target to produce any sound from its mouth. This prevents any skill that requires a voice, including prayer. The sudden loss of voice causes the target to need to make a hard mental balance check against fear. | Hard Arcana |
Volcano Eruption | flame | 10 Soul | 5 | a 5x5 area around a spot of your choosing | 1d6 rounds | Spark | Plasma Wave | 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. | Hard Arcana |
Volcano's Eye | flame | 8 Soul | 4 | 1 floor of area map | until ended | Visual Distortion | Fire's Steed | This spell creates a dense burst of smoke from your body. The smoke billows through a very large area. The smoke closest to you wraps around you, creating a cocoon like form. Inside the cocoon of smoke you sit, receiving information from the smoke. The spell shows the exact location of whatever you wish to see. You cannot move while in the spell, but can end the spell at any time. | Hard Arcana |
Volcano's Hand | flame | 8 Soul | 4 | 1 target | 1d4 rounds | Fire Streak | Ignatius | This spell creates an entrapping formation of solidifying rocks and magma that holds the target in a paralysis for the duration of the spell, doing 4d10 each round. Then it breaks away. | Hard Arcana |
Volcano's Heart | flame | 12 Soul | 6 | 1 target | 2d4 rounds | Fire Streak | Volcano's Tongues | With this manipulation, you use superheated air to lift the target into the air. You then encase the target in an orb of unstable magma and fire. For the duration of the spell the target is locked into the orb, unable to act, while receiving 8d12 damage per round. On the target’s turn in the final round of the spell’s duration, the orb explodes, dropping the target to the ground in whatever state the target is in. The target receives an extra 4d20 damage from being dropped to the ground. | Impossible Arcana |
Volcano's Tongues | flame | 10 Soul | 5 | 1 target per tentacle | 2 rounds | Fire Streak | Volcano's Hand | With this manipulation, you summon 1d12 tentacles of magma around you that stretch out and search. You pick an enemy target for each tentacle. They each lift their target, squeeze them, and set them aflame, doing 6d12 damage. When the second round comes the tentacles slam their targets into whatever surfaces they were previously on doing an extra 6d10 damage to their target. Any tentacle that does not grab a target will wrap around you (the user) and lift you up in the air. They will take any damage meant for the user during those two rounds. You can continue to cast spells from this perch. | Hard Arcana |
Vortex | air | 5 Soul | 3 | a 4x4 space area around the caster | instant | Airess | Air Burst | With this manipulation you create a vortex of air around your body. Immediately, all the air you brought together releases on the battlefield around you. Everyone in the radius of the spell, ally and enemy, is pushed away from you by 2 spaces or 6 feet. | Normal Arcana |
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Spell Cast Speed
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Range & Area | Duration |
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Warrior's Flame | flame | 4 Soul | 2 | self or 1 ally | 1d8 rounds | Pyro Enchantment | Pyro Enchantment | With this spell you recreate the essence of fire. You then choose a target and transfer the essence of fire into the target. The target who receives the boon becomes courageous. The target is immune to any type of fear and the target’s melee power is doubled. | Normal Arcana |
Water Skin | water | 6 Soul | 3 | self or 1 ally | 1d6 rounds | Soak | Quench | This spell increases the target's immunity to aquamancy magic by 25%. It also increases your Fortitude Traits by 2. It does this by infusing the target's skin with water magic, making the target more resistant to status effects. | Normal Arcana |
Weapon Rush | air | 6 Soul | 3 | 1 target you can see | instant | Air's Constant Flow | Theft | With this manipulation you allow the wind to take your weapon and attack for you. You throw your melee weapon and the wind takes it to the target, hits the target, and returns the weapon to you. Instead of using your throw power, you'd use your Arcana to determine the damage done by the wind controlled weapon. | Normal Arcana |
Well of the Dead | death | 6 Soul | 3 | self or 1 ally | 1d4 rounds | Fang | Vampire Strain | With this spell you draw upon the dead for strength for yourself or an ally. Calling forth the death energy around you, you either gather it into yourself or disperse it to a selected ally, temporarily gaining a x 1.25 to melee, throw, and bow power, and + 1 to Runic Speed. Once the spell is over however the energy quickly drains out of target, leaving the target half of their Power. | Normal Arcana |
West Wind's Blessing | air | 8 Soul | 4 | 1 target | 1d4 rounds | Air's Constant Flow | West Wind's Protection | This manipulation has multiple functions. First, it removes any harmful status effects except death. Second, it gives a regeneration effect that restores 1d8 Vitality per round. Lastly, it creates a regeneration effect for Soul and Power, restoring 1d6 Soul and Power points per round. These effects affect all of your allies and yourself for the duration of the spell. | Hard Arcana |
West Wind's Charge | air | 6 Soul | 3 | self or any 1 ally | 1d4 rounds | Airess | Air Burst | When this spell is created, you or your chosen ally are given a boost to your total damage values and armor to carry out the whims of the West Wind. This spell increases your Melee Power and Throw Power by 1d12 and gives you the caster's Arcane to Physical and Magical Armor for the duration of this spell. | Normal Arcana |
West Wind's Protection | air | 6 Soul | 3 | 1 target | 1d4 rounds | Air's Constant Flow | Seal of the Airs | When you create this spell, the air grows calm directly around the target. Whenever a melee attacker goes to attack the protected target, the attacker will be dealt 2d12 + 1d4 magic damage. Ranged attacks will be directed away from the protected target and have a 25% chance of hitting another enemy target. Magic attacks will still work against the protected target. | Normal Arcana |
West Wind's Vengeance | air | 10 Soul | 5 | self or 1 ally | 1d4 rounds | Air's Constant Flow | West Wind's Blessing | This manipulation summons up a spiraling wind around an ally target of your choosing (or yourself). Whenever you or the protected target is attacked, whether it be by ranged, melee, magical, breath weapon, or any other form of attack, the attacker is instantly dealt 8d10 points of magic damage. | Hard Arcana |
Whip of Thorns | nature | 5 Soul | 3 | self | 1d6 rounds | Oaken Skin | Ova's Shield | This spell causes a whip of heavy, twisted vines to sprout forth from your dominant hand. The whip is brandished with red razor-sharp thorns. This whip has a range of 6 spaces and you can use whip skills with this whip. It has an attack power that is 3 x your Arcana. A critical hit with the whip will poison the target with 1d6 poison for 1d8 rounds. | Normal Arcana |
Wind Guardian | air | 8 Soul | 4 | 1 target or self | 1d6 rounds | Airess | West Wind's Charge | Wind Guardian creates a protective barrier of pure wind magic that constantly moves around yourself or your chosen ally. When physically attacked by any physical means the attack is stopped by the barrier. Only magical or energy type of attacks, including breath weapons, can harm you. The protected target cannot physically attack either while under this spell, but can cast spells or use energy or magical attacks. This spell can and will work with other protective or barrier spells and enchantments. | Hard Arcana |
Wisps of Death | air | 8 Soul | 4 | 1 target | 6 round death countdown | Air's Constant Flow | Scent of Roses | With the creation of this spell, you mix a dark poison with the air that the single target breathes. For three rounds the poison works through the target’s system. At the end of the third round, the target passes out. Then the countdown for death begins. At the end of the third round of coma state, sixth round of the spell, the target dies. The target cannot be pulled from this spell as it is in the target’s air and follows the target. Antidotes are ineffective. The only way to end this spell's effects and save the affected target is to kill the target who created the spell. | Hard Arcana |
Woodland Sentiel | nature | 10 Soul | 5 | self | 1d8 rounds | Oaken Skin | Skin of Thorns | Casting this spell makes you the avatar of the forest. You are at one with your nature affinity and your geomancy. All of your geomancy spells now have double their effect. You Soul is doubled. Your movement rate is doubled. Your Arcana is doubled. When the spell effects end you are dazed for 1 round. | Hard Arcana |
Newest 10 Entries
Ability | Dual Nunchaku |
---|---|
Effects | You are able to wield nunchaku in both hands, using both as one attack. Must have Dual Fists and be equipped with Nunchaku. |
Skill | Shell Crusher |
---|---|
Stat Cost | 8 Power |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | Arm Switch, Equip Nunchaku |
Effects | With this skill you ignore a 1d20 percentage of the target's armor. The attack is also increased by +1. |
Success Roll | Critical |
Skill | Arm Switch |
---|---|
Stat Cost | 6 Power |
Range | weapon range |
Area | 1-2 targets |
Duration | instant |
Requirements | Bash & Swing, Equip Nunchaku |
Effects | With this skill you are able to attack with your nunchaku with one hand, switch hands, and attack again. You can preform an attack skill as well with each hit however a penalty of 5 is applied to the success roll for the second attack. You can use this with the Dual Wielding Nunchaku ability to attack with both hands twice. |
Success Roll | React -5 |
Skill | Bash & Swing |
---|---|
Stat Cost | 4 Power |
Range | weapon range |
Area | 1-2 targets |
Duration | instant |
Requirements | Diagonal Strike, Equip Nunchaku |
Effects | Hit one target doing +1d4 more damage and able to swing back to either strike the same target again or strike another target in range. There is no extra damage for the second hit. Critical hit only applies to the first strike. |
Success Roll | React -2 |
Skill | Diagonal Strike |
---|---|
Stat Cost | 2 Power |
Range | 1 target |
Area | 1 target |
Duration | instant |
Requirements | Equip Nunchaku |
Effects | Hit target with a diagonal strike using nunchaku, giving you a +2 to Hit Chance due to catching target off guard. |
Success Roll | React |
Weapon | Spiked Gauntlet |
---|---|
Attack | +1 |
Range | 0 |
Hit Chance | 0 |
Weight | +0.5 |
Space Taken | 0 |
Other Information | Can use piercing attacks. |
Cost | 7.50 |
Weapon | Reinforced Gauntlet |
---|---|
Attack | +2 |
Range | 0 |
Hit Chance | 0 |
Weight | +0.75 |
Space Taken | 0 |
Other Information | N/A |
Cost | 6.75 |
Weapon | Reinforced Glove |
---|---|
Attack | +2 |
Range | 0 |
Hit Chance | 0 |
Weight | +0.5 |
Space Taken | 0 |
Other Information | Chain Mail Glove only |
Cost | 6.00 |
Weapon | Cured Glove |
---|---|
Attack | +1 |
Range | 0 |
Hit Chance | 0 |
Weight | 0 |
Space Taken | 0 |
Other Information | Leather Glove only |
Cost | 3.50 |
Weapon | Belted Glove |
---|---|
Attack | +1 |
Range | 0 |
Hit Chance | 0 |
Weight | +0.2 |
Space Taken | 0 |
Other Information | Leather Glove only |
Cost | 3.50 |
Top 10 Entries
Ability | Dual Nunchaku |
---|---|
Effects | You are able to wield nunchaku in both hands, using both as one attack. Must have Dual Fists and be equipped with Nunchaku. |
Skill | Shell Crusher |
---|---|
Stat Cost | 8 Power |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | Arm Switch, Equip Nunchaku |
Effects | With this skill you ignore a 1d20 percentage of the target's armor. The attack is also increased by +1. |
Success Roll | Critical |
Skill | Arm Switch |
---|---|
Stat Cost | 6 Power |
Range | weapon range |
Area | 1-2 targets |
Duration | instant |
Requirements | Bash & Swing, Equip Nunchaku |
Effects | With this skill you are able to attack with your nunchaku with one hand, switch hands, and attack again. You can preform an attack skill as well with each hit however a penalty of 5 is applied to the success roll for the second attack. You can use this with the Dual Wielding Nunchaku ability to attack with both hands twice. |
Success Roll | React -5 |
Skill | Bash & Swing |
---|---|
Stat Cost | 4 Power |
Range | weapon range |
Area | 1-2 targets |
Duration | instant |
Requirements | Diagonal Strike, Equip Nunchaku |
Effects | Hit one target doing +1d4 more damage and able to swing back to either strike the same target again or strike another target in range. There is no extra damage for the second hit. Critical hit only applies to the first strike. |
Success Roll | React -2 |
Skill | Diagonal Strike |
---|---|
Stat Cost | 2 Power |
Range | 1 target |
Area | 1 target |
Duration | instant |
Requirements | Equip Nunchaku |
Effects | Hit target with a diagonal strike using nunchaku, giving you a +2 to Hit Chance due to catching target off guard. |
Success Roll | React |
Weapon | Spiked Gauntlet |
---|---|
Attack | +1 |
Range | 0 |
Hit Chance | 0 |
Weight | +0.5 |
Space Taken | 0 |
Other Information | Can use piercing attacks. |
Cost | 7.50 |
Weapon | Reinforced Gauntlet |
---|---|
Attack | +2 |
Range | 0 |
Hit Chance | 0 |
Weight | +0.75 |
Space Taken | 0 |
Other Information | N/A |
Cost | 6.75 |
Weapon | Reinforced Glove |
---|---|
Attack | +2 |
Range | 0 |
Hit Chance | 0 |
Weight | +0.5 |
Space Taken | 0 |
Other Information | Chain Mail Glove only |
Cost | 6.00 |
Weapon | Cured Glove |
---|---|
Attack | +1 |
Range | 0 |
Hit Chance | 0 |
Weight | 0 |
Space Taken | 0 |
Other Information | Leather Glove only |
Cost | 3.50 |
Weapon | Belted Glove |
---|---|
Attack | +1 |
Range | 0 |
Hit Chance | 0 |
Weight | +0.2 |
Space Taken | 0 |
Other Information | Leather Glove only |
Cost | 3.50 |