Spells home

Spell Affinity Stat Cost Spell Cast Speed Range & Area Duration Spell Family Requirements Spell Effects Check Difficulty
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
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