Woodland Sentiel
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nature
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10 Soul
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5
|
self
|
1d8 rounds
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Oaken Skin
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Skin of Thorns
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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.
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Hard Arcana
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Wisps of Death
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air
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8 Soul
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4
|
1 target
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6 round death countdown
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Air's Constant Flow
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Scent of Roses
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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.
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Hard Arcana
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Wind Guardian
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air
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8 Soul
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4
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1 target or self
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1d6 rounds
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Airess
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West Wind's Charge
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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.
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Hard Arcana
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Whip of Thorns
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nature
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5 Soul
|
3
|
self
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1d6 rounds
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Oaken Skin
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Ova's Shield
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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.
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Normal Arcana
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West Wind's Vengeance
|
air
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10 Soul
|
5
|
self or 1 ally
|
1d4 rounds
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Air's Constant Flow
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West Wind's Blessing
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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.
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Hard Arcana
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West Wind's Protection
|
air
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6 Soul
|
3
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1 target
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1d4 rounds
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Air's Constant Flow
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Seal of the Airs
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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.
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Normal Arcana
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West Wind's Charge
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air
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6 Soul
|
3
|
self or any 1 ally
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1d4 rounds
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Airess
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Air Burst
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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.
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Normal Arcana
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West Wind's Blessing
|
air
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8 Soul
|
4
|
1 target
|
1d4 rounds
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Air's Constant Flow
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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.
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Hard Arcana
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Well of the Dead
|
death
|
6 Soul
|
3
|
self or 1 ally
|
1d4 rounds
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Fang
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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.
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Normal Arcana
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Weapon Rush
|
air
|
6 Soul
|
3
|
1 target you can see
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instant
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Air's Constant Flow
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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.
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Normal Arcana
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Water Skin
|
water
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6 Soul
|
3
|
self or 1 ally
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1d6 rounds
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Soak
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Quench
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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.
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Normal Arcana
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Warrior's Flame
|
flame
|
4 Soul
|
2
|
self or 1 ally
|
1d8 rounds
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Pyro Enchantment
|
Pyro Enchantment
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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.
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Normal Arcana
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Vortex
|
air
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5 Soul
|
3
|
a 4x4 space area around the caster
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instant
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Airess
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Air Burst
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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.
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Normal Arcana
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Volcano's Tongues
|
flame
|
10 Soul
|
5
|
1 target per tentacle
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2 rounds
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Fire Streak
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Volcano's Hand
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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.
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Hard Arcana
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Volcano's Heart
|
flame
|
12 Soul
|
6
|
1 target
|
2d4 rounds
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Fire Streak
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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.
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Impossible Arcana
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Volcano's Hand
|
flame
|
8 Soul
|
4
|
1 target
|
1d4 rounds
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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.
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Hard Arcana
|
Volcano's Eye
|
flame
|
8 Soul
|
4
|
1 floor of area map
|
until ended
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Visual Distortion
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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.
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Hard Arcana
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Volcano Eruption
|
flame
|
10 Soul
|
5
|
a 5x5 area around a spot of your choosing
|
1d6 rounds
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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.
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Hard Arcana
|
Voiceless
|
decay
|
9 Soul
|
4
|
1 target
|
1d8 rounds
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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.
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Hard Arcana
|
Visual Distortion
|
flame
|
2 Soul
|
1
|
6 spaces affecting 1 target
|
1d6 rounds
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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.
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Easy Arcana
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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.
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Impossible 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.
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Impossible Arcana
|
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.
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Normal 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.
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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.
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Hard Arcana
|
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.
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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.
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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.
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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.
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Hard 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
|