Ripple
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water
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4 Soul
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2
|
a 3x3 space area around the caster
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instant
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Aqua Seed
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Aqua Seed
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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.
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Normal Arcana
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Soak
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water
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2 Soul
|
1
|
1 target
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spell is instant, sickness effect is 4 rounds
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Soak
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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%.
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Easy Arcana
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Aqua Seed
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water
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2 Soul
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1
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1 target 1d12 spaces away
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instant
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Aqua Seed
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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.
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Easy Arcana
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Water Skin
|
water
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6 Soul
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3
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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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Glimmering Hope
|
water
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4 Soul
|
2
|
any 3 targets
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instant
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Distortion
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Distortion
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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.
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Normal Arcana
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Erode
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water
|
4 Soul
|
2
|
1 target 1d6 spaces away
|
1d8 rounds
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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%.
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Normal Arcana
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Cloud Sight
|
water
|
4 Soul
|
2
|
entire floor of dungeon map or a 10 square mile area
|
instant
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Distortion
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Distortion
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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.
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Normal Arcana
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Cold Heart
|
water
|
8 Soul
|
4
|
1 target
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1d6 rounds
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Soak
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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.
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Hard Arcana
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Dark Fog
|
water
|
8 Soul
|
4
|
a 3x3 space area around the caster
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1d6 rounds
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Distortion
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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.
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Hard Arcana
|
Temple Statue
|
stone
|
10 Soul
|
5
|
starts next to caster
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until destroyed
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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.
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Hard Arcana
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Entomb
|
stone
|
10 Soul
|
5
|
1d8 spaces affecting 1 target
|
3 round death countdown
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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.
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Hard Arcana
|
Crystal Lance
|
stone
|
10 Soul
|
5
|
1 target
|
instant
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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.
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Hard Arcana
|
Metal Blade
|
stone
|
12 Soul
|
6
|
1 target
|
instant
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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.
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Impossible 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.
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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.
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Hard Arcana
|
Crater
|
stone
|
12 Soul
|
6
|
a 3x3 space area around and including 1 target
|
instant
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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.
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Impossible 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.
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Impossible 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.
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Hard 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.
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Hard 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.
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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.
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|