Spells home

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