Falcon Flight
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air
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9 Soul
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5
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self
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1d10 hours
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Haste
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Dove Flight
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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.
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Hard Arcana
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Dead Weight
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decay
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9 Soul
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4
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1 target
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1d8 rounds
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Deconstruction
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Mental Decay
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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.
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Hard Arcana
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Voiceless
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decay
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9 Soul
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4
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1 target
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1d8 rounds
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Deconstruction
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Stop
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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
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Reanimation
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decay
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8 Soul, 3 Soul per round
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4
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battlefield, 1 target per initial cast
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until stopped or out of Soul, each target loses reanimation when "killed"
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Graveyard's Warding
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Deadman's Shell
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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.
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Hard Arcana
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West Wind's Blessing
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air
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8 Soul
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4
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1 target
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1d4 rounds
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Air's Constant Flow
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West Wind's Protection
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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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Crevasse's Trick
|
stone
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8 soul
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4
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1d8 spaces affecting 1 target
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Spell takes 2 rounds to complete; 1st round floats target and 2nd round is when the damage happens
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Grounding
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Quartz Cage
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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.
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Hard Arcana
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Battlefield of Stone
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stone
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8 soul
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4
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entire battlefield
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1d4 rounds
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Grounding
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Living Ground
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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.
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Hard Arcana
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Mountain's Summit
|
stone
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8 soul
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4
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a 6x6 space around the caster
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instant
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Dust Devil
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Mountain's Base
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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.
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Hard Arcana
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Land Slide
|
stone
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8 soul
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4
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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
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instant
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Dust Devil
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Catapult
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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.
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Hard Arcana
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Ancient Sentries
|
stone
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8 soul
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4
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next to caster, can be assigned to any target per sentry
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until destroyed
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Solidity
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Sculpted Mount
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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.
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Hard Arcana
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Unnatural Strength
|
stone
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8 soul
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4
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self or any 1 ally
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1d8 rounds
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Solidity
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Sculpted Mount
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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
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Suggestive Whisperings
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sound
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8 Soul
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4
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1 target
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instant
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Echo Perception
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Auditory Hallucinations
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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.
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Hard Arcana
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Bitterwood Pandemic
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death
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8 Soul
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4
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1 target 1d12 spaces away
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1d20 rounds
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Bio Instability
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Plague
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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.
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Hard Arcana
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Audio Wave
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sound
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8 Soul
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4
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a 3 space wide straight line from the caster
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instant
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Echo Perception
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Sound Tripping
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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.
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Hard Arcana
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Wisps of Death
|
air
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8 Soul
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4
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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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Molecular Vibrations
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sound
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8 Soul
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4
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affecting up to 6 feet from you
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10 minutes
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Echo Perception
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Auditory Hallucinations
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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.
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Hard Arcana
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Banshee's Scream
|
sound
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8 Soul
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4
|
a 4x4 space around the caster
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instant
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Tinnitus
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Shattering Vibrations
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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.
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Hard Arcana
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Mountain's Heart
|
stone
|
8 soul
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4
|
self or any 1 ally
|
1d6 rounds
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Grounding
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Mountain Fortress
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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.
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Hard Arcana
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Rain of Thorns
|
nature
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8 soul
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4
|
entire battlefield
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instant
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Oaken Skin
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Deadly Sap
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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.
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Hard Arcana
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Serenity's Forceful Ways
|
decay
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8 Soul
|
4
|
1 target
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instant
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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.
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Hard Arcana
|
Serenity's Embrace
|
death
|
8 Soul
|
4
|
1 target 1d12 spaces away
|
until cured or dead
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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.
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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.
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Hard Arcana
|
Aura of Rage
|
death
|
8 Soul
|
4
|
a 3x3 space area around the caster
|
1d8 rounds
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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.
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Hard Arcana
|
Constrict
|
death
|
8 Soul
|
4
|
1 target 1d12 spaces away
|
1d6 rounds
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Loss of Self
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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.
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Hard Arcana
|
Death of Magic
|
death
|
8 Soul
|
4
|
battlefield
|
instant
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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.
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Hard Arcana
|
Deadly Guard
|
decay
|
8 Soul
|
4
|
1 ally
|
until guardian dies
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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.
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Hard Arcana
|
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.
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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.
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Hard 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).
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Hard 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
|