Spells home

Spell Affinity Stat Cost Spell Cast Speed Range & Area Duration Spell Family Requirements Spell Effects Check Difficulty
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Grounding stone 2 Soul 1 1 target 1d4 rounds Grounding N/A This spell seals the target in place. This spell makes it so that no knock back, knock down, or any other moving or unbalancing action can affect the target. This causes the target to be immune to knock back and knock down effects. This spell also lowers damage taken by the target by 1/4th. The negative aspect, if used on allies or yourself, is that the target can't move from its location once grounded. Easy Arcana
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
Dishevel air 2 Soul 1 1 target within 1d20 spaces instant Dishevel N/A When this manipulation is created swirls of wind start rapidly pushing the target around in place. The spell smacks the target around doing 4d3 points of damage and then just breaks away, leaving the target dizzy. This causes the target to be able to move or use spells and skills while it gets itself back together for that round, but can still attack and defend. Easy Arcana
Oaken Skin nature 2 Soul 1 1 target 1d4 rounds Oaken Skin N/A This spell makes the skin of the target thick and oak like, giving the target a natural Physical Armor of 1d6 +1. Easy 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
Haste air 2 Soul 1 1 target 1d6 rounds Haste N/A With this manipulation you gift your target with a boost of speed by pushing them faster with wind magic and negating all air resistance. With this boost the target's Move and Acrobatics will be doubled. You can use this on any target including yourself. Easy Arcana
Solidity stone 2 Soul 1 1 target 1d4 rounds Solidity N/A This spell makes the target's armor more solid, increasing its Physical Armor by 1d8 but also giving it a 1 Evade penalty. Easy Arcana
Echo Perception sound 2 Soul 1 self or 1 target 1d6 hours Echo Perception N/A This spell increases the target's ability to hear even the slightest sounds. With this, the target's Perceive is doubled. The one downside is a loud noise could cause temporary deafness, removing the benefit and decreasing the target's Perceive by half. 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
Tinnitus sound 2 Soul 1 1 target up to 1d20 +1 spaces away 1d4 rounds Tinnitus N/A This spell causes a terrible ringing in the ear of the target. The target is left unable to focus and can do no  spell that requires more than 1 casting speed. Any ongoing spells or spell effects will be ended. The target can resist by making a hard focus check. Easy 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
Fang death 2 Soul 1 1 target instant Fang N/A This spell sends out two fangs at the target. You create these fangs out of death magic and they, together, do 2d6 magic damage to a single target. Easy 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
Loss of Self death 2 Soul 1 1d12 spaces affecting 1 target 1d6 rounds Loss of Self N/A This spell begins to deteriorate the personality of the target it is used on. Without this personality, they lose conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 25% until the spell wears off. Easy Arcana
Graveyard's Warding decay 2 Soul 1 a 3x3 space area around an area up to 1d20 spaces from caster 1d6 rounds Graveyard's Warding N/A The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their melee, bow, and throw power is weakened greatly, giving a penalty to the melee, bow, and throw power of all targets, friend or foe, caught within the affected area. The penalty is -1d12. Easy Arcana
Deconstruction decay 2 Soul 1 8 spaces affecting 1 target instant Deconstruction N/A This spell is made to destroy obstacles. A dark mist hovers over the target eating away at their structure. It decreases 20% of the structure's "health" each casting, making it easier and easier to break.  When the spell’s duration runs out, it evaporates into the air. Easy Arcana
Soak water 2 Soul 1 1 target spell is instant, sickness effect is 4 rounds Soak 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%. Easy Arcana
Purify desert 2 Soul 1 1 space affecting 1 small target or 3 square feet instant Purify N/A This manipulation purifies just about anything. It can purify water for drinking or the blood of a target to remove poison, sickness, or any other weak affliction that runs through the blood. Easy 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
Spark flame 2 Soul 1 1 target 1d6 rounds Spark N/A This spell makes it so that anything physically hit, hit with fire, or hit with pyromancy can catch fire and catches it on fire. This causes the the attack to inflict Minor Burns. Any wooden shield or weapon is destroyed. Easy Arcana
Piercing Light light 2 Soul 1 every target in a straight line from the caster instant Piercing Light N/A This spell shoots a piercing beam of light from the hand of the spell caster in a straight line across the battlefield. It hits and passes through every target in its path, ally and enemy, doing 2d12 magic damage to each target. 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
Fire Streak flame 2 Soul 1 1 target instant Fire Streak N/A With this manipulation, you create a long tail of fire that chases after spell, dealing 5d4 points of damage to the enemy target as it hits the target. Easy Arcana
Visual Distortion flame 2 Soul 1 6 spaces affecting 1 target 1d6 rounds 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. Easy Arcana
Pyro Enchantment flame 2 Soul 1 self or 1 ally 1d8 rounds Pyro Enchantment N/A With this manipulation, you create a constantly burning fire along the business end of your or your ally's weapon. Whenever you or your ally attacks with their weapon, they would add to the damage their Arcana + 1d12. They can make a critical magic check to double the arcana damage that is added to your weapon. Easy 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
Blade of Plasma flame 4 Soul 2 self or 1 ally 1d6 rounds Pyro Enchantment Pyro Enchantment This spell gives your or your ally's weapon the status of plasma. This makes it so that the affected weapon ignores 20% of the target's armor so that 20% of all damage dealt goes straight to Vitality. Normal Arcana
Plasma Ignite flame 4 Soul 2 self or 1 ally 1d6 rounds Spark Spark This spell allows you to ignite your armor or your ally's armor without the burning armor harming the armor wearer. This causes any attacks by wood to be ineffective, and causes any target that melee attacks you or is within 1 space of you, friend or foe, to receive 4d6 magic damage. Normal Arcana
Heat Control flame 4 Soul 2 self or 1 ally 1 hour Visual Distortion Visual Distortion This manipulation allows you to control how your body react to heat. With this you can safely ignore the temperature of an area. Normal Arcana