Star's Protection
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light
|
12 Soul
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6
|
self or 1 ally
|
1d8 rounds
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Glow
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Sword of Light
|
With this spell you summon the positive source of all light, a star. The star offers you or your ally of your choosing protection. The star will decrease all damages done to the protected by 1d% + caster's Arcana percentage during the duration of the spell. Each damage gets the absorption percentage rolled for Furthermore, if anyone melee attacks the protected, the attacker will be struck with visual instability and a blast of light that deals 7 x the protected's Arcana worth of magic damage.
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Impossible Arcana
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Sun's Assault
|
flame
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12 Soul
|
6
|
1 target
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instant
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Fire Streak
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Magma Shot
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This spell unleashes the power of the Sun on a single target. This spell ripples with fire magic as the burning wave of magic moves from the caster to the target. The magic crashes into the target, doing 9d12 damage.
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Impossible 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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Pain's Pleasure
|
death
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12 Soul
|
6
|
1 target
|
1d8 rounds
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Bio Instability
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Pain's Persistence
|
With this spell death magic slowly runs over the skin of the target, ripping the skin from the body. But this is done slowly to an almost excruciating length doing 5d12 damage per round, and making the target lose 2 movement per round. Each round the damage dealt is increased by 1d4. It is almost as if the magic enjoys watching the target suffer.
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Impossible Arcana
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Vengeance of the Cursed
|
death
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12 Soul
|
6
|
all enemy targets
|
instant
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Fang
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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
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Ritual of the Mirrentori
|
death
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12 Soul
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6
|
self
|
1d10 rounds
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Fang
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Nightwalker's Curse
|
This spell calls for a ritual suicide. You let your life expire by your death magic. The magic of the spell, instead of letting you be lost forever, separates your bones from your body and transforming you into a lich. While in this form you cannot be killed. You can be dismembered and thus unable to act, but cannot be killed. Your spell’s Soul costs are cut in half, rounding up to the nearest whole number and you gain double your runic speed. Your spells are 50% more effective and powerful as well. When the spell ends, your flesh reappears and you return to life loosing all the benefits of being a lich.
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Impossible Arcana
|
Judgment
|
death
|
12 Soul
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6
|
1 target 1d6 spaces away
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duration of battle
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Beast's Prey
|
Death
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With this spell you condemn your target. Nothing visible can be seen of this spell and to the untrained eye it would seem that no spell was even cast. However the target begins to fill all his energy slip away from him, dropping all of the target’s stats down to 1. The target’s stats do return after battle, should the target live that long. Vitality, Soul, and Power would be dropped to 2 and unable to be restored past 2. This spell can be ended with Death of Magic but not with Dispel.
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Impossible Arcana
|
Phase Shift
|
flame
|
12 Soul
|
6
|
self
|
1d6 rounds or 1 movement outside of battle
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Pyro Enchantment
|
Blitzkrieg
|
With this spell you become plasma. This spell allows you to change to a plasma form, allowing you to be impervious to any physical attacks and to move through the smallest cracks. Magic still affects you, except earth magic, and water magic deals you double damage. If you pass through a target, you cause them 1d12 x Arcana magic damage as well as major burns.
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Impossible Arcana
|
Decay's Edge
|
decay
|
12 Soul
|
6
|
self or 1 ally
|
1d12 rounds
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Deconstruction
|
Dead Weight
|
This spell enchants the target's weapon so that any damage done with that weapon decay's the damaged target. It causes the target to also have 20% of the damage dealt also affect Soul and Power.
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Impossible Arcana
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Resurrection
|
decay
|
12 Soul
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6
|
1 target 1d6 spaces away
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instant
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Graveyard's Warding
|
Revival
|
This spell is difficult for a necromancer to cast. With this spell you reverse all that you strive to focus on. The goal is to draw out all of the death energy from the target’s dead body. The lack of it will allow life energy from the area to come take its place and the target can awaken with half of their life returned.
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Impossible Arcana
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Raise Reverent
|
decay
|
12 Soul
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6
|
next to caster
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until reverent is dead
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Graveyard's Warding
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Raise Zombie
|
With this spell the necromancer calls forth a long dead and rotting corpse from the very ground. The Reverent has no mind of its own and is under the caster's control. The Reverent has a Vitality of 4d20 and a reach of 1 and a move of 6. The Reverent acts as a second character able to go and attack any target the necromancer desires it to. The Reverent is immune to necromancy spells used against it. Any physical hits done to the Reverent had a 35% chance of healing the Reverent instead of hurting it. The Reverant has a 30% chance of copying the last action it see's. The necromancer can call up as many Reverent as the caster's Runic Casting Speed. Therefore if the caster has a casting speed of 5 the caster can call up 5 Reverent to exist at the same time. Once the Reverent is out of Vitality the Reverent dies. The Reverents die also when the necromancer command them to or battle's end.
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Impossible Arcana
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Pain's Desperation
|
death
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12 Soul
|
6
|
1 target
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instant
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Loss of Self
|
Stranglehold
|
This spell causes Pain to rush its work. The magic causes great pain all at once at the single target, doing damage to the inner body, but not the outer appearance. Unfortunately, for rushing the work, the magic is not as effective in doing damage, only doing 6d12, with a 25% chance of the damage being halved.
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Impossible Arcana
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Fire's Punishment
|
flame
|
12 Soul
|
6
|
1 target
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instant
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Visual Distortion
|
Children of Fire
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This spell creates a large fire that glows with power. The fire becomes the shape of a long hammer that you hold. You point out the target with the hammer and the clear, burning hammer flies through the air, spinning, and crashes into the target, creating a small explosion of energy doing 10d10 and stunning the target for 1 round.
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Impossible Arcana
|
Pyre
|
flame
|
12 Soul
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6
|
1 target
|
instant
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Spark
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Consume
|
This spell summons a powerful cylinder of fire around the targets and then sends fire ripping through it quickly. The target inside the pyre is burned alive with concentrated fire, being dealt 9d12 damage, and any burnable equipment or goods is burnt to a crisp. The cylinder falls apart and the fire burns out, leaving the target smoldering. If the target survives, the target is inflicted with burns.
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Impossible Arcana
|
Twins of the Inner Storm
|
air
|
12 Soul
|
6
|
any 2 allies or 1 ally and self
|
1d8 rounds
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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
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Vibrations of Creation
|
sound
|
12 Soul
|
6
|
battlefield
|
instant
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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
|
Banshee's Reaping
|
sound
|
12 Soul
|
6
|
battlefield
|
instant
|
Tinnitus
|
Banshee's Song
|
With this spell you call upon the negative aspect of sound, the banshee. The banshee will go to every target, ally and enemy, and attempt to reap that target. Enemies must roll a 1d6, with 6 killing the target. Allies must roll a 1d% with 100 killing the ally. You are immune.
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Impossible Arcana
|
Crater
|
stone
|
12 Soul
|
6
|
a 3x3 space area around and including 1 target
|
instant
|
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
|
Metal Blade
|
stone
|
12 Soul
|
6
|
1 target
|
instant
|
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
|
Mass Light Travel
|
light
|
12 Soul
|
6
|
all allies and self
|
instant
|
Glow
|
Light Travel
|
With this spell you and all of your allies can travel to anywhere you have been at the speed of light.
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Impossible Arcana
|
Apocalypse
|
flame
|
12 Soul
|
6
|
battlefield
|
instant
|
Spark
|
Sun's Fall
|
This spell is made to feel as if the very earth was being destroyed on the battlefield. When this spell is created, fire erupts from the floor. Explosions of magical fire explode all around everyone and amazing heat builds up in the area. Anything flammable in the area of the spell is almost instantly set aflame. This spell does a staggering 12d12 damage to every enemy target on the battlefield.
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Impossible Arcana
|
Suffocate
|
air
|
12 Soul
|
6
|
1 target that is up to 10 spaces from the caster
|
4 round death countdown
|
Air's Constant Flow
|
Choking Gas
|
Suffocate creates an air vacuum in front of the mouth of the single target. This vacuum stops all air from being taken in by the target. Immediately, the target falls down, unable to breathe. For four rounds the target struggles for air. Finally the target passes out and dies. At any part of the suffocation, someone can break the magic of suffocation by dragging the body from the area of the air vacuum with a successful hard arcana check. The target though is unable to act or move during this spell.
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Impossible Arcana
|
The End of the Tunnel
|
light
|
12 Soul
|
6
|
1 target
|
instant
|
Glow
|
Solar Flare
|
This spell begins a death countdown on the target. The target has 3 rounds to make a hard Endure check. If the target fails by the third round, the target dies instantly.
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Impossible Arcana
|
Big Bang
|
light
|
12 Soul
|
6
|
all enemy targets
|
instant
|
Piercing Light
|
Star's Nova
|
This spell pumps every enemy target full of light. The target must make an impossible Endure check. If the target fails, the target explodes violently, with the light exploding out of the target, and the target dies. Those that succeed are hit by the exploding target and the exploding light, receiving 7d12 magic damage. If all targets succeed, the light still explodes dealing each 8d12 magic damage, but the targets themselves don't explode. The caster and allies are protected.
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Impossible Arcana
|
Tornado's Destruction
|
air
|
12 Soul
|
6
|
8 spaces affecting a 6x6 space area
|
instant
|
Airess
|
Gale Force
|
You create a tornado that attacks all foes in the area at once doing 10d10 damage to every target and having a 25% chance per target to remove from the target all armor, weapons, and possessions. You and allies are not affected.
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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.
|
Impossible Arcana
|
Consume
|
flame
|
10 Soul
|
5
|
1 target 1d6 spaces away
|
1d4 rounds
|
Spark
|
Exploding Arrows
|
With this manipulation you directly transfer the magic you use to the feet of the target in the form of a circle. When the spell is completed the ring ignites and surrounds the enemy in flame. The enemy remains on fire, fueled by magic. Each round it does 6d10+1d6 points of damage to the target. If the target is killed by the spell then you get healed by the consumed life (by the total Vitality that the target had).
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Hard Arcana
|
Tornado's Swiftness
|
air
|
10 Soul
|
5
|
self or 1 ally
|
1d6 rounds
|
Air's Constant Flow
|
Transparency
|
When this spell is created no immediate effect is visible. It is not until the user moves that it becomes evident what the magic did. When the user moves, the user jumps from place to place in a flash. This spell doubles move rate, increases Runic Speed by 1, and grants 1 extra move of choice.
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Hard Arcana
|
West Wind's Vengeance
|
air
|
10 Soul
|
5
|
self or 1 ally
|
1d4 rounds
|
Air's Constant Flow
|
West Wind's Blessing
|
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
|
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
|