Spells home

Spell Affinity Stat Cost Spell Cast Speed Range & Area Duration Spell Family Requirements Spell Effects Check Difficulty
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
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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. Impossible Arcana
Theft air 3 Soul 2 1 target that is 1d12 spaces away instant Air's Constant Flow Air's Constant Flow With this spell you create a gust of wind that can pull something light off a target and bring it back to you. The item cannot weigh more than 1/2 of your character’s weight limit. The wind cannot untie knots or undo latches, but it can reach into pockets or bags as long as they are not latched or tied shut with anything. The GM has the final say on all items lifted with this spell. Normal 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. 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. Hard 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
Choking Gas air 10 Soul 5 a 4x4 space around the caster 1d4 rounds Air's Constant Flow Wisps of Death The Choking Gas spell creates a cloud from your body of putrid gas. This gas causes everyone under it, ally and enemy, to take 4d20 damage per round while they are in the gas. Once the gas dissipates or a target, ally or enemy, gets out from the gas, they begin taking poison damage of 1d12 until cured or dead. You are not effected. Hard Arcana
Scent of Dreamers air 4 Soul 2 a 3x3 space area around a target that is 1d20 spaces away until awoken Air's Constant Flow Air's Constant Flow Scent of Dreamers forms a strange, magical gas around the area of effect. When the anyone, ally or foe, is in that area of effect they breath it in and fall into a slumber on the floor. The affected will continue to sleep until attacked or is woken up by someone. Normal Arcana
Seal of the Airs air 4 Soul 2 all allies 1d4 rounds Air's Constant Flow Air's Constant Flow This spell triples all air elementally aligned allies effects on magical damage and magical defense as well as doubles all allies move rates. Any ally who does not have the runic element of air is granted it with basic effects on magical attack and magical defense. If air is an ally’s elemental weakness this voids such weakness. Normal Arcana
West Wind's Blessing air 8 Soul 4 1 target 1d4 rounds Air's Constant Flow West Wind's Protection 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. Hard Arcana
Transparency air 7 Soul 4 self 1d8 rounds Air's Constant Flow Translucence When this spell is created you become completely see through. There is no fading of light and there is no half sighted appearance. You become completely invisible. You do cause a bend in the light at the edges of your silhouette though. Targets would have to make an  impossible perceive check with a -5 penalty for every space or 3 feet they are from you to detect you. There is an additional -10 penalty for dark environments making detection by sight impossible. Sounds and movements decrease the penalties by 2 points per occurrence. Hard Arcana
Wisps of Death air 8 Soul 4 1 target 6 round death countdown Air's Constant Flow Scent of Roses 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. Hard Arcana
West Wind's Protection air 6 Soul 3 1 target 1d4 rounds Air's Constant Flow Seal of the Airs When you create this spell, the air grows calm directly around the target. Whenever a melee attacker goes to attack the protected target, the attacker will be dealt 2d12 + 1d4 magic damage. Ranged attacks will be directed away from the protected target and have a 25% chance of hitting another enemy target. Magic attacks will still work against the protected target. Normal Arcana
Translucence air 6 Soul 3 self 1d8 rounds Air's Constant Flow Seal of the Airs Using this manipulation you become see through. One can still see you, but it is much harder to detect your presence. This spell hides you from nothing more than conventional sight and causes a target to have to make a hard perceive check with a penalty of -5 for every space or 3 feet away from you they are, it is an impossible perceive check for dark environments. Normal Arcana
Scent of Roses air 6 Soul 3 a 4x4 space area around the caster 1d6 rounds Air's Constant Flow Scent of Dreamers The manipulation produces a plume of invigorating smell that prevents sleep effect on any target within the spell's area of effect, friend or foe, including yourself. Normal Arcana
Weapon Rush air 6 Soul 3 1 target you can see instant Air's Constant Flow Theft With this manipulation you allow the wind to take your weapon and attack for you. You throw your melee weapon and the wind takes it to the target, hits the target, and returns the weapon to you. Instead of using your throw power, you'd use your Arcana to determine the damage done by the wind controlled weapon. Normal 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
Air Burst air 4 Soul 2 1 target that is 2d12 spaces away instant Airess Airess Creating the spell “Air Burst” creates a bubble of concentrated air that you launch at a target. When it hits the target the bubble pops doing 1d12 + 1d6 points of damage to the target. Normal Arcana
Aero Disk air 6 Soul 3 1 target that you can see instant Airess Air Burst By creating this spell you create a disk of pure wind with edges sharper than many swords. You let the disk launch off on its own to attack the enemy of your choice. The disk attack by sweeping up his torso doing 3d12 points of damage before disappearing right above the target. Normal Arcana
Vortex air 5 Soul 3 a 4x4 space area around the caster instant Airess Air Burst With this manipulation you create a vortex of air around your body. Immediately, all the air you brought together releases on the battlefield around you. Everyone in the radius of the spell, ally and enemy, is pushed away from you by 2 spaces or 6 feet. Normal Arcana
West Wind's Charge air 6 Soul 3 self or any 1 ally 1d4 rounds Airess Air Burst When this spell is created, you or your chosen ally are given a boost to your total damage values and armor to carry out the whims of the West Wind. This spell increases your Melee Power and Throw Power by 1d12 and gives you the caster's Arcane to Physical and Magical Armor for the duration of this spell. Normal 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. Impossible Arcana
Twins of the Inner Storm air 12 Soul 6 any 2 allies or 1 ally and self 1d8 rounds 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. 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
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
Tornado's Restraint air 8 Soul 4 1 target 1d6 rounds Airess Vortex When this spell is created, a small tornado surrounds the body of a target of your choosing. The tornado spins where the target is, moving around. Inside, for each round the target takes 4d10 + 1d4 damage. When the spell ends, the target is left with sickness caused from the spinning which decreases the target's movement by half and damage power by 25% for 3 rounds. Hard Arcana
Chaotic Winds air 8 Soul 4 1 target instant Airess Vortex When this manipulation is created it creates a powerful cork-screwing shot of air. When shot at a single target it has the chance of dealing either heavy damage or little damage. First you roll 3d12 for damage, and then you roll a 1d3. Rolling a 1 decreases the damage that would be done by half. Rolling a 2 lets the spell do the damage shown on the 3d12. Rolling a 3 increases the damage that would be done by x 2. There is a normal Arcana chance to stun the target for 1 round with this spell. Hard Arcana
Down Burst air 8 Soul 4 1 target instant Airess Aero Disk Down Burst sends a crushing amount of wind from above down onto a single target to do damage. The wind comes down in the form of a stream and hits hard and quickly doing 8d6 points of damage. The damage comes from the pressure put down on the body of the target. Hard Arcana
Wind Guardian air 8 Soul 4 1 target or self 1d6 rounds Airess West Wind's Charge Wind Guardian creates a protective barrier of pure wind magic that constantly moves around yourself or your chosen ally. When physically attacked by any physical means the attack is stopped by the barrier. Only magical or energy type of attacks, including breath weapons, can harm you. The protected target cannot physically attack either while under this spell, but can cast spells or use energy or magical attacks. This spell can and will work with other protective or barrier spells and enchantments. Hard Arcana