Spells home

Spell Affinity Stat Cost Spell Cast Speed Range & Area Duration Spell Family Requirements Spell Effects Check Difficulty
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
Brand flame 10 Soul 5 1 target 1d6 spaces away 1d8 rounds Visual Distortion Fire's Illusion This manipulation places a burned symbol on the body of the target. This symbol alters the mind and puts the target under your control. The target will follow your orders loyally until the spell is broken. The target must make a hard spiritual stability check to escape this control. Hard Arcana
Superheat flame 4 Soul 2 1 target 1d6 spaces away 1d4 rounds Visual Distortion Visual Distortion With this manipulation, you send out ripples of fire magic across the weapon of the target. The fire heats the object to extremely high temperatures. The target must make a normal grip check to see if it can hold the weapon in that heat. If the target can, then the target will take 1d10 straight to vitality points of damage for each round that the weapon is heated. The weapon will be usable when the spell is finished. Normal Arcana
Smoke Screen flame 4 Soul 2 a 4x4 space around the caster 1d4 rounds Visual Distortion Visual Distortion A cloud of billowing smoke is released from your body when this spell is created. The smoke fills an area and hangs there for the duration of the spell, not moving with you. Anyone, friend and foe, caught within the smoke cannot see while in the smoke, and anyone, friend or foe, who is outside of the smoke cannot see into the smoke. You however are immune and can see clearly through the smoke as if it was a clear day. Normal Arcana
Fire's Punishment flame 12 Soul 6 1 target instant Visual Distortion Children of Fire 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. Impossible Arcana
Pyrophobia flame 6 Soul 3 self or 1 ally 1d6 rounds Visual Distortion Heat Control When this spell is created you are surrounded by flames and appear to be some sort of powerful flaming creature. The flames in reality are harmless. The fire’s presence gives no true beneficial effects to the user, but it does make you appear to be a terrifying magical being which causes targets to have to make a normal mental stability check or be fearful of you and avoid you at all costs. Normal Arcana
Fire's Steed flame 6 Soul 3 next to caster 1d10 hours Visual Distortion Smoke Screen With this manipulation you summon a warhorse that looks to be from the very pits of Xodod. This warhorse bears a mane and tail of fire and appears to be composed of burning coal, but touching it won't harm you or your allies. You may ride this horse. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the spell the horse extinguishes into ash. Normal 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
Chained Fury flame 8 Soul 4 1 target 1d6 rounds Visual Distortion Pyrophobia With this spell you summon the essence of fire instead of its true form. The magic encircles the target and flows into their body. The magic causes the target to feel immense anger and become inflicted with berserk. This causes the target’s damage values to double but prevents the target from doing anything else instead of melee attacking. Hard Arcana
Fire's Illusion flame 8 Soul 4 1 target 1d6 +1 rounds Visual Distortion Heated Touch With this spell you cause a target to think that they are on fire. The target will do whatever it takes to put out the fire. By the second round, the target will have taken off all of its armor and by the end of the spell it will be rolling around on the ground like an idiot, screaming as if its on fire. No real damage is done to the target, unless the target does it to itself. The target can attempt a normal Mental Stability check. Hard 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
Heat Wave flame 6 Soul 3 a straight line from you starting 1 space wide growing by 2 spaces each space affecting all in path 1d4 rounds Visual Distortion Superheat With this manipulation, you summon your power and turn it into heat energy. You will then send the heat out in a wide, fan like motion towards the targets. When the heat wave hits a target (friend or foe), the heat hangs over the target. This causes nausea and heat exhaustion which decreases the target’s movement by half and decreases damage potential by 20% for the spell's duration. Normal 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
Heated Touch flame 6 Soul 3 1 target you touch instant Visual Distortion Heat Control This spell allows you to heal with the comforting touch of your heated hand. You can restore 1d12 Vitality increased by Arcana with each touch. Normal Arcana
Volcano's Eye flame 8 Soul 4 1 floor of area map until ended Visual Distortion Fire's Steed This spell creates a dense burst of smoke from your body. The smoke billows through a very large area. The smoke closest to you wraps around you, creating a cocoon like form. Inside the cocoon of smoke you sit, receiving information from the smoke. The spell shows the exact location of whatever you wish to see. You cannot move while in the spell, but can end the spell at any time. Hard Arcana
Fever Rising flame 8 Soul 4 1 target 1d6 rounds Visual Distortion Heat Wave This spell causes the target to experience a terrible fever which inflicts the target with Sickness status effect and hallucinations so that the target must make normal perceive checks to attack. Hard Arcana
Serpentine Roots nature 8 soul 4 1 target instant Tracker's Mind Entanglement This spell summons a massive pair of thick roots that are wrapped around each other and resemble a great serpent. The root shoots forth from the caster, weaving around any obstacle to reach its target. Upon reaching the target the root impales through the target dealing 9d4 magic damage. The target also receives 1d6 poison damage for the next 1d10 rounds. Hard Arcana
Chamelonism nature 4 Soul 2 self 1d4 hours Tracker's Mind Tracker's Mind This spell grants the caster the ability to blend in with his or her surroundings. This is basically a natural hide that increases the caster's Stealth by 1d10. Normal 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
Ent Guards nature 8 soul 4 1 ally or self per ent until the ents are destroyed or battle is over Tracker's Mind Entanglement This spell summons up two living, moving tree creatures called Ents. These are massive creatures the size of oak trees and as strong as oak trees. Each ent is assigned a target to protect, be it you or an ally. You can only have one target per ent, so you cannot have both ents protecting the same target. If you cast this spell again during the spell's duration, the other two ents summoned cannot protect someone who already has an ent protected them. The ent will protect the target, taking 1d% percentage of the attack, with the ent receiving the blocked damage. Each ent has 2d20 Vitality. Fire does double damage to the ent. The ents can be cured. Hard Arcana
Entanglement nature 5 Soul 3 all enemy targets until freed Tracker's Mind Chamelonisim With the casting of this spell great roots shoot up from the ground and wrap around any ground based target, holding that target in place. That target is trapped to that spot. The target can act as normal as long as the actions do not require any movement. The target is unable to evade any attacks. To be freed, the target must make a hard Athletics check. Targets can be freed by others pulling the target out if they make a hard Athletics check. Attacks the roots does nothing but cause damage to the target since in reality there are no roots, simply earth magic taking on the appearance of roots. Normal Arcana
Shattering Vibrations sound 6 Soul 3 a 3x3 space area around the caster instant Tinnitus Otic Tearing This spell sends out sound vibrations from your body. Any target, ally or enemy, that is within the spell's area of effect will receive 4d10 magic damage. Normal Arcana
Deafness sound 6 Soul 3 1 target 1d6 rounds Tinnitus Otic Tearing

This spell prevents any sound whatsoever from reaching the target, rendering the target deaf. This increases the difficulty of all Perceive checks by one level.

  • Easy becomes Normal
  • Normal becomes Hard
  • Hard becomes Impossible
  • Impossible becomes must roll 25 or higher
Normal Arcana
Echo Spirit sound 6 Soul 3 self, next to self 1d10 rounds Tinnitus Siren's Soothing Tones With this spell you create a replica of yourself. This is your echo spirit. It will have the same actions, stats, skills, spells, and equipment that you possess, with the same skills and spells as you. You can only have one echo spirit active at a time. Echo spirits do not have duplicate familiars. Normal Arcana
Sonic Shot sound 4 Soul 2 straight line from caster affecting all in the line instant Tinnitus Tinnitus This spell concentrates sound into a tight orb which it then sends in a straight line from the caster in the direction you are facing. Any target, ally and enemy, in the shot's path is dealt 4d6 magic damage. Normal Arcana
Siren's Soothing Tones sound 4 Soul 2 a 4x4 space area around the caster instant Tinnitus Tinnitus With this spell you call upon the positive aspect of sound, the Siren. The mythical Siren appears and sings a soothing song. Any target in the spell's area of affect, ally and enemy, have any enraging status effect removed and recover 4d6 Power. Normal Arcana
Otic Tearing sound 4 Soul 2 1 target that is 1d20 spaces away instant Tinnitus Tinnitus This spell sends a powerful sound pitch into the ears of the target where it tears and pulls from within. This causes the target deafness for 1d3 rounds, unable to do any spell that requires more than 2 casting speed for 1d3 rounds, and deals the target 2d12 magic damage. Normal Arcana
Sonic Boom sound 8 Soul 4 a 4x4 space area around a spot of your choosing instant Tinnitus Audio Blast This spell causes a large compression of sound where all sound is drawn into a single spot. Then, without warning, the spot of concentrated sound explodes violently. Anyone in the area, friend or foe, takes 9d6 magic damage and receives deafness for 1d10 rounds. Hard Arcana
Ear Whistle sound 8 Soul 4 all enemy targets 1d6 rounds Tinnitus Deafness This spell emits a high pitch whistle that only enemies can hear. This whistle noise causes the targets to be unable to use any skill or spell that costs more than 1 casting speed. It also drives the targets crazy, requiring them to make a hard insight check or to be unable to distinguish friend from foe. Hard Arcana
Song of the Dead sound 8 Soul 4 battlefield 1d8 rounds Tinnitus Shattering Vibrations With this spell you let out a haunting melody that awakens all dead things and dead spirits in the battlefield. Roll a 1d10. The number rolled indicated the number of dead that is reanimated which you can place anywhere. The dead will go about aimlessly attacking every enemy of the caster they can reach. Each dead can move 6 spaces and attack once doing 4d10 magic damage. Hard Arcana