Heated Touch
|
flame
|
6 Soul
|
3
|
1 target you touch
|
instant
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Visual Distortion
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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.
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Normal Arcana
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Hitting Misdirection
|
air
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3 Soul
|
2
|
1 target
|
1d6 rounds
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Haste
|
Haste
|
This spell encircles the target causing the target difficulty in hitting its target. The target will be required to make hit chance checks.
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Normal Arcana
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Hovel
|
stone
|
4 Soul
|
2
|
10 spaces affecting a 6x6 space or 18x18 foot area
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until spell affect is ended or focus broken
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Grounding
|
Grounding
|
Hovel creates a living space just about anywhere that there is earth to shape, as long as the earth goes down a ways. There can only be one hovel created by the same mage at a time. The hovel will exist as long as the mage is there to keep up the hovel, until the mage ends the hovel by commanding the earth to fill up, or until the mage leaves the area and thus loosing his influence on the area. Once you leave the range of Hovel (10 spaces) the spell will end. If the mage is attacked the mage must make a focus check or the spell ends.
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Normal Arcana check
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Ignatius
|
flame
|
6 Soul
|
3
|
1 target
|
instant
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Fire Streak
|
Scold
|
With this manipulation you create a pocket of fire magic right in front of the enemy target. At the very end of the casting process, the target ignites, doing 2d8+2d4+2 points of damage and making it seem like the target spontaneously caught on fire. The fire lasts only seconds.
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Normal Arcana
|
Judgment
|
death
|
12 Soul
|
6
|
1 target 1d6 spaces away
|
duration of battle
|
Beast's Prey
|
Death
|
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
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Kindling
|
flame
|
4 Soul
|
2
|
1 target 1d12 spaces away
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instant
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Spark
|
Spark
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With this manipulation, you create several pieces of what appears to be stones that are on fire. You send them out at a single target. On their way they break apart but keep their flame. The spell targets the eyes or other means of sight of the target. The fire lands directly in the eyes of the enemy, burning their eyes dealing 2d6+2 points of damage which if not wearing any eye protection goes straight to vitality and causes blindness for 3 rounds.
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Normal Arcana
|
Land Slide
|
stone
|
8 soul
|
4
|
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
|
instant
|
Dust Devil
|
Catapult
|
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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Last Cry
|
death
|
6 Soul
|
3
|
a 3x3 space area around the caster
|
instant
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Loss of Self
|
Nightmare
|
This spell invokes the power of the voice. You open your mouth, letting out a pained but angry scream. All of those in the radius of the spell are affected with fear for 1d3 rounds, even your allies. Fear causes the affected to flee from the user at all costs.
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Normal Arcana
|
Levitate
|
air
|
5 Soul to cast, 1 Soul per round or minute
|
3
|
self or one target
|
until cancelled
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Haste
|
Hitting Misdirection
|
With this manipulation you use your control over air to hold something or someone up six inches from the ground. This can be you, an ally, an enemy, or an object. You can keep that target levitated in place for as long as desired or until you run out of Soul. You can cast this spell again on the levitated target to increase the levitation by another 6 inches. There is no limit to how many times you can cast this spell on a levitated target, making its levitation height nearly infinite, except for you must be able to see the target, or if it is yourself you must be able to see the ground. If you wish to gently lower the target you must cancel the spells one spell at a time, one spell per minute or round. If you cancel all of the spells at once the target or yourself will fall hard dealing 1d12 fall damage per 1 foot of levitation.
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Normal Arcana
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Light Arrow
|
light
|
4 Soul
|
2
|
1 target
|
instant
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Piercing Light
|
Piercing Light
|
With this spell you single out an enemy target and an arrow of light appears from nowhere and strikes the target. The target is dealt 3d12 points of magic damage.
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Normal Arcana
|
Light Casting
|
light
|
8 Soul
|
4
|
up to 500 feet
|
once the spell passes 500 feet
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Glow
|
Embracing Glow
|
With this spell you cast a ball of light which you send out from you. You will be able to see whatever the ball of light would see if it had eyes. The light can pass through walls, doors, floors, and ceilings. Once the light has traveled beyond 500 feet, the spell ends.
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Hard Arcana
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Light Guardian
|
light
|
10 Soul
|
5
|
all allies and self
|
1d6 rounds
|
Glow
|
Embracing Light
|
This spell summons a being of pure light for each of your allies and yourself. During the duration of the spell, you can have the light guardian do one of three things: heal you for 4d12 Vitality, guard you blocking 5d10 worth of any kind of damage, or attack a single target doing 5d12 magic damage.
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Hard Arcana
|
Light Jumping
|
light
|
8 Soul
|
4
|
self and any target you grab
|
instant
|
Glow
|
Embracing Glow
|
This spell allows you to teleport in a beam of light to anywhere you can see in the battlefield. If you grab onto anything or any other target (ally or enemy), that object or target will also teleport with you.
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Hard Arcana
|
Light Storm
|
light
|
8 Soul
|
4
|
5 spaces outward affecting a 4x4 space area
|
1d8 rounds
|
Piercing Light
|
Flash Explosion
|
This spell covers the area of effect with a terrible storm of laser beams. Any target, ally, enemy, or yourself, that is caught in the area of effect during any point of the spell's duration will receive 3d12+2d4 magic damage, for each round the target is caught in the spell's area of effect.
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Hard Arcana
|
Light Travel
|
light
|
10 Soul
|
5
|
self
|
instant
|
Glow
|
Light Jumping
|
This spell allows you to travel to anywhere you have ever been at the speed of light.
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Hard Arcana
|
Living Ground
|
stone
|
5 Soul
|
3
|
entire battlefield
|
instant
|
Grounding
|
Misstep
|
With this manipulation, you instantly cause the ground underneath the battlefield to move as if alive. You can direct the movement, causing its occupants to move with it. The occupants must make hard Brace checks or be knocked down loosing 1 round. You can move the occupants of any 1 space area of ground 1d8 spaces in either direction.
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Normal 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.
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Easy Arcana
|
Magma Shot
|
flame
|
10 Soul
|
5
|
1 target
|
instant
|
Fire Streak
|
Fire Blast
|
With this manipulation you create a ball of magma from pressurized fire. You take aim and send the ball out at a single target. When it hits, the magma explodes onto the body of the target causing burns as well as initial damage of 6d12.
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Hard Arcana
|
Marble Warrior
|
stone
|
10 Soul
|
5
|
self or any 1 ally
|
1d6 rounds
|
Solidity
|
Unnatural Strength
|
With this manipulation you turn any one of your allies into marble stone. This does not petrify them or kill them. Instead it gives their skin the attributes of stone giving them double the caster's Arcana for Physical Armor and equal to the caster's Arcana for Magical Armor. The ally’s armor is not affected so your ally also retains their armor’s attributes. This spell can be used on any ally and even on yourself. At the end of the spell’s duration, the marble flakes off of the target’s skin and the target loses it’s protection.
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Hard 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
|
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).
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Hard 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
|
Misstep
|
stone
|
3 Soul
|
2
|
1 target
|
1d4 +1 rounds
|
Grounding
|
Grounding
|
This spell causes the earth to shift under the target's feet. Every step the target makes, the earth will move the target 2 spaces backwards.
|
Normal Arcana
|
Molecular Vibrations
|
sound
|
8 Soul
|
4
|
affecting up to 6 feet from you
|
10 minutes
|
Echo Perception
|
Auditory Hallucinations
|
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.
|
Hard Arcana
|
Mountain Fortress
|
stone
|
6 Soul
|
3
|
above battlefield
|
1d8 rounds
|
Grounding
|
Hovel
|
With creating this spell a floating miniature stronghold is created that every ally can get into. Windows open to any projectile wielding member of the party to attack through or to cast spells through. No melee attacks can occur inside the fortress or reach outside. The fortress floats and the stone is perfectly smooth and extremely strong so there is no way to scale it. Only magic can reach those in the fortress. When the spell wears off, the fortress floats down and fades away, leaving those who were inside completely exposed once again.
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Normal Arcana
|
Mountain's Base
|
stone
|
6 Soul
|
3
|
a 10x10 space area around the caster
|
1d4 rounds
|
Dust Devil
|
Gravel Pelt
|
When you create this spell dust will fly out in every direction over the entire radius of the spell, forming thick clouds of it from your body. To all enemy targets this creates a blindness effect. Every time they wish to attack they will have to make a hard hit chance check in order to be able to attack you or your allies. They will also have to make a perceive check to be able to move without tripping and falling. You and your allies can see clearly through the dust. When the spell ends, the dust settles.
|
Normal Arcana
|
Mountain's Heart
|
stone
|
8 soul
|
4
|
self or any 1 ally
|
1d6 rounds
|
Grounding
|
Mountain Fortress
|
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.
|
Hard Arcana
|
Mountain's Oasis
|
stone
|
10 Soul
|
5
|
all allies
|
spell's effect happens when mortal damage takes place
|
Grounding
|
Mountain's Heart
|
When this spell is created nothing seems to happen. It is not until one of your allies faces death does the spell work actively. When the enemy does damage that will kill any of your allies or yourself, the magic awakens and gives the endangered ally 5 more Vitality than the amount of damage that would be taken right before the attack is carried out.
|
Hard Arcana
|
Mountain's Summit
|
stone
|
8 soul
|
4
|
a 6x6 space around the caster
|
instant
|
Dust Devil
|
Mountain's Base
|
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.
|
Hard Arcana
|
Mud Serpent
|
stone
|
7 Soul
|
4
|
1 target
|
1d6 rounds
|
Dust Devil
|
Earthen Angers
|
Mud Serpent creates a large snake out of mud. The snake immediately moves off quickly and wraps itself around a target that you choose. For the duration of the spell, the target is stunned and unable to act while the snake constricts and bites the target, dealing 4d8 points of magical damage each round. At the end of the spell the snake dries up and falls off of the target.
|
Hard Arcana
|