Nature's Wrath
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nature
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8 soul
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4
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all enemy targets
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instant
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Oaken Skin
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Ova's Trap
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With the casting of this spell nature itself is enraged. Every plant, root, or other flora in the environment attacks every enemy target. Even if the only thing natural in the area is the very dust in the room it too attacks every enemy target. Nature attacks all at once, dealing 2d20 + 2d6 magic damage.
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Hard Arcana
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Night Shade
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death
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3 Soul
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2
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1d12 spaces affecting 1 target
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1d20 rounds
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Bio Instability
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Bio Instability
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This spell does not seem to have a visual element at all. The magic is directly infused into the blood stream of the target, causing instant poison. This causes the target to lose 1d6 Vitality per round. The poison effect is not stackable.
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Normal Arcana
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Night's Death
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light
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10 Soul
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5
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entire floor of dungeon map or a 10 square mile area
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1 hour
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Glow
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Light Casting
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With this manipulation you create a ball of bright light that hovers high above your head. The light pierces all darkness and illusions and shows you all traps.
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Hard Arcana
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Nightmare
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death
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4 Soul
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2
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all enemy targets
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instant
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Loss of Self
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Loss of Self
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The magic of Nightmare is made to recreate the nightmare of someone. Each enemy target sees some creature that attacks them doing 2d8 magic damage. The creature is different to each target. When the spell breaks off they all find that what they saw actually did real damage to them. They must then make a normal mental balance check to not give into fear.
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Normal Arcana
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Nightwalker's Curse
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death
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10 Soul
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5
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self or 1 ally
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1d12 rounds
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Fang
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Serenity's Protection
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This spell transforms you or your ally into a vampire. Your strength and speed doubles. You movement rate, melee power, throw power, and bow power doubles. You gain the spell effect Vampire Strain. You gain 1d12 Arcana. However you receive 2 x damage from life magic, 4 x from light affinity spells and being a vampire out in daylight causes you 1d20 vitality damage per round.
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Hard Arcana
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Oaken Skin
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nature
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2 Soul
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1
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1 target
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1d4 rounds
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Oaken Skin
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N/A
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This spell makes the skin of the target thick and oak like, giving the target a natural Physical Armor of 1d6 +1.
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Easy Arcana
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Otic Tearing
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sound
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4 Soul
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2
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1 target that is 1d20 spaces away
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instant
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Tinnitus
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Tinnitus
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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.
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Normal Arcana
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Ova's Hand
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nature
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4 Soul
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2
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next to caster
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1d6 hours
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Oaken Skin
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Oaken Skin
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This spell summons a giant and sturdy leaf that the caster and his or her allies may climb upon. The leaf lift up about a foot from the ground and moves at the caster's Move + Arcana + 1d6 rate. The leaf must follow the ground, but always remains about a foot above it.
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Normal Arcana
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Ova's Shield
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nature
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4 Soul
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2
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1 target or self
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1d6 rounds
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Oaken Skin
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Oaken Skin
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This spell creates a magical shield that resembles bark from an oak tree. The shield is as large as the character it is protecting and hovers in front of the character during the duration of the spell. The character does not and cannot equip it. The shield automatically reduces all damages by 1d12, which is rolled per damage so the reduction can be different with each attack.
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Normal Arcana
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Ova's Trap
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nature
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6 Soul
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3
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1d10 spaces affecting 1 target
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until target is freed or dead
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Oaken Skin
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Ova's Hand
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This spell causes a great giant fly trap to rise up towering behind the target. With a quick action the fly trap engulfs the target. Each round the target will lose 10% of his or her maximum vitality that will restore the fly trap of any lost vitality. The fly trap has 3d20 Vitality. With any kind of damage dealt to the fly trap, physical or magical, 10% of that damage is also dealt directly to the captured target's Vitality. Should the target die the fly trap will spit out its remains and return to the earth.
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Normal Arcana
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Pain's Caress
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decay
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8 Soul
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4
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1 target
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instant
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Graveyard's Warding
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Deadman's Shell
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With this spell you create large gashes on the surface of the target, causing immense pain to flush over them and causing 5d10 damage. These gashes seem to come from nowhere, but it looks like the skin or other top layer is being peeled off of the target.
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Hard Arcana
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Pain's Desperation
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death
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12 Soul
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6
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1 target
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instant
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Loss of Self
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Stranglehold
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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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Pain's Persistence
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death
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10 Soul
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5
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1 target
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1d6 rounds
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Bio Instability
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Bitterwood Pandemic
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This spell racks the body of your target with tremendous pain. The pain is so unbearable that the target cannot bring himself to use projectile or melee weapons or attack. The target can only use spells that have a 1 spell cast speed.
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Hard Arcana
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Pain's Pleasure
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death
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12 Soul
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6
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1 target
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1d8 rounds
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Bio Instability
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Pain's Persistence
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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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Phase Shift
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flame
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12 Soul
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6
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self
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1d6 rounds or 1 movement outside of battle
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Pyro Enchantment
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Blitzkrieg
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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
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Piercing Light
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light
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2 Soul
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1
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every target in a straight line from the caster
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instant
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Piercing Light
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N/A
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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.
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Easy Arcana
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Plague
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death
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6 Soul
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3
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1 target
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until cured
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Bio Instability
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Night Shade
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This spell summons an ancient disease. A mist moves into the body of the target. The target loses sight, becomes nauseous cutting their movement in half, and starts to lose life, loosing 2d10 Vitality per round. This disease will continue to work its way through the body until it kills the target. Every round the poisoning gets worse, adding 1d6 each round to the poisoning damage. This disease can be cured but to do so all status aliments must be removed at the same time.
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Normal Arcana
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Plasma Burning
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flame
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6 Soul
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3
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self or 1 ally
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1d6 rounds
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Pyro Enchantment
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Blade of Plasma
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This spell causes your or your ally's weapon to erupt in fire. This causes the weapon to inflict minor burns increasing the burns status effect damage by the double wielder's Arcana. If this spell is applied to a weapon that has either Pyro Enchantment, Blade of Plasma, or both, increase the weapon's magic damage by 1d12 per enchantment (up to 2d12).
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Normal Arcana
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Plasma Ignite
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flame
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4 Soul
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2
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self or 1 ally
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1d6 rounds
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Spark
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Spark
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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.
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Normal Arcana
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Plasma Shot
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flame
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6 Soul
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3
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every target in a straight line from the caster
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instant
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Fire Streak
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Sharp Fire
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With this spell you shoot out a beam of super heated plasma in a straight line from you at the target. It passes through and affects any target, friend or foe, in that straight line dealing 3d12 + 2d4 magic damage.
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Normal Arcana
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Plasma Wave
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flame
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8 Soul
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4
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a 4x4 space around the caster
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instant
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Spark
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Rising Plasma
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You summon forth a wave of molten plasma that comes from within you in all directions. Any target, friend or foe, caught within the wave will receive 5d10 + 5 magic damage and be knocked down, stunned for 1 round, and dazed for the next 2 rounds.
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Hard Arcana
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Pull of the Earth
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stone
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7 Soul
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4
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a 5x5 space around the caster
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1d8 rounds
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Grounding
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Quicksand
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This manipulation causes all projectile weapons to be useless. Any projectile used will not reach the target and will just fall to the ground. The projectile will fall to the ground once it enters the area of effect, unable to reach the target. This spell affects any projectile coming to or from any target within the radius of the spell, including allies, enemies, and yourself. This spell will also pull to the ground anything flying or floating.
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Hard Arcana
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Purify
|
desert
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2 Soul
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1
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1 space affecting 1 small target or 3 square feet
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instant
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Purify
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N/A
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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.
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Easy Arcana
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Pyre
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flame
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12 Soul
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6
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1 target
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instant
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Spark
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Consume
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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
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Pyro Enchantment
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flame
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2 Soul
|
1
|
self or 1 ally
|
1d8 rounds
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Pyro Enchantment
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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.
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Easy Arcana
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Pyromania
|
flame
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10 Soul
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5
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1 target
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1d6 rounds
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Visual Distortion
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Chained Fury
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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.
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Hard Arcana
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Pyrophobia
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flame
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6 Soul
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3
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self or 1 ally
|
1d6 rounds
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Visual Distortion
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Heat Control
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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.
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Normal Arcana
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Quartz Cage
|
stone
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5 Soul
|
3
|
6 spaces affecting 1 target
|
until destroyed
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Grounding
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Tremor
|
With this manipulation you create a cage of pure quartz that holds the target in. The cage has 6d12 and can only be destroyed by melee damage, all other damage hurts captured target. The target cannot move or use melee attacks but can use projectiles and magic spells that reach outside of the cage. The target cannot attack the cage them self.
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Normal Arcana
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Quicksand
|
stone
|
5 Soul
|
3
|
6 spaces affecting a 4x2 space area
|
1d6 rounds
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Grounding
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Misstep
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The magic of Quicksand changes the ground to the same consistency of real quicksand that is 2 feet deep. The magical quicksand holds onto any target that walks into it or who is already on the spot where the magic is cast. The target cannot move from the spot once the target enters the quicksand. When the spell ends, the target may move again. The target may use spells and projectile weapons from the spot and may make any melee attacks that do not require movement. Enemy targets cannot see the quicksand however you and your allies know it is there.
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Normal Arcana
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Rain of Thorns
|
nature
|
8 soul
|
4
|
entire battlefield
|
instant
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Oaken Skin
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Deadly Sap
|
With this spell you shoot up a massive amount of thorns that fall back down upon the battlefield. Only the caster is unaffected. Everyone must make hard evade checks to not get hit by the spell, but the allies of the caster get the caster's arcana as a bonus, while the enemies get the caster's arcana as a penalty. Anyone who is hit is dealt 6d6 + 2d4 magic damage.
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Hard Arcana
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