Spells home

Spell Affinity Stat Cost Spell Cast Speed Range & Area Duration Spell Family Requirements Spell Effects Check Difficulty
Raise Reverent decay 12 Soul 6 next to caster until reverent is dead Graveyard's Warding 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. Impossible Arcana
Raise Zombie decay 10 Soul 5 next to caster until zombie is dead Graveyard's Warding Deadly Guard With this spell the necromancer calls forth a long dead and rotting corpse from the very ground. The Zombie has no mind of its own and is under the caster's control. The Zombie has a Vitality of 3d20 and a reach of 1 and a move of 3. The Zombie acts as a second character able to go and attack any target the necromancer desires it to. The Zombie is immune to necromancy spells used against it. Any physical hits done to the Zombie had a 25% chance of healing the zombie instead of hurting it. The necromancer can call up as many Zombies as the caster's Runic Casting Speed. Therefore if the caster has a casting speed of 5 the caster can call up 5 Zombies to exist at the same time. Once the Zombie is out of Vitality the Zombie dies. The Zombies die also when the necromancer command them to or battle's end. Hard Arcana
Reanimation decay 8 Soul, 3 Soul per round 4 battlefield, 1 target per initial cast until stopped or out of Soul, each target loses reanimation when "killed" Graveyard's Warding Deadman's Shell With this manipulation you send out powerful death magic which reanimates the dead. This magic raises up any target that was recently killed and places that target under your control. The reanimated target has its full stats and skills. While reanimated, no resurrection spell can be used on the target, nor can the target communicate. Hard Arcana
Reign of Acid decay 8 Soul 4 battlefield 1d6 rounds Deconstruction Army's Decay This spell creates a glowing nexus point of death magic above the battlefield. Each round the energy would discharge acid at everyone, doing 4d9 damage and decreasing Physical and Magical armor by 1d4 to everyone, friend or foe even self, each round. Hard Arcana
Reign of Fire flame 8 Soul 4 all enemy targets 1d4 rounds Fire Streak Plasma Shot This spell creates a glowing nexus point of fire magic above the battlefield. Each round the energy would discharge fire at every enemy target, doing 5d10 damage per shot to each target. Hard Arcana
Release of the Doomed decay 4 Soul 2 all enemy targets until targets free themselves Graveyard's Warding Graveyard's Warding With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make an athletics check to be freed. Normal Arcana
Resurrection decay 12 Soul 6 1 target 1d6 spaces away instant 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. Impossible Arcana
Returned One decay 10 Soul 5 1 dead target 1d10 rounds Graveyard's Warding Reanimation You create a special revival on a corpse. The corpse floats in the air for a second. The skin, muscles, and organs all bulge and then explode outward in a flash of flesh and blood. What remains is a skeletal version of the being that was recently slain. The magic sustains the target as the undead being follows your orders. The undead being cannot be destroyed but will shatter and become nothing more than bones at the end of the spell. It has an attack power of 7d12. Hard Arcana
Revival decay 10 Soul 5 1 target 1d6 spaces away instant Graveyard's Warding Reanimation This spell brings about a revival and rejuvenation. First it revives destroyed or damaged items, armor, and weapons. Second it rejuvenates targets by removing any negative status effects with equal ease. Hard Arcana
Ripple water 4 Soul 2 a 3x3 space area around the caster instant Aqua Seed Aqua Seed A water droplet forms in your hand and you let it fall to the floor, creating a ripple. The ripple grows instantly and moves out in all directions. Each target, both ally and enemy, in the vicinity of the spell must make a normal balance check to see if they remain standing. If they fail, they fall down. Normal Arcana
Rise of the Doomed decay 6 Soul 3 all enemy targets until targets free themselves Graveyard's Warding Release of the Doomed With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a normal athletics check to be freed. However once the targets free themselves the skeletal hands emerge from the ground as full on skeletons and pin the targets back to the ground. The targets must make a normal athletics check again to be freed once and for all. When the targets get pined by the skeletons the targets receive the caster's Arcana worth of magic damage, which they will receive each round until freed. Normal Arcana
Rising Plasma flame 6 Soul 3 all enemy targets instant Spark Plasma Ignite This spell brings forth molten plasma from under the ground up slowly to cover the battlefield. You and your friends are safely lifted into the air by the currents created by the heat of the plasma. Ground-based enemy targets though are stuck within the burning plasma, receiving 4d10 magic damage and burns. Normal Arcana
Ritual of the Mirrentori death 12 Soul 6 self 1d10 rounds Fang 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. Impossible 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
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
Scold flame 4 Soul 2 1 target 1d12 spaces away 1d6 rounds Fire Streak Fire Streak With this manipulation, you create an aura of fire magic around your hand. You then focus the heat energy into a smaller, concentrated form. The heated energy is sent to the target. The magic creates burns on the skin of the target that deal 2d8 straight to vitality damage per round. Normal Arcana
Sculpted Mount stone 5 Soul 3 next to caster 1d10 hours Solidity Stone Circle With this manipulation you create a horse made completely out of stone. 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 day the horse turns into a small pile of dirt and stone. 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
Sealing Wounds flame 4 Soul 2 1 target 1 space away instant Pyro Enchantment Pyro Enchantment With this power you use your control over heat to seal any wounds. This cures status effects of bleeding and similar effects. This also prevents infection and prevents the wound from being hit to cause more damage. This will restore your Arcana worth of Vitality when used to seal a wound. Normal Arcana
Searing Aura flame 6 Soul 3 self or 1 ally 1d8 rounds Pyro Enchantment Blade of Plasma This magic seals heat energy into an aura around the chosen ally or yourself. The protected target appears to be glowing faintly with a red tint. When attacked physically with a melee attack, heat energy moves across the weapon and does 1/2 the damage that was done to you back to the attacker. Arrows are weakened by 25% when shot at the protected target. Normal Arcana
Serenity's Arrival death 10 Soul 5 1 target instant Fang Serenity's Forceful Ways This manipulation creates the conditions for Serenity to arrive to the target. Death magic flows across the body of the target, burning their life away causing 9d6 + 2d4 damage. Meanwhile the spell pours into the mouth of the target and causes sickness, causing their movement rates and damage power to be halved for 4 rounds. Hard Arcana
Serenity's Beckoning death 6 Soul 3 1 target 1d6 rounds Beast's Prey Cold Blade With this spell the promised calm of Serenity beckons the target. The target looses all desire, wanting instead to seek out the serenity of death. The target must make hard Survival checks when attacked or the target will allow itself to be hit with no armor protection and no evade. The only armor protection that can come into play is any magical protection effects already in place or any racial protection. Armor itself will be treated as if it doesn't exist. Normal Arcana
Serenity's Calm death 4 Soul 2 1d20 spaces affecting 1 target instant Fang Fang When this spell is created the single target is surrounded in serenity. But, suddenly among the calm, the target can feel horrible injuries ripping into the target’s body doing 4d4 magic damage. Serenity releases the target and the damage is done. Normal Arcana
Serenity's Embrace death 8 Soul 4 1 target 1d12 spaces away until cured or dead Fang Executioner's Weapon With this manipulation the target is enveloped in this sudden sense of calm and safety as they fall into a deep slumber known as a coma. The magic completely drains the target’s Power. Hard Arcana
Serenity's Forceful Ways decay 8 Soul 4 1 target instant Fang Executioner's Weapon This special spell calls upon the positive source of death, the Serenity. The mage uses his or her connection to the Serenity to call for assistance. The Serenity sends its power through the mage to cast the spell. When this spell is cast, the single target is surrounded in serenity. But, suddenly, amidst the calm, the target can feel horrible injuries ripping into the target’s body. Serenity releases the target and the damage of 4d10 + 2 is done. Hard Arcana
Serenity's Protection death 8 Soul 4 self or 1 ally 1d4 rounds Fang Well of the Dead When this spell is created the magic imitates the dying, but with a gift of protection. You, or your chosen ally, do not take any damage from outside forces. However, the protected target takes 2d6 Vitality damage from the death magic much like you would from poison. The magic stops all attacks, physical, magical, and energy, from hitting the protected target while slowly damaging the target. Status effects can still effect the target however, such as poison, plague, sickness, and so on. Hard Arcana
Serenity's Verdict death 8 Soul 4 1 target 1d12 spaces away instant Beast's Prey Serenity's Beckoning The Serenity grabs hold of the target and passes its verdict on the target before releasing it. A 1d6 is rolled. If a 6 is rolled, the target is lulled to a sleep from which it will not awaken, the sleep of death. 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
Sharp Fire flame 4 Soul 2 1 target instant Fire Streak Fire Streak This spell begins with you creating eight sources of fire around yourself. As you continue the spell, they take the shape of knives. At the end of the spell, you unleash the daggers out at a single target. The spell does 5d6+2 damage to the target. 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