Sun's Whip
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flame
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10 Soul
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5
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self
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1d8 rounds
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Pyro Enchantment
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Superheated Blade
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This spell replaces your weapon. In its place goes a whip of pure fire magic. The whip extends itself to almost any length and it weaves around objects to attack the target of your choice. It is used just like a weapon is used and attack skills can be used with this weapon. The whip does 5d12+1d8 + Arcana points of damage with each hit, and melee power is used with each hit.
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Hard Arcana
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Superheat
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flame
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4 Soul
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2
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1 target 1d6 spaces away
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1d4 rounds
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Visual Distortion
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Visual Distortion
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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.
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Normal Arcana
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Superheated Blade
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flame
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8 Soul
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4
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self or 1 ally
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1d8 rounds
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Pyro Enchantment
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Plasma Burning
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This spell causes the weapon to instantly destroy any cloth armor and cloth or wood shield it hits. It also causes 3x user's Arcana damage.
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Hard Arcana
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Sword of Light
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light
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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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Glow
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Armor of Light
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This spell grants you or an ally of your choosing with a sword who's blade is made of pure, concentrated, light. This sword of light has a range of 3 and an attack value of 1d20 plus the wielder's Arcana as well as Melee Power. Any sword skills can be used with this sword and sword mastery increases its damage power.
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Hard Arcana
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Temple Statue
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stone
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10 Soul
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5
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starts next to caster
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until destroyed
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Solidity
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Ancient Sentries
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This spell creates a statue of a woman in robes holding a scepter. Every round the statue walks to an ally and waves her scepter, healing the target for 5d8 Vitality. This statue is not immune to damage and only has 3d20 Vitality. Each round the statue will independently go up to an ally target, including yourself, and heal that target. At the end of the spell the statue will fade away. The statue can only move once per round and has a battle movement rate of 5 and a range of 3.
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Hard Arcana
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Test
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|
|
|
|
|
|
|
|
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The End of the Tunnel
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light
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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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Glow
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Solar Flare
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This spell begins a death countdown on the target. The target has 3 rounds to make a hard Endure check. If the target fails by the third round, the target dies instantly.
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Impossible Arcana
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Theft
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air
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3 Soul
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2
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1 target that is 1d12 spaces away
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instant
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Air's Constant Flow
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Air's Constant Flow
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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.
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Normal Arcana
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Tinnitus
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sound
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2 Soul
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1
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1 target up to 1d20 +1 spaces away
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1d4 rounds
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Tinnitus
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N/A
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This spell causes a terrible ringing in the ear of the target. The target is left unable to focus and can do no spell that requires more than 1 casting speed. Any ongoing spells or spell effects will be ended. The target can resist by making a hard focus check.
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Easy Arcana
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Torch of Heroes
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flame
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6 Soul
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3
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a 4x4 space around the caster
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1d8 rounds
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Pyro Enchantment
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Warrior's Flame
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With this spell you use the essence of fire to add destructive power to all of your allies, including yourself, as long as they are within the range of the spell. It increases everyone who is affected melee, throw, and bow power by 1d12+3. The people effected appear to be on fire.
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Normal Arcana
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Tornado's Destruction
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air
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12 Soul
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6
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8 spaces affecting a 6x6 space area
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instant
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Airess
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Gale Force
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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.
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Impossible Arcana
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Tornado's Restraint
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air
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8 Soul
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4
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1 target
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1d6 rounds
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Airess
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Vortex
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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.
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Hard Arcana
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Tornado's Strength
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air
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8 Soul
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4
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1 target
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1d4 rounds
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Haste
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Levitate
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Tornado’s Strength provides massive muscle to the target of the spell. So much strength that the Strength stat of the target is increases by the caster's Arcana. Almost any test of strength, within reason, is successful with the help of the magic.
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Hard Arcana
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Tornado's Swiftness
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air
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10 Soul
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5
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self or 1 ally
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1d6 rounds
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Air's Constant Flow
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Transparency
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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.
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Hard Arcana
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Tracker's Mind
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nature
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1 Soul
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1
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self
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1d10 hours
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Tracker's Mind
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N/A
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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.
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Easy Arcana
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Translucence
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air
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6 Soul
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3
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self
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1d8 rounds
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Air's Constant Flow
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Seal of the Airs
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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.
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Normal Arcana
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Transparency
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air
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7 Soul
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4
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self
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1d8 rounds
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Air's Constant Flow
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Translucence
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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.
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Hard Arcana
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Tremor
|
stone
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3 Soul
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2
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a 3x3 space area around the caster
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instant
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Grounding
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Grounding
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This is a well known geomancy spell that causes the ground to shudder violently underneath the feat of everyone in the radius around the user. This forces everyone in the area of effect to make a hard brace check to remain standing.
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Normal Arcana
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Twins of the Inner Storm
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air
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12 Soul
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6
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any 2 allies or 1 ally and self
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1d8 rounds
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Airess
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Funnel of Power
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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.
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Hard Arcana
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Unbreaking Balance
|
stone
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4 Soul
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2
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1 ally or self
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1d4 rounds
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Grounding
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Grounding
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This spell enforces the target with earth magic. The earth magic pulsates through the target granting the target a +1d8 for Brace and Sure Footing.
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Normal Arcana
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Unnatural Strength
|
stone
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8 soul
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4
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self or any 1 ally
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1d8 rounds
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Solidity
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Sculpted Mount
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When this spell is created, the spell sparks a reaction in the body of the target that allows them to reach new levels in strength on their own. It increases the target’s strength by x 2 which affects all strength based stats.
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Hard Arcana
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Unsure Aim
|
air
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3 Soul
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2
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1 target
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1d6 rounds
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Dishevel
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Dishevel
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This spell messes with the target's ability to make a Hit Chance, giving the target a penalty of 1d10 and making all Hit Chances Hard or Impossible.
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Normal Arcana
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Vampire Strain
|
death
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4 Soul
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2
|
self
|
1d4 rounds
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Fang
|
Fang
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This manipulation temporarily curses you with a vampiric ability. You grow fangs and your skin becomes pale. Each round you can get into melee range and can bite the person and drain them of life. You are able to do 1d12 damage to the target and the damage taken is used to replenish your Vitality.
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Normal Arcana
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Vengeance of the Cursed
|
death
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12 Soul
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6
|
all enemy targets
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instant
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Fang
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Serenity's Arrival
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This manipulation releases the lost ghosts of the dead to let their anger out on your enemies. Ghosts of all kinds rip out of the earth, clawing, biting, and attacking from every direction doing 8d10 damage. The ghosts leave you and your allies alone. They disappear after attacking.
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Impossible Arcana
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Vibrations of Creation
|
sound
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12 Soul
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6
|
battlefield
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instant
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Tinnitus
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Song's End
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This powerful spell recreates the violent sounds and vibrations of creation on the battlefield. All the sudden the battlefield shakes and shutters in the violent throws of creation. Every enemy target takes 8d10 magic damage. The caster rolls a 1d3, multiplying the damage against the number rolled. The caster and allies are protected in sound proof bubbles.
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Impossible Arcana
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Visual Distortion
|
flame
|
2 Soul
|
1
|
6 spaces affecting 1 target
|
1d6 rounds
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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.
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Easy Arcana
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Voiceless
|
decay
|
9 Soul
|
4
|
1 target
|
1d8 rounds
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Deconstruction
|
Stop
|
This spell robs the ability of the target to produce any sound from its mouth. This prevents any skill that requires a voice, including prayer. The sudden loss of voice causes the target to need to make a hard mental balance check against fear.
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Hard Arcana
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Volcano Eruption
|
flame
|
10 Soul
|
5
|
a 5x5 area around a spot of your choosing
|
1d6 rounds
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Spark
|
Plasma Wave
|
With this spell you summon forth the molten plasma to erupt like a volcano. Any in the area of effect (ally and foe) will receive 3d20 per round.
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Hard Arcana
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Volcano's Eye
|
flame
|
8 Soul
|
4
|
1 floor of area map
|
until ended
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Visual Distortion
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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.
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Hard Arcana
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Volcano's Hand
|
flame
|
8 Soul
|
4
|
1 target
|
1d4 rounds
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Fire Streak
|
Ignatius
|
This spell creates an entrapping formation of solidifying rocks and magma that holds the target in a paralysis for the duration of the spell, doing 4d10 each round. Then it breaks away.
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Hard Arcana
|