Spells home

Spell Affinity Stat Cost Spell Cast Speed Range & Area Duration Spell Family Requirements Spell Effects Check Difficulty
Sun's Whip flame 10 Soul 5 self 1d8 rounds Pyro Enchantment Superheated Blade 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. 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
Superheated Blade flame 8 Soul 4 self or 1 ally 1d8 rounds Pyro Enchantment Plasma Burning 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. Hard Arcana
Sword of Light light 10 Soul 5 self or 1 ally 1d12 rounds Glow Armor of Light 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. Hard Arcana
Temple Statue stone 10 Soul 5 starts next to caster until destroyed Solidity Ancient Sentries 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. Hard Arcana
Test
The End of the Tunnel light 12 Soul 6 1 target instant Glow Solar Flare 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. Impossible Arcana
Theft air 3 Soul 2 1 target that is 1d12 spaces away instant Air's Constant Flow Air's Constant Flow 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. Normal Arcana
Tinnitus sound 2 Soul 1 1 target up to 1d20 +1 spaces away 1d4 rounds Tinnitus N/A 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. Easy Arcana
Torch of Heroes flame 6 Soul 3 a 4x4 space around the caster 1d8 rounds Pyro Enchantment Warrior's Flame 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. Normal Arcana
Tornado's Destruction air 12 Soul 6 8 spaces affecting a 6x6 space area instant Airess Gale Force 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. Impossible Arcana
Tornado's Restraint air 8 Soul 4 1 target 1d6 rounds Airess Vortex 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. Hard Arcana
Tornado's Strength air 8 Soul 4 1 target 1d4 rounds Haste Levitate 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. Hard Arcana
Tornado's Swiftness air 10 Soul 5 self or 1 ally 1d6 rounds Air's Constant Flow Transparency 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. Hard 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
Translucence air 6 Soul 3 self 1d8 rounds Air's Constant Flow Seal of the Airs 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. Normal Arcana
Transparency air 7 Soul 4 self 1d8 rounds Air's Constant Flow Translucence 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. Hard Arcana
Tremor stone 3 Soul 2 a 3x3 space area around the caster instant Grounding Grounding 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. Normal Arcana
Twins of the Inner Storm air 12 Soul 6 any 2 allies or 1 ally and self 1d8 rounds Airess Funnel of Power 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. Hard Arcana
Unbreaking Balance stone 4 Soul 2 1 ally or self 1d4 rounds Grounding Grounding 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. Normal Arcana
Unnatural Strength stone 8 soul 4 self or any 1 ally 1d8 rounds Solidity Sculpted Mount 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. Hard Arcana
Unsure Aim air 3 Soul 2 1 target 1d6 rounds Dishevel Dishevel 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. Normal Arcana
Vampire Strain death 4 Soul 2 self 1d4 rounds Fang Fang 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. Normal Arcana
Vengeance of the Cursed death 12 Soul 6 all enemy targets instant Fang Serenity's Arrival 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. Impossible Arcana
Vibrations of Creation sound 12 Soul 6 battlefield instant Tinnitus Song's End 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. Impossible 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
Voiceless decay 9 Soul 4 1 target 1d8 rounds 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. Hard Arcana
Volcano Eruption flame 10 Soul 5 a 5x5 area around a spot of your choosing 1d6 rounds 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. Hard 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
Volcano's Hand flame 8 Soul 4 1 target 1d4 rounds 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. Hard Arcana