Volcano's Heart
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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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2d4 rounds
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Fire Streak
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Volcano's Tongues
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With this manipulation, you use superheated air to lift the target into the air. You then encase the target in an orb of unstable magma and fire. For the duration of the spell the target is locked into the orb, unable to act, while receiving 8d12 damage per round. On the target’s turn in the final round of the spell’s duration, the orb explodes, dropping the target to the ground in whatever state the target is in. The target receives an extra 4d20 damage from being dropped to the ground.
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Impossible Arcana
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Volcano's Tongues
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flame
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10 Soul
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5
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1 target per tentacle
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2 rounds
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Fire Streak
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Volcano's Hand
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With this manipulation, you summon 1d12 tentacles of magma around you that stretch out and search. You pick an enemy target for each tentacle. They each lift their target, squeeze them, and set them aflame, doing 6d12 damage. When the second round comes the tentacles slam their targets into whatever surfaces they were previously on doing an extra 6d10 damage to their target. Any tentacle that does not grab a target will wrap around you (the user) and lift you up in the air. They will take any damage meant for the user during those two rounds. You can continue to cast spells from this perch.
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Hard Arcana
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Vortex
|
air
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5 Soul
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3
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a 4x4 space area around the caster
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instant
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Airess
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Air Burst
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With this manipulation you create a vortex of air around your body. Immediately, all the air you brought together releases on the battlefield around you. Everyone in the radius of the spell, ally and enemy, is pushed away from you by 2 spaces or 6 feet.
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Normal Arcana
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Warrior's Flame
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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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1d8 rounds
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Pyro Enchantment
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Pyro Enchantment
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With this spell you recreate the essence of fire. You then choose a target and transfer the essence of fire into the target. The target who receives the boon becomes courageous. The target is immune to any type of fear and the target’s melee power is doubled.
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Normal Arcana
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Water Skin
|
water
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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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Soak
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Quench
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This spell increases the target's immunity to aquamancy magic by 25%. It also increases your Fortitude Traits by 2. It does this by infusing the target's skin with water magic, making the target more resistant to status effects.
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Normal Arcana
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Weapon Rush
|
air
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6 Soul
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3
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1 target you can see
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instant
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Air's Constant Flow
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Theft
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With this manipulation you allow the wind to take your weapon and attack for you. You throw your melee weapon and the wind takes it to the target, hits the target, and returns the weapon to you. Instead of using your throw power, you'd use your Arcana to determine the damage done by the wind controlled weapon.
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Normal Arcana
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Well of the Dead
|
death
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6 Soul
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3
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self or 1 ally
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1d4 rounds
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Fang
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Vampire Strain
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With this spell you draw upon the dead for strength for yourself or an ally. Calling forth the death energy around you, you either gather it into yourself or disperse it to a selected ally, temporarily gaining a x 1.25 to melee, throw, and bow power, and + 1 to Runic Speed. Once the spell is over however the energy quickly drains out of target, leaving the target half of their Power.
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Normal Arcana
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West Wind's Blessing
|
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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Air's Constant Flow
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West Wind's Protection
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This manipulation has multiple functions. First, it removes any harmful status effects except death. Second, it gives a regeneration effect that restores 1d8 Vitality per round. Lastly, it creates a regeneration effect for Soul and Power, restoring 1d6 Soul and Power points per round. These effects affect all of your allies and yourself for the duration of the spell.
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Hard Arcana
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West Wind's Charge
|
air
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6 Soul
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3
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self or any 1 ally
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1d4 rounds
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Airess
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Air Burst
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When this spell is created, you or your chosen ally are given a boost to your total damage values and armor to carry out the whims of the West Wind. This spell increases your Melee Power and Throw Power by 1d12 and gives you the caster's Arcane to Physical and Magical Armor for the duration of this spell.
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Normal Arcana
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West Wind's Protection
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air
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6 Soul
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3
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1 target
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1d4 rounds
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Air's Constant Flow
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Seal of the Airs
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When you create this spell, the air grows calm directly around the target. Whenever a melee attacker goes to attack the protected target, the attacker will be dealt 2d12 + 1d4 magic damage. Ranged attacks will be directed away from the protected target and have a 25% chance of hitting another enemy target. Magic attacks will still work against the protected target.
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Normal Arcana
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West Wind's Vengeance
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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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1d4 rounds
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Air's Constant Flow
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West Wind's Blessing
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This manipulation summons up a spiraling wind around an ally target of your choosing (or yourself). Whenever you or the protected target is attacked, whether it be by ranged, melee, magical, breath weapon, or any other form of attack, the attacker is instantly dealt 8d10 points of magic damage.
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Hard Arcana
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Whip of Thorns
|
nature
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5 Soul
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3
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self
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1d6 rounds
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Oaken Skin
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Ova's Shield
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This spell causes a whip of heavy, twisted vines to sprout forth from your dominant hand. The whip is brandished with red razor-sharp thorns. This whip has a range of 6 spaces and you can use whip skills with this whip. It has an attack power that is 3 x your Arcana. A critical hit with the whip will poison the target with 1d6 poison for 1d8 rounds.
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Normal Arcana
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Wind Guardian
|
air
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8 Soul
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4
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1 target or self
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1d6 rounds
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Airess
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West Wind's Charge
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Wind Guardian creates a protective barrier of pure wind magic that constantly moves around yourself or your chosen ally. When physically attacked by any physical means the attack is stopped by the barrier. Only magical or energy type of attacks, including breath weapons, can harm you. The protected target cannot physically attack either while under this spell, but can cast spells or use energy or magical attacks. This spell can and will work with other protective or barrier spells and enchantments.
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Hard Arcana
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Wisps of Death
|
air
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8 Soul
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4
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1 target
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6 round death countdown
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Air's Constant Flow
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Scent of Roses
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With the creation of this spell, you mix a dark poison with the air that the single target breathes. For three rounds the poison works through the target’s system. At the end of the third round, the target passes out. Then the countdown for death begins. At the end of the third round of coma state, sixth round of the spell, the target dies. The target cannot be pulled from this spell as it is in the target’s air and follows the target. Antidotes are ineffective. The only way to end this spell's effects and save the affected target is to kill the target who created the spell.
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Hard Arcana
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Woodland Sentiel
|
nature
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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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Oaken Skin
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Skin of Thorns
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Casting this spell makes you the avatar of the forest. You are at one with your nature affinity and your geomancy. All of your geomancy spells now have double their effect. You Soul is doubled. Your movement rate is doubled. Your Arcana is doubled. When the spell effects end you are dazed for 1 round.
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Hard Arcana
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