Spells home

Spell Affinity Stat Cost Spell Cast Speed Range & Area Duration Spell Family Requirements Spell Effects Check Difficulty
Blade of Plasma flame 4 Soul 2 self or 1 ally 1d6 rounds Pyro Enchantment Pyro Enchantment This spell gives your or your ally's weapon the status of plasma. This makes it so that the affected weapon ignores 20% of the target's armor so that 20% of all damage dealt goes straight to Vitality. Normal Arcana
Blitzkrieg flame 10 Soul 5 all allies and self 1d6 rounds Pyro Enchantment Circle of Power When you create this spell you enhance all of your allies for battle. The magic increases melee power for you and your allies by 1d20+3 points (rolled at cast). It also increases Critical % for you and your allies by 2. All of your allies battle movement rates are doubled. Ranged weapons have double the range. And finally, all allies and yourself gain an extra attack. Hard Arcana
Boulder Dash stone 10 Soul 5 1 target per boulder instant Dust Devil Land Slide By creating Boulder Dash, you create a source of earth magic that pumps out 1d6 boulders in every direction. The boulders roll to your appointed targets. If anything is in the way of the boulder from rolling directly to it’s target, it will hit that obstacle and crumble. If another target, whether it is an enemy target or an ally, gets in the path to a boulder’s target, the boulder will hit that target instead. The boulders will keep rolling in a straight path if they miss their target until they hit something else or leave the battlefield. Any boulder that leaves the battlefield crumbles upon doing so. You may assign a different target for each boulder produced and create the source of the boulders up to 7 spaces from your location. Each boulder does 4d12 points of magical damage on impact. Hard Arcana
Brand flame 10 Soul 5 1 target 1d6 spaces away 1d8 rounds Visual Distortion Fire's Illusion This manipulation places a burned symbol on the body of the target. This symbol alters the mind and puts the target under your control. The target will follow your orders loyally until the spell is broken. The target must make a hard spiritual stability check to escape this control. Hard Arcana
Burning Heart flame 8 Soul 4 1 target 1d6 spaces away until cured or dead Spark Explosion With this spell you fire a needle of magical fire that pierces and pushes into the body of the target. The needle drills into the heart where the fire spell activates. The magic sets fire to the blood. Each round that the spell continues it does 1d20 + 1d6 straight to Vitality damage. Hard Arcana
Catapult stone 6 Soul 3 next to caster, can target any target until destroyed or end of battle Dust Devil Gravel Pelt This manipulation creates an independent catapult that operates in one single position. Each round the catapult will attack a target of your choice dealing 2d% points of magical damage with each shot. The catapult has 3d20 Vitality and can be attacked by any means. The catapult will remain on the battlefield, attacking the target of your choice, until the battle is over or the catapult is destroyed. Once created you do not have to maintain the catapult and can use other skills and spells. The catapult cannot be healed. Normal Arcana
Chained Fury flame 8 Soul 4 1 target 1d6 rounds Visual Distortion Pyrophobia With this spell you summon the essence of fire instead of its true form. The magic encircles the target and flows into their body. The magic causes the target to feel immense anger and become inflicted with berserk. This causes the target’s damage values to double but prevents the target from doing anything else instead of melee attacking. Hard Arcana
Chamelonism nature 4 Soul 2 self 1d4 hours Tracker's Mind Tracker's Mind This spell grants the caster the ability to blend in with his or her surroundings. This is basically a natural hide that increases the caster's Stealth by 1d10. Normal Arcana
Chaotic Winds air 8 Soul 4 1 target instant Airess Vortex When this manipulation is created it creates a powerful cork-screwing shot of air. When shot at a single target it has the chance of dealing either heavy damage or little damage. First you roll 3d12 for damage, and then you roll a 1d3. Rolling a 1 decreases the damage that would be done by half. Rolling a 2 lets the spell do the damage shown on the 3d12. Rolling a 3 increases the damage that would be done by x 2. There is a normal Arcana chance to stun the target for 1 round with this spell. Hard Arcana
Children of Fire flame 10 Soul 5 all allies and self 1d8 rounds Visual Distortion Fever Rising This unique spell creates a single sparkling source of energy no larger than a fist for each member of the party. They appear to be single flames. Each member can choose what effect they want the "child" to do for them. They can choose a defensive boost which will temporarily grant them 1d12 Defense, or they can choose to have the "child" attack. Each "child" can attack for 5d12 damage. There is only one "child" per ally, including yourself. Hard Arcana
Choking Gas air 10 Soul 5 a 4x4 space around the caster 1d4 rounds Air's Constant Flow Wisps of Death The Choking Gas spell creates a cloud from your body of putrid gas. This gas causes everyone under it, ally and enemy, to take 4d20 damage per round while they are in the gas. Once the gas dissipates or a target, ally or enemy, gets out from the gas, they begin taking poison damage of 1d12 until cured or dead. You are not effected. Hard Arcana
Circle of Power flame 8 Soul 4 a 4x4 space area around a spot of your choosing 1d6 rounds Pyro Enchantment Torch of Heroes When creating this spell a circle surrounds the entire radius of the spell. Complex drawings and runes written in fire magic glow on the floor and rotate slowly. Whoever is inside this circle has their melee, throw, and bow powers increased by 1d% + 1d12 (total as a percentage), allies, user, and enemies. Hard Arcana
Cloud Sight water 4 Soul 2 entire floor of dungeon map or a 10 square mile area instant Distortion Distortion With this manipulation, you are gifted with the ability to see from the view of water vapor. Not only does this spell allow you to see where there are clouds, but also allows you to see perfectly in any place that is damp, no matter the amount of light. Normal Arcana
Cold Blade death 4 Soul 2 1d20 spaces affecting 1 target instant Beast's Prey Beast's Prey Cold Blade creates the feeling of being stabbed with a cold, metal blade in the back. The spell leaves a wound behind causing minor wounds, doing 2d12 damage. Magic deals the damage without anything physical actually being used to make the feeling. Normal Arcana
Cold Heart water 8 Soul 4 1 target 1d6 rounds Soak Water Skin This spell has no visual component. The water magic used in this spell appears inside the target of the spell. This spell puts a protective block of ice around the soul. It repels anything that would alter it and nullifies anything already there, including alignment afflicting skills, fear, berserk, and other like statuses. However it also blocks all emotions. Hard Arcana
Comforting Light light 4 Soul 2 1 target instant Glow Glow With this spell you surround a target within a warm, comforting ray of light. The light dispels any personality status changing effects and relaxes the target. The target will regain 20% of max Power but will do 15% less damage for 1d4 rounds. Normal Arcana
Constrict death 8 Soul 4 1 target 1d12 spaces away 1d6 rounds Loss of Self Last Cry This spell creates a cloud of death magic that squeezes tightly around the target. The magic restricts the arms and torso of the target, making the target unable to attack during the spell’s duration. The target can move but they are still being crushed by the magic. Each round the target receives 5d8 damage. Hard Arcana
Consume flame 10 Soul 5 1 target 1d6 spaces away 1d4 rounds Spark Exploding Arrows With this manipulation you directly transfer the magic you use to the feet of the target in the form of a circle. When the spell is completed the ring ignites and surrounds the enemy in flame. The enemy remains on fire, fueled by magic. Each round it does 6d10+1d6 points of damage to the target. If the target is killed by the spell then you get healed by the consumed life (by the total Vitality that the target had). Hard Arcana
Crater stone 12 Soul 6 a 3x3 space area around and including 1 target instant Grounding Crevasse's Pull Crater recreates the fall of a meteorite on the surface of the earth but in much smaller proportions. You create a small stone that drops onto the target of the spell. The stone hits the target and the surface the target is standing on gets ripped up from underneath doing more damage. The total damage done by this spell is 5d12 points of magical damage. This spell doesn’t affect flying or floating targets. This spell affects any in the area including allies. Impossible Arcana
Crevasse's Darkness stone 10 Soul 5 1 target effect takes place when the target dies Solidity Crevasse's Secret When this spell is created, blackness coats the target like a liquid. It does not affect the target until the target dies. When the target dies, the darkness takes the power from the target’s body and uses it to do one of six effects determined by rolling a 1d6. Rolling a 1 causes everyone within a 3x3 space area around the dead target, allies and enemies, to be drained from their entire Soul instantly which is given to you. Rolling a 2 causes you and all of your allies to be healed by the target's maximum vitality a piece instantly. Rolling a 3 causes the target's maximum vitality as damage to the weakest enemy target. Rolling a 4 causes all physical damage dealt by anyone, ally or enemy, to be doubled for the duration of the battle. Rolling a 5 causes you and all of your allies current vitality to double, even past their max vitality, for the duration of the battle. Rolling a 6 causes everyone, allies and enemies, to have double the moves per round for the duration of the battle. Hard Arcana
Crevasse's Pull stone 10 Soul 5 1d8 spaces affecting any 1 adjacent space surrounding the hole and the 1 space for the hole itself 1d8 rounds Grounding Pull of the Earth With this manipulation, you open a dark hole in the ground in a location of your choosing up to 1d8 spaces away from you. The diameter of the hole is exactly 3x3 feet or 1 space. When any target, ally, enemy, even yourself, is on any adjacent space next to the dark hole, that target will lose 50% of current Vitality, Power, and Soul. That target will lose that for each round they are on any adjacent space. This even affects flying and floating targets. If a target walks over, flies over, or floats over the dark hole, they are sucked in and will not return to the battlefield until the spell’s duration ends, losing half of their Vitality, Power, and Soul each round. The hole is invisible to everyone except yourself. Everyone that is up to 4 spaces away from this spell's area of effect gets pulled closer to the hole by 1 space, unless they pass a hard brace check. Hard Arcana
Crevasse's Secret stone 8 soul 4 all enemy targets 1d6 rounds Solidity Stone Skin With this spell you open a hole in the earth underneath you which you float over. From within the deep hole a powerful magic erupts in the form of a scream. For the duration of the spell the whole world seems to be falling apart as a demonic scream ripples across the battlefield. Every enemy target takes 4d8 magic damage each round during the duration of the spell from the scream. You and your allies are protected from the scream. When the spell ends, the scream ends and the hole closes up with you standing on solid earth. You can still cast spells and use projectile weapons during this spell's duration, but you cannot move. Only fliers or ranged attacks and spells can reach you. Hard Arcana
Crevasse's Trick stone 8 soul 4 1d8 spaces affecting 1 target Spell takes 2 rounds to complete; 1st round floats target and 2nd round is when the damage happens Grounding Quartz Cage This spell fools the target into thinking that they are falling down a pit. At first the target’s eyes are blackened and the target begins to float but feels as if they are falling. When the second round comes, the target hits the bottom of the pit. In reality the magic slams the target to the ground, doing 3d10 magical damage. The target cannot get up until the next round, loosing a round. Hard Arcana
Crystal Lance stone 10 Soul 5 1 target instant Dust Devil Mud Serpent The creation of Crystal Lance forms a large chunk of crystal with a sharp tip. This crystal is then sent out at high speeds towards a target of your choosing. The lance pierces the flesh of the target and embeds itself into the target before disappearing. The lance does 5d10 magical damage. Hard Arcana
Curse of Immortality stone 12 Soul 6 1d8 spaces affecting 1 target instant Solidity Crevasse's Darkness With this spell you grant the target immortality. But the target soon learns what immortality means. The target turns to stone instantly, nothing more than a well sculptured statue. The target of this spell can be brought back by the right kind of magic or potion, but breaking the magic will cause the statue to shatter killing the target. Hitting the statue will also cause the statue to break. The life of whoever is sealed in stone will never be seen without the right spell or potion to restore the body. Impossible Arcana
Dark Fog water 8 Soul 4 a 3x3 space area around the caster 1d6 rounds Distortion Spiritual Waters You create this spell to have a curtain of fog hang over the area. The Dark Fog acts as if it is a living being and attacks random targets every round, allies and enemies, for 3d20 damage. Everyone will need to make a Hard Evasion to not be hit and a normal immunity check to avoid Visual Instability. The user of this spell, is unaffected. Hard Arcana
Dead Weight decay 9 Soul 4 1 target 1d8 rounds Deconstruction Mental Decay This spell causes the target to become very overburdened. The target can now only have a move of 1, and any strength related check is a hard check at a minimal. The target will have to make an athletics check to wield any weapon and a normal brace check with each space moved to not fall over under its own weight. Hard Arcana
Deadly Guard decay 8 Soul 4 1 ally until guardian dies Graveyard's Warding Rise of the Doomed This spell summons a warrior of death that is cursed to never be able to fight again. The warrior is only deadly to himself now. Every time anything attacks the ally that you assign the warrior to, the warrior will leap in the way of the attack and take the damage. He will continue to do this until he is sent back to the world of the dead. The warrior has 2d% Vitality. Hard Arcana
Deadly Sap nature 6 Soul 3 user 1d4 rounds Oaken Skin Acorn Shot This spell causes you to produce a deadly sap as if it were sweat. The sap coats your body and your armor, and it is thick much like tree sap. If anyone were to touch it they'd receive 1d8 poison damage for 1d12 rounds. You can coat your weapon, including arrows and the like, with this sap using a support action. Normal Arcana
Deadman's Shell decay 6 Soul 3 self 1d6 rounds Graveyard's Warding Decay's Warding This spell changes the flesh of the caster to that of an undead zombie. The caster now has a bonus to physical armor of 5 and has a 25% chance of the physical attack healing the caster instead of harming the caster. Normal Arcana