Spells home

Spell Affinity Stat Cost Spell Cast Speed Range & Area Duration Spell Family Requirements Spell Effects Check Difficulty
Deafness sound 6 Soul 3 1 target 1d6 rounds Tinnitus Otic Tearing

This spell prevents any sound whatsoever from reaching the target, rendering the target deaf. This increases the difficulty of all Perceive checks by one level.

  • Easy becomes Normal
  • Normal becomes Hard
  • Hard becomes Impossible
  • Impossible becomes must roll 25 or higher
Normal Arcana
Death death 10 Soul 5 1 target 1d6 spaces away 2 round death count down Beast's Prey Serenity's Verdict This spell is made to kill the target. It begins a two round countdown that is made to be the last moments of the life of the target. Death magic swirls around the target during the countdown, waiting for the target’s time to complete. Finally, when the countdown ends, the magic encloses on the target and destroys the life force of the target. The target is effectively dead. Should the battle end before the countdown ends however, the death magic will stop. Hard Arcana
Death of Magic death 8 Soul 4 battlefield instant Loss of Self Dispel This spell sends a pulse of death magic out into the battlefield. The magic attaches to any other magic and demolishes it. Anything magically involved, such as enchantment, magically caused status effects, independent active magic, or any spell still in action or being cast is suddenly ended and the energies dispelled from the area. Hard Arcana
Decay's Edge decay 12 Soul 6 self or 1 ally 1d12 rounds Deconstruction Dead Weight This spell enchants the target's weapon so that any damage done with that weapon decay's the damaged target. It causes the target to also have 20% of the damage dealt also affect Soul and Power. Impossible Arcana
Decay's Warding decay 3 Soul 2 a 3x3 space area around an area up to 1d20 spaces from caster 1d6 rounds Graveyard's Warding Graveyard's Warding The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their attacks, physical and magical, deal 25% less damage. Their healing spells are also 25% less effective. Normal Arcana
Deconstruction decay 2 Soul 1 8 spaces affecting 1 target instant Deconstruction N/A This spell is made to destroy obstacles. A dark mist hovers over the target eating away at their structure. It decreases 20% of the structure's "health" each casting, making it easier and easier to break.  When the spell’s duration runs out, it evaporates into the air. Easy Arcana
Dishevel air 2 Soul 1 1 target within 1d20 spaces instant Dishevel N/A When this manipulation is created swirls of wind start rapidly pushing the target around in place. The spell smacks the target around doing 4d3 points of damage and then just breaks away, leaving the target dizzy. This causes the target to be able to move or use spells and skills while it gets itself back together for that round, but can still attack and defend. Easy Arcana
Dispel death 6 Soul 3 6 spaces affecting 1 target instant Loss of Self Elemental Death This spell uses the natural death magic of necromancy to burn away at magic like acid. This spell removes enchantments, protections, poisons, and many other active spells. Independently acting spells such as the geomancy spell “Catapult” can be ended prematurely with this spell. This spell can only be cast on a single target. Normal Arcana
Dove Flight air 7 Soul 4 self 1d10 hours Haste Levitate This manipulation gifts unto you the ability of graceful flight. You cannot attack or cast spells while flying. You cannot do much more than pick things up or move around in the air. You can move at triple your movement rate and can fly up to 4 stories or 40 feet high. Hard Arcana
Down Burst air 8 Soul 4 1 target instant Airess Aero Disk Down Burst sends a crushing amount of wind from above down onto a single target to do damage. The wind comes down in the form of a stream and hits hard and quickly doing 8d6 points of damage. The damage comes from the pressure put down on the body of the target. Hard Arcana
Dust Devil stone 3 Soul 1 1d20 +1 spaces affecting 1 target 1d4 rounds Dust Devil N/A Dust Devil gathers dust, dirt, and other small particles and lifts them into the air. The magic begins to spin them together around a single target of your choosing. For the duration of the spell the dust devil will do 3d4 points of damage each round and blur the target’s vision causing the target to have to make hit chance checks to hit their targets. At the end of the spell’s duration, the dust devil dissipates and the blurred vision ends. Easy Arcana
Ear Whistle sound 8 Soul 4 all enemy targets 1d6 rounds Tinnitus Deafness This spell emits a high pitch whistle that only enemies can hear. This whistle noise causes the targets to be unable to use any skill or spell that costs more than 1 casting speed. It also drives the targets crazy, requiring them to make a hard insight check or to be unable to distinguish friend from foe. Hard Arcana
Earthen Angers stone 6 Soul 3 1d12 + 1 spaces affecting 1 target instant Dust Devil Gravel Pelt With this manipulation you summon five good-sized rocks of a generic nature to pummel the target of your choice. Each rock bashes into the target before crumbling into dust on the ground. The final rock hits harder and knocks the target off it’s feet. The total magical damage is 2d10 + 1d4. Normal Arcana
Echo Perception sound 2 Soul 1 self or 1 target 1d6 hours Echo Perception N/A This spell increases the target's ability to hear even the slightest sounds. With this, the target's Perceive is doubled. The one downside is a loud noise could cause temporary deafness, removing the benefit and decreasing the target's Perceive by half. Easy Arcana
Echo Spirit sound 6 Soul 3 self, next to self 1d10 rounds Tinnitus Siren's Soothing Tones With this spell you create a replica of yourself. This is your echo spirit. It will have the same actions, stats, skills, spells, and equipment that you possess, with the same skills and spells as you. You can only have one echo spirit active at a time. Echo spirits do not have duplicate familiars. Normal Arcana
Elemental Death death 4 Soul 2 1d12 spaces affecting 1 target 1d4 rounds Loss of Self Loss of Self With this spell death magic penetrates the target and shuts the target off from his or her runic soul. The target is effectively unable to cast any spells until the duration is over. The target can prevent this with a hard arcana check. Any spell effects that are on going still continue for their duration. Normal Arcana
Embracing Glow light 6 Soul 3 self or 1 ally until damage is absorbed Glow Flare With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 3d12 points of any kind of damage. Once the orb has absorbed any amount of damage, the spell ends. Only one light orb per ally/self. Normal Arcana
Embracing Light light 8 Soul 4 self or 1 ally 1d6 rounds Glow Healing Light With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 1d% percentage of any kind of damage. The percentage must be rolled for each time you are dealt damage. Hard Arcana
Ent Guards nature 8 soul 4 1 ally or self per ent until the ents are destroyed or battle is over Tracker's Mind Entanglement This spell summons up two living, moving tree creatures called Ents. These are massive creatures the size of oak trees and as strong as oak trees. Each ent is assigned a target to protect, be it you or an ally. You can only have one target per ent, so you cannot have both ents protecting the same target. If you cast this spell again during the spell's duration, the other two ents summoned cannot protect someone who already has an ent protected them. The ent will protect the target, taking 1d% percentage of the attack, with the ent receiving the blocked damage. Each ent has 2d20 Vitality. Fire does double damage to the ent. The ents can be cured. Hard Arcana
Entanglement nature 5 Soul 3 all enemy targets until freed Tracker's Mind Chamelonisim With the casting of this spell great roots shoot up from the ground and wrap around any ground based target, holding that target in place. That target is trapped to that spot. The target can act as normal as long as the actions do not require any movement. The target is unable to evade any attacks. To be freed, the target must make a hard Athletics check. Targets can be freed by others pulling the target out if they make a hard Athletics check. Attacks the roots does nothing but cause damage to the target since in reality there are no roots, simply earth magic taking on the appearance of roots. Normal Arcana
Entomb stone 10 Soul 5 1d8 spaces affecting 1 target 3 round death countdown Grounding Crevasse's Trick With a swift movement the earth opens up what appears to be a mouth with a long snout and closes on the target. The earth stands, holding the target. When the earth closes around the target that is counted as 3. Target’s turn goes by and the countdown goes down to 2. The target’s turn goes by again and the countdown goes down to 1. After the target’s next turn, the earth sinks to become once more level with the rest of the ground and the target is dead. The target can be freed by attacking the earth around the Entomb spell but only with magic. The Entomb Spell has 3d% Vitality, and once that Vitality is gone, the target will be freed. Hard Arcana
Erode water 4 Soul 2 1 target 1d6 spaces away 1d8 rounds Soak Soak This manipulation decreases the durability and attack value of the target's equipped weapon by 10% each time this spell is used on the target, for the duration of the spell. Therefore if you use this spell on the same target 5 times while the first casting is still active, the target's weapon damage will be decreased by 50%. Normal Arcana
Evaporilion desert 8 Soul 4 1 target 1d6 spaces away 1d8 rounds Scorpion Jab Desert's Thirst This manipulation draws out the water from the body of the target. 4d12 damage is done from the sudden loss of water. With a lack of water, the target gets fatigued and finally enters dehydration, having its movements and damage value cut in half. Hard Arcana
Executioner's Weapon death 6 Soul 3 self or 1 ally 1d4 rounds Fang Serenity's Calm This spell provides a special enchantment the weapon of your chosen ally (or your weapon). Death magic coats it deeply. Whenever your ally attacks, they roll a 1d6. If they roll a 6, the target dies instantly. Any other roll is inconsequential and you do damage as normal. Normal Arcana
Exploding Arrows flame 8 Soul 4 1 target and the surrounding spaces, 1d12 spaces away instant, explosion in 3 rounds Spark Explosion With this manipulation you choose a target and send the arrow into the enemy target. It lands on the mark and stays half-way in the body of the target doing initial damage of 5d10 points. In three rounds the arrow will explode, doing 5d12 more damage to the target and to any target within 1 space of the affected target. The arrow will explode within three rounds even if the enemy is dead or if the arrow was removed. Hard Arcana
Explosion flame 6 Soul 3 a 3x3 space area around the caster instant Spark Kindling This manipulation concentrates fire energy around your body. When sufficient power has been gathered you release it causing a small explosion around you. Anyone standing in the immediate vicinity is in the radius of the explosion and takes 2d10+2d8 damage. The explosion is short-lived and deals damage to anyone in the area, including allies. The user is unharmed however. Normal Arcana
Falcon Flight air 9 Soul 5 self 1d10 hours Haste Dove Flight This manipulation allows you to lift into a fast flight. You can go as high as 200 feet or 67 spaces into the air. You can move at 6 times your area or battle movement rates, 3 times your world movement rates, and can dive all 200 feet in a single turn. This can be used in world, area, and battle movement. Hard Arcana
Fang death 2 Soul 1 1 target instant Fang N/A This spell sends out two fangs at the target. You create these fangs out of death magic and they, together, do 2d6 magic damage to a single target. Easy Arcana
Fever Rising flame 8 Soul 4 1 target 1d6 rounds Visual Distortion Heat Wave This spell causes the target to experience a terrible fever which inflicts the target with Sickness status effect and hallucinations so that the target must make normal perceive checks to attack. Hard Arcana
Field of Decay decay 6 Soul 3 a 3x3 space area around a spot of your choosing 1d8 rounds Deconstruction Ghastly Presence With this spell the area of your choosing becomes corrupted by decay. Anyone, friend or foe, that find themselves in this field loose 2d20 as a percentage of current Vitality and Power. Normal Arcana