Fiery Ring
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flame
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8 Soul
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4
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Ring: self or 1 ally; Blasts: 1 target per shot
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1 day or 3 shots
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Pyro Enchantment
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Searing Aura
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When you create Fiery Ring, the magic creates a ring of pure fire magic on the primary hand of your chosen ally or yourself. This ring can discharge three magical blasts of fire, dealing 4d12 points of damage per shot, before disappearing.
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Hard Arcana
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Fire Blast
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flame
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8 Soul
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4
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1 target
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instant
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Fire Streak
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Plasma Shot
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With this manipulation you concentrate the fire into a sphere. You send the orb at your target. The orb crashes into its target and explodes only in the direction of the enemy target, doing 4d10 + 1d4 damage.
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Hard Arcana
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Fire Streak
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flame
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2 Soul
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1
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1 target
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instant
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Fire Streak
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N/A
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With this manipulation, you create a long tail of fire that chases after spell, dealing 5d4 points of damage to the enemy target as it hits the target.
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Easy Arcana
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Fire Well
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flame
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10 Soul
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5
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1 target per blast
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1d6 rounds
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Pyro Enchantment
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Fire's Warding
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With this manipulation you open up a portal to the Well of Fire. You float above the well and each turn siphon off fire from this well. Each round you have four projectiles of concentrated and explosive fire magic to launch at any target you wish. Each projectile deals 6d10 damage. While in the spell fire protects you from all harm and prevents you from moving from your position above the well. You can only shoot the magic given to you by this spell while this spell is active, unable to do anything else.
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Hard Arcana
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Fire's Illusion
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flame
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8 Soul
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4
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1 target
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1d6 +1 rounds
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Visual Distortion
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Heated Touch
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With this spell you cause a target to think that they are on fire. The target will do whatever it takes to put out the fire. By the second round, the target will have taken off all of its armor and by the end of the spell it will be rolling around on the ground like an idiot, screaming as if its on fire. No real damage is done to the target, unless the target does it to itself. The target can attempt a normal Mental Stability check.
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Hard Arcana
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Fire's Punishment
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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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instant
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Visual Distortion
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Children of Fire
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This spell creates a large fire that glows with power. The fire becomes the shape of a long hammer that you hold. You point out the target with the hammer and the clear, burning hammer flies through the air, spinning, and crashes into the target, creating a small explosion of energy doing 10d10 and stunning the target for 1 round.
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Impossible Arcana
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Fire's Steed
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flame
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6 Soul
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3
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next to caster
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1d10 hours
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Visual Distortion
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Smoke Screen
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With this manipulation you summon a warhorse that looks to be from the very pits of Xodod. This warhorse bears a mane and tail of fire and appears to be composed of burning coal, but touching it won't harm you or your allies. You may ride this horse. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the spell the horse extinguishes into ash.
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Normal Arcana
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Fire's Warding
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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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1d6 rounds
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Pyro Enchantment
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Flaming Barrier
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Fire offers warding to you or an ally of your choosing, for a price, coating the protected target in a red glow. Any magic spell done to the protected target will be redirected back to the attacker. Any arrows or crossbow bolts will be burnt away before they can affect the protected. Any other projectiles will do half damage. Any melee attacks against the protected will cause the attacker 1d12 burn damage to Vitality for 1d4 rounds. The protected will suffer 1d4 burn damage per round for the duration of the spell.
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Hard Arcana
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Fitful Strobe
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light
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8 Soul
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4
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1 target
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instant
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Glow
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Flash
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This spell assault a target with lots of strobe lights of various colors. The target must make a hard Endure. If the target fails, the target will have a seizure, being unable to act for 2 rounds and having visual instability for the following 3 rounds. If the target succeeds, the target will have nausea and visual instability for 3 rounds.
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Hard Arcana
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Flaming Barrier
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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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1d6 rounds
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Pyro Enchantment
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Sealing Wounds
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This spell summons a circle of fire that spreads out from you and then grows high. The fire burns anything that tries to get through, doing 3d10 + burns damage to any living target that tries to get through. Anyone on the inside can send projectiles and magic out but cannot melee attack any target outside of the barrier.
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Normal Arcana
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Flare
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light
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4 Soul
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2
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1 target
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instant
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Glow
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Glow
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With this manipulation you conjure up a ball of light and compress it into a single point of vision. You then send the spell out to work on its own. The spell continues out to the target selected and then explodes in front of the target, blinding the target for 3 rounds and dealing 2d8 damage.
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Normal Arcana
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Flash
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light
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6 Soul
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3
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all enemy targets
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1d6 rounds
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Glow
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Glaring Light
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This spell causes a bright flash that causes all enemy targets in the battlefield to have visual instability. Allies and the spell caster are protected from the flash.
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Normal Arcana
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Flash Explosion
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light
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6 Soul
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3
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6 spaces affecting a 4x4 space area
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instant
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Piercing Light
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Light Arrow
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This spell causes an explosion of pure light. All enemy targets will suffer blindness for 2d4 rounds. Any target in the area of affect, ally and enemy, will suffer 3d10 +1d4 magic damage. Allies and the caster are protected against the blindness effect of the spell.
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Normal Arcana
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Funnel of Power
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air
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10 Soul
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5
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1 target
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1d6 rounds
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Airess
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Wind Guardian
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This manipulation enchants a weapon of your choice with the ability to knock down a target on hit and dealing an extra 4d10 points of damage with every hit. You can cast this spell on anyone’s melee weapon. The magic appears to be wind swirling around the part of the weapon that hits the enemy. You can only use this spell on melee, hand-held weapons.
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Hard Arcana
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Gale Force
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air
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10 Soul
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5
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a 6x6 space area around the caster
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instant
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Airess
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Tornado's Restraint
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Wind explodes from your body in all directions, lifting people from their feet and throwing them to the ground. The wind itself buffers each target differently possibly doing different amounts of damage to each target before the wind dies down and the spell ends. The potential damage to each target is 5d12, rolled individually per target. You and your allies are not affected.
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Hard Arcana
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Ghastly Presence
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decay
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4 Soul
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2
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1d20 spaces affecting 1 target
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instant
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Deconstruction
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Deconstruction
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With the creation of Ghastly Presence, a ghost-like formation appears behind the target. The ghost suddenly starts attacking with spiritual claws at the back of the target doing 5d4 magic damage, and then disappears.
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Normal Arcana
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Ghostly Mount
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decay
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4 Soul
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2
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next to caster
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1 day
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Deconstruction
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Deconstruction
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This spell brings back an undead horse. The appearance of it is nothing but bones that glows with an eerie purple light and its eyes are replaced with purple flame. The horse is completely loyal and it’s stats are double that of a war horse.
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Normal Arcana
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Glaring Light
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light
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4 Soul
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2
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1 target
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1d6 rounds
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Glow
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Glow
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With this spell you place a glaring bright light in front of the target. This causes the target to experience visual distortion.
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Normal Arcana
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Glimmering Hope
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water
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4 Soul
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2
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any 3 targets
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instant
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Distortion
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Distortion
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This spell conjures up an orb of water that floats into the air. The orb then breaks, sending three shots of water magic out at three different targets of your choosing. Each shot does 2d12 points of damage.
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Normal Arcana
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Glow
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light
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1 Soul
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1
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1 target
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until ended
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Glow
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N/A
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With this spell you can cause a small object, weapon, or body part to glow brightly. This glow produces enough light to light up a 30x30 foot area.
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Easy Arcana
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Glowing Shield
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light
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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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Glow
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Comforting Light
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This spell provides you or your chosen ally a small buckler shield made of light. This shield can be used with the block or magic block skill and provides 1 Physical Armor and 4 Magical Armor.
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Normal Arcana
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Gravel Pelt
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stone
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4 Soul
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2
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1 target 1d20+1 spaces away
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instant
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Dust Devil
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Dust Devil
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Gravel Pelt does exactly what the name implies, it pelts the enemy with small stones. The magic launches four stones at the target. The magic pummels these stones into the target doing 2d6+1d4 magical damage and then the stones fall to the ground, as ordinary as any other stone on the side of a road.
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Normal Arcana
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Graveyard's Warding
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decay
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2 Soul
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1
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a 3x3 space area around an area up to 1d20 spaces from caster
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1d6 rounds
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Graveyard's Warding
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N/A
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The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their melee, bow, and throw power is weakened greatly, giving a penalty to the melee, bow, and throw power of all targets, friend or foe, caught within the affected area. The penalty is -1d12.
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Easy Arcana
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Green Climber's Lure
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nature
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10 Soul
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5
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|
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|
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This spell grows the lure of a green climber on the vines entrapping its target - its heavily scented blossom. Creatures all around have a hard time ignoring the lure. Any creature that is within 10 spaces will be drawn to this lure. Each creature will have to make a hard endure check, if they fail, they will go straight to the lure and be held there gazing upon the lure until the target makes a hard endure check. The lure is fake of course, but it smells very real. You and your allies however know that it is fake and are not affected by it. With this spell you can set up elaborate traps.
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Hard Arcana
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Grounding
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stone
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2 Soul
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1
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1 target
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1d4 rounds
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Grounding
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N/A
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This spell seals the target in place. This spell makes it so that no knock back, knock down, or any other moving or unbalancing action can affect the target. This causes the target to be immune to knock back and knock down effects. This spell also lowers damage taken by the target by 1/4th. The negative aspect, if used on allies or yourself, is that the target can't move from its location once grounded.
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Easy Arcana
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Guardian Form
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stone
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7 Soul
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4
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self or any 1 ally
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1d6 rounds
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Solidity
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Stone Skin
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With this manipulation, you rip up the soil from the ground and surround yourself or your ally in it until you appear to be a monster of earth. The affected is given an extra 1d20 + 1d12 Physical Armor and 1d12 Magical Armor. The affected can attack with a heavy earthen fist that punches the target doing affected's strength + arcana points of physical damage, having a punch range of 2 spaces. As soon as the duration is over, the dirt falls away, leaving the affected as he or she was before the spell started.
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Hard Arcana
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Haste
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air
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2 Soul
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1
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1 target
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1d6 rounds
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Haste
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N/A
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With this manipulation you gift your target with a boost of speed by pushing them faster with wind magic and negating all air resistance. With this boost the target's Move and Acrobatics will be doubled. You can use this on any target including yourself.
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Easy Arcana
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Healing Light
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light
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6 Soul
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3
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1 target
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instant
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Glow
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Comforting Light
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With this spell you use the warm healing power of light to heal others or yourself. With this spell you can restore 2d12 plus Arcana worth of Vitality.
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Normal Arcana
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Heat Control
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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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1 hour
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Visual Distortion
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Visual Distortion
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This manipulation allows you to control how your body react to heat. With this you can safely ignore the temperature of an area.
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Normal Arcana
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Heat Wave
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flame
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6 Soul
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3
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a straight line from you starting 1 space wide growing by 2 spaces each space affecting all in path
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1d4 rounds
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Visual Distortion
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Superheat
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With this manipulation, you summon your power and turn it into heat energy. You will then send the heat out in a wide, fan like motion towards the targets. When the heat wave hits a target (friend or foe), the heat hangs over the target. This causes nausea and heat exhaustion which decreases the target’s movement by half and decreases damage potential by 20% for the spell's duration.
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Normal Arcana
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