Arcessomancy Magic

Arcessomancy Progression Tree

 

Arcessomancy Progression Tree

 

Arcessomancy Magic Spells

Tier 1

Arcessomancy Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Ancestral Blessing With this summon you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you increasing your Melee Power and Fortitude by 30 temporarily. If you are not observant of your ancestors or have dishonored your family, the boost is half that. 10 SA + 1 Faded Hope Willow Leaf

2 Magic Actions
self 2d4rounds 1 skill point =
1 skill mastery %
Spirit Sight and Spiritual Communication abilities acquired
Haunting of the Lost With this summon you call upon the departed lost souls of the world to torment your enemies. Suddenly, your enemies begin hearing voices, feeling sudden temperature shifts, and seeing things which aren't there. This decreases their movement rates by ½ and removes their support actions during the duration of the summon. 10 SA + 1 Bog Beacon Mushroom

2 Magic Actions
all enemies 2d6 rounds 1 skill point =
1 skill mastery %
Spirit Sight and Spiritual Communication abilities acquired
Nature's Nurturing With this summon you call upon the spirit of mother nature, Ova, to aide you and your friends in battle. She does so by steadily and slowly restoring your lost life. This provides a small regenerative effect that restores 10 HP per round for you and you allies for the duration of the summon. The effect is not stackable. 10 SA + 1 Fairy's Stool Mushroom

2 Magic Actions
self and all allies 2d8 rounds 1 skill point =
1 skill mastery %
Concentration ability acquired
Otherworldly Magic With this summon you call upon the magic of the other realms of existence to empower your own magic. With this your magic spells immediately become non-elemental and they do 25% more damage or have a 25% greater healing effect. Basically it is like your magic has become strong against every element, even your own. This removes the negatives against elements you are weak against and removes the chances of immunity. Once the summon's duration is over, your magic returns to normal. 10 SA + 1 Black Rose Petal

2 Magic Actions
self 2d4 rounds 1 skill point =
1 skill mastery %
Spirit Sight and Spiritual Communication abilities acquired
Solara's Empowerment With this summon you call upon the goddess of the south wind to aide you and your friends in battle. A gust of southern warm wind envelopes your party, making you all immune to emotional status effects. You and your allies also gain double battle movement, and have your melee, throw, and bow powers increased by 50% for the duration of the summon. If you are not a worshiper of the winds, there is a 30% chance that she will not answer your summon. Those with a dark alignment are ignored. 10 SA + 1 Fire Lichen

2 Magic Actions
self and all allies 2d6 rounds 1 skill point =
1 skill mastery %
Concentration ability acquired
Zephyr's Enchantment With this summon you call upon the god of the west wind to aide you and your friends in battle. A gust of energizing wind flows from the west and envelops the party, doubling everyone of a neutral or positive alignment's battle movement, giving those of a dark alignment a decrease by half if they are in your party. It also grants everyone in the party an additional attack action regardless of alignment. If you are a worshiper of the winds, you will also get an additional defense action. When the summon's duration is over, you all return to normal. 10 SA + 1 Yellow Cap Mushroom

2 Magic Actions
self and all allies 2d4 rounds 1 skill point =
1 skill mastery %
Concentration ability acquired

Tier 2

Arcessomancy Effect
Cost
Range &
Area
Duration Skill Points to
Skill Mastery
Prerequisites
Ancestral Empowerment With this summon you call upon the spirit of your ancestors to empower you. They do so by making it easier for you to use your skills. If you are are one who has shamed your family or gives no thought to your ancestors, you only get double battle movement. Otherwise, you do not get a boost to your movement rate. Instead, all of your skills and spells, except arcessomancy, are reduced by 1 action cost. Once the summon's duration is done, you return to normal. 20 SA + 1 Arrow Root and 1 Blue Grass

3 Magic Actions
self 3d6 rounds 2 skill points = 1 skill mastery % Ancestral Blessing  mastered
Arcane Recreation With this summon you call upon the power of creation to make things new again. With each use of this summon, any one item no larger than 3 feet by 3 feet is made new again, fully restored. This includes armor and weapons. For larger objects, continual uses of this summon will be required. This cannot be used in battle 20 SA + 1 Purple Haze Lily and ½ pound Falgaa Bird Meat

Takes 1 hour
1 object or item in line of sight instant 2 skill points =
1 skill mastery %
Ancestral Blessing  mastered
Eros's Curse With this summon you call upon the power of the god of the east wind to aide you in battle. A harsh wind blows from the east and envelopes the enemy. For the duration of the summon, the enemies must make 1d6 rolls with each hit, with rolling a 5 or 6 causing them to damage themselves instead of their target. Eros is a dark and bitter wind. If you are of a light alignment, there is a 30% chance he might ignore you and a 5% chance he might affect you or any of your light alignment allies with the power of this summon as well. 20 SA + 1 vial Black Viper Blood and 1 Viper Grass

3 Magic Actions
all enemies, potentially everyone 3d4 rounds 2 skill points =
1 skill mastery %
Solara's Empowerment and Zephyr's Enchantment  mastered
Nature's Armor With this summon you call upon the power of Ova to protect you and your friends. She does so by providing all of you a protective layer of magical tree bark which covers your abdomen, legs, chest, and arms. This natural armor gives you a natural PR and MR of 25. The armor falls off and disappears after the duration is over. 20 SA + 2 Almonds

3 Magic Actions
self and all allies 3d4 rounds 2 skill points =
1 skill mastery %
Nature's Nurturing  mastered
Realm Reaching With this summon you attempt to call forth a power from the Shadow Realm to aide you in combat. You reach forward, attempting to pull forth this power, but nothing comes forth. Instead, your very hands disappear into the Shadow Realm and reappear in the physical realm, multiplied to be in front of every enemy that is present on the battlefield. Your total melee damage is divided among all of the enemy targets but the shock of seeing your hand come out of no where has a 45% chance of stunning each target for one round. There is a 10% chance that you and your allies will be stunned from shock as well. 20 SA + 1 Specter Daisy and 1 vial Black Maple Sap

3 Magic Actions
self instant 2 skill points =
1 skill mastery %
Otherworldly Magic  mastered
Shadow's Embrace With this summon you call forth a power from the Shadow Realm to protect you and your allies in battle. Great shadows appear and embrace you and all of your allies individually, taking half of any physical or magical damage done to the embraced for as long as he or she remains embraced. While embraced though, you cannot move or use physical attacks. You can use magic spells though. With each hit absorbed, the shadow will take 25% of the absorbed damage from the protected's EP for physical hits or SA for magical hits. Anyone that is embraced can end the embrace by asking the shadow to let go, though once this happens all of the shadows will disappear, protecting no one. Once the battle ends the spell will also end. 20 SA + 2 vials Black Maple Sap

3 Magic Actions
self and all allies 3d4 rounds 2 skill points =
1 skill mastery %
Otherworldly Magic  mastered
Soul of Legend With this summon you call upon the divine power of Mogen David to aide you and your allies in battle. He does so by empowering all of your and your friends weapons with a special holy power, as long as you and your allies have positive moral points. This holy power causes you to do 50% more damage against those with negative moral points and double damage against the undead and demons. This summon works for anyone as long as they have at least one positive moral point, alignment classification doesn't matter. The increased damage works against anyone with any negative moral points, even if they are neutral. Once the duration is over, the weapons return to normal. 20 SA + 1 vial Manna Rose Nectar and 1 Mogen's Tear Tulip

3 Magic Actions
self and all allies 3d6 rounds 2 skill points =
1 skill mastery %
Otherworldly Magic  mastered
Soul of Forsaken With this summon you call upon the dark power of Zodo to aide you and your allies in battle. He does so by empowering all of your and your friends weapons with a special dark power, as long as you and your allies have negative moral points. This dark power causes you to do 50% more damage against those with positive moral points and double damage against those who are worshipers of Mogen David. This summon works for anyone as long as they have at least one negative moral point, alignment classification doesn't matter. The increased damage works against anyone with any positive moral points, even if they are neutral. Once the duration is over, the weapons return to normal. 20 SA + 1 vial Manna Rose Nectar and 1 Zodo's Eye Orchid

3 Magic Actions
self and all allies 3d6 rounds 2 skill points =
1 skill mastery %
Otherworldly Magic  mastered
Tyria's Blessing With this summon you call upon the goddess of the northern wind to aide you and your allies. She does so by increasing your attack and defense actions of you and your allies by x 2, regardless of alignment. If you are a worshiper of the winds, she grants you an additional attack and defense action. Because Tyria is neutral, she takes some pitty on the enemies, doubling their battle movement rates, tripling them if they worship the winds. Once the duration of the summon is over, all returns to normal. 20 SA + 2 Manna Rose Petals

3 Magic Actions
battlefield 3d4 rounds 2 skill points =
1 skill mastery %
Solara's Empowerment and Zephyr's Enchantment  mastered
Whispers of the Dark With this summon you call out into the spirit realm, begging any who might be listening for aid. Voices begin to whisper to everyone on the battlefield, telling them things that could either increase or decrease their attacking power. The arcessomancer will get an increase of +20 to offense and magic powers regardless. Everyone else must make a luck check, with the allies of the arcessomancer getting a 20 point bonus. If they succeed at the luck check, they get the same +20 bonus to their offense and magic powers. If they fail, their offense and magic powers are cut in half. Once the summon's duration ends, all returns to normal. 20 SA + 2 Black Rose Petals

3 Magic Actions
battlefield 3d6 rounds 2 skill points =
1 skill mastery %
Haunting of the Lost  mastered

Tier 3

Arcessomancy Effect Cost Range &
Area
Duration Skill Points to
Skill Mastery
Prerequisites
Ancestral Rage With this summon you call forth the spirits of your ancestors to help you in battle. The ancestors are enraged at those who dare to attack you, and rush forth across the battlefield doing 5d20 + 20 increased by magic power magical damage to every enemy target. If you are a vigilant observer of your ancestors and they are proud of you, your magic power will be doubled for this attack. 30 SA + 3 Fire Lichen

4 Magic Actions
all enemies instant 3 skill points =
1 skill mastery %
Ancestral Empowerment  mastered
Black Flame With this summon you plead to the powers of Xodod to help you in combat. You are granted a powerful magical projectile to do so. This summon allows you to call forth small blasts of non-elemental xodod flame that you can hurl at your enemies. Each blast does 25d4 non-elemental magic damage increased by your magic power. If you are a worshiper of Zodo, you get an additional 5d4 and an increase of 25% to your magic power. This will replace your spell action during the duration of this summon. 30 SA + 2 Black Rose Petals and 1 Fire Lichen

4 Magic Actions
self 3d8 rounds 3 skill points =
1 skill mastery %
Whispers of the Dark  mastered
Cries of the Damned With this summon you call upon the spirit realm asking for help. What replies are the damned and lost souls trapped within the Shadow Realm who have long lost their sanity. Their cries and moans affect all but the arcessomancer, causing all to need to make will checks. Those who fail to make will checks will be stunned for the first round and loose 75% their movement rate for the duration of the battle. The arcessomancer can help his or her allies to avoid this fate by spending an extra 15 SA per ally they wish to protect. This summon can only be called upon once per battle. 30 SA + 2 Ghost Orchids and 1 Skull Cap Mushroom

4 Magic Actions
battlefield instant 3 skill points =
1 skill mastery %
Whispers of the Dark mastered
Life Gamble With this summon you call upon the power of the ever neutral god of death, Spector, in your moment of need. Refusing to take sides, Spector leaves it all to chance, coating everyone on the battlefield with his power. Everyone including you must roll a 1d6. Whoever rolls anything except 6 will have their HP fully restores and their SA and EP restored by 50% of their max SA and EP. Whoever rolls 6 though are instantly killed. This affects everyone, allies, enemies, and yourself. 30 SA + 2 Spotted Mold and 1 Faded Hope Willow Leaf

4 Magic Actions
battlefield instant 3 skill points =
1 skill mastery %
Ancestral Empowerment and Nature's Armor  mastered
Light's Blessing With this summon you call upon the powers of the light realm for aide. The light responds, granting all of your allies a boost of double their offense and magic power if you agree to sacrifice half of your offense and magic power. Those who are of a positive alignment, including enemies, will get an additional attack and support action for the summon's duration. Once the summon's duration is up, all return to normal. 30 SA + 3 Bog Beacon Mushrooms

4 Magic Actions
all allies, potentially everyone 4d4 rounds 3 skill points =
1 skill mastery %
Arcane Recreation  mastered
Maddening Temptation With this summon you call upon the lord of the shadow realm, Joasri, for help. The great trickster responds by whispering into the minds of all but the arcessomancer, asking for a sacrifice of 50 HP from allies and enemies. Those who refuse must make a will check with a 20 point penalty. If they fail the will check, they begin to hallucinate and begin to attack themselves to try and rid themselves of the monsters they imagine are on them. The temptation then comes in the second round where they are promised that they would be cured of their fears if they would sacrifice 100 HP. If they refuse, the will continue to attack themselves and hallucinate for the duration of the summon. 30 SA + 1 Snake Grass and 2 Black Lichen

4 Magic Actions
battlefield 4 rounds 3 skill points =
1 skill mastery %
Whispers of the Dark  mastered
Realm Traveler With this summon you call out to whoever may be listening for aide. Who responds is a wandering shadow warrior that is able to travel across the natural realm and the shadow realm. He arrives upon the battlefield, ready and willing to help the arcessomancer, but is ever confused about who is the enemy. Each round of the summon he will approach a random single target and ask for 25 SA. If the target agrees, the target will be left alone for that round. If the target refuses, the warrior will attack the target, doing 80 magical damage to the target instantly. Once the summon's duration is over, the warrior will disappear. 30 SA + 1 Black Lichen and 2 Purple Haze Lilies

4 Magic Actions
1 target 3d6 rounds 3 skill points =
1 skill mastery %
Realm Reaching mastered
Season's Warrior With this summon you call upon the power of the four winds to help you in combat. The four winds respond, with Eros giving your weapon an extra 2d20 magic damage plus 2d10 poison damage. Zephyr blesses your feet giving you double movement. Solara blesses your armor so that is neglects 20% of any physical or magical damage. Tyria increases your reflexes giving you a +20 to Evade %. If you are a worshiper of the winds, all the bonuses are increased by 50%. When the duration is over you return to normal. 30 SA + 1 Morning Glory, 1 Sun Flower, and 1 Moon Flower

4 Magic Actions
self 2d8 rounds 3 skill points =
1 skill mastery %
Eros's Curse and Tyria's Blessing mastered
Shadow's Hound With this summon you call upon the shadow realm for aide. The shadow realm responds by sending you a shadow hound – a terrifying beast of shadow that looks like a large dog. The shadow hound will protect whoever you instruct it to protect by blocking any attack and counter attacking for the protected doing 30+8d10 magic damage each hit, with a 1d6 roll where rolling a 6 equals instant death for the target. The hound will drain life from the one it protects though, draining 2d10 pure HP off of the target for each hit it blocks. The protected can ask the hound to go away and stop protecting him or her before the duration ends, which the hound will do after taking another 4d6 pure HP from the protected. 30 SA + 2 Specter Daisy and 1 Black Eye Pea

4 Magic Actions
1 target 1d12 rounds 3 skill points =
1 skill mastery %
Shadow's Embrace mastered
Unbreakable Will With this summon you call for help to withstand possession and mind alteration, and that is what you gain. During the rest of the battle, you cannot be controlled. 30 SA + 3 Almonds

4 Magic Actions
self duration of battle 3 skill points =
1 skill mastery %
Either Nature's Armor, Soul of Legend, or Soul of Forsaken mastered

Tier 4

Arcessomancy Effect Cost Range & Area Duration Skill Points to
Skill Mastery
Prerequisites
Angelic Host With this summon you call upon the holy realm of Elysium, inviting your body as a vessel for a holy being to use. A holy angelic being takes possession, doubling your HP, SA, and EP. Your magic power is also doubled and your attacks do double damage to anything of a dark alignment. If you have not used Unbreakable Will before using this summon, you have to make a Will check to be able to act once possessed. Otherwise the GM will act for you. You will get 1 free will check per round. If you used Unbreakable Will, you will remain in control of your character. Once the duration is finished, the being leaves your body and you are stunned for 1 round. If you do not have positive moral points, your summon will be ignored. 40 SA + 2 Mogen Tear Tulips and 2 vials of Manna Rose Nectar

5 Magic Actions
self 1d20 rounds 4 skill points =
1 skill mastery %
Unbreakable Will mastered
Cursed Fire With this summon you call upon the power of Xodod to aide you in battle. A great dimensional rift opens up in a straight line crossing the battlefield exactly 6 hex in front of you. From that rift a terrible wall of non-elemental flame called Xodod's Flame erupts. Those it looks like fire, it is non elemental and inextinguishable. The fire reaches to the ceiling or fifty feet if there is no ceiling lower than fifty feet, and crosses the battlefield, effectively cutting off those on the other side of the one hex wide wall from the others. Any in the path is burnt instantly doing 10d12 magic damage and thrown 6 hexes in the opposite direction from you in whatever state they remain in. You can only have one wall of Xodod flame at a time. Once the duration is over, the fire disappears and the rift closes up. 40 SA + 2 Zodo's Eye Orchids and 2 Fire Lichens

5 Magic Actions
6 hex in front, battlefield in length, 1 hex in width 3d8 rounds 4 skill points =
1 skill mastery %
Black Flame mastered
Death's Judgment With this summon you call upon the power of Spector, the god of death, asking for him to vanquish your enemies. His power comes onto the battlefield to judge your enemies. Each enemy must roll a 1d6. If they roll a 6, they are instantly killed. If they roll a 1, they are restored completely. Any other number is multiplied by 20 and dealt against them as magic damage. 40 SA + 1 Spotted Mold and 3 Skull Cap Mushroom

5 Magic Actions
all enemies instant 4 skill points =
1 skill mastery %
Life Gamble mastered
Demonic Host With this summon you call upon the holy realm of Xodod, inviting your body as a vessel for a demonic being to use. A demon lord takes possession, doubling your HP, SA, and EP. Your magic power is also doubled and your attacks do double damage to anything of a light alignment. If you have not used Unbreakable Will before using this summon, you have to make a Will check to be able to act once possessed. Otherwise the GM will act for you. You will get 1 free will check per round. If you used Unbreakable Will, you will remain in control of your character. Once the duration is finished, the being leaves your body and you are stunned for 1 round. If you do not have negative moral points, will instantly receive enough negative moral points to be considered dark. 40 SA + 2 Zodo's Eye Orchids and 2 vials of Red Imp's Blood

5 Magic Actions
self 1d20 rounds 4 skill points =
1 skill mastery %
Unbreakable Will mastered
Ectoplasmal Flood With this summon you call upon the spiritual realm for help in battle. The spirit realm opens up and a wave of ectoplasm rolls across the battlefield, doing instantly 12d10 magic damage to all enemy targets and poisoning them for 3d10 HP poison damage. You and your allies are safely enclosed in spiritual bubbles until the flood is gone. 40 SA + 4 vials of Ectoplasm

5 Magic Actions
battlefield instant 4 skill points =
1 skill mastery %
Maddening Temptation and Shadow's Hound mastered
Spiritual Host With this summon you call upon the spirit realm, inviting your body as a vessel for a powerful spirit of your ancestor to use. A powerful ancestor takes possession, doubling your HP, SA, and EP. Your magic power is also doubled. If you have not used Unbreakable Will before using this summon, you have to make a Will check to be able to act once possessed. Otherwise the GM will act for you. You will get 1 free will check per round. If you used Unbreakable Will, you will remain in control of your character. Once the duration is finished, the spirit leaves your body and you are stunned for 1 round. If you do not have a strong connection with your ancestors, there is a 20% chance that your plea will go ignored. 40 SA + 2 Specter Daisy and 2 vials of Ectoplasm

5 Magic Actions
self 1d20 rounds 4 skill points =
1 skill mastery %
Unbreakable Will mastered
Terror's Scream With this summon you call upon the powers of the Shadow Realm to aide you in battle. What answers are the blood curdling screams of the lost and torments souls stuck in the realm between realms. The scream is so sudden, so loud, and so frightening, it threatens to stun everyone except the arcessomancer for 1d3 rounds, decrease their movement rates by half for the rest of the battle, and do 3d12 pure HP damage. The stun and movement loss can be avoided by making a successful will check with a 5 point penalty, but not the damage. The arcessomancer can protect his or her allies by offering up 10 of his or her own HP per ally. Doing so would give them the same protection from the summon that the arcessomancer enjoys. 40 SA + 2 vials of Red Imp's Blood and 2 Ghost Orchids

5 Magic Actions
battlefield instant 4 skill points =
1 skill mastery %
Cries of the Damned mastered
The Light Traveler With this summon you call upon the powers of the Light Realm. The Light Realm sends you a warrior that will fight along side you for the duration of the summon. Each round this warrior can only do one action which you can choose. It can either attack an enemy target doing 10d12 damage or heal an ally for 10d12HP. If an ally is dead it can sacrifice itself to bring the ally back alive at full HP, but doing so will end the summon. The light warrior has unlimited movement and range. 40 SA + 2 Manna Rose Petals and 2 vials of Manna Rose Nectar

5 Magic Actions
1 target 2d12 rounds 4 skill points =
1 skill mastery %
Light's Blessing mastered
Xodod's Gift With this summon you call upon the powers of Xodod to help you in combat. You are given a mighty gift as a response. Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 6d12. Once the duration of the summon is over, your weapon returns to normal. If you are not of a dark alignment when you first use this summon, using this summon will instantly make your alignment dark. 40 SA + 2 Zodo's Eye Orchids and 2 vials of Bog Imp's Blood

5 Magic Actions
self 3d4 rounds 4 skill points =
1 skill mastery %
Black Flame mastered

Tier 5

Arcessomancy Effect Cost Range &
Area
Duration Skill Points to
Skill Mastery
Prerequisites
Ancient Summoning With this mighty summon you call upon the ancient spirits to come and assist you and your allies in battle. A great and terrible ancient chimera comes forth from the spirit realm to fight along side you and your allies. Each round the chimera will melee attack an enemy of your choice or blow spiritual flame at all enemy targets. The melee attack deals 120 damage over three hits. Any evasion of defense against this would be per individual hit. The spiritual flame will do 7d20 magic damage. Once the summon's duration is over, the ancient beast will disappear. 50 SA + 2 Dragon's Eyes and 3 vials of Bog Imp's Blood

6 Magic Actions
1 target 2d8 rounds 5 skill points =
1 skill mastery %
Ancestral Rage Spiritual Host, and Summon Lost Familiar mastered
Angelic Summoning With this mighty summon you call upon the beings of Elysium to come and assist you and your allies in battle. A powerful angelic being comes forth to fight along side you and your allies. Each round the angel will melee attack an enemy of your choice or blast holy light at all enemy targets. The melee attack is a three-hit combo that deals 120 damage. The holy light will do 7d20 magic damage to normal targets or 10d20 magic damage to the undead or targets with dark alignment. Once the summon's duration is over, the angel will disappear. If you are not of a light alignment the summon will not work. 50 SA + 2 Mogen's Tear Tulips and 3 vials of Blue Dragon's Blood

6 Magic Actions
1 target 2d8 rounds 5 skill points =
1 skill mastery %
Angelic Host and Prayer mastered
Demonic Summoning With this mighty summon you call upon the beings of Xodod to come and assist you and your allies in battle. A powerful demon lord comes forth to fight along side you and your allies. Each round the demon will melee attack an enemy of your choice or blast xodod fire at all enemy targets. The melee attack is a three-hit combo that deals 120 damage. The xodod fire will do 7d20 magic damage to normal targets or 10d20 magic damage to the targets with light alignment. Once the summon's duration is over, the demon will disappear. If you are not of a dark alignment the first time you use the summon, you will instantly become dark. 50 SA + 2 Pig's Hearts and 3 vials of Red Dragon's Blood

6 Magic Actions
1 target 2d8 rounds 5 skill points =
1 skill mastery %
Demonic Host and Zodo's Blessing mastered
Portals of Xodod With this mighty summon you the powers of Xodod to aide you in battle. Great rifts open to the very pits of hell all over the battlefield and from it the tortured souls prisoned there rush out in a mad frenzy, running through any enemy in their path as they look to escape their eternal judgment, only to get pulled back in at the last possible second, hitting the enemies a second time in the process. With this summon you get 2d10 tortured souls who each will do 4 points of straight HP damage to the enemy they hit, decided by the GM. Once the summon is over the portals close back up. If your alignment is not a dark alignment when you first use this summon, your alignment will change to dark. 50 SA + 1 Pig's Heart, 1 Zodo's Eye Orchid, and 3 vials of Mercury Dragon's Blood

6 Magic Actions
all enemies instant 5 skill points =
1 skill mastery %
Cursed Flame, Xodod's Gift, and Zodo's Blessing mastered
Shade's Nightmare With this mighty summon you call upon the powers of the Shadow Realm to send a powerful beast to help you and your allies in battle. The forces respond by changing you temporarily into that beast. A dark wave washes over you and you painfully shred skin as you change into a terrifying giant winged monster from one's nightmare. As this powerful beast your magic power and offense is doubled and you get a new attack, a shadow flame, that will hit every single enemy doing 12d12 magic damage that is amplified by your magic power. Once the duration of the summon is up, you are left with half your HP remaining and stunned for one round. 50 SA + 2 vials of Ectoplasm and 3 vials of Bog Imp's Blood

6 Magic Actions
self 3d4 rounds 5 skill points =
1 skill mastery %
Ectoplasmal Flood mastered
Solara's Embrace With this mighty summon you call upon the power of the goddess of the southern wind to help you and your allies. A warm southernly wind blows around you and your allies, forming a wispy, translucent figure that seems to be embracing each one of you individually. For the duration of the summon, the figure will block all physical damage and absorb 50% of magical damage. With physical damage there is no cost to the protected, but with magical damage, if the protected wants the 50% block the protected has to offer half that in SA. The protected can move, attack, use spells, and act as normal. If one of the allies is of the dark alignment, he or she will not be protected. If one of the allies or the arcessomancer is a worshiper of the winds, they will get double movement rates. 50 SA + 1 vial of Black Widow Poison and 4 vials of Black Maple Syrup

6 Magic Actions
self and all allies 1d10 rounds 5 skill points =
1 skill mastery %
Season's Warrior mastered
Storm of Light With this mighty summon you call upon the Light Realm for assistance. Beams of light batter the battlefield and the enemies, appearing very much like lightning bolts. All enemies are dealt 15d12 damage, though if they have reflective armor such as glass the light will be reflected harmlessly away. All enemies will also suffer visual instability for the remainder of the battle, having to make perception checks to move or act. The arcessomancer and his or her allies are unharmed. 50 SA + 2 Sun Flowers and 3 Morning Glories

6 Magic Actions
all enemies instant 5 skill points =
1 skill mastery %
The Light Traveler mastered
The All-Seeing With this mighty summon you plead to Zodo for assistance. The Soul of Zodo responds, creating a great distended eye high above the area. This summon's uses depend upon the situation. If it is out of battle while exploring, the Eye of Zodo will grant the arcessomancer a view of the entire level of the area he or she is at, showing treasures, paths, and any possible dangers. If it is in battle, the Eye of Zodo will disclose all information about every enemy target to the arcessomancer. It will further cause great fear in every target, decreasing all of their movement rate by half, having a 30% chance of being stunned by fear, and making them avoid the arcessomancer at any cost. 50 SA + 1 Zodo's Eye Orchid, 1 Pig's Heart, 1 Dragon's Eye, and 2 vials of Red Dragon's Blood

6 Magic Actions or 12 Adventure Actions
entire area or battlefield instant 5 skill points =
1 skill mastery %
Terror's Scream and Zodo's Blessing mastered
Zephyr's Call With this mighty summon you call upon the power of the god of the west wind for aide. A mighty western wind blows past you and your allies, granting you all double your battle actions and movement rates. In then blows past all your enemies, cutting their movement rates in half and having a 25% chance per target to stun them for one round. If you or any of your allies are worshipers of the winds, it will be triple movement rates. If any of your enemies are worshipers of the winds, they will be ignored unless they are the only worshipers and you or your allies are not. In that case they will also get double movement rates and battle actions. 50 SA + 2 Moon Flowers and 3 Bog Beacon Mushrooms

6 Magic Actions
battlefield 3d6 rounds 5 skill points =
1 skill mastery %
Season's Warrior mastered

Tier 6

Arcessomancy Effect Cost Range &
Area
Duration Skill Points to
Skill Mastery
Prerequisites
Cataclysm's Call With this powerful summon you call upon all of the spirits whose lives were lost through cataclysm. All at once the terrible and frightful energy of all those lost during a terrible global tragedy rushes the battlefield. Every enemy is quickly dealt 20d10 magical damage, the damage being as quick and terrible as it was when these poor souls suddenly lost their lives. 60 SA + 2 Dragon's Eyes, 2 Chaos Hyrda Claws, 1 Chaos Hydra Heart, and 1 Chaos Hydra Scale

7 Magic Actions
all enemies instant 6 skill points =
1 skill mastery %
Either Ancient Summoning, Angelic Summoning, or Demonic Summoning  mastered
Eros's Scream With this powerful summon you call upon the power of the foul god of the east wind to destroy your foes. A terrible, screaming, miniature tornado roars its way onto the battlefield and becomes the arcessomancer's ally. The twister takes up four hexes and has a seemingly endless height if outside, or reaches the ceiling if inside. Each round of the summon's duration, the arcessomancer can direct the twister summon to attack an enemy. The twister will spin towards and into the enemy, doing 25d8 magical damage. The twister will do the same damage to any enemy or ally in its path as it moves towards its target, and if any enemy or ally are immediately adjacent to the twister's four hex area, they will suffer that same damage when the twister attacks. Any target that suffers damage is further stunned for one round. When the summon's duration is over, the twister vanishes. 60 SA + 3 Pig's Hearts and 3 vials of Ectoplasm

7 Magic Actions
any target 2d6 rounds 6 skill points =
1 skill mastery %
Solara's Embrace and Zephyr's Call mastered
Tyria's Arrival With this powerful summon you call upon the power of the neutral goddess of the north wind to stop your enemies. A sharply cold north wind quickly blows into the battlefield. Everyone who is not a worshiper of the winds, including the arcessomancer, must roll a 1d6. Rolling a 4 or 5 freezes the target in place for 1d3 rounds, making the target unable to move or act. Rolling a 6 damages the target by 12d20 magic damage. Rolling anything else spares the target. If anyone is a worshiper of the winds, they are immediately spared. 60 SA + 2 Moon Flowers, 1 Chaos Hydra Tongue, 1 Blue Dragon Tongue, and 2 vials of Blue Dragon's Blood

7 Magic Actions
battlefield instant 6 skill points =
1 skill mastery %
Solara's Embrace and Zephyr's Call mastered


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  • mythus
    mythus  3 weeks ago

    we can use the link i just shared to post and test and make sure everything works for us. We'll be usiing that link until everything is moved over. after that it will just be legendsofnorova.net

  • mythus
  • mythus
    mythus  3 weeks ago

    i notice that no one else has responded to the post

  • mythus
    mythus  3 weeks ago

    no not yet, however, yesterday we had thanksgiving at the kids birth mom's family. today shelly's mom is over with shelly doing thanksgiving prep, and so on. friday will be the last day of our thanksgiving with our famiily feast. I had to finish the upstairs rooms, the floorboards, light switches, and such.

  • DreamWriter05
    DreamWriter05  3 weeks ago

    It's not Thanksgiving yet.

  • mythus
  • mythus
    mythus  3 weeks ago

    sorry guys, been very busy with thanksgiving prep at home

  • Gryphon
    Gryphon  4 weeks ago

    That’s okay , I’ve got my hands working on making some polymer clay more pliable. I use FIMO and some colors are stiffer in nature than others. I’m working on my flowers of hope, since I’ve got the day off from work.

  • DreamWriter05
    DreamWriter05  4 weeks ago

    @Gryphon I'll post for Ruby soon. Just need to fuel up first. Be looking for a post either tonight or sometime tomorrow. :D

  • Gryphon
    Gryphon  4 weeks ago

    Ouch. Stupid bugs. Knowing you Mythus you’ll squash them. Where’s a can of raid when you need it?


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