
Ignimancy is the magic of the runic element, fire. Therefore it has the following properties:
Magic Type: Fire Magic
Effects on Magic Damage: Double runic energy for magic attacks done against those of the earth element.
Effects on Magic Defense: 20% chance for immunity to fire and earth magic attacks.
Supportive Effects: Automatically increase offensive power and bow power by 5.
Affinities: Flame, Light
Months: Sublyme, Flamerule
Fire Magic is magic that involves the manipulation of the fire element, and all of the aspects that come with or from fire Fire Magic is categorized into the following: Pyromancy and Photomancy.
- Pyromancy is the control and manipultion of fire and heat. It is primarily offensive, however, pyromancy also has some strong buff spells and even protection and healing spells. It's affinity is flame.
- Photomancy is the control of the light given off by fire. Photomancy is mainly about support and healing. It's affinity is light.
Minor elemental manipulation usually involves effecting fire and heat.
Fire Affinities
Those born under the element of fire will have a stronger affinity to one of two aspects of fire. Those aspects are flame and light.
Flame is the most iconic and well known aspect of fire magic and as the aspect of pyromancy. It is the very aspect of fire itself, of volcanoes, the sun, and heat. Flame governs fire magic's power of offense. Through flame, one might light a fire, put out a fire, or scorch the battlefield. These are your pyromancers. Those with the flame affinity are hot headed, quick to act, and very passionate.
Light is the aspect created by a burning fire and is the aspect of photomancy. It is the glow of the fire and what paladins draw their strength from. Through the aspect of light one might pierce the darkness, create a glowing shield, or summon a mighty star. Those with the light affinity are very quick to act and passionate, but unlike those under flame their passion is in the help of others, with a good dose of vanity.
Minor Elemental Manipulations
Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.
Flame: You can cause small manipulations like light torches, create a small flame in your hand, control your temperature or an area's temperature, and so forth.
Light: You can cause small manipulations like create light sources, cause objects to shimmer or glow, and reveal the outlines of hidden things in dim light, and so forth.
The Two Iconic Symbols of Fire Magic
In the elemental magic of Fire, there are two iconic symbols for each affinity. For Flame are the Sun and the Volcano and for Light they are The Star and The Fire. These symbols are said to be the very source of fire magic, even though like all elemental magic in Nor'Ova, pyromancy is conducted not by incantations or potions, but by manipulating the element of fire to produce magical effects.
These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.
In the elemental magic of Fire, the Sun and the Star symbolizes the light aspect while the Volcano and the Fire represents the dark aspect.
Environmental Effects on Fire Magic
Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.
In the case of fire magic:
- In hot places or places where there is a lot of fire element present - such as deserts or anywhere there's a lit fire - fire magic effects are increased by x 1.25
- In water or in places with a lot of water element present, fire magic effects are decreased by x 0.75.
- In open places or in places full of light or sources of light - light magic effects are increased by x 1.25.
- In dark places or in places with no sources of light - light magic effects are decreased by x 0.75.
The Soul of Fire
All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.
The runic soul of fire is that of the great and mighty bird of flame and rebirth, the Phoenix. The various affinities have their own minor soul that they connect to.
- Flame: The affinity soul of Flame is the Sun. Their critical attacks cause 10% more damage (physical and magical).
- Light: The affinity soul of Light is the the Star. They automatically have night vision and have a 10% chance of causing visual instability to their foes.
The fire soul of the Phoenix can be reached when the one born under fire has acquired 3 fire magic spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when its bearer is near certain death, a party member dies, or the party as a whole is in danger. By making a hard arcana check, the pyromancer might then awaken his or her runic soul, igniting on the battlefield like a terrifying and awe inspiring phoenix. A wave of scorching heat will spread across the battlefield, dealing all enemy targets double runic power damage that can't be evaded or blocked. The pyromancer and his or her allies will have their Vitality restored by 50% and any one dead in the party will be brought back to life at 20% health, no matter how dead they were - as long as they died during that battle.
Fire Magic Progression
Fire Magic Progression is separated into its two affinities, Flame and Light.
Flame Affinity Magic Chart
Flame Affinity Magic Spells
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Fire Streak | 1 | ⚔️ Offensive | 2 Soul | 1 | 1 target | instant | Easy Arcana |
This spell is a part of the Fire Streak spell chain and is found in the Fire Streak rune stone. With this manipulation, you pull from the Sun a long tail of fire that you hurl at the enemy. The streak of Sun's flame chases after the target and impacts the target dead in the center, dealing 2d10 points of damage. |
Weapon Effect: Fire Streak Critical Hit inflicts 1d10 fire damage. |
N/A |
| Kindling | 1 | 🔥 Burn Effect | 2 Soul | 2 | 1 target | instant | Easy Arcana |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. With this manipulation, dust the target with coal dust charged by long latent power of the Volcano. The dust coats the target completely, making the target instantly flammable by any source of fire. Anytime the target is hit with anything on fire, or with a flame affinity spell, the target will burst in flames, increasing the damage of the attack by 50%. Furthermore any such attack will instantly cause Burns to the target. The super flammable aspect lasts for 1d12 rounds. Some of the dust falls into the target's eyes causing the target Visual Instability for 1d4 rounds, requiring the target to make Normal Perceive checks to hit their target. This spell seems impotent at first, but much like with a Volcano, it hides its true power for later. |
Weapon Effect: Kindling Critical Hit causes Burns |
N/A |
| Pyro Enchantment | 1 | 🛠️ Utility | 2 Soul | 1 | 1 target or self | 1d8 rounds | Easy Arcana |
This spell is a part of the Pyro Enchantment spell chain and is found in the Pyro Enchantment rune stone. With this manipulation, you seek to pass on the burning power of the Sun to the business end of your or your ally's weapon. Whenever you or your ally attacks with their weapon, they would add to the damage the wielder's Runic Power + 1d10. Should the caster roll a natural 20 when casting, the caster will add their Arcana to the weapon as well. Should the caster roll a 1 however, the weapon will actually have a penalty of the wielder's Runic Power + 1d10. If the wielder of the weapon is of the Water element however, the Sun will refuse to attach its burning power to their weapon. |
Weapon Effect: Pyro Enchantment Adds Runic Power to weapon's attack value and gives weapon fire elemental attributes doubling the runic energy against earth elementally aligned targets while giving water elementally aligned targets immunity to the runic energy addition. |
N/A |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Blade of Plasma | 2 | 💪 Empowerment | 4 Soul | 3 | 1 target or self | 1d8 rounds | Normal Arcana |
This spell is a part of the Pyro Enchantment spell chain and is found in the Pyro Enchantment rune stone. With the casting of this spell the blade (or attacking end) of your target's weapon becomes like a blade of hot burning plasma. When the wielder of this enchanted weapon attacks their target, their weapon ignores 20% of the target's armor defense so that 20% of all damage dealt goes straight to Vitality. |
Weapon Effect: Blade of Plasma 10% of damage affects Vitality |
Pyro Enchantment |
| Explosion | 2 | 💥 Explosion | 4 Soul | 4 | adjacent spaces surrounding the caster | instant | Normal Arcana |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. This manipulation concentrates the explosive energy of the Volcano 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 4d8 magic damage. The explosion is short-lived and deals damage to anyone in the area, including allies. The user is unharmed however. |
Weapon Effect: Explosion (Projectile Weapon only) Replaces ammo with spell effect, still uses up ammo. |
Kindling |
| Flaming Barrier | 2 | 🛠️ Utility | 4 Soul | 4 | the outer reaches of a 3x3 space area around the protected target | 1d6 rounds | Normal Arcana |
This spell is a part of the Pyro Enchantment spell chain and is found in the Pyro Enchantment rune stone. This spell summons a circle of Sun's fire that spreads out from the protected target and then grows high. The fire burns anything that tries to get through, doing 4d6 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. |
N/A |
Pyro Enchantment |
| Heated Distortion | 2 | 🕶 Vision Status Effect | 4 Soul | 3 | 1 target | 1d6 rounds | Normal Arcana |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. With this manipulation, you create an intense aura of heat around the target's head, bending and warping the light around them. The shimmering distortion causes Visual Instability, which not only requires the inflicted to make Normal Perceive checks to attack but also increases their target's Evade by 2 against all attacks from the inflicted. Additionally the target suffers a Focus penalty of -1, making focused attacks significantly harder to land. |
Weapon Effect: Heated Distortion Critical Hit inflicts Visual Instability requiring the target to make perceive checks to attack for 1 round. |
Kindling |
| Ignatius | 2 | 🕶 Vision Status Effect | 4 Soul | 3 | 1 target | instant | Normal Arcana |
This spell is a part of the Fire Streak spell chain and is found in the Fire Streak rune stone. With this manipulation you create a pocket of the Sun's radiant heat enveloping the target. At the very end of the casting process, the target is burned by the Sun, doing 3d10 points of damage. The target is also inflicted with both Visual Instability which lasts for 1d4 rounds and Sunburns which lasts for 1 day. |
Weapon Effect: Ignatius Critical Hit inflicts Sunburns for 1d6 rounds. |
Fire Streak |
| Rising Plasma | 2 | 🔥 Burn Effect | 4 Soul | 4 | a 4x4 space around user | instant | Normal Arcana |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. This spell summons forth the molten lava of the Volcano. This burning hot plasma rises through cracks that appear on the ground in the area, rising to a depth of 1 foot. Any target that is on the ground in the area of effect are stuck within the burning plasma, whether they be ally or enemy. They receive 4d10 magic damage and burns doing 1d6 Vitality damage per round. The caster however is not affected as the rising plasma never spills onto the space the caster is standing. |
N/A |
Kindling |
| Sharp Fire | 2 | ⚔️ Offensive | 4 Soul | 3 | 1 target | instant | Normal Arcana |
This spell is a part of the Fire Streak spell chain and is found in the Fire Streak rune stone. This spell begins with you summon forth from the Sun 1d8 sources of fire, which orbit around you. As you continue the spell, the Sun's plasma fire take the shape of knives. At the end of the spell, you unleash the daggers out at a single target. The spell does 1d6 damage per fire knife to the target. The target can make a Hard Evasion -1 chance for each fire knife. |
Weapon Effect: Sharp Fire (Projectile Weapon only) Replaces ammo with spell effect, still uses up ammo. |
Fire Streak |
| Volcano's Tongues | 2 | 🪤 Trap | 4 Soul | 4 | self, any target per tentacle | 1d6 rounds | Normal Arcana |
This spell is a part of the Fire Streak spell chain and is found in the Fire Streak rune stone. With this manipulation you call forth the dark source of fire, the Volcano, asking for protection. The Volcano responds by sending you 1d6 tentacles of magma that surround around you. You pick an enemy target for each tentacle. They each lift their target, squeeze them, and set them aflame, doing 3d12 magic damage each round. The target's can try to make a Hard Athletics check to break free each round, but will still take the damage for every round that they are held. When the spell is over the tentacles retreat back to the sleeping Volcano. |
N/A |
Fire Streak |
| Warrior's Flame | 2 | 💪 Empowerment | 4 Soul | 3 | 1 target or self | 1d8 rounds | Normal Arcana |
This spell is a part of the Pyro Enchantment spell chain and is found in the Pyro Enchantment rune stone. With this spell you call upon the Sun to empower you or your ally. The target who receives the boon becomes courageous. The target is immune to any type of fear and the target’s total damage of every strike made during the spell's duration is increased by 50%. |
Armor Effect: Warrior's Flame Immune to any type of fear, offensive power increased by 1d12. |
Pyro Enchantment |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Chained Fury | 3 | 💪 Empowerment | 6 Soul | 5 | 1 target | 1d6 rounds | Challenging Arcana |
This spell is a part of the Pyro Enchantment spell chain and is found in the Pyro Enchantment rune stone. With this spell you summon the essence of flame instead of its true form, a raging inferno set to burn all in its path. The flame encircles the target and flows into their body, causing the target to feel immense anger and become enraged. This causes the target’s damage values to double but prevents the target from using spells or defending. The target can use skills however as long as they are offensive, damage dealing skills that go with their attack. After the spell ends the target is left dazed for 1 round. |
Armor Effect: Chained Fury Receiving a critical hit causes rage to you for 1d4 rounds. Weapon Effect: Chained Fury Critical Hit inflicts rage. |
Flaming Barrier |
| Circle of Power | 3 | 💪 Empowerment | 6 Soul | 6 | a 4x4 space area of your choosing | 1d8 rounds | Challenging Arcana |
This spell is a part of the Pyro Enchantment spell chain and is found in the Pyro Enchantment rune stone. When creating a circle containing the Sun's power surrounds the entire radius of the spell. Symbols of the Sun's power glow on the floor and rotate slowly. Whoever steps into the circle feels the warmth and power of the Sun run through their very being and soul, empowering their bow power and offense power to be 50% greater than normal. The Sun does not single out any one person, even if they are your foe they will receive the same benefits should they step into the circle. The Sun however only provides half the benefit to anyone of the stone affinity. |
Armor Effect: Circle of Power (Hand Wear Only) Offensive and Bow Power increased by an extra 1d12. |
Warrior's Flame |
| Exploding Arrows | 3 | 💥 Explosion | 6 Soul | 6 | 1 target and surrounding adjacent spaces | instant; 3 round countdown | Challenging Arcana |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. With this manipulation you choose a target and send a flaming arrow filled with the power of the explosive Volcano into the enemy target. It lands on the mark and stays half-way in the body of the target, doing initial damage of 4d10 points. In three rounds the arrow will explode, doing 4d12 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. The explosion will affect anyone standing next to the target, friend, foe, even the caster. |
Weapon Effect: Exploding Arrows (Projectile Weapon only) Replaces ammo with spell effect, still uses up ammo. |
Explosion |
| Plasma Burning | 3 | 🔥 Burn Effect | 6 Soul | 6 | 1 target or self | 1d8 rounds | Challenging Arcana |
This spell is a part of the Pyro Enchantment spell chain and is found in the Pyro Enchantment rune stone. This spell causes your or your ally's weapon to erupt in fire as if it were the very surface of the Sun. Every hit with this burning weapon burns deeper and more fiercely into the target. The first strike casts Burns causing the target 1d8 Vitality damage each round for 1d8 rounds. However every extra hit that happens when the target is suffering from burns not only increases the effect duration by 1, but also the burn damage by 1d4. |
Weapon Effect: Plasma Burning Critical Hit causes Arcana Burns per round for 1d6 rounds, non stacking. |
Blade of Plasma |
| Plasma Shot | 3 | ⚔️ Offensive | 6 Soul | 6 | any targets in a straight line from you in direction of target | instant | Challenging Arcana |
This spell is a part of the Fire Streak spell chain and is found in the Fire Streak rune stone. With this spell you summon forth super heated plasma from the Sun to you. You then shoot out the plasma like a beam in a straight line from you at the target. It passes through and affects any target, friend or foe, in that straight line dealing 5d10 magic damage to each target until it finally hits your main target. Once it hits your main target it deals an extra amount of damage equal to your Arcana. The blast of plasma does not shoot past this target. If any target in the path is of the Water element, it will not shoot past them for the water will put out the fire. |
Weapon Effect: Plasma Shot (Projectile Weapon only) Replaces ammo with spell effect, still uses up ammo. |
Sharp Fire |
| Plasma Wave | 3 | 😵💫 Dazed Effect | 6 Soul | 6 | a 3x3 space area around you | instant | Challenging Arcana |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. When you cast this spell you summon forth a wave of molten plasma from the core of the Volcano that erupts from within you in all directions. Any target, friend or foe, caught within the wave will receive 2d20 magic damage and be knocked down. Being hit by the intense heat of molten plasma dazes the affected for the next 2 rounds. |
N/A |
Rising Plasma |
| Pyrophobia | 3 | 😱 Fear | 6 Soul | 6 | 1 target or self | 1d6 rounds | Challenging Arcana |
This spell is a part of the Fire Streak spell chain and is found in the Fire Streak rune stone. When you cast this spell upon yourself or your ally, the target of the spell takes on the very nature of the Volcano - a fiery terrifying being from the very hellscape of Xodod. This appearance gives the target no true benefits nor can the target's allies or even the caster see it. To them the target simply glows with a slight red tint. However, to the enemies of the caster the target is now the most terrifying demon they could ever imagine. The enemies will try to avoid the target at all cost, and would become stunned with fear should they be trapped in a corner with no way to escape the horror before them. The stun would last as long as the spell's effect lasts and the target of the spell has them cornered. When the spell finally fades however, the enemies will for the rest of the battle still be reluctant to go near the target, needing to pass a Normal Mental Balance check to do so, for they will not forget what they saw, nor does the darkness of the Volcano ever truly leave. |
N/A |
Ignatius |
| Reign of Fire | 3 | 🌪️ Multi-Target | 6 Soul | 6 | entire area or battlefield | 1d6 rounds | Challenging Arcana |
This spell is a part of the Fire Streak spell chain and is found in the Fire Streak rune stone. This spell recreates an erupting Volcano above the battlefield. Each round fire will fall from the sky. Everyone on the battlefield must make Evade checks each round. For the caster's enemies, they must make a Hard -2 Evade Check. The caster's allies must make a Normal Evade check. Anyone of the Water element has the difficulty of their evade lowered by 1 level while anyone of the Earth element has the difficulty increased by 1 level. The caster is protected however as the fires refuse to reach the caster. The damage done each round should the Evade check fail is 3d12 to each target. |
N/A |
Volcano's Tongues |
| Smoke Screen | 3 | 🛠️ Utility | 6 Soul | 6 | a 4x4 space around user | 1d6 rounds | Challenging Arcana |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. A cloud of billowing smoke akin to the smoke released from an erupting Volcano is released from your body when this spell is created. The smoke fills an area and hangs there for the duration of the spell, not moving with you. Anyone, friend and foe, caught within the smoke cannot see while in the smoke, and anyone, friend or foe, who is outside of the smoke cannot see into the smoke. You however are immune and can see clearly through the smoke as if it was a clear day. Anyone who is of the flame affinity can make Normal Perceive checks to find their way through the smoke while anyone else will have to make Hard +2 Perceive checks. Allies are all treated as if they are of the flame affinity having a Normal difficulty, however should any of them be of the flame affinity they would have an Easy difficulty. |
N/A |
Heated Distortion |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Consume | 4 | ⚔️ Offensive | 8 Soul | 8 | 1 target | 1d6 +2 rounds | Challenging Arcana -2 |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. With this manipulation you invoke the deadly power of the Volcano within a circle at the target's feet. When the spell is completed the ring ignites and surrounds the enemy in flame scolding heat. The enemy cooks alive within the scolding center of the Volcano's power, receiving 6d12 damage each round. If the target is killed by the spell then you get healed by the consumed life (by the total Vitality that the target had). Should the target remain alive, the target will be covered in burns receiving 1d8 Vitality damage per round for an additional 1d10 rounds. |
N/A |
Exploding Arrows |
| Fire Blast | 4 | ⚔️ Offensive | 8 Soul | 7 | 1 target | instant | Challenging Arcana -2 |
This spell is a part of the Fire Streak spell chain and is found in the Fire Streak rune stone. With this manipulation you concentrate the Sun's fire into a blazing hot sphere. You send the fiery orb crashing into your target, dealing 5d12 damage. The target is also inflicted with Burns, receiving 1d8 Vitality damage per round for the next 1d10 rounds. |
N/A |
Plasma Shot |
| Fire Well | 4 | 🌪️ Multi-Target | 8 Soul | 8 | 1 target per blast | instant | Challenging Arcana -2 |
This spell is a part of the Pyro Enchantment spell chain and is found in the Pyro Enchantment rune stone. With this manipulation you open up a portal to the core of the mighty Volcano, called the Well of Fire. A powerful gust of hot air exits the Well and holds you afloat above the fiery portal. From here you pull forth 1d6 +1 compact orbs of fire, lava, and scolding hot air. With a wave of your hand you send forth the orbs. You can direct each orb to a different target or you can send the orbs however you like to which ever targets you desire. You are limited however to sending up to 2 orbs to a single target. If there are not enough targets per orbs, the extra orbs return through the portal back to the Volcano from which they came. The targets see it coming and therefore have no penalty to their Evade except the -2 Magic penalty, however they would have to Evade each blast separately. Every blast that hits its target deals 4d8 damage. After the spell you are filled with the Volcano's rage for the next round, able to deal double damage but unable to use any action except attack and move. |
N/A |
Chained Fury |
| Pyromania | 4 | 🌀 Confusion, Control | 8 Soul | 8 | 1 target | 1d6 rounds | Challenging Arcana -2 |
This spell is a part of the Fire Streak spell chain and is found in the Fire Streak rune stone. This manipulation uses the Volcano's mystique to awaken within the target an almost religious fervor once felt by the ancient people who would worship the Volcano. They refuse to attack anyone of the fire element. Instead they will taunt any pyromancer to use fire magic on them. If the pyromancer does as they desire, their pyromancy spells do double their normal damage on the affected target. If anything attacks any pyromancer, the target will attack it to protect the agent of their god. If the target is killed by fire magic while affected by this spell, the user of this spell gets back the Soul that was spent casting Pyromania, an offering from the Volcano for the sacrifice. |
N/A |
Pyrophobia |
| Searing Aura | 4 | 💫 Aura | 8 Soul | 8 | 1 target or self | 1d12 rounds | Challenging Arcana -2 |
This spell is a part of the Pyro Enchantment spell chain and is found in the Pyro Enchantment rune stone. This magic envelops the target within a protective aura of the Sun's searing power. The protected target appears to be glowing faintly as if they were a dim sun. When attacked physically with a melee attack, The Sun's plasma moves across the weapon and does 6d12 damage to the attacker. Arrows and other projectiles trying to pass through the Sun's aura are weakened by 50% when shot at the protected target. |
Armor Effect: Searing Aura Instant Runic Power + Arcana damage dealt to any target who attacks you with a melee attack. |
Plasma Burning |
| Sun's Gift | 4 | 💪 Empowerment | 8 Soul | 8 | 1 target or self | 1d8 rounds | Challenging Arcana -2 |
This spell is a part of the Pyro Enchantment spell chain and is found in the Pyro Enchantment rune stone. With this manipulation you call upon the positive source of all fire, the Sun, to aide you or your ally. The Sun envelops the chosen target in sunlight, filling the target with its awesome power. This increases the Offensive and Bow Powers of the target by 1d12, allows them to add Runic Power to any physical attack (including projectile and thrown), and increases all traits by +1 for the duration. When the spell reaches its end, the power saps from the target and for the next round they are lethargic, having half movement and dealing 25% less damage. |
Armor Effect: Sun's Gift Increases offensive and bow power by 1d12 |
Circle of Power |
| Sun's Shower | 4 | 🌪️ Multi-Target | 8 Soul | 8 | entire area or battlefield | 1d8 rounds | Challenging Arcana -2 |
This spell is a part of the Fire Streak spell chain and is found in the Fire Streak rune stone. With this spell you call upon the anger of the Sun. The Sun rains burning plasma as if it were rain upon the battlefield. For the duration of the spell, sun fire falls hitting random targets. Each enemy target must make a Hard Luck check. Every Ally must make a Normal +1 Evade Check. Anyone who is of the Flame affinity gets the difficulty lowered by 1 level. Anyone of the earth element gets the difficulty increased by 1 level. Anyone who fails their check are hit with falling plasma and dealt 3d20 damage. The caster is not harmed as the Sun envelops the caster in a protective field that simply absorbs the falling plasma. |
N/A |
Reign of Fire |
| Volcano's Eruption | 4 | 🌪️ Multi-Target | 8 Soul | 8 | a 4x4 space area of your choosing | instant | Challenging Arcana -2 |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. With this spell you call forth the dark source of fire, the Volcano. The Volcano announces its arrival with violent shaking. All in the area, friend or foe, must make Hard Balance checks to remain standing. Then, without warning, fire and lava explode from the center of the ground similar to a violently erupting volcano. All must make Evade checks, allies must make Normal Evade checks and enemies must make Hard Evade checks. Anyone of the flame affinity decrease the difficulty by 1 level while anyone of the earth element increases the difficulty by 1 level. Anyone who fell down due to a failed brace check cannot make an evade check. Anyone who fails their check are dealt 5d10 magic damage. |
N/A |
Plasma Wave |
| Volcano's Eye | 4 | 🛠️ Utility | 8 Soul | 8 | 1 dungeon area floor or 10 square miles | instant | Challenging Arcana -2 |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. With the casting of this spell you call for the dark source of fire, the Volcano, to aide you. The Volcano spews a thick cloud of smoke from your body. The smoke billows through the area thoroughly. The smoke closest to you wraps around you, wrapping you within the Volcano's protective cocoon. Inside the cocoon of smoke you meditate, receiving information from the smoke and the Volcano itself. The spell shows the exact location of whatever you wish to see. During the spell no one else in the area can dare to move for their sight is completely obscured. You also cannot move while in the spell, but can end the spell at any time. You cannot use this spell in combat. When you end the spell, the smoke retreats back within you as the Volcano returns to its slumber, leaving you slightly lightheaded for a few minutes. |
N/A |
Smoke Screen |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Blitzkrieg | 5 | 💪 Empowerment | 10 Soul | 10 | self and all allies | 1d8 rounds | Hard Arcana |
This spell is a part of the Pyro Enchantment spell chain and is found in the Pyro Enchantment rune stone. When you create this spell you empower all of your allies and even yourself with the raw, destructive power of the Sun. The Sun increases the offensive power for you and your allies by 1d20. It also increases Critical trait for you and your allies by 5, doubles the battle movement rates, and doubles the ranges of all weapons. The power of the Sun also graces all allies and yourself with an extra attack action with which they can also use skills. |
N/A |
Sun's Gift |
| Children of Fire | 5 | 🕯 Summon | 10 Soul | 10 | self and all allies | 2d6 rounds | Hard Arcana |
This spell is a part of the Pyro Enchantment spell chain and is in the Pyro Enchantment rune stone. 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, dancing and flickering before you. Each member can choose what effect they want the “flame” to do for them. They can choose a defensive boost which will temporarily grant them a free block (magic or physical) of 4d20, or they can choose to have the “flame” attack. Each “child” can attack for 8d10 damage. There is only one “flame” per ally, including yourself. |
N/A |
Fire Well |
| Magma Shot | 5 | ⚔️ Offensive | 10 Soul | 10 | 1 target | instant | Hard Arcana |
This spell is a part of the Fire Streak spell chain and is found in the Fire Streak rune stone. With this manipulation pull forth from the Volcano the very source of its terrifying power, Magma. You take aim and send the stream of magma out at a single target. When it hits, the magma envelopes the body of the target completely, causing burns as well as initial damage of 7d12. The magma solidifies slowing down the target's move by half and giving the target a -3 to all Speed traits for 1d6 rounds. |
N/A |
Fire Blast |
| Pyre | 5 | 🔥 Burn Effect | 10 Soul | 10 | 1 target | 1d8 rounds | Hard Arcana |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. This spell summons up a powerful cylinder of fire from the very depths of the Volcano around the target, trapping the target inside the burning cylinder, a magic meant to symbolize being trapped within the Volcano itself. The cylinder is filled with deadly heat and scorching plasma that rip through the target. The target inside the pyre is burned alive with concentrated plasma, being dealt 8d8 damage per round, and any burnable equipment or goods is burnt to a crisp. When the spell reaches its end, the cylinder falls apart and the Volcano returns to its slumber, leaving the target smoldering. If the target survives, the target is inflicted with burns that deal 1d10 Vitality damage per round for the next 1d10 rounds. |
N/A |
Consume |
| Sun's Fall | 5 | 🔥 Burn Effect | 10 Soul | 10 | a 4x4 space area of your choosing | instant | Hard Arcana |
This spell is a part of the Fire Streak spell chain and is found in the Fire Streak rune stone. With this manipulation you call upon the source of all fire, the Sun, to smite your enemies. The Sun sends a visage of its power crashing down upon the enemy, exploding once it hits its target in a flurry of burning plasma and fire. Everyone, friend or foe or even yourself should you be unlucky enough to be in the area, are dealt 7d12 damage from the explosion. The target is dealt an extra 1d12 plus suffers from burns dealing 1d8 Vitality damage per round for the next 1d8 rounds. |
N/A |
Sun's Shower |
| Sun's Whip | 5 | 🛠️ Utility | 10 Soul | 10 | 1 target or self | 1d8 rounds | Hard Arcana |
This spell is a part of the Pyro Enchantment spell chain and is found in the Pyro Enchantment rune stone. With this spell the caster calls upon the Sun which blesses the target's weapon with long strands of plasma fire. This forms a whip-like extension of plasma that extends itself to almost any length and it weaves around objects to attack the target of your choice. It is used just like the original weapon is used and attack skills can be used with this weapon. The plasma grants the weapon an extra 2d20 + wielder's Arcana and Runic Power damage. This spell however should not be cast on any wooden weapon for once the spell is over the weapon would be burnt to a crisp! |
N/A |
Searing Aura |
| Volcano's Hand | 5 | 🪤 Trap | 10 Soul | 10 | 1 target | 1d8 rounds | Hard Arcana |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. When you cast this spell you summon the dark source of fire, the Volcano, asking it to restrain your foe. The Volcano shoots out an arm of rapidly cooling plasma, entrapping the target within solidifying rocks and magma. The target is paralyzed as it is held for the duration of the spell, and while it has cooled significantly, the hand is still very hot, dealing the target 5d12 damage each round. At the end of the spell, the rock has solidify completely and then shatters as if struck with a mighty hammer. The Volcano returns to its slumber and the target is released, no longer paralyzed but injured greatly from its time within the Volcano's firm hand. |
N/A |
Volcano's Eye |
| Volcano's Heart | 5 | 🪤 Trap | 10 Soul | 10 | 1 target | 1d6 rounds | Hard Arcana |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. With this manipulation you summon forth the dark source of fire, the Volcano, to destroy your enemy. The Volcano forms around the target, entrapping the target deep within its burning hot core. For the duration of the spell the target is locked within the core, unable to act, while receiving 7d10 damage per round. On the target’s turn in the final round of the spell’s duration, the core explodes and the Volcano erupts the target out dealing one last 7d12 damage before dropping the target to the ground in whatever state the target is in. If the target is still alive the target is stunned for 1d3 rounds. |
N/A |
Volcano's Eruption |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Apocalypse | 6 | 🌪️ Multi-Target | 12 Soul | 12 | entire area or battlefield | instant | Impossible Arcana |
This spell is a part of the Kindling spell chain and is found in the Kindling rune stone. With this spell you call upon the Volcano, the dark source of flame, and unleash its full and terrible fury upon the battlefield. The ground trembles and cracks as rivers of magical fire erupt from below. Explosions of searing flame detonate in every direction, the heat building to an almost incomprehensible intensity. Anything flammable in the area ignites instantly. To witnesses it is nothing short of the end of the world, an apocalypse of fire and destruction that spares nothing and no one. This spell deals a staggering 13d10 magic damage to every enemy target on the battlefield and half that to every ally. The caster alone stands untouched at the eye of the inferno, the Volcano's power coursing through them. |
N/A |
Pyre |
| Phase Shift | 6 | 🛡️ Defensive | 12 Soul | 12 | self | 1d8 rounds (battle), movement rate (out of battle) | Impossible Arcana |
This spell is a part of the Pyro Enchantment spell chain and is found in the Pyro Enchantment rune stone. With this spell you transform into the very fiery plasma of the Sun itself. This spell allows you to change to a plasma form, allowing you to be impervious to any physical attacks and to move through the smallest cracks. Magic still affects you, except earth magic, and water magic deals you double damage. If you pass through a target, you cause them 4d20 magic damage.If you try to pass through wood, you catch the wood on fire. If you try to pass through water, the water douses you, returning you to your normal form. |
N/A |
Blitzkrieg |
| Sun's Assault | 6 | ⚔️ Offensive | 12 Soul | 12 | 1 target | instant | Impossible Arcana |
This spell is a part of the Fire Streak spell chain and is found in the Fire Streak rune stone. With this spell you unleash the mighty, awesome power of the Sun on your enemy. The Sun assaults your enemy with terrifying waves of burning plasma, dealing a staggering 6d20 magic damage to your target. Should you roll a natural 20 when casting this spell, the target will also die instantly, burned alive by the Sun's fury. Should you roll a 1 instead you will be dealt the damage instead of the intended target, the Sun punishing you for failing to prepare for its awesome power. If the target is of the Water element, it receives half damage, however if it is of the Earth element its damage is doubled. All who witness the Sun's terrifying power never again question its might. |
N/A |
Magma Shot |
Light Affinity Magic Chart
Light Affinity Magic Spells
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Fire's Heat | 1 | 🔻 Debuff | 2 Soul | 1 | 1 target | 1d6 rounds | Easy Arcana |
This spell is a part of the Fire's Heat spell chain and is found in the Fire's Heat rune stone. With this spell you conjure the negative source of light, fire itself, and place its oppressive heat around a single target. The target becomes uncomfortably warm and lethargic. The target must make a Normal Endure check against Heat Exhaustion. Should the target fail, their movement rate is cut in half and they suffer a 1d6 Power drain per round for the spell's duration. |
Armor Effect: Fire's Heat (Body Armor Only) +5 to Endure against Frostbite and Heat Exhaustion. |
N/A |
| Piercing Light | 1 | ⚔️ Offensive | 2 Soul | 1 | every target in a straight line from the caster | instant | Easy Arcana |
This spell is a part of the Piercing Light spell chain and is found in the Piercing Light rune stone. With this spell the caster shoots a piercing beam of starlight from their hand in a straight line across the battlefield. The starlight hits and passes through every target in its path, ally and enemy, doing 4d4 magic damage to each target. The light is piercing, with 10% of it ignoring any armor. |
Weapon Effect: Piercing Light (Projectiles Only) Replaces ammo with spell effect, still uses up ammo. |
N/A |
| Revealing Glow | 1 | 💪 Empowerment | 2 Soul | 1 | 50x50 foot area around enchanted target | Arcana Score x 2 Minutes | Easy Arcana |
This spell is a part of the Revealing Glow spell chain and is found in the Revealing Glow rune stone. With this spell you cause a radiant glow to emanate from your hands and wash over the surrounding area. Unlike a simple light source, this glow has a revealing quality. Hidden objects, concealed traps, and invisible creatures within range will shimmer and become visible. The caster also gains an Insight bonus of +2 against illusions for the spell's duration. |
Armor Effect: Revealing Glow Spell effect is permanent. |
N/A |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Chromatic Wave | 2 | 🕶 Vision Status Effect | 4 Soul | 4 | a cone in front of you, max distance of 6 spaces, add 1 space to either side of cone per space of distance | instant, status effect for 1d6 rounds | Normal Arcana |
This spell is a part of the Fire's Heat spell chain and is found in the Fire's Heat rune stone. With this manipulation, you channel your power into brilliant chromatic light energy, sending out a wide wave of multi-colored light directly in front of you. When the chromatic wave washes over a target, the disorienting cascade of light lingers. This causes visual disturbance (requiring Normal Perceive checks to attack) and disorientation which decreases the target's movement by half, gives a penalty of -2 to Perceive, and decreases damage potential by 15% for the spell's duration. Allies are also affected. |
Weapon Effect: Chromatic Wave Perceive Penalty of -1 with critical hit for 1d3 rounds that stacks. Requires Normal Perceive checks to attack. |
Fire's Heat |
| Comforting Light | 2 | ❤️🩹 Healing | 4 Soul | 3 | 1 target or self | 1d4 rounds | Normal Arcana |
This spell is a part of the Revealing Glow spell chain and is found in the Revealing Glow rune stone. With this spell you surround a target within the warm, comforting light of the Star. The Star's gentle light dispels any personality status changing effects and relaxes the target, slowly relieving the target from all exhaustion. The target will regain Power Gen Dice for Level Up/Rest each round but will do 20% less damage while being comforted by the light. |
Armor Effect: Comforting Light (Helmet Only) Restore 1 Power per round or 1d10 Power per hour however Offense and Bow Power have a -1d12 penalty applied. |
Revealing Glow |
| False Radiance | 2 | 🌀 Confusion, Control | 4 Soul | 4 | 1 target | 1d6 rounds | Normal Arcana |
This spell is a part of the Fire's Heat spell chain and is found in the Fire's Heat rune stone. With this spell you conjure a mesmerizing glow from fire, the dark source of light. The light appears curious and inviting, drawing the attention of a single target. The target must make a Normal -2 Mental Balance check or become confused and entranced. While entranced, the target is disoriented to everything around them, suffering a -2 penalty to all checks, and is compelled to move toward the source of the glow each round until the spell ends. The source of the glow can be any space on the battlefield that the target can clearly see. |
Weapon Effect: False Radiance Critical Hit causes Confusion for 1 round requiring a Normal Insight check to identify friend from foe. |
Fire's Heat |
| Flare | 2 | 🕶 Vision Status Effect | 4 Soul | 3 | 1 target | instant | Normal Arcana |
This spell is a part of the Revealing Glow spell chain and is found in the Revealing Glow rune stone. With this manipulation you conjure up a ball of compressed light from the dark source of light, the Fire, and sent it at your target. The spell continues out to the target selected and then explodes in front of the target in a brilliant yet compact blast of white light, blinding the target for 3 rounds and dealing 4d8 damage. |
N/A |
Revealing Glow |
| Glaring Light | 2 | 😵💫 Dazed Effect | 4 Soul | 3 | a 3x3 space area around you | 1d6 rounds | Normal Arcana |
This spell is a part of the Piercing Light spell chain and is found in the Piercing Light rune stone. With the casting of this spell the light of the Star glares from you much like how the setting or rising sun might glare into the eyes of anyone who gazes upon it. This sudden glare of light catches anyone in the area off guard, dazing them for the duration of the spell. The light itself might be instant, but the effect lingers much like the glare left in the eyes of the affected. |
Weapon Effect: Glaring Light Critical hit dazes target for 1 round. |
Piercing Light |
| Healing Light | 2 | ❤️🩹 Healing | 4 Soul | 3 | 1 target or self | instant | Normal Arcana |
This spell is a part of the Revealing Glow spell chain and is found in the Revealing Glow rune stone. With this spell you use the warm healing power of the Star's light to heal others or yourself. Casting a warm and gentle light from yourself as if you were the very Star itself, you shine this light upon your ally, healing the ally by your Arcana + Runic Power worth of Vitality. Should you use this spell upon yourself it isn't nearly as effective because you cannot shine the light so easily upon yourself. Instead the glow of the Star's light must do the healing, allowing you to heal only by Arcana alone. |
N/A |
Revealing Glow |
| Light Arrow | 2 | ⚔️ Offensive | 4 Soul | 3 | a 4x4 space area around an area of your choosing | instant | Normal Arcana |
This spell is a part of the Piercing Light spell chain and is found in the Piercing Light rune stone. This spell shoots a barrage of light arrows up into the air that fall back down like falling stars, hitting everything in the area of effect, friend or foe. The damage dealt is 3d12 to each target hit and it avoids 20% of any armor magical protection. |
Weapon Effect: Light Arrow (Projectiles Only) Replaces ammo with spell effect only effecting a 3x3 space area, still uses up ammo. |
Piercing Light |
| Light Casting | 2 | 🛠️ Utility | 4 Soul | 3 | anywhere up to 1,000 feet away | once the spell passes 1,000 feet | Normal Arcana |
This spell is a part of the Glow spell chain and can be found in the Glow rune stone. With this spell you cast a a mini star which you send out from you. You will be able to see whatever the ball of light would see if it had eyes. The light can pass through walls, doors, floors, and ceilings. The star travels in a straight line, never stopping as it races away from you. Once the light has traveled beyond 1,000 feet, the spell ends. |
N/A |
Piercing Light |
| Light Touch | 2 | ❤️🩹 Healing | 4 Soul | 3 | touch | instant | Normal Arcana |
This spell is a part of the Fire's Heat spell chain and is found in the Fire's Heat rune stone. This spell allows you to heal with the warm touch of your glowing hand. You can restore 1d8 Vitality increased by Runic Power with each touch. |
N/A |
Fire's Heat |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Blinding Fever | 3 | 🤢 Sickness | 6 Soul | 5 | 1 target | 1d6 rounds | Challenging Arcana |
This spell is a part of the Fire's Heat spell chain and is found in the Fire's Heat rune stone. This spell bombards the target with pulsating lights that makes the target feel ill, inflicting the target with Sickness which decreases movement rate by half and damage dealt by 25%. The target also is blinded which requires the target to make a Hard Perceive check to hit, move, or defend. If the target fails their perceive check when moving, the target will fall down. |
Weapon Effect: Blinding Fever Critical Hit inflicts target with Sickness for 1d4 rounds. |
Chromatic Wave |
| Embracing Glow | 3 | 🛡️ Defensive | 6 Soul | 5 | self and all allies | any amount of damage absorbed | Challenging Arcana |
This spell is a part of the Revealing Glow spell chain and is found in the Revealing Glow rune stone. The casting of this spell envelops you and your allies in the protective glow of the Star's gentle light. That glow will absorb up to 5d10 points of any kind of damage. Once the glow has absorbed any amount of damage, the spell ends. Should anyone also be blessed with Revealing Glow, the protective glow will linger to protect the target for one extra attack. The glow only produces enough light to illuminate a 3x3 foot area. |
Armor Effect: Embracing Glow Absorbs 10% of damage per armor piece with rune stone equipped; produces a small glow on armor piece. |
Flare |
| Embracing Light | 3 | ❤️🩹 Healing | 6 Soul | 5 | 1 target or self | 1d6 rounds | Challenging Arcana |
This spell is a part of the Revealing Glow spell chain and is found in the Revealing Glow rune stone. With the casting of this spell you envelop a single target or yourself in the warm, restoring light of the Star. The Star protects you or the target, not with a shield or armor, but with healing. With each Vitality damage taken, the healing light of the Star activates and soothes the protected's wounds, restoring 25% of the Vitality lost back to them. |
N/A |
Healing Light |
| Fire's Slow Burn | 3 | 🫥 Invisible Spell | 6 Soul | 5 | 1 target | 1d6 +2 rounds | Challenging Arcana |
This spell is a part of the Fire's Heat spell chain and is found in the Fire's Heat rune stone. With this spell you summon the dark source of light, fire, and direct its invisible flames against a single target. Though the fire is never seen, its effect is most certainly felt as the target suffers 1d6 Vitality damage per round for the spell's duration. The target must make a Normal -2 Perceive check to identify the source of the attack. |
N/A |
Light Touch |
| Fitful Strobe | 3 | ⚡⚡ Stun Effect | 6 Soul | 5 | 1 target | instant | Challenging Arcana |
This spell is a part of the Piercing Light spell chain and is found in the Piercing Light rune stone. This spell assaults a target with a barrage of star light of various colors. The target must make a Hard Endure check. If the target fails, the target will have a seizure, being unable to act for 1d4 rounds. After the seizure, the target will have visual instability for the following 1d4 rounds, requiring hard Perceive checks to attack. If the target succeeds, the target will have nausea (1/2 movement) and visual instability for 1d4 rounds. |
N/A |
Glaring Light |
| Flash Explosion | 3 | 💥 Explosion | 6 Soul | 5 | a 4x4 space area of your choosing | instant | Challenging Arcana |
This spell is a part of the Piercing Light spell chain and is found in the Piercing Light rune stone. There is a recklessness unique to the photomancer that those who fight alongside them learn to both respect and dread. They do not hesitate. They do not second-guess. When the Star rises within them and the battle demands something overwhelming, they answer that demand without apology, even if their allies are standing in the way. Such is plainly evident with the spell, Flash Explosion. Flash Explosion is not subtle. It is not precise. It is the photomancer reaching into the volatile dark symbol of their magic, The Fire, and letting it express itself in its most raw and irresponsible form: a detonation of concentrated fire-light that blooms outward from a chosen point in a blinding, destructive burst. Every target in the area, ally and enemy alike, is struck by 4d10 magic damage as the explosion tears through them without preference or mercy. The blindness that follows is where The Fire's cruelty and The Star's protective nature begin to work against each other. Enemies... |
N/A |
Light Arrow |
| Glowing Shield | 3 | 🛡️ Defensive | 6 Soul | 5 | 1 target or self | 1d8 rounds | Challenging Arcana |
This spell is a part of the Revealing Glow spell chain and is found in the Revealing Glow rune stone. This spell provides you or your chosen ally a small buckler shield made of glowing crystal powered by the Star's light. This shield can be used with the block or magic block skill and provides a 1 in 20 Magic Immunity against earth and fire elemental magic of both affinities (roll 20 on 1d20 for immunity). It has a block rating that is the arcana of the caster. If the user doesn't have block and magic block, the ally will have the missing skill but as a Hard Defense check during the duration of the spell. This shield will also provide enough light to light up 15x15 spaces. |
Armor Effect: Glowing Shield (Arm Wear or Shield only) Provides a 1 in 20 Magic Immunity against earth and fire elemental magic of both affinities (roll 20 on 1d20 for immunity) |
Comforting Light |
| The Shiny Lure | 3 | 🌀 Confusion, Control | 6 Soul | 5 | a 4x4 space area of your choosing | 1d6 rounds | Challenging Arcana |
This spell is a part of the Fire's Heat spell chain and is found in the Fire's Heat rune stone. With this spell you conjure a powerful mesmerizing glow from fire, the dark source of light, placing it at a point within range. The glow radiates outward, drawing the attention of all within 4 spaces of the source. Enemies must make a Normal -2 Mental Balance check or become confused and entranced, compelled to move toward the source each round while suffering a -2 penalty to all checks. Allies are also affected but may resist with an Easy Mental Balance check instead. Any target with the light affinity instinctively recognizes the deceptive nature of the glow and is unaffected. |
N/A |
False Radiance |
| Torch of Heroes | 3 | 💪 Empowerment | 6 Soul | 5 | a 3x3 space area around a space of your choosing | 1d8 rounds | Challenging Arcana |
This spell is a part of the Piercing Light spell chain and is found in the Piercing Light rune stone. With this spell you summon the negative source of light, the Fire. The Fire, desiring to do good, creates an empowering torch at the area you choose. Anyone who is within 3 spaces of this magical torch falls under its light and has their offensive power and bow power doubled. However the Fire isn't able to choose who gets the power, therefore even your enemies who come within the torch's light also gain this empowerment. |
N/A |
Light Casting |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Armor of Light | 4 | 🛡️ Defensive | 8 Soul | 7 | 1 target or self | 1d8 rounds | Challenging Arcana -2 |
This spell is a part of the Revealing Glow spell chain and is found in the Revealing Glow rune stone. With this spell you provide yourself or an ally a set of armor made of glowing crystal. The armor grants the wearer the caster's Runic Power as Armor Defense and Armor Spirit, an extra 10% Magic Immunity against fire and earth magic attacks, and immunity to spells that would distort or affect your vision. |
Armor Effect: Armor of Light +1 Armor Spirit per armor piece that the rune stone is applied to. |
Glowing Shield |
| Fire's Illusion | 4 | 🌀 Confusion, Control | 8 Soul | 7 | 1 target | 3 rounds for spell, unable to act for 4th round | Challenging Arcana -2 |
This spell is a part of the Piercing Light spell chain and is found in the Piercing Light rune stone. With this spell call upon Fire to 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 Hard Mental Balance -2 check each round to not see the illusion for that round only. |
N/A |
Torch of Heroes |
| Fire's Warding | 4 | 🛡️ Defensive | 8 Soul | 7 | 1 target or self | 1d8 rounds | Challenging Arcana -2 |
This spell is a part of the Fire's Heat spell chain and is found in the Fire's Heat rune stone. With this spell you summon forth the dark source of light, The Fire. The spirit of Fire offers warding to the protected target for a price, coating the protected target in a red glow. Any magic spell except aquamancy 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 or thrown will do half damage. Any melee attacks against the protected will cause the attacker 1d8 burn damage to Vitality for 1d6 rounds. The protected will suffer 1d4 burn damage to Vitality per round for the duration of the spell. |
N/A |
Fire's Slow Burn |
| Flash | 4 | 🕶 Vision Status Effect | 8 Soul | 7 | entire area or battlefield | 1d6 rounds | Challenging Arcana -2 |
This spell is a part of the Revealing Glow spell chain and is found in the Revealing Glow rune stone. With the casting of this spell the entire battlefield is quickly illuminated by a brilliant, bright flash. All enemy targets have a chance to make a Hard -2 React check to shield their eyes. All allies have an easier chance with a Normal +1 React check. Should anyone fail, they will be blind for the duration of the spell's effect. This not only increases the difficulty level of all Perceive checks by one level, but also requires a Hard Perceive check to move or attack. Should they attempt to move without the check they would fall. Anyone that is of the Light affinity has the difficulty of the React check decreased by 1 level. The caster is immune. |
Weapon Effect: Flash Critical Hit blinds target for 1 round |
Embracing Glow |
| Glowing Prison | 4 | 🪤 Trap | 8 Soul | 7 | 1 target | 4 round countdown | Challenging Arcana -2 |
This spell is a part of the Fire's Heat spell chain and is found in the Fire's Heat rune stone. With this spell you conjure fire, the dark source of light, trapping a single target within a prison of white burning flames that only they can see. To all others on the outside, the target appears to be frantically stumbling about in open space. The target is unable to move from their space as every direction is blocked by flames only they can perceive. The prison lasts for 4 rounds. Each round the target must make a Hard Mental Balance check or suffer escalating Soul drain as their mind descends into chaos — 1d4 on the first round, 1d4+1 on the second, 1d4+2 on the third, and 1d4+3 on the fourth. When the prison finally dissipates, the target is stunned for 1d4 rounds from mental exhaustion. |
N/A |
The Shiny Lure |
| Light Jumping | 4 | 👣 Movement Based | 8 Soul | 7 | self | instant | Challenging Arcana -2 |
This spell is a part of the Revealing Glow spell chain and can be found in the Revealing Glow rune stone. This spell allows you to teleport in a beam of light to anywhere you can see in the battlefield. If you grab onto anything or any other target (ally or enemy), that object or target will also teleport with you. In this spell you become instantly a bright beam of starlight that shoots upward into space and downward to where you wish to travel instantly. |
Armor Effect: Light Jumping (Foot Wear only) Allows for instant teleportation to places or locations that you can visibly see. |
Embracing Light |
| Solar Flare | 4 | 🕶 Vision Status Effect | 8 Soul | 7 | a 4x4 space around user | instant | Challenging Arcana -2 |
This spell is a part of the Piercing Light spell chain and is found in the Piercing Light stone. With the casting of this spell you let out a sudden flare of the Star's light from within you. This spell causes instant blindness for all targets within the area, making all of their perceive checks Hard -2 checks for the next 1d6 rounds. All affected must make perceive checks during the duration. The solar flare exploding from your body will damage any target that is next to you with 4d12 magic damage. |
N/A |
Fitful Strobe |
| Star's Vengeance | 4 | ✨ Other | 8 Soul | 7 | 1 target or self | 1d6 attacks | Challenging Arcana -2 |
This spell is a part of the Piercing Light spell chain and is found in the Piercing Light rune stone. With this spell you summon the positive source for all light, the Star. The Star will counter attack for you or an ally of your choosing, for 1d6 attacks. Whenever the protected target is attacked, the Star will activate, dealing 5d12 of magic damage to the attacker. |
Armor Effect: Star's Vengeance If you are hit with critical damage the attacker will receive your Runic Power + Arcana as counter magical damage. |
Flash Explosion |
| Sword of Light | 4 | 🛠️ Utility | 8 Soul | 7 | 1 target or self | 1d12 rounds | Challenging Arcana -2 |
This spell is a part of the Fire's Heat spell chain and is found in the Fire's Heat rune stone. This spell grants the person a sword who's blade is made of pure, concentrated, starlight. This sword of light has a range of 3, a parry of 10, and an attack value of 7d10 plus the wielder's runic power. Any sword skills can be used with this sword. Any weapon enhancement spells can also be used on this sword. Any attack done by the sword ignores 20% of the target's armor. Any critical hit with the sword blinds the enemy for 1 round. |
N/A |
Blinding Fever |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Blinding Fury | 5 | 🕶 Vision Status Effect | 10 Soul | 9 | 1 target | 1d8 +1 rounds | Hard Arcana |
This spell is a part of the Piercing Light spell chain and is found in the Piercing Light rune stone. With this spell you focus the full fury of the Star's piercing light onto a single target in a sustained and relentless assault of searing radiance. The target is immediately blinded, requiring Impossible Perceive checks to attack, move, or defend. The overwhelming light also sends the target into a blind rage, enraging them; doubling their total damage output but preventing them from doing anything except attacking. An enraged target may use offensive skills but cannot cast spells or use items. The searing light deals 4d12 magic damage per round for the spell's duration. |
Weapon Effect: Blinding Fury Critical Hit blinds target for 1 round, requiring Hard Perceive check with every action. |
Solar Flare |
| Fire's Death | 5 | ⚔️ Offensive | 10 Soul | 10 | 1 target | 2 rounds | Hard Arcana |
This spell is a part of the Fire's Heat spell chain and is found in the Fire's Heat rune stone. Upon the casting of this spell you summon forth the dark source of Light, the Fire. The spirit of Fire embraces the target for the first round, burning the target for 6d12 magic damage. However the Fire is only meant to be a source of Light, not flame and soon burns itself out creating a void in its place on the second round. This void of Fire's power brings on a drastic reversal, flooding the target with the chilling aftermath of Fire's Death. The target receives an additional 6d12 ice damage and must make an Impossible Endure check. Should the target fail the Endure Check, the target will receive Frostbite, being dealt with 1d10 Vitality Damage and unable to use Movement actions for the next 1d8 rounds. The caster is gravely impacted by the death of Fire and is dazed for the round following the end of the spell. |
N/A |
Fire's Warding |
| Immolating Radiance | 5 | 💀 Instant Death | 10 Soul | 9 | 1 target | 4 round countdown | Hard Arcana |
This spell is a part of the Fire's Heat spell chain and is found in the Fire's Heat rune stone. With this spell you conjure fire, the dark source of light, wrapping a single target in brilliant flames that only they can see. To onlookers the target appears to glow with an eerie and intensifying light while desperately flailing and striking at themselves. The target is completely lost in their delusion, believing themselves to be burning alive and doing everything in their power to extinguish the flames. Each round the target must make a Mental Balance check or strike themselves, dealing their own attack damage plus the caster's Runic Power. Anyone who moves adjacent to the target in an attempt to help is automatically struck by the target's frantic flailing as a free attack. The spell lasts 4 rounds with increasing penalties each round:
|
N/A |
Glowing Prison |
| Light Guardian | 5 | 🕯 Summon | 10 Soul | 9 | next to self | until an action is done | Hard Arcana |
This spell is a part of the Revealing Glow spell chain and is found in the Revealing Glow rune stone. With this spell you call forth the light from the Star, forming it into a being of pure starlight. During the duration of the spell, you can have the light guardian do one of three things: heal you for 2d20 Vitality, guard you blocking 75% of any kind of damage once, or attack a single target doing 4d20 plus caster's runic power magic damage. Until the light guarding completes its task it is immovable, invincible, and cannot be dispelled by all but the most powerful dispel magic - Death of Magic. Once the guardian has performed an action, be it healing, guarding, or attacking, the guardian will fade away ending the spell. |
N/A |
Armor of Light |
| Light Travel | 5 | 👣 Movement Based | 10 Soul | 9 | self | instant | Hard Arcana |
This spell is a part of the Revealing Glow spell chain and can be found in the Revealing Glow rune stone. This spell allows you to travel to anywhere you have ever been at the speed of light. If you grab onto anything or any other target (ally or enemy), that object or target will also teleport with you. Anyone who is touching you or a target that you are touching is teleported with you. You become a beam of brilliant starlight and any in contact with you are absorbed into the light. Within an instant you shoot upward into space and downward to your destination. However, traveler beware for while it is a place you remember and have once been, you know not what lies in wait when you return. |
N/A |
Light Jumping |
| Night's Death | 5 | 🛠️ Utility | 10 Soul | 9 | 100x100 foot area around the caster | 1 hour | Hard Arcana |
This spell is a part of the Revealing Glow spell chain and is found in the Revealing Glow rune stone. With this manipulation you gather the all illuminating power of the Star and form it above your head, like a localized star. The light from this magically created Star lights up the area under the gentle light-blue glow which pierces all darkness and dissolves all illusions. Any and all traps become clearly marked for you. Any dangers and pitfalls are well seen. Finally, any creatures that fear the light are repulsed from the area. |
Armor Effect: Night's Death (Helmet Only) You can see all traps. |
Flash |
| Star's Clarity | 5 | 🛡️ Defensive | 10 Soul | 9 | 1 target or self | 1d10 rounds | Hard Arcana |
This spell is a part of the Piercing Light spell chain and is found in the Piercing Light rune stone. With this spell you invoke the pure and unwavering light of the Star, cutting through all deception and confusion like a beacon in darkness. All illusions, confusion, control, and mental status effects are instantly dispelled from the target. The Star's clarity then lingers as a protective aura, granting the target complete immunity to confusion, charm, and control effects for the spell's duration. The target also gains a +4 Insight bonus against any illusion attempts made against them. |
N/A |
Fire's Illusion |
| Star's Nova | 5 | ⚔️ Offensive | 10 Soul | 9 | entire area or battlefield | instant | Hard Arcana |
This spell is a part of the Piercing Light spell chain and is found in the Piercing Light rune stone. This spell summons the positive source of light, the Star. The Star appears high above the battlefield, its light dimming then flaring as if is in its final stages of life. Then without notice the Star will violently explode, dealing 8d10+2 magic damage to all enemy targets on the battlefield. The Star's grace seems to protect the casters and their allies from the damage but all on the battlefield are blinded by the violent explosion for the remainder of the battle. Yourself, your allies, and any of the light affinity will only need to make Normal Perceive checks for all actions while your enemies who are not of the light affinity will need to make Impossible affinity checks. If your enemies are of the Water element or fear affinity, they will have a -2 penalty to their perceive checks as well. Finally, as if in a last moment of grace, the small core that remains of the Star will shield you and your allies completely for 1 attack. |
N/A |
Star's Vengeance |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Big Bang | 6 | 💀 Instant Death | 12 Soul | 11 | entire area or battlefield | instant | Impossible Arcana |
This spell is a part of the Piercing Light spell chain and can be found in the Piercing Light rune stone. With this spell you invoke the Star, the pure and brilliant source of light, and channel its most catastrophic and awe inspiring event, the death of a star itself. You flood every enemy on the battlefield with an overwhelming surge of pure stellar energy, filling them to bursting with the light of creation. Each enemy must make a Hard Vitality Save or be consumed from within, their very being unable to contain the star's power as they explode violently outward in a devastating burst of light and force. Those who survive the initial surge are battered by the explosive shock waves of their falling comrades, receiving 9d12 magic damage. Should all enemies somehow endure, the stellar energy still detonates outward dealing 8d10 magic damage to each. The caster and their allies are shielded from the worst of the devastation, though those standing near - within 2 spaces of an exploding enemy are not spared entirely, receiving 6d12 damage per explosion. To witness it is to witness the end of a star; magnificent, terrible, and utterly unstoppable. |
N/A |
Star's Nova |
| Star's Protection | 6 | 🛡️ Defensive | 12 Soul | 11 | 1 target or self | 1d10 rounds | Impossible Arcana |
This spell is a part of the Revealing Glow spell chain and is found in the Revealing Glow rune stone. With this spell you summon the positive source of all light, The Star. The Star offers the target protection. The Star envelops the target with its protective light, decreasing all damages done to the protected by 1d100 + Runic Power percentage during the duration of the spell. Furthermore, if anyone melee attacks the protected, the attacker will be struck with blindness and a blast of light that deals the protected's runic power + Arcana worth of magic damage. |
Armor Effect: Star's Protection Gives the armor piece 1/2 Runic Power as Armor Spirit. |
Light Guardian |
| The End of the Tunnel | 6 | 💀 Instant Death | 12 Soul | 11 | 1 target | 3 round countdown | Impossible Arcana |
This spell is a part of the Fire's Heat spell chain and is found in the Fire's Heat rune stone. With this spell you conjure fire, the dark source of light, in its most devastating and final form - the light at the end of the tunnel. A single target becomes transfixed by a distant, beautiful, and overwhelmingly inviting light that calls to them from beyond. To all others nothing is visible, but to the target the light is undeniable, pulling at their very soul. The target has 3 rounds to make an Impossible Vitality Save or surrender completely to the light's call and die. Each round they fail their check, the light grows brighter and closer, its pull more irresistible. Should they succeed, the light finally fades, but the memory of what they glimpsed beyond never will giving them -3 to all checks for 1d10 days and stunning the target for 1d6 rounds. |
N/A |
Fire's Death |


