
Vitamancy is the magic of the runic element, life. Therefore it has the following properties:
Magic Type: Life Magic
Effects on Magic Damage: Double runic energy for magic attacks done against those of the death element.
Effects on Magic Defense: 20% chance for immunity to life and death magic attacks.
Supportive Effects: Healing spells and potions are 20% more effective on you.
Affinities: Energy, Spirit
Months: Narvanye, Chyr
Life Magic is magic that involves the manipulation of the life element, and all of the aspects that come with or from life. Life Magic is categorized into the following: Navitamancy and Animancy.
- Navitamancy is the control and manipultion of energy, both healing and volatile. It is known for lightning and powerful healing, but is primarily offensive. It's affinity is energy.
- Animancy is the control of the spirit of life. Animancy is mainly about support and healing. It's affinity is spirit.
Minor elemental manipulation usually involves effecting energy and electricity.
Life Affinities
Those born under the element of life will have a stronger affinity to one of two aspects of life. Those aspects are energy and spirit.
Energy is the most iconic and well known aspect of life magic and as the aspect of navitamancy. It is the very aspect of energy itself, of lighting and life. Energy governs life magic's power of offense. Through energy, one might light a fire or create an orb of electric light. These are your navitamancers. Those with the life affinity are strong headed yet have a large heart.
Spirit is the aspect of the spirits of all those that live and once lived. It is the essence of energy and vitality that priests draw power from. Through the aspect of spirit one might revive the dead or ward off death. Those with the spirit affinity are very calm and passionate and are lovers of life though can be quite naive.
Minor Elemental Manipulations
Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.
Energy: You can cause small manipulations like creating electric light, static energy, and so forth.
Spirit: You can cause small manipulations like detecting life, otherworldly sight, and so forth.
The Two Iconic Symbols of Life Magic
In the elemental magic of Life, there are two iconic symbols for each affinity. For Energy are the Seraphim and the Nephilim and for Spirit they are The Spirit and The Soul. These symbols are said to be the very source of life magic, even though like all elemental magic in Nor'Ova, mysticism is conducted not by incantations or potions, but by manipulating the element of life 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 Life, the Seraphim and the Spirit symbolizes the light aspect while the Nephilim and the Soul represents the dark aspect.
Environmental Effects on Life 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 life magic:
- In places where there is a lot of life element present - such as lush forests, busy cities, or anywhere there's electricity - life magic effects are increased by x 1.25
- In cemetaries or in places with a lot of death element present, energy magic effects are decreased by x 0.75 and spirit magic is increased by x1.25.
- In ancient places or places with a lot of time element present, spirit magic effects are decreased by x0.75.
The Soul of Life
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 life is that of the great and fearsome Fairy Dragon. The various affinities have their own minor soul that they connect to.
- Energy: The affinity soul of Energy is the Lighting Bolt. Their critical attacks have a 20% chance of stunning their targets (physical and magical).
- Spirit: The affinity soul of Spirit is the Spirit. Anything that costs Soul automatically costs 20% less Soul.
The life soul of the Fairy Dragon can be reached when the one born under life has acquired 3 life 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 mystic might then awaken his or her runic soul, with a wave of lighting coming from his or her body at all angles. The lightning will spread across the battlefield, dealing all enemy targets double runic damage damage that can't be evaded or blocked. The mystic and his or her allies will have their Vitality restored by double the caster's runic power and any one dead in the party will be brought back to life at full health, no matter how dead they were - as long as they died during that battle.
Life Magic Progression
Life Magic Progression is separated into its two affinities, Energy and Spirit.
Energy Affinity Magic Chart
Energy Affinity Magic Spells
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Electric Shock | 1 | ⚔️ Offensive | 2 Soul | 1 | 1 target within 1d12 spaces | instant | Easy Arcana |
This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock rune stone. It may very well be within the navitamancer's nature to heal instead of harm, to help instead of attack. However, everyone knows that sometimes attack is the only option, and sometimes the best way to help your friends is to join in on the attack.Every navitamancer knows well the true nature of life magic, that it is energy and while energy can be used to heal, it can equally be used as a weapon. It is in such a case when the navitamancer needs to attack that they cast Electric Shock. Manipulating the raw energy around them, the navitamancer channels and focuses it, letting lose the energy in its most volatile form - electricity. The electricity crosses the battlefield to the intended target, shocking the target with 3d6 damage. Should the navitamancer roll a natural 20 the target will also be stunned for 1 round. |
Weapon Effect: Electric Shock Critical Hit dazes target for 1 round |
N/A |
| Essence Bolt | 1 | ✨ Other | 2 Soul | 1 | 1 target or self | instant | Easy Arcana |
This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt rune stone. A navitamancer's first goal is to heal their allies, and for this reason they have developed several ways to do so. One such way was to channel the energy within them into a blast, that when it made contact with their allies it would heal them, restoring 2d8 Vitality. The navitamancer also has realized that sometimes they must heal themselves so that they can keep healing their friends. It was this realization that inspired the navitamancers of the past to turn their blast of Essence upon themselves. However the healing is not as potent as it is for their ally, only healing 2d6 Vitality for the navitamancer, but they do not mind this. This for them feels right. But battlefields are never static and rarely constant. Friend and foe alike move about the battlefield, constantly jumping, running, and falling here and there. In the distant past when magic was just being harnessed and this very spell - simply called Essence at the time, was intercepted by an enemy, healing that enemy instead of the ally it was meant for. So a connection was made with the symbol of the Seraphim within, if the target that got the spell bore in hostility within them towards the navitamancer, it would harm them instead of heal them, dealing 2d8 Vitality damage... |
Weapon Effect: Essence Bolt (Projectile Weapon only) Spell affect replaces projectile, draining soul cost with each use. |
N/A |
| Synergy | 1 | 🛠️ Utility | Vitality Spent | 1 | self | instant | Easy Arcana |
This spell is a part of the Synergy spell chain and can be found in the Synergy rune stone. When the navitamancer draws upon the power of Synergy, it is so that the navitamancer can have the soul fuel needed to continue protecting their friends. They understand that there is a sacred connection to themself and the energy of life. They have a feeling that very energy is connected to a force they are yet to understand. And they know well that everything has a cost. Taking out a sharp blade, the navitamancer cuts the palm of their off hand, letting the blood drip. Watching their Vitality go spent, the Navitamancer communicates that they will trade the spent Vitality for Soul. The unknown force from within accepts, giving the Navitamancer 1 Soul for every 2 Vitality willingly sacrificed. Once the energy trade is made, the energy from within closes the wound and the navitamancer can hear from within them, Next time you need not cut yourself, just make your offer and you will be helped all the same. |
Armor Effect: Synergy (Body Armor Only) Anytime you receive Vitality damage, 10% of that amount is restored to your Soul. |
N/A |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Bearer of Life | 2 | ❤️🩹 Healing | 4 Soul | 3 | 1 target in touching range, not self | instant | Normal Arcana |
This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt rune stone. Seeing their wounded ally, the navitamancer reaches out and lays a gentle hand upon them. Reaching inward, the navitamancer tugs at their elemental soul, awaking a small portion of the Seraphim's spirit within. Warm energy flows from the navitamancer through their hand, enveloping their ally with a warmth of reassurance and healing. Their wounds begin to close, the bleeding stops, and the pain fades away as the energy from the navitamancer restores 3d8 Vitality. Once the spell is done the navitamancer pulls back their hand and smile warmly, assured that now their ally will be fine. |
N/A |
Essence Bolt |
| Birthing Destruction | 2 | ✨ Other | Soul Spent | 4 | 1 target | instant | Normal Arcana |
This spell is a part of the Synergy spell string and is in the Synergy rune stone. Pure destruction, it is an idea that navitamancers often would not even consider. It is not in the nature of mysticism, of life magic, to cause destruction. This is the realm of fire, or so it would be argued. But destruction is indeed a possibility, for the life magic that navitamancers can call upon is pure energy, and energy is not a power to be ignored. Especially when the energy being called is focused through the symbol of the Nephilim, the violent, destructive nature of energy. It is through the influence of the Nephilim that the most destructive spell outside of Apocalyse has come to be known. Birthing Destruction isn't a spell that destroys life, it is a spell that breaks whatever gets in the Nephilim's way. When the navitamancer calls upon this power, they do so not to cause harm, but to clear a path. Channeling into the more destructive nature that lays hidden in the darkest reaches of their runic soul, the navitamancer unleashes a portion of the power of the Nephilim. With this power they can demolish any object they target, be it a segment of the wall, an item, a weapon, armor, a door - really anything that is not organic and does not hold magical power within it. If you target an enemy with this spell, it will cause the enemy no harm. However it will decrease the... |
Weapon Effect: Birthing Destruction Critical Hit reduces target's Physical Armor by 10%. |
Synergy |
| Circle of Magic | 2 | 💪 Empowerment | Soul Spent | 4 | a 3x3 space area around the caster | 1d6 rounds | Normal Arcana |
This spell is a part of the Synergy spell chain and is found in the Synergy rune stone. The foremost and most important goal for the navitamancer isn't to show how powerful they are, nor is it to dominate or even destroy their enemies. It is instead to help their allies. It is in the very nature of the navitamancer to care more for their friends than for themselves, and they will pour all of their will, their power, their very life to do so. When the navitamancer conjures the power to create the Circle of Magic, they do so not for themself, but for their allies. They pour in their very soul into the ground around them, igniting it with life energy. Harmless arcs of energy appearing similar to lightning races across a 3 space area all around the navitamancer, creating within the ground a circle glowing yellow and pulsating with the energy of life. Anyone who enters into this circle is not harmed by the electricity racing across the ground. Nay, they are instead empowered by it, the energy of life surging through them. This empowers anyone who enter's Runic Power, but the amount of empowerment depends on how much of their own spell casting power the navitamancer is willing to pour in. For every 2 Soul spent into the Circle of Magic, anyone who enters will gain +1 to their Runic Power. Yes, anyone, be it friend or foe for the Circle isn't blessed with the... |
N/A |
Synergy |
| Flash Burn | 2 | 🕶 Vision Status Effect | 4 Soul | 3 | 1 target | instant | Normal Arcana |
This spell is a part of the Electric Shock spell chain and is found in the Electric Shock rune stone. The navitamancer who casts this spell does so hoping more to disable the enemy instead of hurting it. The navitamancer after all is all about life energy and the taking of life is not something the navitamancer seeks to do. However, if they could just prevent the enemy from hurting their friends, that would be enough, or so the navitamancer reasons. It is with this thought that the navitamancer reaches for the power of the Seraphim, electric and expressive yet positive in its very nature. Pulling forth the power from within the navitamancer conjures a glowing orb of pulsating life energy, small arcing bolts racing across it, and sends that orb out in front of the target. When the orb reaches the target it explodes violently, arcs of electicity and energy rushing outward into the enemy dealing 3d8 damage, damage that the navitamancer never intended to happen. The explosion let out a brilliant flash of energy that is bright and fierce, giving the enemy target Visual Instability so that they have to make Normal Perceive checks to hit their target for the next 1d4 rounds. |
Weapon Effect: Flash Burn Critical Hit causes Visual Distortion for 1 round |
Electric Shock |
| Lightning Strike | 2 | ⚔️ Offensive | 4 Soul | 3 | 1 target within 6 spaces | instant | Normal Arcana |
This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock rune stone. Barely evading the enemy's attack, the navitamancer shouts, almost pleads, for the enemy to stop and back away or else. The enemy of course does not listen and the navitamancer cries out in both fear and frustration. This scream awakens a dark primal force from within the navitamancer, the Nephilim. Discharging from the navitamancer as they scream, life energy in its most volatile and unstable form shoots upwards high into the sky. Not even a second later it comes crashing back down in the form of a lightning bolt, striking head on the enemy target dealing 3d12 magic damage. The navitamancer looks on in disbelief and subtle horror at the power that just came from within them. |
Weapon Effect: Lightning Strike Critical Hit causes 2d12 lightning magic damage. |
Electric Shock |
| Mend | 2 | Soul Spent | 3 | 1 target | instant | Normal Arcana |
This spell is a part of the Synergy spell chain and can be found in the Synergy rune stone. The primary role of the navitamancer is to restore and to heal. It matters not if the target is alive or inanimate, healing and bringing back to how they once were is part of their very nature. Plus, if it will help their friends, the navitamancer is even happier to do so. When the navitamancer casts Mend, it isn't to restore lost life or heal wounds, it is cast with the intention of healing something that is inanimate in nature. This could be weapons, clothes, a table, a door, anything really. It is not limited to just objects either as the power within Mend can even repair broken bones and broken wings. It all comes from the same source really. Casting Mend, the navitamancer offers up some of their soul which the Seraphim use to restore the object the navitamancer wishes to be fixed. The amount of restoration depends upon how much Soul the navitamancer is willing to spare, with every 2 Soul given restoring the object by 10%. |
N/A |
Synergy | |
| Shockwave | 2 | 😵💫 Dazed Effect | 4 Soul | 3 | a 4x4 space around user | instant | Normal Arcana |
This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock rune stone. Surrounded by enemies, the navitamancer panics. Not because they are afraid of the enemies, but because the enemies are keeping them distracted and unable to help their friends. The navitamancer yells for the enemies to back away, but the enemies do not, mistaking the warning cries as a sign of fear and weakness. Seeing that the enemies will not relent, the navitamancer has no choice, they must stop the approaching foes. Connecting with the dark symbol of life energy that is the Nephilim, the navitamancer pounds the ground violently, letting out a wave of unstable energy. Anyone within the area of effect must make a Hard Endure check, friend or foe alike for the power of the Nephilim cares not nor understands the difference. Those that fail are dazed for 1d4 rounds. Should the navitamancer roll a natural 20 when casting this spell, the dazed effect is replaced with stun for 1d4 rounds. Smiling inwardly, the navitamancer knew they accomplished what they needed to do, they made the enemies stop. |
Weapon Effect: Shockwave Critical Hit dazes target for 1 round. |
Electric Shock |
| Spark of Life | 2 | 😇 Revival | 4 Soul | 3 | touch | instant | Normal Arcana |
This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt rune stone. Watching horrified as one of their dear friends die, the navitamancer rush over to them. The threat is real, the urgency is required, because the navitamancer knows that if they do not act quickly they will not be able to save them. The navitamancer doesn't yet know of that kind of power. All they know now is that they have their arcana worth of rounds to act to save their friend. Reaching their side, the navitamancer places their hands on the fallen's chest, and send a jolt of electrical energy imbued with the navitamancer's own Arcana into the deceased target. The fallen ally's life is restored to the state it was before the killing blow, with only the Arcana the navitamancer had to supply as their restored Vitality. Any status effects that they had, positive or negative, remain. The death was not long enough to erase those from the body. Should the death have been from decapitation however, the head does not simply grow back and mere moments after receiving life from the navitamancer the body dies once more. |
N/A |
Essence Bolt |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Grounded Power | 3 | 🔻 Debuff | Spent Vitality | 6 | a 3x3 space area around you | 1d6 rounds | Challenging Arcana |
This spell is a part of the Synergy spell chain and is found in the Synergy rune stone. There are those who seek to harness and amplify power, and then there are those wise enough to know that sometimes the most powerful thing one can do is take power away. With the casting of this spell the mystic becomes a living ground wire, channeling the volatile life energy within their own body outward to neutralize the dangerous power of those around them. The mystic crackles visibly with electricity as the spell takes hold, their body becoming a conduit through which the damaging potential of nearby combatants is silently and continuously drained away and dispersed harmlessly into the air. To cast this spell the mystic must spend their own Vitality which they are committing to the grounding effect. This Vitality is locked away for the duration of the spell, it cannot be restored by any means, whether by potion, spell, or any other restorative source, until the spell ends and the grounding effect ceases. For every 1 Vitality spent into this spell, the damage output of all targets within the 3x3 space area around the caster is reduced by 1%. This reduction applies to all forms of damage; physical, magical, and runic, and affects enemies and allies alike within the area. The caster themselves... |
Weapon Effect: Grounded Power Critical Hit reduces the target's total damage value by the amount of damage received as a percentage for the next round. |
Birthing Destruction |
| Heat Lightning | 3 | 🌪️ Multi-Target | 6 Soul | 5 | any target in a straight line in front of you, plus any target in the adjacent spaces next to the initial target | instant | Challenging Arcana |
This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock rune stone. Heat Lightning is a rare phenomenon often only experienced in hot evenings within warm climates. Those who study it might tell you that it is lightning seen from a very distant storm, but the navitamancer knows different - it is energy expressed without a storm but by the power of the Seraphim and its righteous might. After warning the enemies to leave their friends alone, the navitamancer finally reacts and calls upon this power. Their fingers crackles with red hot lightning as it shoots outward in a straight line in front of you. The lightning burns and passes through each and every target until it finally exits the field of battle and dissipates. The first target in the straight light catches the lightning at its most potent, receiving 4d12damage. This target scatters the energy slightly, causing it to arc to one space to the left and one space to the right, hitting any target in those spaces for 4d8 damage. Each additional target in the straight line path receive the damage slightly less than the target before, decreasing by 1 die size but never decreasing by die amount. Therefore the next target may take 4d10, the following 4d8, and do forth. The die amount does not decrease past 4d3, with any remaining targets in the line taking 4d3 damage.... |
Weapon Effect: Heat Lightning If you make a critical hit with your weapon, any target, ally or enemy, next to that target will receive runic power damage. |
Flash Burn |
| Mystical Shield | 3 | Soul and Vitality Spent | 6 | 1 target, not self | 1d8 rounds | Challenging Arcana |
This spell is a part of the Synergy spell chain and can be found in the Synergy rune stone. The navitamancer witnesses their friend constantly being attacked and wish to help. They reach deep within and offer the power of the Seraphim that resides within their runic soul their Soul power to protect their friend. Sensing that the navitamancer will not protect themselves, the Seraphim does not respond, ignoring the navitamancer. Distraught for a moment, the navitamancer will not be detered! They will help their friend at any and all costs! With a deep breath, they pull the Soul they was willing to spend together, and use their own life as the glue and catalyst of the spell. With this they create a magical buckler that would reside on the ally's off-arm. All the ally would need to do is to make the needed Defense or Spirit check and the magical buckler would help to reduce the damage the ally would normally receive. The amount of protection depends upon the amount of Vitality and Soul given - every 1 Vitality and 2 Soul grants 1 protection. The magic shield is gifted to the ally for the duration of the spell. During the spell's duration, the Seraphim quietly restores the navitamancer's Soul and Vitality, its restoration being equal to the amount given to the spell. The Seraphim from that point forth knows the true nature of the navitamancer. At the end of the... |
N/A |
Mend | |
| Raw Power | 3 | ⚔️ Offensive | 6 Soul | 6 | 1 target | instant | Challenging Arcana |
This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock rune stone. There are few things in this world that is more terrifying than a pissed off navitamancer. A feat that itself is hard to accomplish, once angered they are a pure destructive force of nature - the very symbol of the Nephilim beginning to shine forth as a powerful part of the navitamancer's personality. They have a big heart yes, but are also hard headed and when angered they will not come down from that anger easily. Fueled by bitter rage, the navitamancer in this moment forgets their desire to heal and to help. Instead only one thought remains, the complete and utter destruction of the foe that brought on their anger. Muttering a soft warning to others to stand back, the navitamancer lets the Nephilim come forth, and come forth it does sharing in the navitamancer's rage. Hands stretched outwards, a beam of vibrant yellow shoots forth, smacking hard into the target dealing 40 magical damage here. There is no variance, no potentially weak spell. Just sure fire anger expressed in pure energy with one singular purpose - to destroy. Should the navitamancer roll a natural 20 here, this is expressed even more powerfully, killing the target instantly. Once the beam passes from the navitamancer's hand, the navitamancer falls unconscious, and will remain that way... |
Weapon Effect: Raw Power Always perform a critical hit with your weapon. |
Lightening Strike |
| Regeneration | 3 | ❤️🩹 Healing | 6 Soul | 5 | 1 target, not self | 1d12 +1 rounds | Challenging Arcana |
This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt rune stone. Perhaps nothing is more iconic that the spell, Regeneration. A slow healing spell that is and always has been a symbol of life magic and navitamancers for as long as magic could be used. The premise is simple, the reasoning behind it even a beginner could understand. But despite how simple it might seem, Regeneration is not a spell that can be cast by a navitamancer new to their craft, nor can it be cast without a thought given. To cast Regeneration, the navitamancer must be calm, at peace, and have clear focus and intention on what they are trying to achieve. The goal for the navitamancer when they cast this spell is to provide continual healing in small amounts so that they can more easily focus on other needs. When the navitamancer successfully casts the spell, they cover the ally with pure energy which restores to the ally the navitamancer's Arcana as Vitality. Should the navitamancer roll a natural 20 here, that amount is doubled. However, should the navitamancer fail and roll a natural 1, the ally will receive the navitamancer's Arcana as pure Vitality damage. When the spell ends, the energy fades from the ally. |
Armor Effect: Regeneration (Helmet Only) Restores wearer's Arcana as Vitality per round/hour. |
Spark of Life |
| Runes of Power | 3 | 💪 Empowerment | 6 Soul | 6 | 1 target or self | 1d8 rounds | Challenging Arcana |
This spell is a part of the Synergy spell chain and can be found in the Synergy rune stone. Upon the casting of this spell ancient runes of the long lost nephilim language glow upon the target in brilliant, golden light. The inscribing causes no pain nor discomfort and the runes themself seem to crackle with electricity and vibrant yet volatile life magic. These runes do nothing on their own except to act as a conduit of power, accepting the vitality of life energy from their bearer in exchange for pure offensive or runic power. The choice of which power must be made upon accepting the runes and cannot be changed while the runes remain active. Each round the target may choose to sacrifice their own life, their own vitality for their chosen power, runic, offensive, or bow. For every 2 Vitality sacrificed to the runes their chosen power gains a bonus of 1. This bonus lasts for the length of time that the runes remain, and may grow with each sacrifice. There are no limits to this growth with the only constraints being the amount of life the bearer is willing to sacrifice, and the support action it takes to do so. The nephilim's runes will accept as must life as the bearer is willing to give. However the runes are hungry and demanding. While Runes of Power is active the target's body is under constant strain from the conversion of life force into power.... |
N/A |
Circle of Magic |
| Seraphim's Gentle Grace | 3 | 🛡️ Defensive | 6 Soul | 6 | 1 target or self | 1d6 rounds | Challenging Arcana |
This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt rune stone. When the navitamancer casts this spell they are calling upon the positive nature of life energy, the Seraphim, to protect. The very force that burns darkness from the world, smites enemies of the deity they represent, are asked here to do neither of those things. Instead, the navitamancer pleads for protection, either for themself, or for their ally. A warmth that is like a gentle hand calming you in your moment of fear and uncertainty fills the one to be protected, bringing them a sense of gentle peace. This spell protects not from what can be seen, but from what cannot, fears, doubts, confusions, anxiety, possessions, anything and everything that affects the mental and spiritual self are protected against and not with a shield but with a gentle calm. It simply reminds the target of what they are, a living vessel of life energy, and life energy does not bend easily to fear or confusion or the whispered manipulations of darkness. The power of the Seraphim wraps its grace around the target's mind and spirit protecting it from the unseen demons and darkness. For as long as Seraphim's Gentle Grace remains active whenever the target is called upon to make a Mental Balance or Spirit Balance check against a mental or spiritual status effect they may add 1d8... |
Armor Effect: Seraphim's Gentle Grace +1 to Mental Balance and Spiritual Balance per piece of armor that bear this rune stone. |
Bearer of Life |
| Tri-Blast | 3 | ᯓ➤ Fast Spell | 6 Soul | 6 | 1 target | instant | Challenging Arcana |
This spell is in the Electric Shock spell chain and is found in the Electric Shock rune stone. The navitamancer has learned something important about the Nephilim by now, that it does not always want to burn everything at once. Sometimes it wants to be precise. Sometimes it wants the target to know exactly what is coming and understand that there is nothing they can do about it. Tri-Blast is the very representation of that idea. The navitamancer, after warning the target and seeing the target ignore the warnings, wants to show the target the promise behind their words. Maybe then the enemy will listen. Maybe then the enemy will leave the navitamancer's friends alone. With this though, the navitamancer channels the Nephilim into three distinct bolts of electrical energy simultaneously, sending each one at the target from a different angle; left, right, and straight ahead - all in the same instant. The target may attempt to evade, and they may even succeed against one of the bolts. However a defender can only commit their body to one direction at a time. The other two bolts are already there, and are unavoidable. Each bolt is resolved as a separate attack, requiring its own evade roll at Hard -2 difficulty, but remember that the target can only make one evasion per attack, and while... |
Weapon Effect: Tri-Blast (Projectile Weapon only) Replaces ammo with spell effect, still uses up ammo. The ammo is still depleted, however instead of ammo firing out, the spell is used. |
Shockwave |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Giver of Life | 4 | 😇 Revival | Vitality Given | 8 | 1 target | instant | Challenging Arcana -2 |
This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt rune stone. There are spells that heal. There are spells that restore. There are spells that reach into the body and mend what was broken and replenish what was spent. This is none of those things. This is a navitamancer looking at someone who has stopped breathing and deciding that is unacceptable. This is a navitamancer reaching into themselves, not into the ambient energy of the world, not into the Seraphim's power, not into any external force, and pulling out their own life and handing it across. No intermediary. No amplification. No buffer between the giver and the given. Just one person's life moving into another person's body because the navitamancer decided that is where it is needed more. When this spell is cast the navitamancer chooses how much of their own Vitality to give. As little as 1 point is enough to bring the target back from death's edge for the door back to life is not expensive to open. But opening a door and walking through it in good health are very different things. The target is restored to exactly the amount of Vitality the navitamancer gives, no more and no less, a pure and direct transfer of life from one vessel to another at a 1:1 ratio. What the... |
N/A |
Regeneration |
| Life Fire | 4 | 8 Soul | 7 | 1 target | instant | Challenging Arcana -2 |
This spell is a part of the Electric Shock spell chain and is found in the Electric Shock rune stone. When is a fire spell not fire but life, one might ask. When it is energy itself burning. Lore often depict the holy Seraphim brandishing blade covered in fire, any any runic scholar or theologist will tell you that the fire of their sword is not truly fire, but righteous, holy energy set ablaze. Such is the very nature of the spell, Life Fire. In a normal situation, navitamancers would have no need for such a power. They would rather leave offense to the warriors and the pyromancers while they support and heal their friends. However by now they have also come to understand the need to get offensive in order to better protect the ones they care about. Still, that does not answer the need for burning energy. Nay, that comes from fear. Faced with enemies that simply defy the natural order - the walking, animated dead, the navitamancer frantically call for the Seraphim from within. The Seraphim answer, releasing a blast of burning green energy that very much takes on the appearance of fire. It is a fire that is as electric as it is hot, and it will indeed deal damage to any target - 5d10 magical damage. It is the undead however that the spell is made to deal with, increasing that damage by double the caster's Arcana whenever it makes contact with the walking dead... |
Weapon Effect: Life Fire Critical Hit causes 1d6 Vitality Burn Damage for 1d6 rounds (non stacking) against living targets and deals extra runic power damage against undead and spirits. The rune stone also makes the weapon deal full damage to spirits instead of reduced damage. |
Heat Lightening | |
| Life's Warding | 4 | 8 Soul | 8 | 1 target and self | 1d6 rounds | Challenging Arcana -2 |
This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt rune stone. It has been centuries since the awakening of runic souls and the ability for living, sentient beings to cast magic, centuries since the fallout of the Great Magic War that brought about this awakening. In that time many have come to know and learn magic, and while some have used it correctly others have bent magic to fit their dark needs and darker goals. This has been true for all magic, even for life magic despite the general caring nature of the navitamancer - some have through history come to twist even the sacred power of Life. It is for this reason that the Seraphim have developed a potent defense against life magic in its totality. When the navitamancer faces a dangerous magic casting foe, they call upon the Seraphim to protect their friend. The Seraphim agrees to do so, knowing well the risks, and offers to extend the protection to the navitamancer. The navitamancer declines, but the Seraphim ignore it, and decide to protect the caster anyways. Pouring their energy over both the navitamancer and the protected ally, they now have double the natural runic immunity to both Life Magic and Death Magic. The protection does not end there however, as the energy protects against all magic indiscriminate, granting a 20% chance of immunity to all other magic. The... |
Armor Effect: Life's Warding Increased immunity to Life Magic and Death Magic by 5 per piece of armor bearing this rune stone. |
Seraphim's Gentle Grace | |
| Lightning Pins | 4 | 🌪️ Multi-Target | 8 Soul | 8 | a 4x4 space area of your choosing | 1d10 rounds | Challenging Arcana -2 |
This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock rune stone. Gazing across the battlefield, the navitamancer can clearly see a group of enemies coming towards their friend. Wishing to protect their friends from harm, the navitamancer decides that the best way to do so is to get rid of the enemies. After shouting out a warning to their friends, the navitamancer reaches deep within themself and makes contact with the dark symbol of life energy, the Nephilim. The Nephilim, eagerly wanting to prove their value, empower the navitamancer. The navitamancer then attempts to blast unstable energy magic above the enemies, trying hard to contain it so that it hopefully would not harm their friends. The result is the spell, Lightning Pins, a spell that rains down powerful bolts of vibrant blue energy from above. Everyone in the area of the spell must make Evade checks, enemies must make Hard Evade checks and allies must make Normal -1 Evade checks. Should the navitamancer be caught within the spell they too must make evade checks, however for them it is Easy Evade checks. They must do so each round that they are in the area of the spell. Should they fail their evade check they will take 3d20 magic damage. When the spell ends the bolts will stop falling, however those that experienced it may still wonder when... |
N/A |
Raw Power |
| Mystic Weapon | 4 | 8 Soul | 8 | 1 target, not self | 1d8 rounds | Challenging Arcana -2 |
This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt rune stone. Empowering their allies is what the navitamancer live for, and that becomes evident when they cast Mystic Weapon. With the casting of Mystic Weapon, the navitamancer empowers whatever their ally might use as a weapon, not with just the ability to do more damage, but with the very duality of life magic itself. It is as if the navitamancer placed a part of their very runic soul upon their ally's weapon, and perhaps they did - the navitamancer will never confirm. They will simply smile at the fact that they were able to help their friend do something special, and that is indeed the power this spell grants their friend. Their weapon becomes a true double-edged sword in every sense of that meaning. On one hand it can deal damage, with its damage increased by both the navitamancer's and the wielder's runic power. Critical hits with the weapon activate even more power, adding to the damage the wielder's Arcana. If the navitamancer rolled a natural 20, the navitamancer's Arcana and Runic Power is added with the runic power being the full potential power possible. The other side of this symbolic double edged sword is healing, showing the true duality of life magic - to both harm and heal. Striking their ally will heal for the same amount of Vitality that they would... |
N/A |
Seraphim's Gentle Grace | |
| Mystical Armor | 4 | Soul Spent | 8 | 1 target, not self | 1d8 rounds | Challenging Arcana -2 |
This spell is a part of the Synergy spell chain and can be found in the Synergy rune stone. Wishing to protect their dear friend, the navitamancer offers up their very soul to the Seraphim, casting the spell Mystical Armor into existence. The Seraphim, long having grown accustomed to the navitamancer's self sacrifice to aide their friends, takes the offered Soul without question. The Seraphim knows what the navitamancer desires, even if the navitamancer cannot express it. Having long been a part of the navitamancer's Runic Soul, the Seraphim perhaps knows the navitamancer better than the navitamancer knows themself. Without hesitation, the Soul offered into the spell is amplified and given to the ally the navitamancer wishes to protect, coating their very armor. Every 1 Soul given is 1 protection provided, and the protected ally can speak where they want this protection - as Physical Armor, as Magical Armor, or as a combination of both. When the spell's duration reaches its end, the Seraphim call back the offered Soul, and this time for one round the Soul is given equally to the navitamancer's Physical and Magical Armor as added protection, ignoring any protests from the navitamancer. After the round of self protection, the navitamancer regains all Soul spent into the spell. During the spell's duration, any Soul recovery that the navitamancer receives is... |
Armor Effect: Mystical Armor (Body Armor Only) Increases Magical Armor by Arcana. |
Mystical Shield | |
| Nephilim's Fury | 4 | 🌪️ Multi-Target | 8 Soul | 8 | a 4x4 space around and including caster | instant | Challenging Arcana -2 (Normal -2 only if threatened) |
This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock rune stone. The Nephilim did not accept their fall. They did not bow their heads and fade quietly into the darkness of what they had become. They raged. They lashed out at the very world that had diminished them, at the forces that had unmade their glory, at everything and everyone within reach. It did not matter who stood beside them. It did not matter who deserved it. The fury was not a weapon aimed, it was a force unleashed, blind and absolute and devastatingly powerful. When the navitamancer calls upon the power of Nephilim's Fury, the navitamancer is calling for this very expression of fury and rage. It is not a spell cast with intention or precision, it is cast when the navitamancer finally breaks - surrounded, angry, and needing the Nephilim's power to bring down anyone and everyone around them. It is a navitamancer reaching into the darkest, most violent expression of life energy and simply letting go. When this spell is cast raw magical energy erupts from the caster in every direction simultaneously, a violent discharge of pure life force that cares not about affinity, element, morality, with no regard whatsoever for what it strikes. Friend and foe alike, the caster themselves, the ground, the air; the fury touches... |
Armor Effect: Nephilim's Fury (Body Armor) Reduces damage to self of Nephilim's Fury by total Armor Spirit as a percentage. |
Tri-Blast |
| Nephilim's Plight | 4 | 💪 Empowerment | 8 Soul | 8 | self, draws from all allies | 1d6 rounds | Challenging Arcana -2 |
This spell is a part of the Synergy spell chain and is found in the Synergy rune stone. Backed up against a wall, the situation around them dangerous and desperate, the caster finally finishes casting asking for aide from anything that might help. The Nephilim, the very negative symbol of life magic responds with one goal, to aide the navitamancer that cast the spell. The Nephilim did not fall because they were weak. They fell because they were desperate, and being desperate they did what had to be done, they took what they needed and used it to survive. No other force knows the feeling of plight and desperation like the Nephilim, and for the navitamancer they are prepared to take for them what is needed to help the navitamancer overcome the dangerous situation before them. When this spell is cast the navitamancer identifies the trait they need most in this moment, be it Stamina, Arcana, Agility, Immunity, or any other trait bonus. That trait is then drawn from every ally simultaneously without exception and without request. For each ally the spell rolls 1d6 to determine how much of that trait is taken. The trait cannot be reduced below zero. Should an ally have less than the rolled amount available only what remains above zero is taken, and should an ally... |
N/A |
Grounded Power |
| Seraphim's Endowment | 4 | 💪 Empowerment | 8 Soul | 8 | 1 target, not self | 1d6 rounds | Challenging Arcana -2 |
This spell is a part of the Synergy spell chain and is found in the Synergy rune stone. With the casting of this spell the navitamancer calls upon the positive symbol of life energy, the Seraphim, to aide their comrades in battle. Through the power of the Seraphim, the navitamancer can endow a bit of their power to one chosen ally. To endow is to give. Not to lend, not to loan with expectation of return, not to share while keeping something for yourself. To give. The Seraphim understand this better than any force in existence for they are the symbol of life energy at its most generous, its most outwardly directed, its most willing to pour itself into another without reservation. When a navitamancer calls upon the Seraphim's Endowment they are asking the Seraphim to carry something of themselves across to another, to take what the navitamancer offers and make it into something greater than what it was, and to place it in the hands of someone who needs it more. When this spell is cast the navitamancer chooses one of their own trait bonuses to endow; Immunity, Arcana, Agility, or any other trait bonus they possess. This must be a trait bonus specifically. Not a stat. Not a power. Not a Soul pool or a Vitality reserve or a measure of Runic Power. Those things belong too deeply to the person who carries them to be given away even by the Seraphim. But a trait, the... |
N/A |
Circle of Magic |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Amplified Strength | 5 | 💪 Empowerment | 10 Soul | 10 | 1 target or self | 1d8 rounds | Hard Arcana |
This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt rune stone. When you cast this spell you draw upon the power of the Seraphim and use it to empower the strength of yourself or your ally. Pure, electrical power course through the muscles of the target, like a current finding the path it was always meant to travel. The target feels it immediately; a heat in the limbs, a sudden and almost overwhelming sense of physical capability that wasn't there a moment before. The Seraphim's power does not merely enhance what exists. It amplifies it far beyond its natural ceiling. The target's Strength and Power increase by double the caster's Arcana, the Seraphim's energy translating the navitamancer's own magical capability directly into raw physical force. Beyond that the life energy saturates every Strength based trait, pushing each one beyond what training and growth alone could achieve . Every Strength based trait increases by 1d20 for the spell's duration as the Seraphim's amplification reaches into the very definition of what the target is capable of physically. For 1d8 rounds the target operates at this extraordinary level. They hit harder, carry more, push further than they have any natural right to. For those rounds the body is no longer being honest. It is being generous. The benefactor feels the... |
Armor Effect: Amplified Strength +1 to every Strength trait per piece of armor rune stone is applied too. |
Giver of Life |
| Cascading Energy | 5 | 🌪️ Multi-Target | 10 Soul | 11 | cascading to the nearest target, origin point is caster | instant | Hard Arcana |
This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock rune stone. There is a sight that those who have lived in wet climates know well. On summer nights when the air is thick and the sky is restless, lightning comes not as single strikes but as something alive, arcing across the horizon in great cascading chains, one bolt spawning another, connecting point to point across the sky as if the energy itself is searching for somewhere to go, finding it, and searching again. It does not discriminate. It does not pause. It follows the path that energy always follows, the one that is the nearest, the easiest, the most available. It is breathtaking and it is terrifying and it does not care which of those it is to you. To call upon Cascading Energy is to make that imagery and turn it into a terrifying weapon. When this spell is cast a bolt of raw life energy erupts outward from the navitamancer, the caster themselves untouched, and strikes the nearest target within range. From that target it arcs immediately to the next nearest target, and from them to the next, cascading outward in an ever expanding chain of violent electrical energy that follows the path of least resistance across the battlefield without pause or preference for friend over foe. Each target struck takes 5d12 magical damage as... |
Weapon Effect: Cascading Energy Critical Hit cascades equal damage to any target within 2 spaces of struck target, with the damage cascading from those targets to any target within 2 spaces affecting both friend and foe. |
Nephilim's Fury |
| Electrified Aura | 5 | 💫 Aura | 10 Soul | 10 | 1 target or self | 1d8 rounds | Hard Arcana |
This spell is a part of the Synergy spell chain and is found in the Synergy rune stone. It is often believed throughout many mythologies that the aura of the Seraphim is so full of energy to come to near one means death. With the casting of this spell, the mystic invokes this idea and makes it a reality. Calling upon the pure electrical power of the Seraphim, the navitamancer envelops it either around themself or a chosen ally. The target becomes wreathed in a crackling aura of brilliant electrical energy, beautiful and terrifying in equal measure. The aura hums with barely contained power, arcing between the target and the ground beneath them, warning anyone foolish enough to consider striking them in melee what awaits. The warning is not an idle threat but a violent promise. Any target that strikes the protected target with a melee attack is immediately struck by the aura's electrical discharge. The attacker receives 3d20 magical damage and is dazed for 1 round. While dazed the affected immediately loses 1 attack and movement action for their next active round. If the affected only had 1 attack or movement action they will be unable to attack or move for that round entirely. Furthermore the dazed target must make a Hard Focus check to use any magic spell during their next active round. This effect triggers automatically with no action required from the... |
Armor Effect: Electrified Aura (Body Armor Only) Any target that critically hits the wearer with a melee attack receives 1d20 electrical damage and must make a Hard Endure check or be dazed for 1 round. |
Mystical Armor |
| Mystic Warden | 5 | 🕯 Summon | 10 Soul | 10 | next to self | Up to 6 rounds or until Warden's Vitality is depleted | Hard Arcana |
This spell is a part of the Synergy spell chain and is found in the Synergy rune stone. It is said that the Seraphim care nothing for themselves, that their entire existence is devoted to the protection and service of others. Whether or not that is true of the Seraphim themselves, it is most certainly true of what the navitamancer creates with this spell. With the casting of Mystic Warden the navitamancer calls forth from their own life force a being of pure crackling electrical energy - a guardian, a protector, a warden in the truest sense of the word. It emerges adjacent to the caster in a brilliant flash of golden light and electricity, beautiful and fierce, and it immediately sets about doing the only thing it was created to do - keeping those the navitamancer loves alive. The Warden has no Vitality of its own. It lives entirely on what the navitamancer is willing to give. At the moment of casting the navitamancer must immediately commit an amount of Vitality to the Warden. For every 1 Vitality the navitamancer sacrifices the Warden receives 2 Vitality, the navitamancer's life force amplified by the Seraphim's energy into something greater. This initial commitment determines how much punishment the Warden can absorb before falling. Each subsequent round the navitamancer may spend a support action to feed the Warden additional Vitality at the same 1:2... |
N/A |
Seraphim's Endowment |
| Nephilim's Embrace | 5 | 💤 Sleep Effect | 10 Soul | 10 | 1 target | until target awakens or dies | Hard Arcana |
This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt rune stone. Glaring at the target, the navitamancer casts the spell, calling upon the dark symbol of all life energy, the fallen Nephilim. There is a cruelty unique to the Nephilim that is more insidious than simple destruction. They understand comfort. They understand the appeal of warmth and rest and the feeling of being held against something larger than yourself. They understand it because they once were that something fairer, beings of divine energy who sheltered and sustained. They remember what it felt like to be an embrace worth seeking. And they have never forgiven what they lost. When the navitamancer calls upon the Nephilim, the Nephilim responds, desiring to once again feel that embrace and ever too happy to be called upon. When this spell is cast the target feels it first as something almost welcome, they feel a sudden warmth, a heaviness in the limbs that feels like the edges of deserved rest, a sense of being gently gathered inward. It feels, for just a moment, like safety. Then consciousness fades and the target falls into a deep and consuming sleep, and the warmth reveals itself for what it truly is. Not comfort. Not rest. The Nephilim feeding. Long devoid of contact, the Nephilim desire more than an embrace is the very life essence itself. While the... |
N/A |
Life's Warding |
| Nephilim's Resurrection | 5 | 🕯 Summon | 10 Soul | 10 | 1 fallen target within 6 spaces | 1d6 rounds | Hard Arcana |
This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt rune stone. When you cast this spell, be it as a result of a botched attempt at Giver of Life, or to resurrect a fallen enemy target, you expect a true resurrection. If you are aiming to raise the fallen enemy target, you do so with the hope that it will switch to your side, therefore you willingly plead to the dark champion of life energy, the fallen Nephilim. The Nephilim answer the call with enthusiasm and without wisdom, flooding the fallen target's body with raw volatile energy that animates the flesh and sets it moving once more. What returns however is not the person. It is not even a shadow of the person. It is a body filled with Nephilim energy, driven by nothing but violent base impulse, a horror wearing a familiar face. This spell can be activated in one of two ways: Deliberate Casting: The mystic deliberately targets a recently fallen enemy within 6 spaces, choosing to call upon Nephilim energy rather than true resurrection. Perhaps the mystic believes turning a fallen foe to their side is worth the cost. Perhaps they simply need a body to fight for them and have no better option... |
N/A |
Giver of Life |
| Seraphim's Holy Fire | 5 | ⚔️ Offensive | 10 Soul | 10 | 1 target | Instant, burn lasts 1d4 rounds | Hard Arcana |
This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock rune stone. With the casting of this spell the navitamancer calls upon the positive symbol of energy, the holy Seraphim, a symbol of life energy at its most divine and most fierce state. The Seraphim are believed in various religions and mythologies to not be gentle beings. They are never portrayed as being merciful, especially to darkness. They are the expression of their deity's power. As a symbol of navitamancy, they are a symbol of life energy at the apex of its power, brilliant, terrible, and absolute. When a navitamancer reaches in deep enough to pull forth Holy Fire, they are not calling upon a Seraphim, they are becoming the expression of that same force by channeling life energy in its most concentrated and devastating form. Instead of brilliant lightening, they summon a column of searing golden fire, the holy combustion of life energy itself, with the full weight of the very nature of the Seraphim behind it. Striking a target with this powerful, searing expression of pure life energy deals 6d12 damage to the target. Should the target bear any darkness within expressed by having any value or amount of dark morality points, the Seraphim's fire does not simply burn the flesh of the target, it burns the very darkness within. The fire recognizes... |
Seraphim's Holy Fire (Body Armor Only) The wearer gains resistance to burn effects, reducing burn damage by 1d6 per round. |
Life Fire |
| Seraphim's Promise | 5 | 🛡️ Defensive | 10 Soul | 10 | self and all allies | until end of battle or caster's death | Hard Arcana |
This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt rune stone. Facing a terrible threat, the navitamancer casts this spell, asking for direct intervention from the positive force of all life energy, the holy Seraphim. The Seraphim however does not intervene right away, instead a divine promise is made. A promise made by the Seraphim is not a spell. It is not a ward or a barrier or a magical effect with a duration and a cost. It is a covenant. It is the full weight of the Seraphim's nature - that fierce, absolute, burning devotion to life and to the protection of those who carry it is given the form of a word. And the Seraphim do not break their word. Therefore this promise cannot be dispelled, even if the very death of all magic were to take place. It is a promise that the holy symbol of life will fulfill until the threat of the battle is no more, or the navitamancer with which the promise was made no longer draws breath. The promise covers every ally simultaneously without exception. Should any ally be struck, whether it be by enemy blade, by enemy spell, by the confused swing of another ally, by the indiscriminate spread of an area effect that does not care who it catches, it does not matter. Two things happen immediately and without hesitation. The struck ally receives 5d12 healing as the... |
N/A |
Mystic Weapon |
| Surge of Power | 5 | ⚡⚡ Stun Effect | 10 Soul | 10 | 1 target and the surrounding spaces | instant | Hard Arcana |
This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock rune stone. The navitamancer wipes the blood and sweat from their brow, overlooking the battlefield and all of the carnage that is there. So much death. So much wanton destruction. Not a single care given for life itself. The navitamancer twitches, a fury growing from within them that they fear they can no longer contain, and they are not sure they would even want to. The enemy stands before the navitamancer, mocking them, ignoring every warning, harming their friends. Fine, the navitamancer mutters as it lets loose the spell growing from within. In a single terrifying blast of power the Nephilim comes bursting out in pure energy form, full of rage with lightning arcing along and through the energy blast. It swiftly and with purpose slams hard into the target, knocking it back 1d6 spaces hard onto the ground while overloading the target with the Nephilim's terrifying power. 7d10 damage is done. Anyone that was unfortunate enough to be within any space near where the enemy stood and where the enemy wound up is not spared, for energy is arcing dangerously from the blast, dealing each one 4d12 damage. The surge of brutal power fizzles, the Nephilim silently returns to slumber within the navitamancer's runic soul - its rage satisfied, and the enemy lies there... |
Weapon Effect: Surge of Power Critical Hit dazes the target and any target standing in the surrounding spaces. |
Lightning Pins |
| The Once Powerful | 5 | 🔻 Debuff | 10 Soul | 10 | 1 target | Until target loses consciousness | Hard Arcana |
This spell is a part of the Synergy spell chain and is found in the Synergy rune stone. There is a particular cruelty unique to the Nephilim. They do not simply destroy. They diminish. They take what was great and leave it standing as a monument to its own decline, a breathing testament to what was lost. The Once Powerful is perhaps the purest expression of that cruelty. With the casting of this spell the Nephilim reach into the target and pull away everything that made them formidable, leaving behind only the shell of what they once were. The target does not feel it happen. They simply find that the body they inhabit is no longer the one they remember, all the vibrant life energy that once flowed through them stolen. Upon the spell taking hold the target suffers the following for its duration:
|
Weapon Effect: The Once Powerful (Melee and Handheld Only) Critical hit causes the target's difficulty levels for all checks, skill use, and spell castings to increase by 1 level for 1 round. |
Nephilim's Plight |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Energy Storm | 6 | 🌪️ Multi-Target | 12 Soul | 12 | entire area or battlefield | 1d8 rounds | Impossible Arcana |
This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock rune stone. The navitamancer who possesses the spell Energy Storm is one who's heart has been hardened by loss. They have lived through countless battles. They have seen countless deaths that the could not prevent. These dark memories wear like permanent scars upon their very heart and soul. Yes, they still can help and heal their allies, but now they no longer feel the regret or the conflict within them when they must pour their power to attack their enemies. It is as if they have become the very dark symbol, the Nephilim, themself. They are the raw energy. They are the lightning bolt. They are the swift judgment smiting their enemies. And for too long have they carried these scars. Terrifying anger for what has replaced their once gentle nature rage through them now. Stepping out into the battlefield, they let loose their anger, their fear, and everything in between. The Nephilim within activates, answering the navitamancer's emotional state for it is one that they share and through the Nephilim their power is magnified. Dark ominous clouds blow in covering the sky as terrifying lighting dances among the clouds, a symbol of the horror that is about to come. Then suddenly, without warning, the navitamancer lets known their intent to destroy their... |
N/A |
Surge of Power |
| Infinite Life | 6 | 12 Soul | 12 | 1 target, not self | 1d6 rounds | Impossible Arcana |
This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt rune stone. If the navitamancer could keep their friends alive forever, no matter what is thrown at them, they would choose to do so in a heartbeat. If asked if they would want the same for themself, they'd laugh it off. A true navitamancer cares not for themself after all, but for their allies. It is quite likely that should all of their allies perish, the navitamancer would seek to join them for their very reason to live is no more. It is that very mindset that brings on the casting of Infinite Life. The navitamancer knows well by this point their friends. They have healed them and empowered them time and time again. They know just how much their friends can handle. When the navitamancer casts Infinite Life upon one of them, it is to give them a moment of respite from carrying so much. With the casting of Infinite Life, the navitamancer asks of the Seraphim to protect their friend. When asked if they themselves want the same protection, the navitamancer declines, saying and believing that their friend needs it more. The Seraphim enters the chosen ally, giving them the very namesake of this spell, infinite life, but for a very finite amount of time. The way the Seraphim accomplishes this is quite simple, every time the protected ally is attacked the Seraphim heals them... |
N/A |
Amplified Strength | |
| Trance | 6 | 💪 Empowerment | 12 Soul | 12 | self | 1d8 rounds | Impossible Arcana |
This spell is a part of the Synergy spell chain and is found in the Synergy rune stone. From the very beginning it was the Seraphim that reached out first. A gentle voice after a blood offering, telling the navitamancer they need not hurt themselves to be heard. It has watched every spell since. Every shield raised for a friend. Every armor conjured for someone else. Every time the navitamancer refused to be protected, the Seraphim was there, quietly, patiently, learning what kind of person they were. And now, at the edge of everything, with the battle threatening to consume what the Seraphim has come to cherish most, it makes a choice of its own. The navitamancer does not cast Trance so much as they surrender to it. Opening themselves completely - not with the desperation of someone drowning but with the trust of someone who knows exactly what they are letting in - they invite the Seraphim to take what it needs, begging the Seraphim as they always have, to protect and empower their friends. And the Seraphim, for the first and only time, steps fully inside, ready to carry the navitamancer for once like the navitamancer has carried everyone else. What stands on the battlefield afterward is still the navitamancer. Their face, their hands, their body. But their eyes are luminous with... |
N/A |
Electrified Aura |
Spirit Affinity Magic Chart
Spirit Affinity Magic Spells
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Incite | 1 | 🌀 Confusion, Control | 2 Soul | 1 | 1 ally affecting all enemies | 1d6 rounds | Easy Arcana |
This spell is a part of the Incite spell chain and is found in the Incite rune stone. Despite being cast with good intentions and for a good reason, the spell Incite is typically hated by the member of your party that becomes its focal point. The animancer of course does not cast this spell to harm their friend, nor it the casting done to spite them. The animancer, true to their very naive nature, cast this spell to help the party as a whole. The animancer sees the enemies targeting the weaker among them, and thinks of a way to change this. If they can get the enemies to instead focus on the one who can take the damage better, not only will that help the weaker party members it will also give the animancer only one friend to need to keep healed. With that thought in mind, the animancer channels their Soul energy and places it around the ally who can handle taking damage. This causes the ally to attract all of the enemies on the battlefield. The strange spiritual glow coming from the ally compels them. They can try to make a Hard Mental Balance check to resist it, but should they fail they will be compelled to attack only the selected ally. When the spell finally ends, the glow dissipates from the ally and everything returns to normal. The ally however might have some choice words for the poor animancer after the battle has concluded. |
N/A |
N/A |
| Spiritual Link | 1 | 🛠️ Utility | 2 Soul to cast, 1 Soul per round / 2 Soul per minute | 1 | between self and 1 target | until stopped | Easy Arcana |
This spell is a part of the Spiritual Link spell chain and is found in the Spiritual Link rune stone. The young and green animancer is just now discovering the power of spiritual life magic. They have noticed that they can connect with the life magic around them far easier than before, and wonder to themself if they could use this power to connect to someone living and breathing. Reaching inwards, tapping something from within their runic soul that they do not yet know or understand, the animancer finds a pathway to any runic soul that they have met and know. By using this spell to connect to them, the animancer is able to see through the eyes of the target they choose to connect to, no matter how far away the target is. All that is important is that the animancer knows them. But the animancer should be careful, seeing through their eyes shows the animancer what they can see, but prevents the animancer from seeing through their own eyes. The effect of the spiritual link is expressed far greater however, if shared with a trusted friend and ally. Not only can the animancer then see through their eyes, they can also hear through their ears, smell through their nose - in short they can experience all that their linked partner experiences. All the feelings, all the sensations, all of the emotions. The animancer... |
N/A |
N/A |
| Spiritual Sight | 1 | 🛠️ Utility | 2 Soul | 1 | self | 1 hour | Easy Arcana |
This spell is a part of the Spiritual Sight spell chain and is found in the Spiritual Sight rune stone. Before beginning their life journey as an animancer - a practioner of the mystic art of spirit life magic - the animancer always knew that there was something else, someone else, there all the time. Whether it be beside them or within them they could not yet tell, nor could they yet discern just what this was. So it comes as no surprise at all that one of the first spells, if not the first spell, the animancer tries is Spiritual Sight. The animancer is curious, wanting to see this invisible companion that has been with them for longer than they can remember. Casting the spell they look around in amazement - for they see all the spirits that inhabit the area as if they were physical beings that could be interacted with. The animancer is excited, finding that not only could they see these beings, they could communicate with them, if not by voice then by movement and interaction. The excitement soon dies however, replaced by melancholy and a touch of sadness for the one being the animancer wished to see they could not. Sadly, they close their eyes, ending the spell. |
Armor Effect: Spiritual Sight (Helmet Only) Can always see the spirits, but still needs the spell to communicate with them. |
N/A |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Aura of Vitality | 2 | ❤️🩹 Healing | 4 Soul | 3 | a 2x2 space area around the caster | 1d6 +1 rounds | Normal Arcana |
This spell is a part of the Incite spell chain and is found in the Incite rune stone. The animancer casts this spell, calling upon themself the grace and power of the gentle Spirit. The Spirit's energy filters through the animancer, bringing the animancer a sense of peace and tranquility that prevents the animancer from feeling distressed or anxious. This calming effect radiates from the animancer, but not as a calming field or an aura of peace. It radiates as an aura of life itself, restorative spiritual power that is the hallmark of their connection with the Spirit of Life itself. Extending outwards, the aura covers a space that is 2 spaces wide all around the animancer, filling it with healing spiritual power. Anyone who enters into this aura will find themselves restored by 1d12 Vitality for each round they are in the aura. The aura cares not if the one who enters is friend or foe, for the aura isn't there with the purpose of healing but as a side effect of the Spirit's calming power radiating from within the animancer. The animancer however receives none of the healing effects, standing as the focal point of this aura. Should the animancer move, so to will the aura move, for it is radiating from the animancer and not a fixed field. When the spell ends, the animancer will feel the calming presence leave and the healing aura will dissipate. |
Armor Effect: Aura of Vitality Increases effect of healing spell cast upon you by 20%. This effect does not stack with other armor pieces bearing this rune stone. |
Incite |
| Children of Magic | 2 | 🕯 Summon | 4 Soul | 4 | self and all allies | 1d6 rounds | Normal Arcana |
This spell is a part of the Spiritual Sight spell chain and can be found in the Spiritual Sight rune stone. When the animancer casts this spell they are in fact communing with the Spirit of Life for assistance. The Spirit responds by pulling into the mortal realm little glowing orbs that are no larger than a human fist, one for each of your allies and one for yourself. These orbs, the very essence of spiritual energy, radiate a soft light that makes them appear almost fuzzy by nature, as if they were mere visual artifacts instead of actual spiritual power. These spiritual orbs, the Spirit's Children of Magic, float about and around their appointed ally, ready for instruction. Each ally and yourself may instruct your own spiritual orb. The instruction given must be kept simple due to their very nature, they are simply spiritual energy and not fully able to grasp the spoken tongue. Still, they can perform one of two basic tasks, attack or defend. Should an orb be told to attack, they will attack dealing the caster's Arcana + Runic Power damage. If the animancer had rolled a natural 20 when casting this spell their attack will also daze the target for 1 round, which does not stack. Should they be instructed to defend they will block both magical and physical damage, reducing it by the caster's Arcana + Runic Power. If the animancer rolled a natural 20 when... |
N/A |
Spiritual Sight |
| Fountain of Life | 2 | ❤️🩹 Healing | 4 Soul | 4 | a 3x3 space area around a space of your choosing | 1d6 rounds | Normal Arcana |
This spell is a part of the Spiritual Link spell chain and is found in the Spiritual Link rune stone. Seeing a need for healing but also needing to focus on other areas at the same time, the animancer reaches deep and connects with the Spirit of Life. The Spirit, understanding the animancer's needs completely, creates a tight magical seal at the area the animancer expresses a need for. Working within the seal, the Spirit of Life sprouts forth flowing spiritual life energy, flowing upward and outward much like a fountain would, covering a 3 space area around the seal. As the seal is the nexus point of flowing spiritual energy, no one can walk across or occupy that space. It is physically impossible as the flowing spirit would push them away. However anyone who is within the flowing area of effect is healed for 3d10 Vitality for each round that they remain within the edges of the fountain. The fountain and the Spirit that powers it, knows not who is friend or foe so anyone will receive this healing. When the spell comes to an end, the flow stops and the Spirit's seal fades away. |
N/A |
Spiritual Link |
| Phantasmal Drain | 2 | ✨ Other | 4 Vitality | 4 | a 4x4 space around user | instant | Normal Arcana |
This spell is a part of the Spiritual Link spell chain and can be found in the Spiritual Link rune stone. With the casting of this spell you sacrifice your own life to the Soul for aide. The Soul responds from within you, sending ghostly tendrils to everyone in the area of effect around you, friend or foe, draining the very Soul that fuels your enemies magic while giving it freely to your allies if they are in the area, and yourself. Each enemy target within the area loses 2d10 Soul. Every target affected is inflicted with both Loss of Self for 1d6 rounds. Loss of Self strips them of their sense of purpose and identity, leaving them erratic and unfocused. The absorbed Soul is divided among any allies in the area and yourself. You, as the caster, must make a Normal Mental Balance check or also suffer Loss of Self for 1 round as the toil of the spell is draining spiritually. |
Weapon Effect: Phantasmal Drain Critical Hit drains 1d10 Soul from target and gives it to the wielder. |
Spiritual Link |
| Sacrifice | 2 | 🛡️ Defensive | Damage Received to Vitality, halved | 3 | target you are spiritually linked to using spell Spiritual Link | instant | Normal Arcana |
This spell is a part of the Spiritual Link spell chain and is found in the Spiritual Link rune stone. To be spiritually linked to your ally is to have a connection unlike any other. You are linked to your ally's very runic soul. This connection allows for you to do something no other animancer can do, to truly protect your ally by taking on the damage for your ally. As such, the animancer can only ever cast this spell when they are already linked to their ally through the spell Spiritual Link. With such a bond in place, should the ally take damage, the animancer will react, casting the spell that others have rightfully called Sacrifice, for they are literally sacrificing their very life for their ally. The enemy may hit the ally, but the ally will feel nothing from it. The animancer, through the established spiritual link, experiences it in their place. This act of sacrifice moves the Spirit of Life, who intervenes to reduce the absorbed damage by half. Any status effects that are part of the attack are ignored as the Spirit refuses for them to take effect. |
N/A |
Spiritual Link |
| Spirit's Grace | 2 | 🎲 Chance | 4 Soul | 4 | self and all allies | 1d6 rounds | Normal Arcana |
This spell is a part of the Spiritual Sight spell chain and is found in the Spiritual Sight rune stone. If there is one cruel fact that the still green animancer knows well by this point, it is that they, and their allies, still have so much to learn. So many failed attempts, so many blunders made that an experienced party would laugh at. So when they face their first real challenge, the animancer fears that they are simply not yet ready. With a bit of trepidation, the animancer calls upon this gentle power they felt within their runic soul, the positive symbol of all spiritual life magic, the Spirit of Life itself. The animancer does not demand anything, nor speak to the Spirit within from a place of authority. No, they pray to it, a prayer and a wish that if the Spirit would favor them one request, it is to help their friends do better. The Spirit responds, a warmth radiating from the animancer into the runic souls of everyone the animancer holds dear, their most trusted friends and allies. The Spirit graces them, not with increased power or inflated abilities, but with a second chance. Now they can try again without extra cost any failed attempt. This isn't about a guarantee of success, it is about answering the animancer's prayer for their friends to do better, and the Spirit knows well that improvement only comes from practice. The Spirit does not leave... |
N/A |
Spiritual Sight |
| Spiritual Entanglement | 2 | 🔻 Debuff | 4 Soul | 3 | 1 target | 1d6 rounds | Normal Arcana |
This spell is a part of the Incite spell chain and can be found in the Incite rune stone. With this spell you attempt to snare the target's very Runic Soul. To do so you call upon your own Runic Soul, reaching out to the target with unseen hands that wraps and entangles the target's very core. The result is not visible nor noticeable, not at least until it is the target's turn to act. The target finds that it cannot focus enough on its elemental power, preventing the target from casting any spell with a tier level greater than what is shown on the roll of a 1d4. |
Weapon Effect: Spiritual Entanglement Critical Hit requires the target to make a Normal Focus check to cast spells. |
Incite |
| Spiritual Taint | 2 | 🌀 Confusion, Control | 4 Soul | 4 | 1 target | until all other enemies are dead | Normal Arcana |
This spell is a part of the Incite spell chain and is found in the Incite rune stone. When the animancer calls upon the power of this spell the animancer is attempting to get at least one of the enemies to stop fighting their allies. Reaching deep within to call upon the power to cast the spell, the animancer unknowingly arouses the Soul of Life, which makes itself a part of the cast spell. The target finds itself hit with what could only be called a spiritual bolt of lightning, yet no damage is done to the target. It is not the animancer's intention to cause harm here, but to change the target's perspective. And that very intention is what the Soul reacts upon. Once within the target it changes how the target see's their comrades, causing them to see their comrades now as enemies. The target begins to attack their former comrades. Make no mistake here, the target never becomes your ally. The target is simply focused on defeating its newly perceived enemies first. When all other enemy targets lie defeated, the Soul leaves the target's body and returns to slumber within the animancer's runic soul. The target resumes attacking you and your party, believing you to be the reason their friends are now dead. |
N/A |
Incite |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Aura of Spirit | 3 | 💫 Aura | 6 Soul | 5 | a 2x2 space area around the caster | 1d6 +1 rounds | Challenging Arcana |
This spell is a part of the Incite spell chain and is found in the Incite rune stone. The animancer casts this spell, calling upon themself the grace and power of the uplifting Spirit. The Spirit's energy filters through the animancer, bringing the animancer a sense of well being that prevents the animancer from feeling depressed or experiencing loss of self. This uplifting effect radiates from the animancer, but not as a energetic field or an aura of mental balance. It radiates as an aura of restorative soul power. Extending outwards, the aura covers a space that is 2 spaces wide all around the animancer, filling it with soul restoring spiritual power. Anyone who enters into this aura will find themselves restored by 1d12 Soul for each round they are in the aura. The aura cares not if the one who enters is friend or foe, for the aura isn't there with the purpose of soul restoring but as a side effect of the Spirit's uplifting power radiating from within the animancer. The animancer however receives none of the healing effects, standing as the focal point of this aura. Should the animancer move, so to will the aura move, for it is radiating from the animancer and not a fixed field. When the spell ends, the animancer will feel the uplifting presence leave and the soul restoring aura will dissipate. |
Armor Effect: Aura of Spirit (Helmet Only) Recover 1 Soul per round or 1d8 Soul per hour. |
Aura of Vitality |
| Grim Cage | 3 | 🪤 Trap | 6 Soul | 6 | 1 target | Until target's Soul is spent or target free's its Runic Soul | Challenging Arcana |
This spell is a part of the Incite spell chain and can be found in the Incite rune stone. With the casting of this spell you call upon the power of the Soul to trap the target's Runic Soul. Through you, the Soul acts, cutting off all connection of between the Runic Soul and the Target, using your Runic Soul as the cage. Each round the target will find that they cannot cast any spells, nor can they make any minor manipulations. It feels to them as if their very runic soul is trapped, making the target itself feel anxious requiring Normal -2 Mental Balance checks for every action they wish to take. Each round the target's Runic Soul tries hard to escape the trap, dealing the target's Runic Power damage to the target's Vitality. You, the caster who caged the target feel some of that, receiving half that damage to your own Vitality as your Runic Soul is the cage being attacked. Every spell you the caster cast while imprisoning the target's Runic Soul will have half of it's Soul cost taken from the target. If the target doesn't have enough Soul left to cover half the cost, you cannot cast the spell. Each round while imprisoned the target can attempt to make a Hard Spirit check to break their Runic Soul free. If the target is already under Spiritual Entanglement, such checks will become Impossible checks. Once the target frees its Runic Soul or the target runs out... |
N/A |
Spiritual Entanglement |
| Irresistible Temptation | 3 | 🌀 Confusion, Control | 6 Soul | 6 | 1 target | 1d6 rounds | Challenging Arcana |
This spell is a part of the Incite spell chain and is found in the Incite rune stone. Where Spiritual Taint changed how the target sees the world around them, Irresistible Temptation goes deeper - it changes what the target wants. The animancer casts the spell with the intention of pulling an enemy away from the fight, and the Soul of Life obliges enthusiastically, perhaps too enthusiastically. It reaches into the target's soul and finds the one thing they want most in the world; power, safety, vengeance, love, freedom - and it places that thing just out of reach, glimmering and perfect, in the direction away from the battle. The target cannot look away. They cannot fight what they cannot stop wanting. For the duration, the target is consumed by their deepest desire and is unable to willingly act against the source of it. They will not attack, will not defend, will move only toward what the Soul has shown them. Should they take damage, they may roll a Hard Mental Balance check to shake free - the pain cutting through the vision the Soul has conjured. If they succeed, the spell ends. If they fail, the desire only feels more urgent. The Soul means no real harm by this. It simply found what the target... |
N/A |
Spiritual Taint |
| Miracles | 3 | 📋 Status Effect Healing | 6 Soul | 6 | 1 target | instant | Challenging Arcana |
This spell is a part of the Spiritual Link spell chain and can be found in the Spiritual Link rune stone. The animancer finds their friend bearing many status effects with not having enough of the right kind of cures to deal with each one. Up until now the animancer has only ever known their power to heal, not to remove ailments. The animancer sighs, there must be a way. Reaching within full of optimism, the animancer connects with the Spirit of Life. The Spirit understands before a single request is ever made. In the span of a thought, the Spirit passes through the body of the animancer's friend, taking on all of the status effects upon itself. It takes any poison, any visual defect, indeed any status effect that would cause the ally harm. However the Spirit cannot determine what is harmful and what is beneficial, so even the benefical status effects the Spirit takes upon itself. Once it has taken every status effect it can, it returns within the animancer who for a moment feels the discomfort. One status that the Spirit could not take are curses and death, but despite that the animancer stares in awe at their friend and the miracle they just witnessed. |
N/A |
Fountain of Life |
| Phantasmal Harvest | 3 | 🔻 Debuff | 6 Soul | 6 | a 4x4 space around user | instant | Challenging Arcana |
This spell is a part of the Spiritual Link spell chain and can be found in the Spiritual Link rune stone. With the casting of this spell you sacrifice your own life to the Soul for aide. The Soul responds from within you, sending ghostly tendrils to everyone in the area of effect around you, friend or foe, draining the very life force from any enemy targets in the area of effect. Ghostly tendrils emerge from the caster reaching into every enemy within the area, tearing away at their Vitality and pulling it back into the caster. Each enemy target within the area loses 3d8 Vitality which is absorbed directly by the caster, restoring their own Vitality by the total amount harvested. If there were any allies in the area, the absorbed Vitality will be split evenly among yourself and any affected allies. |
Weapon Effect: Phantasmal Harvest Critical Hit drains 1d10 Vitality from target and gives it to the wielder. |
Phantasmal Drain |
| Phantasmal Weakness | 3 | 🔻 Debuff | 6 Vitality | 6 | a 4x4 space around user | instant | Challenging Arcana |
This spell is a part of the Spiritual Link spell chain and can be found in the Spiritual Link rune stone. With the casting of this spell you sacrifice your own life to the Soul for aide. The Soul responds from within you, sending ghostly tendrils to everyone in the area of effect around you, friend or foe, draining the very Power that fuels your enemies fighting spirits while giving it freely to your allies of they are in the area, and yourself. Each enemy target within the area loses 3d10 Power. Should any target's Power reach zero through this drain the target immediately falls unconscious, unable to act or awaken until their Power is restored. Regardless of whether Power reaches zero, every target affected is inflicted with both Lethargy and Loss of Self for 1d6 rounds. Lethargy saps their physical capability while Loss of Self strips them of their sense of purpose and identity, leaving them erratic and unfocused. The absorbed power is divided among any allies in the area and yourself. You, as the caster, must make a Normal Endure check or also suffer Lethargy for 1 round as the toil of the spell is exhausting spiritually and physically. Should a target already be drained of Soul from Phantasmal Drain, the Power drain is increased to 4d10 as the target's spiritual defenses are already compromised. |
Weapon Effect: Phantasmal Weakness Critical Hit drains 1d10 Power from target and gives it to the wielder. |
Phantasmal Drain |
| Spirit's Protection | 3 | 🛡️ Defensive | 6 Soul | 6 | self and all allies | 1d6 rounds | Challenging Arcana |
This spell is a part of the Spiritual Sight spell chain and is found in the Spiritual Sight rune stone. There comes a time when the animancer and their party will face a terrifying enemy, not because of their strength or power, but because they fight dirty. An enemy that fights with status effects instead of straight damage - a twisted necromancer perhaps, or a shadowmancer. The foe itself isn't what is important here, it is the danger that is presented. How can I protect my friends from a danger I cannot see? Reaching inwards the animancer begs of the Spirit of Life residing within to help. While the animancer is most concerned for their friends, the Spirit is most concerned for the animancer, and it is to the animancer the Spirit will grant the most protection - no matter the protests that come from the animancer. For the duration of the spell the animancer is immune to any negative status effects of any king - the Spirit refuses for them to take hold, burning them away before they have a chance to do so. But the Spirit isn't deaf to the animancer's desire to protect their friends, and does grant them a degree of protection. For the duration of the spell they receive the animancer's Arcana as Immunity boost and half that to both Spiritual Balance and Mental Balance. When the spell's duration ends, all protection fades as the The Spirit returns to... |
Armor Effect: Spirit's Protection (Helmet Only) +2 to Immunity, Spiritual Balance, and Mental Balance. |
Spirit's Grace |
| Spiritual Bounty | 3 | 💪 Empowerment | 6 Soul | 6 | self and all allies | 1d10 hours | Challenging Arcana |
This spell is a part of the Spiritual Link spell chain and is found in the Spiritual Link rune stone. The Spirit of Life does not forget what it has witnessed. It was there when the animancer stepped into harm's way, when they bore the blow meant for another without hesitation. That kind of selflessness is rare, even among animancers, and the Spirit finds itself moved by it in a way it cannot quite set aside. When the animancer casts Spiritual Bounty, they are not demanding anything of the Spirit - they are as always simply asking the Spirit to aide their friends. The Spirit witnesses again the animancer's selflessness and the Spirit responds with something that can only be called gratitude. It settles around the party like warmth, a feeling that can be best described as being truly seen, and from that moment forward everything the party - animancer and their friends - experiences becomes a little richer, a little more instructive. The world teaches them faster. Growth that might have taken weeks comes in days. The Spirit cannot undo the pain of what was sacrificed, but it can make sure that sacrifice meant something. For the duration, everyone... |
Armor: Spiritual Bounty (Helmet Only) Increases experience point rate by x 1.2 |
Sacrifice |
| Spiritual Strength | 3 | 🛡️ Defensive | 6 Soul | 6 | 1 target, not self | 1d8 rounds | Challenging Arcana |
This spell is a part of the Spiritual Sight spell chain and can be found in the Spiritual Sight rune stone. To possess spiritual strength it to possess strength of a different kind. It is not a strength of body, but of one's inner self - their very spirit and soul. Having grown in the power of spiritual life magic, the animancer knows well the dangers the unseen possess and wishes to protect their friend from these dangers. Reaching within, the animancer pleads with The Spirit of Life to protect their ally from possession and control. The Spirit agrees, covering the ally with spiritual energy. Now, whenever their spirit is under attack and they must make a Spiritual Balance check, all of their check rolls are successful - except for a natural 1. Only by rolling a natural 1 could the ally fall under possession, control, charm, or similar spiritual attacks. Their spirit is indeed strong now, but the strength does not last and soon the spell fades from them. |
Armor Effect - Spiritual Strength +1 to Spiritual Balance per piece of armor bearing this rune stone. |
Children of Magic |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| A Wish's Gambit | 4 | 🎲 Chance | 8 Soul | 8 | 1 target | instant | Challenging Arcana -2 |
This spell is a part of the Incite spell chain and can be found in the Incite rune stone. The caster who weaves this desperate spell is usually faced with one of two situations; either finding themselves against a terrifying foe, or having already imprisoned the target's Runic Soul within Grim Cage and wishing to exploit it further. Whatever the reasons and motivations, this spell is one wrought with risk and reward for both the target and the caster. Upon finally weaving the spell into existence, the Soul springs into action enacting dark rites between the caster, the target, and an ancient power shattered and splintered. "What is it that you desire most?" is asked of both of them. If the target is imprisoned within Grim Cage: The target's answer can only be freedom. The ancient power responds with a roll of chance. The target rolls a 1d6 and the caster rolls a 1d20. The target is told that rolling a 6 means freedom is theirs, and that they may add 1 to their roll per 2 Vitality sacrificed to help make that happen. What the target does not know is that rolling a 6 offers only one kind of freedom - death. The caster is told that whatever is rolled on the 1d20 is dealt to the target'... |
N/A |
Grim Cage |
| Aura of Peace | 4 | 💫 Aura | 8 Soul | 7 | a 2x2 space area around the caster | 1d6 +1 rounds | Challenging Arcana -2 |
This spell is a part of the Incite spell chain and is found in the Incite rune stone. The animancer casts this spell, calling upon themself the grace and power of the soothing Spirit. The Spirit's energy filters through the animancer, bringing the animancer a sense of calm that prevents the animancer from feeling enraged or confused. This calming effect radiates from the animancer, but not as a peaceful field or an aura of inner peace. It radiates as an aura of restorative stamina power. Extending outwards, the aura covers a space that is 2 spaces wide all around the animancer, filling it with power restoring spiritual power. Anyone who enters into this aura will find themselves restored by 1d12 Power for each round they are in the aura. The aura cares not if the one who enters is friend or foe, for the aura isn't there with the purpose of power restoring but as a side effect of the Spirit's calming power radiating from within the animancer. The animancer however receives none of the restorative effects, standing as the focal point of this aura. Should the animancer move, so to will the aura move, for it is radiating from the animancer and not a fixed field. When the spell ends, the animancer will feel the calming presence leave and the power restoring aura will dissipate. |
Armor Effect: Aura of Peace (Helmet Only) Recover 1 Power per round or 1d8 Power per hour. |
Aura of Spirit |
| Balance of Forces | 4 | ✨ Other | 8 Soul | 8 | entire area or battlefield | duration of battle | Challenging Arcana -2 |
This spell is a part of the Spiritual Link spell chain and can be found in the Spiritual Link rune stone. When the animancer casts this spell, the do not do so for power or for battle control. Nay, the animancer cares not for those things. While the animancer ultimately cares for all life, it is the life of their friends that matters a bit more. No, the reason for casting this spell is that the animancer believes that they and their friends are severely out numbered. This realization, this belief, it is what drives the animancer to reach out to the darker symbol of life spirit, the Soul of Life. The Soul of Life is not known for taking sides. It doesn't choose a victor. It simply answers the base need, the base want of all things that live and have lived, and that is to have a fair shot, a fair chance. Fairness, it is the one vice desire of life that should not be wanted but is wanted all the same. So through the connection to the Soul of Life, the spell to bring true numerical fairness is cast. The spell begins with a counting of all living souls on the battlefield. Any undead, any spirits that are involved, any artificial or magically created beings are counted as well. It is a true count of all participants, a count that will remain and change with every felling of one target and every summoning of another. The spell then acts to ensure that both... |
N/A |
Phantasmal Weakness |
| Guidance of the Wandering | 4 | 📜 Knowledge / Understanding | 8 Soul | 9 | self | Until questions are exhausted or communion ends | Challenging Arcana -2 |
This spell is a part of the Spiritual Link spell chain and can be found in the Spiritual Link rune stone. This spell cannot be used in battle. Through connecting with the Spirit when in a deep meditative state, the mystic reaches beyond the veil of the living world and calls out to whatever wandering souls might linger nearby. These are not summoned spirits called with purpose and direction, they are the wandering remnants of those who have not or cannot move on, drifting through the world carrying only what they knew and experienced in life. They are under no obligation to answer, to be truthful, or to be kind. Upon casting, roll a 1d6. The number rolled determines how many questions the caster may ask during this communion. Once those questions are exhausted or the caster ends the communion, the spell ends and cannot be recast in the same area for the remainder of the day for the wandering spirits will not be called twice. The answers received are entirely at the GM's discretion and should reflect what a wandering spirit in that specific location might actually know from their... |
Armor Effect: Guidance of the Wandering (Helmet Only) The wearer will hear voices of spirits whenever there are many and only if they are trying to communicate. When the wearer hears them, the wearer can attempt a Hard Insight roll to understand them. |
Miracles |
| Miracle Summoning | 4 | 😇 Revival | 8 Soul | 8 | 1 target | instant | Challenging Arcana -2 |
This spell is a part of the Spiritual Link spell chain and can be found in the Spiritual Link rune stone. Miracle Summoning stands at the very forefront of what it means to be an animancer. They practice with spiritual life magic not to harm, but to restore, and what greater restoration is there than the revival of someone once dead? Seeing their fallen friend, the animancer knows what they must do, they must not just hope for a miracle - they must make the miracle. Taking a deep breath, the animancer pleads with the Spirit of Life for assistance in the ultimate expression of healing - resurrection. The Spirit immediately acts, finding the wandering spirit that is now detached from its body and bringing it back to the body. Then spiritual life energy pour within the target, reconnecting the soul to the body and restoring the target back to life. The target is brought back, its Vitality restored by its Level Up / Rest Gen Dice. Any conditions that the target might have had before death, whether it was negative or positive, is no more. The Spirit is quite powerful, it can revive anyone or anything that has died within the same day of death, however the revival must happen before the end of the day. Afterwards the wandering soul is simply too far removed to be recovered. |
N/A |
Miracles |
| Shimmering Enchantment | 4 | 💪 Empowerment | 8 Soul | 8 | 1 target or self | 1d8 rounds | Challenging Arcana -2 |
This spell is a part of the Spiritual Link spell chain and can be found in the Spiritual Link rune stone. Upon casting this spell the animancer coats the weapon of the target with spiritual energy. This can be any melee, hand held weapon, including one's own fists or feet. The weapon takes on a shimmering, ghostly luminescence which is beautiful and deeply unsettling in equal measure. This is not merely an enchantment of physical force but of spiritual violation, the weapon striking not just the body but the very soul of those it touches. For the duration of the spell every successful hit with the enchanted weapon deals the wielder's Arcana + Runic Power as bonus damage to be applied with its normal damage. Should the wielder have negative Arcana, use a 1 here instead as the spiritual energy will only enhance the weapon and not hinder it. This bonus damage ignores 20% of the target's armor. Furthermore this bonus damage is split equally between Vitality and Soul as the weapon wounds the body and drains the spirit simultaneously. A target with no Soul remaining will receive the full bonus damage to Vitality instead. When Phantasmal Drain, Phantasmal Weakness, or Phantasmal Harvest are cast while Shimmering Enchantment is active, whoever would normally absorb the drained... |
Weapon Effect: Shimmering Enchantment (Melee and Handheld Only) The weapon permanently deals the wielder's Runic Power as bonus Soul damage on critical hits. |
Phantasmal Harvest |
| Soul Shift | 4 | 🛠️ Utility | 8 Soul | 8 | self | 1d10 rounds in battle, 1 hour out of battle | Challenging Arcana -2 |
This spell is a part of the Spiritual Sight spell chain and can be found in the Spiritual Sight rune stone. The animancer, trapped and away from their friends knows deep down that their friends are in trouble. But how to get to them? Life magic doesn't provide any means of teleportation, at least any that is as of yet discovered and known. Another way must be found. It is in times like these that the animancer experiences fully the difference between their spiritual life and a navitamancer's life energy. Hearing their true desire the Soul of Magic stirs from deep within offering them the one and only chance that they can see - to move forward they must become a spirit themself. Giving no thought to the potential consequences, the animancer allows the power of the Soul to wash over them, their physical form dropping from around them as if it were some robe they disrobed from. Now, as a spirit, they can pass through physical objects for those things exist not in the spiritual plane, showing only a shadow of what they were to give the spirit of the animancer clarity as to where they are. They are not completely impervious in this form, should a physical attack come their way they will feel a quarter of it, and any magic will affect them fully. But these dangers are not what the animancer is concerned with, it is that of their friends so they press forth. As a... |
N/A |
Spiritual Strength |
| Soul's Intention | 4 | 💪 Empowerment | 8 Soul | 8 | a 4x4 space around and including caster | 1d6 rounds | Challenging Arcana -2 |
This spell is a part of the Incite spell chain and is found in the Incite rune stone. When casting Soul's Intention, the Soul of Life is demonstrating through the magic its true intention - to help. Even though the Soul is the negative symbol of spirit affinity magic, even though the Soul is a representation of people's base and instinctual nature - the Soul of Life itself isn't inherently evil. It truly wishes to help, though sometimes it messes up and other times it gets things wrong. When the animancer finishes the casting of this spell, the Soul of Life tries again, this time deciding to both protect and empower. Radiating from within the animancer, the Soul lets loose a field of spiritual life energy that acts unpredictably. Should someone attempt to fire projectiles or throw weapons at anyone within the protective field, the projectiles and thrown weapons are reversed and sent back to sender without the ability to be evaded. This even happens if an ally outside of the field attempts to fire upon an enemy within the field, the Soul is unable to distinguish between the two. Furthermore, anyone and everyone within the field, animancer and enemies included, have their Runic Power doubled. Somehow though the Soul messes this up, halving their Offensive and Bow Powers. When the spell ends and the field vanishes, the animancer and their friends are left... |
N/A |
Irresistible Temptation |
| Spirit's Mercy | 4 | 🛡️ Defensive | 8 Soul | 8 | 1 target | instant | Challenging Arcana -2 |
This spell is a part of the Spiritual Link spell chain and is found in the Spiritual Link rune stone. There are moments in battle where no amount of skill or determination is enough. Where an ally has taken more than any living being should have to bear; poisoned, cursed, broken, overwhelmed - and the animancer looks at them and feels something that goes beyond strategy or tactics. They feel it the way only an animancer can, deep in their runic soul where the Spirit of Life quietly resides. And the Spirit feels it too. The animancer does not command the Spirit here. They do not even fully cast this spell so much as they reach inward with a single, desperate plea - please - and the Spirit answers without hesitation. It reaches out to the suffering target with something that can only be described as tenderness, sweeping away every ailment, every curse, every status that has been laid upon them as though brushing dust from something precious. Every negative status effect is lifted completely. Then the Spirit lingers, pouring warmth into the target's Vitality equal to double the animancer's Arcana. Should the target be below 25% of their... |
Armor Effect: Spirit's Mercy +2 to Immunity per piece of armor bearing this rune stone. |
Spiritual Bounty |
| Spiritual Energy | 4 | 💪 Empowerment | 8 Soul | 8 | self | 1d6 rounds | Challenging Arcana -2 |
This spell is a part of the Spiritual Sight spell chain and can be found in the Spiritual Sight rune stone. There is a difference between the Spirit sheltering the animancer and the Spirit trusting them. Until now the Spirit has stood beside the animancer, offering grace, offering protection - watching over them like something precious and fragile. But the animancer has proven themselves. They have shown the Spirit not just their love of life but their understanding of it, and so the Spirit makes a choice it does not make lightly. It stops standing beside the animancer and steps inside them instead. Spiritual Energy is not a spell the animancer casts so much as an invitation they extend, and the Spirit accepts completely. For the duration, the Spirit flows through the animancer's runic soul directly, becoming inseparable from their magic. The animancer recovers double their normal Soul each round as the Spirit continuously replenishes what is spent, with the Soul recovery rate equal to the animancer's Recovery Gen Dice rolls that happens with each spell cast. Furthermore the animancer's Runic Power is increased by their Arcana for the duration, due to the Spirit lending its own spiritual force to... |
Armor Effect: Spiritual Energy (Body Armor Only) Increases Runic Power by +1d6, Soul by +1d8, and grants a Soul Recovery of 1 per round or 1d10 per hour. |
Spirit's Protection |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Aura of the Restful Soul | 5 | 💫 Aura | 10 Soul | 10 | a 2x2 space area around the caster | 1d6 +1 rounds | Hard Arcana |
This spell is a part of the Incite spell chain and is found in the Incite rune stone. As the battle wages on the Animancer observes in sadness the pain and worry that take hold of their companions. They see and in some ways feel the exhaustion, the mental fatigue, and the sense of dread within their eyes. Taking a deep, calming breath, the animancer sends words of encouragement to their friends as they place themselves as near them as possible. The animancer then weaves their magic, calling in deep for the Spirit of Life to aide their companions. A gentle, warm feeling develops and grows within the animancer and for the first time the animancer too can feel upon the power that they've been calling on before when they sought peace of mind, freedom from depression, or bravery against fear. This warmth radiates from the animancer, filling a 2 space wide area around the animancer with the combined healing, soul restoring, and power restoring powers of the Spirit. Everyone within the area will regenerate 3d12 Vitality, Soul, and Power for each round that the aura persists and that the linger within it. This is everyone, friend or foe for the aura knows not which to heal and which to ignore. This time however, moved by the compassion of the animancer, the Spirit of Life decides to grant the same healing and restorative power felt by those within the aura to the... |
N/A |
Aura of Peace |
| Oracle of the Soul | 5 | 📜 Knowledge / Understanding | 10 Soul | 10 | self, 1 target | Instant revelation, status effect 1d4 rounds | Hard Arcana |
This spell is a part of the Spiritual Link spell chain and can be found in the Spiritual Link rune stone. Where Guidance of the Wandering reaches outward through the Spirit as a gentle medium, Oracle of the Soul reaches inward, and what answers back is not gentle at all. Upon casting this spell the Soul briefly possesses the caster, flooding their consciousness with raw unfiltered truth. For one overwhelming moment the caster sees through the Soul's eyes, perceiving the base nature of the target with perfect clarity. No illusion, no deception, no carefully constructed facade can survive this scrutiny. The Soul sees only what truly is. What the Oracle Reveals: The GM should provide the caster with truthful insight into the following about the target:
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Armor Effect: Oracle of the Soul (Helmet Only) The wearer may make Hard Insight checks to see through illusions and determine fact from fiction. |
Guidance of the Wandering |
| Soul Transfer | 5 | 🌀 Confusion, Control | 10 Soul | 10 | self | duration of Soul Shift spell remaining | Hard Arcana |
This spell is a part of the Spiritual Sight spell chain and can be found in the Spiritual Sight rune stone. The animancer traveling to reach their friends in spiritual form thanks to the spell Soul Shift, finds that their worry over their friend's safety was justified. There they are being attacked by some entity greater than them. Springing into action, the animancer rushes in without thinking, wishing to stop this fiend. The Soul that has made the very Soul Shift journey possible responds to the animancer's action, allowing the animancer to possess the fiend. Thus is the casting of the spell, Soul Transfer, a spell that can only be called upon when in the spiritual state provided by another spell, Soul Shift. Soul Transfer allows the animancer, is spirit form, to enter the mind of their target. The target, sensing something is not right, can attempt to make a Hard -2 Spirit Balance check to push the animancer out and remain in control. If the target fails this check, the animancer has full control of the target and can control the target how to act and what to do. The animancer should be careful however, for killing the target will kill the animancer. The animancer should also remember to leave the body before Soul Shift ends. Failing to do so will cause the animancer to lose themselves as they become a permanent part of the target they now possess, with no... |
N/A |
Soul Shift |
| Soul's Death | 5 | 💀 Instant Death | 10 Soul | 10 | 1 target | Until target dies or spell is dispelled | Hard Arcana |
This spell is a part of the Incite spell chain and can be found in the Incite rune stone. Whether the ancient power behind A Wish's Gambit has already had its dark amusement or the caster simply reaches for the most terrible form of spirit magic on their own, Soul's Death represents the beginning of the end for the target's very soul. The Soul, that splintered and ancient power, turns its full attention upon the target and begins to devour what remains of their Runic Soul from within dealing the caster's Arcana + Runic Power as Vitality damage that can't be blocked, ignored, or defended against each round. The target cannot feel it at first, but they soon will. Each round the target's soul fractures further, manifesting in escalating deterioration that no medicine or simple magic can cure. The progression is as follows:
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N/A |
A Wish's Gambit |
| Soul's Destiny | 5 | 🌪️ Multi-Target | 10 Soul | 10 | entire area or battlefield | instant | Hard Arcana |
This spell is a part of the Incite spell chain and can be found in the Incite rune stone. The casting of Soul's Destiny is to create for every participant on the battlefield realization of their ultimate fate. No one is spared from this knowledge, not even the animancer - but the animancer always knew this fact. The Soul of Life wakens from its slumber within the animancer's runic soul and proceeds across the battlefield, passing through everyone present. They all see the truth, that one day the god of death, Spector, will come for them and escort their souls to their final resting place. As this imagery is playing out within the minds of all, the Soul is doing one of two things. It passes through the enemies first, stealing from them all remaining soul that they possess while granting them the imagery of final damnation within the prison realm of the Soul of the splintered god. Then the Soul passes through every ally, including the animancer, giving them the soul that was taken while granting them the imagery of their souls finding peaceful rest at the end of their days. The soul taken from the enemies is equally divided among the animancer and allies, none being favored more than the other. If there is any soul left over due to the imbalance it would have created, it is evaporated. The Soul then returns to slumber within the runic soul of the animancer,... |
N/A |
Soul's Intention |
| Soul's Judgment | 5 | 🎲 Chance | 10 Soul | 10 | 1 target and caster | instant | Hard Arcana |
This spell is a part of the Spiritual Link spell chain and can be found in the Spiritual Link rune stone. Having just witnessed and made the miracle of resurrection, the animancer feels something stir within them - a boldness, a certainty that they have never felt before. In this moment, riding the weight of what they have just accomplished, they do something no animancer does lightly. They call not upon the Spirit of Life, but upon the Soul of Life directly. Why the animancer calls upon the Soul of Life no one truly knows. Perhaps the animancer wants to grant more power to the one just resurrected? Perhaps something else. What matters here is that the Soul itself doesn't care, nor does it ask. Instead, The Soul answers. It settles over the battlefield like a held breath, looks at the one who was just brought back, looks at the animancer, and then it passes judgment. The target rolls 1d6. The animancer rolls 1d100. The Soul judges both simultaneously, impartially, without malice or mercy. The target's judgment: ... |
N/A |
Miracle Summoning |
| Spirit's Passion | 5 | 💪 Empowerment | 10 Soul | 10 | 1 target, not self | 1d8 rounds | Hard Arcana |
This spell is a part of the Spiritual Sight spell chain and can be found in the Spiritual Sight rune stone. Having grown with The Spirit living within their very runic soul, the animancer knows a feeling far too few ever experience - what it feels to be seen, to be known, to be accepted, and perhaps even loved. Whether or not if the Spirit is capable of love matters not here, the animancer feels it all the same. As the animancer watches their friend struggle, they wonder to themself - do they feel the same as me, or do they feel alone in their struggle? Wishing to share the experience of true passion, true belonging, the animancer whispers inward, but the Spirit had already begun moving to their friend. As the Spirit settles within their friend, they feel a strange sense of warmness, a passion building within them - one that comes from belonging and genuine care. For but a moment it takes the ally by surprise, a tear forming as they experience what the animancer has known for so long now, and finally they no longer feel alone. While lost in this moment of emotional rapture, they are struck by an enemy and realize that they felt it less than before. Any damage dealt to them, be it magical or physical, is reduced by 25%. Turning towards the enemy they strike back with greater power than they ever had before, their total damage increased by 50%. The ally also... |
N/A |
Spiritual Energy |
| Summon Spirit | 5 | 🕯 Summon | 10 Soul | 10 | self and all allies | 1d10 rounds | Hard Arcana |
This spell is a part of the Spiritual Link spell chain and can be found in the Spiritual Link rune stone. There is a moment in every animancer's life if they walk this path long enough where they must face a truth they have spent a long time avoiding. That they cannot do this alone. Not today. Not against this. The animancer has given everything they have to give. They have sacrificed their body, begged mercy for their friends, poured their soul out in ways that would have broken a lesser person. And yet here they still stand, and the battle is still not won. So the animancer does something they have never done before. They stop reaching inward with requests and whispers and quiet pleas. Instead they speak openly, vulnerably, with nothing held back - I need you. Not from within me. Here. Now. With me. The Spirit of Life does not hesitate. It rises from within the animancer's runic soul and takes form - not invisible, not felt, but seen. A presence of pure spiritual life energy, luminous and vast, standing beside the animancer for all the battlefield to witness. Enemies who look upon it feel something ancient and primal stir... |
N/A |
Spirit's Mercy |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Gift of the Ancients | 6 | 🛠️ Utility | 12 Soul | 12 | self | 1d8 rounds | Impossible Arcana |
This spell is a part of the Spirit Sight spell chain and is found in the Spirit Sight rune stone. Animancers, much like runic mage or one who focuses more on magic, often have a glaring weakness. Though they can conjure up the elemental powers of the world to create the most powerful effects, they are often weak - unable to wield most weapons, unable to take a lot of damage, a caster that must be protected and away from the very heart of combat. The animancer wishes to aide their friends fully and completely, in any and every way possible. They aren't after the power for themselves, but to aide their friends. It is with this profound desire that the animancer communes with the positive symbol of spiritual life magic, the Spirit. The animancer asks for a way to help, and the Spirit gives them a way to do so. The power of all life that was but is no more course through the animancer and the Spirit fabricates for them by the very power of spiritual life magic whatever need the animancer needs at that moment, during the duration of the spell. Should the animancer need to attack, the spirit will transform their weapon into a spiritual weapon that ignores all armor and all defenses - it will damage the target's Vitality directly, no talent, no skill, no ability can prevent this. If the animancer rolled a natural 20 casting this spell, it will also include Runic... |
N/A |
Spirit's Passion |
| Phantasmal Fury | 6 | 🌪️ Multi-Target | 12 Soul | 12 | entire area or battlefield | 1d8 rounds | Impossible Arcana |
This spell is a part of the Spiritual Link spell chain and is found in the Spiritual Link rune stone. When the animancer casts Phantasmal Fury, it is not something they wished for, it is a reaction to having had enough. They've had enough loss, enough defeat, enough sorrow - casting Phantasmal Fury is not about helping, healing, protecting, or even killing. It is about letting go. The animancer casts this spell not with a smile or a hint of satisfaction, but with a tear that refuses to fall from their eyes and a look of one who's experienced far too much. Letting out the spell that they were casting is not just releasing its power, it is the animancer finally stating enough is enough. Every spirit they have ever touched, every soul they have brushed against through years of animancy, every phantom drawn to the warmth of the Spirit of Life they carry within them - they feel the animancer's spirit crumble and they react. The Spirit of Life answers first, rising from within the animancer in a form far larger and more terrible than anything Summon Spirit revealed. But it does not come alone. In its wake pours a torrent of phantasmal spirits - the restless, the wandering, the ones who were never summoned and never moved on - drawn by the Spirit's call like moths to a flame. Together they sweep across... |
N/A |
Summon Spirit |
| Splintered Self | 6 | 🧿 Curse | 15 Soul | 12 | 1 target | permanent effect until cured | Impossible Arcana (Hard Arcana if target is under Soul's Death) |
This spell is a part of the Incite spell chain and can be found in the Incite rune stone. There are spells that wound. There are spells that kill. And then there is Splintered Self - a spell so terrible that those who know of its existence speak of it only in whispers, and those who have witnessed its casting speak of it not at all. This is the spell that mirrors the fate of Zodo himself, the splintered god of magic, whose own divine self was shattered into conflicting fragments that could never fully reconcile. To cast Splintered Self upon a living soul is to condemn that soul to experience in the fleeting nature of their own life what the god of magic endures for eternity. Upon casting, the caster reaches into the very core of the target's soul and pulls. Not to destroy it - destruction would be mercy - but to fracture it. The target's soul splinters into four conflicting fragments, each believing itself to be the one true self, each struggling for dominance over the body they now share. The target does not die. They simply cease to be entirely themselves ever again. The Fragments: ... |
N/A |
Both Soul's Destiny and Soul's Death |


