Spatiumancy is the magic of the runic element, space. Therefore it has the following properties:

Magic Type: Space Magic

Effects on Magic Damage: Double runic power for magic attacks done against those of the life element.

Effects on Magic Defense: 20% chance for immunity to space and life magic attacks.

Supportive Effects: Automatically gain a +2 to Perceive to identify illusions.

Affinities: Mind, Fear

Months: Flamerule, Tarsis

Space Magic is magic that involves the manipulation of the space element, and all of the aspects that come with or from space. Space Magic is categorized into the following: Mentimancy and Timoramancy.

  • Mentimancy is the control and manipulation of mental space and illusion, the mind and emotions. It is magic dealing with illusions and control. It's affinity is mind.
  • Timoramancy is the control of fear and darkness. It is about warnings, dark thoughts, and terror. It's affinity is fear.

Minor elemental manipulation usually involves effecting the movement of space, such as minor hallucinations, empathy, shadow tricks, and the like.

Space Affinities

Those born under the element of space will have a stronger affinity to one of two aspects of space. Those aspects are mind and fear.

Mind is the aspect of mentimancy favored by illusionists, psychics, and similar. It is creating illusions, dealing with thoughts, and controlling those thoughts. Those with the mind affinity are your silent leaders and your control freaks.

Fear is the aspect of timoramancy, and the warnings and oppressive terrors. Those with the fear affinity are empaths of the highest order - so touched by the emotions of others and the very fear that they study they often come about as stark and cold, but in reality are simply afraid.

Minor Elemental Manipulations

Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Mind: You can cause small manipulations like influencing others, deflecting thrown objects more easily, slowing your fall, or protecting your mind.

Fear: You can cause small manipulations like extinguishing light, causing dread, and making others flee. 

The Two Iconic Symbols of Space Magic

In the elemental magic of Space, there are two iconic symbols for each affinity. For Mind are Dream and Nightmare and for Fear they are Presence and Dread. These symbols are said to be the very source of space magic, even though like all elemental magic in Nor'Ova, spatiumancy is conducted not by incantations or potions, but by manipulating the element of space 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 Space, Dream and Presence symbolizes the light aspect while Nightmare and Dread represents the dark aspect.

Environmental Effects on Space 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 space magic:

  • In places where there is a lot of space element present - such as ancient ruins and asylums - space magic effects are increased by x 1.25
  • In ancient libraries or in places with a lot of time element present but not a lot of space, space magic effects are decreased by x 0.75.

The Soul of Space

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 space is that of the Black Hole. The various affinities have their own minor soul that they connect to.

  • Mind: The affinity soul of Mind is the Lingering Thought. They have a second chance to protect themselves from any mental status effect or control, or to influence others.
  • Fear: The affinity soul of Fear is the Terror. Any target with a Wisdom that is 20% or more less than theirs is afraid of them and won't come within 2 spaces of them.

The Space soul of the Black Hole can be reached when the one born under space has acquired 3 space 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 enraged or beserked. By making a hard arcana check, the Spatiumancer might then awaken his or her runic soul, which will remove the rage status effect, drain 20% of everyone's Vitality, Soul, and Power within 4 spaces and give to the mage, and impose fear on everyone in that area. Yes everyone does include allies.

Space Magic Progression

Space Magic Progression is separated into its two affinities, Mind and Fear. 

Mind Affinity Magic Chart

Mind Affinity Magic Spells

Tier Level: 1
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Influence 1 🌀 Confusion, Control 2 Soul 1 1 target instant Easy Arcana

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

The mind is not as closed as most people believe. There are gaps, moments of uncertainty, openings where the right suggestion at the right time slides in without resistance and settles there as if it had always belonged. The mentimancer learns to find these gaps early. Influence is the first lesson.

This is not a spell of domination or control. It does not rewrite what the target thinks or override what they want. It simply reaches through Dream and introduces a quiet suggestion - a nudge toward agreement, an imperceptible easing of resistance, a momentary opening in the mental architecture that makes the target fractionally more willing to hear what follows. The target's Mental Balance is penalized by 4 as Dream softens the edges of their certainty, and the mentimancer gains +2 to Influence when attempting to sway them in the moments that follow. Nothing has been forced. Nothing has been taken. Dream simply found a gap and whispered into it. What happens next is up to the mentimancer.

Armor Effect: Influence (Helmet Only)

+2 to Influence

N/A
Psy Dagger 1 ⚔️ Offensive 2 Soul 1 1 target within 12 spaces instant Easy Arcana

This spell is a part of the Psy Dagger spell chain and is found in the Psy Dagger rune stone.

The dagger is not real. This is important to understand, not because it means the dagger is harmless, but because it means the damage it causes comes from somewhere more interesting than steel. The target sees it coming. The target believes it will pierce them. And the mind, receiving that information with complete conviction, does what minds do when they believe they have been stabbed. It responds accordingly.

Psy Dagger is the mentimancer's first lesson in the most fundamental principle of their practice - that the mind's interpretation of reality and reality itself are less different than most people assume. A small, precise projectile of space energy forms and flies to the target, embedding itself just long enough for the belief to take hold before fading away. The 3d6 piercing damage that results is entirely real. The dagger that caused it never was. This means that the dagger cannot be evaded, nor can armor protect against it for what can protect against damage caused by the target's own mind? Instead, the target can attempt a Hard Insight check to determine if they...

N/A

N/A
Transference 1 🛠️ Utility 2 Soul 1 1 target instant Easy Arcana

This spell is a part of the Transference spell chain and is found in the Transference rune stone.

The mind already reaches. This is the first thing the mentimancer learns. Thought does not stop at the skull, that consciousness extends into the space around it, that Dream has always been the medium through which minds could theoretically touch one another across any distance. It is often an old saying that when you think of a person they can sense it. Transference is the simplest possible expression of that truth.

The mentimancer thinks the message they wish to send, finds the mind they wish to send it to - someone known, someone whose presence in the inner space the mentimancer can recognize and reach toward - and lets Dream carry it. The person the message is being sent to must be known by the mentimancer. It is not enough to hear of them, they have had to meet them. To become familar enough with them that when they think of them they can see them. The words arrive in the target's mind moments later, clear and complete, regardless of how far away they are. No messenger. No delay. Just thought traveling through Dream the way sound travels through air.

...

Armor Effect: Transference (Headwear only)

Allows for sending of thought to another the wearer knows with a Normal Arcana check.

N/A
Tier Level: 2
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Defy Gravity 2 🪽 Fly / Float 4 Soul 3 a 5x5 space area around an area of your choosing 1d6 rounds

This spell is a part of the Transference spell chain and found in the Transference rune stone.

Gravity is, in the end, an expectation. Everything falls because everything has always fallen, and the mind accepts this so completely and so early in life that it stops being a thought and becomes simply the way things are. Dream is interested in the way things are. Specifically in how thoroughly the mind enforces it. The mentimancer, still learning how to affect and bend reality with thought, learns just what can happen if the mind believes it to be true.

Defy Gravity does not disable gravity. It does not alter the physical laws of Nor'Ova or call upon any element that governs weight or force. What it does is reach into every mind within the area through Dream and quietly remove the expectation. The certainty that things fall. The assumption that the ground is where everything ends up. Without that expectation anchoring them, the minds present stop enforcing gravity on themselves and everything around them - and without enforcement, gravity finds it has nothing to work with. Everything in the area begins to float, weightless and drifting, combat continuing in three dimensions as melee actions follow...

N/A

Transference
Mental Encumbrance 2 🔻 Debuff 4 Soul 3 1 target 1d6 rounds Normal Arcana

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

The mind at rest moves effortlessly through its own space - thought to thought, intention to action, without friction or resistance. Most people never notice this because they have never experienced the alternative. The mentamancer knows better than to trivialize the mind and thought. They have sat with Nightmare and learned just how the mind can unravel, and through the mentamancer - Nightmare is happy to show everyone else why they should always safeguard and value their mind.

Mental Encumbrance reaches into the target through Nightmare and fills the space between thoughts with weight. There is no pain or confusion, instead it is something subtler and in many ways worse. The simple act of thinking becomes a strenuous task. Concentration that was automatic now requires work. The mental pathways that carry spells and skills from intention to expression feel suddenly narrow, congested, resistant. The target's Soul and Soul Maximum is cut in half as Nightmare saps the mental reserves needed to sustain complex thought, and spell and skill costs are doubled as every action that...

N/A

Influence
Mind Comprehension 2 📜 Knowledge / Understanding 4 Soul 3 self 1d10 hours Normal Arcana

This spell is a part of the Transference spell chain and found in the Transference rune stone.

Language is, at its foundation, a pattern. Sounds or symbols arranged in a system that the mind has learned to decode into meaning. The mentimancer understands this - that meaning itself is not bound to any particular arrangement of sounds. What the mind actually wants is the meaning beneath the pattern, and that Dream is very good at finding what the mind actually wants.

Mind Comprehension reaches through Dream and opens the mentimancer's mind to the patterns of any language they encounter. This spell is not teaching them the language, not storing it for later, but translating in the moment, meaning arriving as naturally as if it had been spoken in their own tongue. Any language spoken or written within range is understood completely for the duration. The mentimancer cannot speak these languages in return - Dream has opened a door for reception, not transmission, and the mouth still knows only what it has been taught. But to hear someone speak and understand every word, regardless of what words they are, that alone is an extraordinary thing. 

Armor Effect: Mind Comprehension (Helmet only)

Constant spell effect

Transference
Mind's Eye 2 💪 Empowerment 4 Soul 3 1 target or self 1d6 rounds Normal Arcana

This spell is a part of the Psy Dagger spell chain and is found in the Psy Dagger rune stone.

The mind's eye is not a metaphor. Every mentimancer comes to understand this early. There is a form of perception that has nothing to do with what the physical eyes can see, a clarity of understanding that operates beneath and beyond ordinary sight. Dream opens this perception. Mind's Eye is the first deliberate step through that door.

When this spell is active the mentimancer or their ally sees differently. Not more sharply in any physical sense. The world still looks the same. What changes is the layer beneath it. Intent becomes readable. Emotion becomes visible in the small tells and tensions that most people never learn to notice. The gap between what someone presents and what they actually mean narrows to nothing as Dream sharpens the enhanced's perception of the unseen truth beneath every surface. Insight and Perceive increase by 1 plus the mentimancer's Arcana as Dream lends its clarity to the mind's deeper sight, and Focus increases by 1 as everything unnecessary falls away and what matters becomes easier to hold onto. The mind's eye, once opened, is difficult to...

Armor Effect: Mind's Eye (Helment Only)

+1 to Perceive, Insight, Focus

Psy Dagger
Psy Swipe 2 🌪️ Multi-Target 4 Soul 3 a 3x3 space area around the caster instant Normal Arcana

This spell is a part of the Psy Dagger spell chain and is found in the Psy Dagger rune stone.

A common nightmare is one where you lose the ability to walk, falling helplessly to the ground as some imagined terror gets closer or as others stare and laugh. Psy Swipe is the nightmare becoming reality. The legs know how to work. They have always known. The coordination between mind and muscle so thoroughly practiced that a person never has to think about walking. It simply happens. Nightmare finds this automatic trust and briefly, precisely, interrupts it.

Psy Swipe reaches outward from the mentimancer in a ring of mental influence, touching every mind in the surrounding area with a single, simple suggestion delivered faster than conscious thought can process it, that the floor is not where it should be, that the legs have gone wrong, that the step being taken right now is not going to land correctly. The body believes it before the mind can question it. The nightmare takes shape as the legs buckle. Balance fails. Every target in range must make a Normal Brace check at -1 or find themselves suddenly on the ground, having fallen for a reason they cannot immediately explain, taking...

N/A

Psy Dagger
Telepathy 2 ✨ Other 4 Soul 3 1 target instant Normal Arcana

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

Every thought the mentimancer has ever had has existed in the space between their mind and the world around them - broadcast, in a sense, into the inner space that connects all thinking things. Most minds are too closed, too preoccupied, too untrained to receive what drifts past them. Dream teaches the mentimancer to send deliberately and receive clearly. 

Telepathy is the direct extension of thought across the space between minds. There are no words spoken and no sound required as intention and meaning are traveling through Dream's connection as naturally as conversation. The mentimancer reaches toward a target in sight and opens the channel in both directions simultaneously - their thoughts arriving in the target's mind with the same clarity as spoken words, the target's mental response returning just as clearly. Deception becomes considerably more difficult when the mind behind the words is as audible as the words themselves.  The person might lie, the mind however will not for telling lies first requires the mental effort of forming just what to say. The connection is not invasive beyond what the target...

Armor Effect: Telepathy (Headwear only)

Allows instant mind reading of an instant moment of thought with a Normal Insight check. 

Influence
Weak Illusion 2 👁️⃤ Illusion 4 Soul 4 next to caster 1d12 rounds Normal Arcana

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

Every mentimancer remembers their first illusion. Not because it was impressive, it wasn't, but because of what it felt like to reach into Dream and pull something out of it that hadn't existed a moment before. Thin, uncertain, a picture from the mind held in space by conviction that isn't quite strong enough yet. But there. Something where there had been nothing.

Weak Illusion is exactly what its name suggests. It is the first attempt, the learning spell, the proof of concept that Dream accepts and works with even when the belief behind it is still finding its footing. The image the mentimancer creates cannot move. It wavers at the edges even in good light, and anyone who comes within two spaces finds it impossible to mistake for reality - the illusion knowing it is doubted and responding accordingly, its edges softening, its details blurring, the conviction behind it insufficient to hold up under close scrutiny. It has no physical presence. It cannot be touched or interacted with. It simply exists in the space next to the caster for as long as the spell holds, a small imperfect thing made of belief. The...

N/A

Influence
Tier Level: 3
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Angry Lashings 3 ⚔️ Offensive 6 Soul 5 a 1x1 space around target including the target instant Challenging Arcana

This spell is a part of the Psy Dagger spell chain and is found in the Psy Dagger rune stone.

Everyone carries something they would rather not look at. Guilt. Regret. The memory of something done or left undone that sits in the darkest corner of the mind and waits. The mentimancer does not need to know what it is. Nightmare does.

Angry Lashings reaches into the target through Nightmare and finds exactly what it is looking for - the thing the target has worked hardest to keep buried - and drags it forward. What follows is not an external attack. There is no whip, no conjured force. The damage of 2d20 comes entirely from within, the target's own guilt and nightmare striking outward with a ferocity that only something deeply personal can manage. Those standing nearby are not entirely spared. Nightmare's energy, once roused, does not confine itself neatly, and the psychic backlash damage of 1d20 bleeds outward catching anyone unfortunate enough to be close, ally, enemy, even the mentimancer. 

Weapon Effect: Angry Lashings

Causes your attacks to affect any target standing within a space of the target you are attacking to receive half damage.

Psy Swipe
Mental Muscle 3 💪 Empowerment 6 Soul 5 1 target or self 1d10 hours Challenging Arcana

This spell is a part of the Psy Dagger spell chain and is found in the Psy Dagger rune stone.

The mentimancer understands something that most people learn only accidentally. They understand that the mind performs closer to its actual capacity when it believes in that capacity. Remove the doubt. Remove the self-imposed ceiling. Give the mind permission to be as sharp as it actually is, and it will surprise you.

Mental Muscle is Dream applied to intellect directly - the mentimancer reaching through Dream and simply telling the recipient's mind that it is stronger than it has been acting. Not an illusion. Not a temporary fiction. A genuine enhancement, Dream's conviction settling into the recipient's thinking and sharpening it, Intellect traits increasing by 1 for the duration as the mind expands to fill the space Dream has opened for it. The effect lasts hours, long enough to matter well beyond whatever immediate challenge prompted the casting. The mind, given permission, is capable of more than most people allow it to be. Dream gives that permission freely.

N/A

Mind's Eye
Nightmare's Thirst 3 🤬 Rage 6 Soul 5 1 target 1d6 rounds Challenging Arcana

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

Nightmare knows what is buried. It has always known, the thing the target has been carrying without admitting they were carrying it, the anger that never found its outlet, the grief that became resentment, the fear that curdled into something harder and darker over time. Nightmare's Thirst finds that thing and opens the lid.

What follows is not the mentimancer's anger. It is entirely the target's own anger, pulled from somewhere deep in the subconscious and released all at once, unfiltered and undirected, a rage so old and so unresolved that the target cannot even name what it is aimed at. They simply need to destroy. They simply need to hit something, anything, with everything they have, because Nightmare has shown them the pressure that has been building behind that sealed door and the door is no longer sealed. Berserk takes hold - melee power tripling as the subconscious fury overflows - and nothing else is accessible. No spells. No skills. No items. Just the rage and the body carrying it. The target cannot be told what they are angry at. Nightmare doesn't work that way. It only opens the...

Weapon Effect: Nightmare's Thirst

Critical Hit inflicts berserk.

Mental Encumbrance
Scry 3 🛠️ Utility 6 Soul 5 1 target instant Challenging Arcana

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

The mind already knows more than it realizes. This is something Dream has always understood. Knowledge of a thing, any knowledge, creates a connection between the knower and the known that the mind can follow if it is willing to reach. Scry is the mentimancer learning to reach.

With knowledge of what they seek - its appearance, its nature, something unique and specific that belongs to it - the mentimancer reaches through Dream and lets that knowledge become a thread. Dream follows it. The realization arrives not as a vision, not as a message, but as a sudden flooding certainty concerning the direction, the distance, the sense of where. Cast over a map and the connection becomes visible, a small glowing point settling over the location where what was sought can be found.

The limitation is the knowledge itself. Dream cannot find what the mind has never encountered. It can only follow threads that already exist. But anything known, truly known, leaves a mark in the mind that Dream can trace to its source. The mentimancer simply...

N/A

Telepathy
Strong Illusion 3 👁️⃤ Illusion 6 Soul 6 next to caster as long as desired Challenging Arcana

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

The difference between a weak illusion and a strong one is not complexity. It is conviction. The mentimancer who has practiced long enough begins to understand this - that the wobbling, the tell-tale waver at close range, the way a poorly constructed illusion seems to know it is being doubted - all of that comes from insufficient belief. Dream does not create half-heartedly. Neither should the mentimancer.

Strong Illusion is the same principle as what came before, but held with considerably more certainty. The image the mentimancer constructs through Dream is fine-tuned, detailed, committed to convincing even to those who approach and examine it closely. It does not waver. It does not reveal its seams under scrutiny. The only thing that gives it away is what it has always lacked - physical presence. Touch it and the hand passes through. But eyes alone will find nothing to question. The illusion can be whatever the mentimancer envisions, up to six feet in any direction, and it holds for as long as they choose to maintain it. The mentimancer is free to move, act, and cast other spells while Dream sustains the...

N/A

Weak Illusion
Telekinesis 3 ✨ Other 6 Soul 5 1 target you can see instant Challenging Arcana

This spell is a part of the Transference spell chain and is found in the Transference rune stone.

The mind already interacts with the physical world constantly, through the body it directs, through the hands it guides, through every intentional movement it orchestrates without conscious effort. Telekinesis is Dream asking a simple question: why does that interaction require physical contact at all?

The answer, Dream suggests, is that it doesn't. The mentimancer reaches through Dream and extends their intention directly to the object of their focus - no hands, no touch, only the same mental direction that normally routes through the body taking a more direct path. Anything within sight and within the weight limit of Intellect multiplied by 3 can be moved, lifted, directed, or thrown as naturally as reaching out a hand. Living targets are no exception. If they can be lifted by that weight limit, they can be moved. The mind does not distinguish between a crate and a person when it has decided something needs to go somewhere else. Dream simply removed the step where the body had to be involved. The mind was always doing the work.

N/A

Defy Gravity
Teleportation 3 👣 Movement Based 6 Soul 5 self instant Challenging Arcana

This spell is a part of the Transference spell chain and found in the Transference rune stone.

In a dream, distance is a suggestion. You do not walk to where you need to be. You simply need to be there, and you are. The space between one place and another folds away as though it was never relevant, because in the space where Dream operates, it isn't.

Teleportation is the mentimancer applying this principle to the waking world. They choose a point on the battlefield - anywhere within sight, anywhere they have decided they need to be - and Dream handles the rest. No movement through space. No traversing the distance between. Simply present in one location and then present in another, the transition instantaneous and complete. The battlefield has not changed. The mentimancer has simply stopped accepting that they had to cross it.

It works only on the mentimancer themselves - Dream moving another person requires considerably more than this - and only within the confines of the immediate battlefield. The principle that distance is negotiable has limits in the waking world, limits that the mentimancer has yet to stretch....

Armor Effect: Teleportation (Boots Only)

Teleport to any spot you see instantly, as long as you can clearly see that spot.

Defy Gravity
Torrent of Thought 3 🕶 Vision Status Effect 6 Soul 5 1 target 1d6 rounds Challenging Arcana

This spell is a part of the Transference spell chain and found in the Transference rune stone.

The mind can only process so much at once. This is not a weakness. It is simply the nature of a finite system managing an infinite amount of possible input. Nightmare understands this limitation with great precision. Torrent of Thought is Nightmare using that precision deliberately.

The mentimancer reaches through Nightmare and opens a channel directly into the target's mind, not as a gentle connection, not as a careful transmission, but as a flood. Every thought, every image, every memory fragment and half-formed impression that Nightmare can summon pours through the channel simultaneously, a torrent of mental content so vast and so relentless that the target's mind cannot begin to sort it. Processing fails. The brain, already overwhelmed by everything being forced through it, begins triaging - and vision, which requires constant and significant mental resources to render, is the first thing to go. The target is not physically blind. Their eyes continue to receive light and information. Their mind simply has no capacity left to do anything with it. Blindness takes hold and remains until...

N/A

Mind Comprehension
Tier Level: 4
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Awakened Mind 4 💪 Empowerment 8 Soul 8 1 target or self 1d6 rounds Challenging Arcana -2

This spell is a part of the Psy Dagger spell chain and is found in the Psy Dagger rune stone.

The mind, at its fullest expression, does not accept limitations. This is what Nightmare understands that most do not - that the boundaries between elements, between strong and weak, between what can and cannot be harmed - these are not laws. They are assumptions. And the mind, when truly awakened, does not share the assumptions of the world around it.

Awakened Mind does not enhance the mentimancer's power so much as it removes the filters through which that power was being constrained. Every target becomes equally vulnerable. The elemental protections they carry, the resistances built into their very nature, rendered irrelevant by a mind that has simply decided not to acknowledge them. Space energy bleeds into every physical strike, the mentimancer's (or empowered ally) runic soul expressing itself through muscle and movement as readily as through magic. And the Runic Power behind every attack, physical or magical, doubles - not because the mentimancer or empowered has grown stronger, but because they have stopped holding themselves back. It does not last. The mind cannot sustain this state...

N/A

Mental Muscle
Controlled Illusion 4 👁️⃤ Illusion 8 Soul 8 next to caster as long as desired Challenging Arcana -2

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

The illusion that simply stands is useful. The illusion that moves, speaks, and responds - that is something else entirely.

Controlled Illusion is Dream at the height of its creative expression, the mentimancer reaching out through the space between minds and giving their creation the appearance of life. What begins next to the caster can be directed anywhere within range, moving as the mentimancer wills it, acting as the mentimancer decides, speaking words the mentimancer chooses. From a distance it is indistinguishable from whatever it has been made to appear as. It has no physical presence - it cannot lift, carry, or affect the world around it - but it can deceive, distract, and mislead with remarkable effectiveness. Those who study it for a moment will find the seams by making a Hard - 2 Perceive Check, the penalty decreasing by 1 with each round used to study the illusion. Those who do not will have no reason to look.

The cost is the mentimancer's full attention. While the...

N/A

Strong Illusion
Dream's Message 4 💪 Empowerment 8 Soul 7 1 target or self 1d8 rounds Challenging Arcana -2

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

Dream has always known something that most people spend their lives trying to learn - that the distance between who you are and who you are capable of becoming is largely a matter of belief. Dream's Message is Dream leaning down and whispering that belief directly into someone's ear.

The mentimancer calls upon Dream and directs it toward the target - themselves or an ally - and Dream obliges with characteristic generosity. It does not give power. It gives possibility. A message of quiet certainty that settles into the target's mind like the feeling of waking from a dream where everything went right. Within that certainty, a skill or spell chain of the target's choice awakens fully - Dream showing them not what they are, but what they could be, and making that vision real enough to act on for the duration. They move through the spell's duration with skills or spells they have not yet earned, borrowing from a future version of themselves that Dream has briefly made present. 

When the spell ends Dream does not simply...

Armor Effect: Dream's Message (Helmet Only)

Increase experience reward by 20%.

Scry
Emotional Tearing 4 🔻 Debuff 8 Soul 7 1 target 1d8 rounds Challenging Arcana -2

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

Nightmare knows where conviction lives. It has always known - the part of the mind that holds the answer to why, the thread of identity and purpose that makes someone more than just a body going through motions. Nightmare finds that thread and pulls.

Emotional Tearing is not a subtle spell. It is Nightmare reaching into the target and actively working against the emotional architecture that holds them together, sending feelings that cut directly against who the target believes themselves to be, what they believe they are fighting for, what they believe matters. The target does not suddenly stop believing anything specific. It is worse than that. The belief simply... loosens. The conviction that drove them here, the passion that sharpened every strike, the sense of self that made them dangerous - all of it becomes uncertain, remote, difficult to hold onto. Nightmare does not replace these things. It simply tears at them until they fray.

The target is inflicted with Loss of Self for the duration. They...

Weapon Effect: Emotional Tearing

Critical Hit causes Loss of Self for 1 round, non-stacking

Nightmare's Thirst
Illusionary Barrier 4 🛡️ Defensive 8 Soul 8 the outer reaches of a 3x3 space area around the caster 1d10 rounds Challenging Arcana -2

This spell is a part of the Transference spell chain and found in the Transference rune stone.

The mind does not always distinguish between what is real and what is believed to be real. Dream understands this perfectly. It has always known that reality, at its edges, is more negotiable than most people are comfortable admitting. A thing believed in completely enough begins to behave as though it exists. And a thing that behaves as though it exists - that pushes back when pushed, that refuses to be passed through, that stands where it was placed without wavering is, for all meaningful purposes, real.

Barrier is Dream's most straightforward expression of this principle. The mentimancer constructs a wall in their mind - smooth, solid, immovable - and holds it with complete conviction. There is nothing there. And yet whatever comes into contact with it finds itself stopped, pushed back with exactly the force it brought to bear, unable to pass or climb. The barrier does not need to be made of anything. It only needs to be believed in. And the mentimancer believes in it completely. What the mind insists is real, becomes real. That is the quiet, extraordinary power at the heart of Dream.

N/A

Telekinesis
Mental Force 4 💪 Empowerment 8 Soul 8 1 target, not self 1d6 rounds Challenging Arcana -2

This spell is a part of the Psy Dagger spell chain and is found in the Psy Dagger rune stone.

The mind, at its most focused, is a force. Not metaphorically - literally. The mentimancer understands this better than most, having spent their practice learning exactly what the mind can impose upon reality when it commits completely. Mental Force is that understanding given to someone else.

The mentimancer reaches through Dream and pours focused mental energy into an ally of their choosing. This is not a subtle nudge nor is it a gentle encouragement, it is the full concentrated weight of a mind that has decided this person is going to hit harder and hit true. The ally glows faintly, the mental energy settling over them like a second skin. Offensive and Bow Power increase by 2d12 as the mentimancer's conviction moves through every strike. And those they hit find themselves knocked down, the force behind each blow carrying the unstoppable momentum of a mind that had already decided, before the swing landed, exactly how it was going to go. The mentimancer receives none of this. They gave it away. That was always the point.

Weapon Effect: Mental Force

Increase Offensive Power by 1d12.

Angry Lashings
Mind Spike 4 ⚡⚡ Stun Effect 8 Soul 7 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Psy Dagger spell chain and is found in the Psy Dagger rune stone.

The mind processes an extraordinary amount of information every moment - sensory input, movement, intention, memory, all of it running simultaneously beneath conscious thought without effort or interruption. Nightmare knows exactly what happens when that processing is suddenly, violently overwhelmed.

Mind Spike is precisely what its name describes - a sharp, concentrated spike of mental energy driven directly into the target's consciousness through Nightmare, arriving all at once with no warning and no gradual escalation. The target's brain receives more than it can handle in a single instant. Everything slows. Movement drops to half as the body waits for a mind that is suddenly struggling to keep up, overwhelmed processing cascading through every system that depends on it. If you roll a natural 20 when casting the spell the spike is severe enough to stun entirely - the mind shutting down non-essential functions for 1d6 rounds as it attempts to recover from something it was never designed to withstand. The spike does not linger. It arrives, it overwhelms,...

Weapon Effect: Mind Spike

Critical Hit stuns target for 1 round

Angry Lashings
Psy Boost 4 💪 Empowerment 8 Soul 7 1 target or self 1d6 rounds Challenging Arcana -2

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

The body already knows how to do this. Under the right circumstances such as genuine danger or genuine need, it does it automatically. Adrenaline floods, perception sharpens, strength increases, reaction time compresses. The body has always been capable of this surge. It simply waits for the signal that the moment requires it.

Psy Boost is Dream delivering that signal directly. The mentimancer reaches through Dream and tells the target's mind, with complete conviction, that the moment is now, that the need is real, that the body should give everything it has. Dream's certainty is sufficient. The adrenaline flows. Offensive and Bow Power increase by 1d20 + caster's Arcana as the target's combat capability surges to meet the demand that Dream has just convinced their body is being made of them. It does not last long. The body cannot sustain this state indefinitely, and Dream does not try to make it. It simply opens the door that the body's own chemistry was always prepared to walk through. What the target does with the moment Dream gives them is entirely up to them.

Armor Effect: Psy Boost (Gloves Only)

Increases Offensive and Bow Power by 1d10.

Scry
Silence of Space 4 ✨ Other 8 Soul 7 6 feet or 30 spaces around caster 1d20 minutes or 2d20 rounds Challenging Arcana -2

This spell is a part of the Influence spell chain and found in the Influence rune stone.

I first knew I was dreaming when I went to speak, and behold no sound came rushing out. It is a common occurrence, whether it be in a pleasant dream or a terrifying nightmare, that the dreamer cannot speak nor produce any sound. It is like the space within their dream is silent. Space, in its truest sense, is silent. The vast emptiness between things carries nothing - no sound, no signal, no noise of any kind. This is the nature of space that the mentimancer understands most intimately, the inner silence that Dream has always known how to find and how to extend.

Silence of Space reaches through Dream and imposes that fundamental quiet on the area surrounding the caster, not blocking sound so much as convincing the space itself that sound is not something that happens here. Within the radius nothing makes noise. No footstep, no clash of weapons, no voice. Those inside the silence can move and act with complete acoustic invisibility, undetectable by sound though still visible to any eye that looks their direction. Spells can still be cast for runic elements do not require sound to work, but no verbal component, no warning cry, no called order can pass through the boundary in either...

N/A

Torrent of Thought
Transportation 4 👣 Movement Based 1 Soul per 50 miles traveled 7 self and those holding onto you Arcana x Movement Range Challenging Arcana -2

This spell is a part of the Transference spell chain and found in the Transference rune stone.

Teleportation moves the mentimancer alone and only within sight over a short distance. Transportation asks a more ambitious question - what if the group could move together, not through physical space at all, but through the dream space that underlies it?

The mentimancer opens the thin place between waking reality and Dream just enough to step through, pulling those holding onto them into the passage alongside. The dream space does not look like the waking world. It does not follow the same rules of distance. The mentimancer however is allowed to sense the reality without. Using that sense, the mentimancer navigates it with the confidence of someone who has spent their practice learning its nature, moving the group through Dream's interior toward the destination they have chosen, covering a distance of Arcana multiplied by their Movement range before stepping back through into the waking world.

The chain of contact is not ceremonial. It is survival. The dream space does not hold onto people the way the...

N/A

Teleportation
Tier Level: 5
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Dream's Assault 5 🌪️ Multi-Target 10 Soul 10 entire area or battlefield instant Hard Arcana

This spell is a part of the Psy Dagger spell chain and is found in the Psy Dagger rune stone.

Dream does not require an invitation. This is something the mentimancer learns - that Dream, at its most assertive, does not wait to be welcomed into a mind. It simply arrives. And arriving uninvited into a waking mind with the full unfiltered intensity of deep sleep is not a gentle experience.

Dream's Assault is Dream unleashed simultaneously across the entire battlefield. For allies and the mentimancer it arrives as it should - as clarity, as heightened awareness, as the lucid dreamer's calm certainty that they understand what is happening around them. Their Perceive and Insight are bolstered by the mentimancer's Arcana as Dream sharpens everything it touches. For enemies it arrives the same way - with the same sudden overwhelming force - except a waking mind receiving Dream without preparation cannot process it. The sensation is of something vast and loud and sourceless detonating just behind the eyes. No pain. No nightmare. Just Dream, enormous and immediate and completely inescapable, leaving every enemy Dazed for 1d6 rounds and their Soul...

N/A

Mental Force
Dream's Protection 5 🛡️ Defensive 10 Soul 10 1 target or self 1d8 rounds Hard Arcana

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

Dream does not abandon those it has touched. When Dream's Message ends and the target slips into sleep, Dream does not simply leave them there - vulnerable, unconscious, trusting. Dream stays. And Dream, when it decides to protect something, is remarkably thorough.

Dream's Protection is the mentimancer asking Dream to remain with the sleeping target a little longer - to wrap itself around them the way the best dreams wrap around the dreamer, complete and enveloping and deeply safe. The protection that follows is not physical armor in any conventional sense. It is Dream's conviction, made solid, the absolute certainty that this person is not done yet, that whatever they need to face when they wake is still ahead of them, and that nothing happening right now gets to take that away. The target's armor defense is increased by the mentimancer's Arcana plus Runic Power, and that protection extends equally against magic for Dream is not distinguishing between a blade and a spell when it has decided something is worth keeping safe. Those protected by Dream who are awake only receive the mentimancer's...

N/A

Dream's Message
Illusionary Strength 5 💪 Empowerment 10 Soul 9 1 target or self 1d12 rounds Hard Arcana

This spell is a part of the Influence spell chain and found in the Influence rune stone.

The body is rarely the limiting factor. This is something Dream understands, and something the mentimancer learns early. What most people call their limits are not physical truths but mental ones. Beliefs about what they can lift, what they can endure, what they are capable of, worn so long they have started to feel like facts.

Illusionary Strength does not add muscle. It does not alter the target's body in any measurable way. What it does is reach into the mind through Dream and quietly remove the ceiling, replacing the target's belief in their own limitations with something considerably more generous. The strength that follows is, technically, an illusion. It works anyway. Because the body was always capable of it. The mind simply needed to be convinced. Strength Traits rise by the mentimancer's Arcana, physical power represented by their Strength Stat surges by their Runic Power, and the target moves through the world for the duration as though they have always been this strong. When the spell ends and Dream retreats, the ceiling returns. The...

Armor Effect: Illusionary Strength

Increase Strength traits by 1 per rune stone.

Psy Boost
Mind Trap 5 🪤 Trap 10 Soul 10 1 target 1d6 rounds Hard Arcana

This spell is a part of the Psy Dagger spell chain and is found in the Psy Dagger rune stone.

The mind is, among other things, a sequence. One thought leading to the next, one action giving way to another, time moving forward through the simple act of deciding what comes next. Nightmare finds this sequence and breaks it - not by destroying what came before, but by removing what comes after.

Mind Trap reaches through Nightmare and locks the target's mind onto the last action it completed before the spell landed, and holds it there. The loop is immediate and total. The target cannot advance past that moment. Whatever they did - drew a weapon, reached for a potion, took a step, swung at an enemy - that is what they will do again. And again. And again, for the duration, because their mind cannot find the next thought. It keeps returning to the last one it had, convinced that this is still the moment, that this is still what needs doing, that time has not moved at all. The target reaches for a potion that is no longer there. They swing at an enemy that has stepped away. They move in a direction they have already moved. Nightmare does not care about the logic of it. It only holds...

N/A

Mind Spike
Mindlessness 5 🌀 Confusion, Control 10 Soul 10 1 target 1d8 rounds Hard Arcana

This spell is a part of the Transference spell chain and is found in the Transference rune stone.

There is a difference between influencing a mind and replacing it. Nightmare understands this distinction precisely.  Nightmare has always understood it. Mindlessness is Nightmare making the latter choice.

The mentimancer reaches through Nightmare and does not nudge, does not suggest, does not leave the target's will intact and work around it. They submit it entirely. The connection that forms between the mentimancer's mind and the target's is not a bridge - it is an occupation. The target's own thoughts, intentions, and decisions are set aside, still present somewhere beneath the surface but no longer in control of anything, while the mentimancer directs every action, every movement, every choice the target makes for the duration. The target can feel it happening. They simply cannot stop it.

A Hard Mental Balance -2 check made before the spell takes hold is the target's only window - succeed and the connection fails to form, the mind having braced itself just enough. Fail and...

N/A

Silence of Space
Nightmare's Power 5 💪 Empowerment 10 Soul 10 1 target 1d6 rounds Hard Arcana

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

Nightmare does not always destroy. Sometimes it empowers. This is the part that people who have only ever experienced Nightmare as a dark and terrible thing tend to forget - that the same force capable of unraveling a mind is equally capable of filling one with something extraordinary, something terrible in its power rather than its darkness. The nightmares one has can teach lessons. It can be a way for the mind to deal with various difficulties and it can help to illuminate the issues only the subconscious mind would know. In short, Nightmare when used and viewed correctly can be empowering. 

Nightmare's Power is the mentimancer reaching through Nightmare and pouring it into the target. This is not to hollow them as Emotional Tearing did, but to fill the space that was left. To empower them through the kind of resolution only Nightmare can give. What the target becomes for the duration is not themselves. It is themselves with Nightmare's full force behind every thought, every movement, every decision. The special berserk that Nightmare inflicts does not restrict, it unleashes. The target can use every spell...

N/A

Emotional Tearing
Nightmare's Pull 5 🔻 Debuff 10 Soul 9 1 target 1d8 rounds Hard Arcana

This spell is a part of the Psy Dagger spell chain and is found in the Psy Dagger rune stone.

The unresolved nightmare is the heavy weight chosen to be carried. Such is the truth of Nightmare and nightmares in general. As a prominent side of mentimancy, the sphere of spatiumancy that deals most with the mind itself, Nightmare is the lesson of unresolved fears. To not face these fears and resolve them is to burden oneself. Nightmare knows this well. Nightmare does not pursue those who face it. It pursues those who run.

Every living thing carries unresolved things - fears left unexamined, stresses never processed, the accumulated weight of everything the waking mind refused to sit with and hand off to sleep to deal with. Nightmare knows where all of it is. It has always known. Nightmare's Pull is the mentimancer reaching through Nightmare and making that weight suddenly, viscerally present.  Every unresolved thing the target has been carrying rising to the surface simultaneously, pressing down on them with the full accumulated gravity of avoidance.

The target does not fall. They slow. Movement halves...

N/A

Awakened Mind
Physical Illusion 5 👁️⃤ Illusion 10 Soul 10 next to caster as long as desired Hard Arcana

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

Dream has been building toward this. Every illusion that came before - the static image, the convincing form, the controllable presence - was Dream learning the distance between what the mind believes exists and what actually exists. Physical Illusion is Dream discovering that the distance is nothing at all.

The creation that emerges from this spell is not an illusion in any meaningful sense of the word. It has physical presence. It can be touched and will push back. It can move through space and interact with objects. It can cast the mentimancer's spells from wherever it stands, the mental connection between creator and creation carrying intention across the gap as naturally as thought. It cannot be identified as false by any conventional examination, there is nothing false to find. Dream has believed in it completely enough that reality has accepted it as real.

The mentimancer does not move while the creation exists. They cannot. The entirety of their focus - every resource Dream requires to sustain something this complete...

N/A

Controlled Illusion
Physical Transference 5 👣 Movement Based 10 Soul 9 self and those holding onto you instant Hard Arcana

This spell is a part of the Transference spell chain and found in the Transference rune stone.

Every place the mentimancer has ever been still exists somewhere in their mind perfectly preserved, accessible, held with the kind of clarity that Dream encourages in everything it touches. Physical Transference is Dream taking that clarity and doing what Dream does best with it: making it real. Convincing the mind that it is real, and obtainable. 

The mentimancer reaches through Dream, finds the memory of wherever they wish to go - any place visited during their travels, held in the mind with enough detail for Dream to work with - and simply decides that the distance between here and there is a matter of belief rather than physics. Dream agrees. The mentimancer, and anyone holding onto them at the moment of casting, is instantly present at the remembered location, the space between having been collapsed by Dream's absolute conviction that the memory and the destination are the same thing.

The limitation is the mind itself. Dream cannot build a destination from nothing. It needs the memory to work from, the lived...

N/A

Transportation
Transcending Space 5 ⚡⚡ Stun Effect 10 Soul 10 1 target 1d6 rounds Hard Arcana

This spell is a part of the Transference spell chain and is found in the Transference rune stone.

There is a place where Dream and Nightmare both originate - the space beneath waking thought where the mind goes when the body sleeps. Most people visit it nightly without ever being truly aware of where they are. Transcending Space sends a target there while they are fully, helplessly conscious.

The mentimancer reaches through both Dream and Nightmare simultaneously, finding the thin place between waking reality and the dream space that underlies it, and tears just enough of an opening to push a single target through. The target's body remains - present, standing, alive - while everything that makes them a conscious being is pulled into the space where dreams are made and nightmares live. What they experience there cannot be described in waking language. Dream and Nightmare receive them according to their nature, and the target has no say in which takes precedence.

They return when the duration ends, or immediately, if the mentimancer sends another target through and the opening can only hold one at a time. While their...

N/A

Illusionary Barrier
Tier Level: 6
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Dream's Pleasure 6 ❤️‍🩹 Healing 12 Soul 11 1 sleeping target 1d8 rounds Impossible Arcana

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

Dream takes pleasure in giving. This is simply its nature. But what Dream's Message set in motion - the borrowed potential, the achieved victory, the peaceful sleep that followed - this brought Dream something rarer than simple satisfaction. Something closer to joy. And Dream's Pleasure is what that joy looks like when Dream decides to express it.

While the dreamer sleeps wrapped in Dream's protection, Dream turns its full attention to them - not as a guardian now but as a benefactor experiencing genuine delight at what it made possible. Every point of Vitality, Soul, and Power is restored to its maximum as Dream pours that joy directly into the dreamer's body and spirit, filling every empty space with the warmth of its pleasure. The dreamer does not merely rest. They are made whole, more completely than sleep alone could ever manage.

And Dream is possessive of this moment. Anyone who attempts to approach the dreamer finds themselves turned back - pushed away at double the speed they traveled to reach...

N/A

Dream's Protection
Nightmare's Grip 6 💪 Empowerment 12 Soul 12 1 target or self 1d6 rounds Impossible Arcana

This spell is a part of the Influence spell chain and is found in the Influence rune stone.

There is perhaps nothing more terrifying than when a nightmare doesn't let go. When you are jolted awake by the horrifying occurrence of a dream turned dark, and when you waken the dream, the nightmare, it still sits with you. There have always been superstitions surrounding what happens within a nightmare, and that should the one experience it die, they too die in the waking world. The mentimancer knows well these beliefs - these legends. While many would shrug them off as they grow older, thinking them as old wives tales, the mentimancer knows the truth. They know the power of the mind, of dreams, of Nightmare. They know that if Nightmare holds on hard enough, there is no saving the one trapped in its grasp. 

With the casting of Nightmare's Grip, the mentimancer extends the power of Nightmare to their weapon, or the weapon of their ally. This can be any weapon, including fists and feet, whatever is used to cause damage works here. The empowered fights normally, but every strike now carries the possibility of Nightmare's intervention. On a critical hit, the crit range expanded by the mentimancer's ...

N/A

Nightmare's Pull
Terenatus 6 🌪️ Multi-Target 12 Soul 12 all enemies 1d8 rounds Impossible Arcana

This spell is a part of the Transference spell chain and is found in the Transference rune stone.

Not all nightmares mean harm and not all dreams should become reality. This is a profound truth that the mentimancer has learned over the course of their study. Nightmares can teach and help others to confront and handle their situations. Dreams.... Dreams if granted permission can break reality itself.  Dream has spent an entire practice asking questions about the nature of reality. Whether gravity needed to be obeyed. Whether barriers needed to be physical to be real. Whether distance needed to be crossed or simply dismissed. Whether the mind needed a body to move something. Each answer came back the same - that reality, examined closely enough, is more negotiable than it appears. That reality can be broken and the Dream can become reality. But what happens when Dream tries has only been documented under the obscure name - Terenatus.

At the apex of the Transference chain, the mentimancer reaches through Dream and does not bend reality or reframe it or find a gap in its assumptions. They tear it. The fabric of space itself - the medium through which all physical things exist and interact - is seized...

N/A

Transcending Space

Fear Affinity Magic Chart

Fear Affinity Magic Spells

Tier Level: 1
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Blotting 1 🕶 Vision Status Effect 2 Soul 1 1 target 1d6 rounds Easy Arcana

This spell is a part of the Blotting spell chain and is found in the Blotting rune stone.

Fear does things to the body that most people never think to examine. The racing heart, the shallow breath - these are well known. Less discussed is what fear does to vision. The floaters that drift across the eye under stress, dark shapes with no source drifting at the edges of sight. The tunnel that closes in when the body decides that only what is directly ahead matters. The blotches, the darkening, the sudden certainty that something is moving in the periphery that isn't there.

The timoramancer does not conjure these effects. They simply find the thread of Dread already present in the target and pull, gently, on the part of it that lives behind the eyes. What follows is not imagined. The target genuinely sees it, the shadows drifting across their vision, the edges of the world going dark and uncertain. Their ability to perceive clearly is compromised, requiring Normal Perceive checks to move or attack accurately, as Dread reminds them that they cannot entirely trust what they see. It is a small thing. A first thing. But Dread begins where it can, and for now being...

Weapon Effect: Blotting

Critical Hit decreases target's Perceive by 1 for 1d4 rounds, which does stack.

N/A
Frightful Touch 1 🔻 Debuff 2 Soul 1 touch 1d6 rounds Easy Arcana

This spell is a part of the Frightful Touch spell chain and is found in the Frightful Touch rune stone.

Every timoramancer remembers the first time they understood what their touch could do. Not a spell, not an intentional casting — just contact, skin to skin or hand to armor, and the sudden widening of the other person's eyes. The flinch. The step back. Something in them recognizing, without words, that what just touched them carried something they did not want to be carrying.

Frightful Touch is that first instinct made deliberate. The timoramancer reaches through Dread - a force they have lived with but are only now getting to know - and channels the quietest possible expression of fear through direct contact. This is not enough to incapacitate nor is it enough to overwhelm. This is just enough to leave a mark. The target's Mental Balance is penalized by 1 plus the timoramancer's Arcana as Dread settles into them through the point of contact, making the walls a little thinner, the resistance a little weaker, every subsequent fear a little harder to push back against. It does not feel like much. It is only a simple touch, a slight warmth of contact - one...

Weapon Effect: Frightful Touch

Critical Hit applies -1 penalty to Mental Balance for 1d4 rounds, stacking. 

N/A
Trepidatious Bracing 1 🛡️ Defensive 2 Soul 1 1 target or self 1d6 rounds Easy Arcana

This spell is a part of the Trepidatious Bracing spell chain and is found in the Trepidatious Bracing rune stone.

The neophyte timoramancer has always felt it - this Presence that seems just beyond sight. It is a feeling, of the hairs standing up, of an uneasiness - a warning. All have felt it, but the timoramancer perhaps has felt it more, and now they are actively looking for it, to get to know it, to understand Presence so that they too can understand their own fears. When the timoramancer calls out to Presence, Presence does not always announce itself gently. Sometimes it simply arrives - sudden, overwhelming, undeniable - and the body responds the way bodies have always responded to something that triggers the deepest fear reflex. It stops. Completely. The ancient freeze response, older than rational thought, deciding in an instant that absolute stillness is the correct answer to whatever just made itself known.

Trepidatious Bracing is the timoramancer calling Presence forward without having yet learned Presence, and letting it arrive - fully, without filtering, without softening - in the space occupied by themselves and one other target. Presence does not grab them....

Weapon Effect: Trepidatious Bracing

Critical Hit locks target in place. Target has to make normal athletics check to free itself. If target is flying, the target will fall to the ground and be locked in place there with the Knock Down effect.

N/A
Tier Level: 2
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Aura of Caution 2 💫 Aura 4 Soul 4 a 2x2 space area around and including the caster 1d10 hours Normal Arcana

This spell is a part of the Frightful Touch spell chain and is found in the Frightful Touch rune stone.

Not all warnings arrive with fanfare. Some come as the sudden prickle at the back of the neck. The chill that has no source. The inexplicable certainty that something is watching, that the air has changed, that the next step should be taken carefully. These are not imagination. These are Presence - the oldest, most honest expression of fear's protective instinct, doing exactly what it was always meant to do.

Aura of Caution is the timoramancer opening themselves to Presence and letting it breathe outward. Nothing dramatic occurs. There is no visible effect, no flash of power. Those within the aura simply find themselves more alert than they were a moment before - senses sharpened, instincts louder, the quiet certainty that nothing is going to catch them unaware. Their Insight and Perceive are bolstered by the timoramancer's Arcana as Presence lends its ancient awareness to those it has chosen to protect. And should anything attempt to strike from behind, Presence has already felt it coming - the back attack evade penalty does not apply within the...

Armor Effect: Aura of Caution

+1 to Insight and Perceive per rune stone

Frightful Touch
Dread's Armor 2 🛡️ Defensive 4 Soul 4 1 target, not self 1d6 rounds Normal Arcana

This spell is a part of the Trepidatious Bracing spell chain and is found in the Trepidatious Bracing rune stone.

The neophyte timoramancer is coming to learn the many faces of Dread. Dread, the dark symbol of an already dark affinity, is the power of crippling fear. A fear that is so complete that it can distort vision and cause harm, unless one learns to live and walk beside Dread. To learn Dread, to accept Dread, this is the timoramancer's purpose. Doing so will help them to fill the world around them and not break. The one who masters fear fears nothing. To wear Dread as armor, that is what the timoramancer seeks most.

Dread's Armor is the timoramancer calling Dread forward and letting it settle into the target's armor - not as a concealment, not as a shadow, but as a presence. An aura of wrongness that makes enemies instinctively hesitant, requiring a Normal Perceive -2 check simply to focus their attention on the protected target long enough to act against them. When attacks do land, Dread feeds, 20% of the damage taken is converted to Soul as Dread absorbs the fear felt within the attacker generated by the strike and returns it as sustenance. Magic damage is reduced by 25% as Dread's presence weakens the...

N/A

Trepidatious Bracing
Enchantment of Fear 2 💪 Empowerment 4 Soul 3 1 target or self 1d6 rounds Normal Arcana

This spell is a part of the Trepidatious Bracing spell chain and is found in the Trepidatious Bracing rune stone.

A weapon is only as dangerous as the one holding it. Usually. Enchantment of Fear changes that calculation slightly, by adding to the weapon itself something that has nothing to do with the wielder's strength or skill. Fear does not care how strong you are. It does not care how accurate. It simply arrives with the strike and does what it has always done.

The timoramancer reaches through Presence and settles their energy into the weapon. The wielder's Runic Power is added to each attack as fear's weight gives every blow an additional dimension beyond the physical. Each strike that connects delivers not just damage but a jolt of pure fear directly to whoever is hit - a Fear status settling over them as Presence reminds them, through the weapon, that something here is dangerous in a way that goes beyond the blade. Simple. Direct. Effective. The weapon does not change in appearance, after all the weapon isn't meant to be fearful - that is Dread's domain. Presence simply is letting the ones hit know that what they face is dangerous. 

N/A

Trepidatious Bracing
Fear Searching 2 🛠️ Utility 4 Soul 3 insight x arcana in square miles 1 hour Normal Arcana

This spell is a part of the Trepidatious Bracing spell chain and is found in the Trepidatious Bracing rune stone.

The timoramancer has always been able to feel fear in others. It is their curse as an empath, and the very reason they have worked hard to understand Fear. To sit with both Dread and Presence. The timoramancer fears fear like anyone else, fears themself, and yet they do not shrink back from that fear. Instead, they have learned how to use fear, to embrace fear, and to search out fear. Fear Searching is just that, the timoramancer finding fear. 

When the spell is cast the timoramancer opens themselves fully to Presence and extends their awareness outward - not as a scan, not as a magical sweep, but as a feeling. A sensitivity. Somewhere in the area around them, something is afraid. It may be hiding from them. It may be hiding from something else entirely and they are the one who found it first. It may be trapped, injured, lost, desperate. Whatever the reason, fear is fear, and Presence knows how to follow it.

The signal is faint at the edge of the timoramancer's range - a distant unease, a directional...

Armor Effect: Fear Searching (Helmet Only)

+2 to Insight and Perceive

Trepidatious Bracing
Nyctophobia 2 😱 Fear 4 Soul 3 1 target 1d8 rounds Normal Arcana

This spell is a part of the Blotting spell chain and is found in the Blotting rune stone.

Nobody is truly afraid of the dark. This is what Dread knows and what the timoramancer comes to understand - that when a person says they fear the dark what they mean, beneath the words, is that they fear what the dark might contain. The unseen threat. The predator that the eyes cannot find. The thing that has been there, somewhere in the darkness, since long before civilization gave people walls and fire and the luxury of pretending the old fears were behind them. 

They are not behind them, these fears. Dread has been keeping them warm.

Nyctophobia reaches through Dread and wakes that ancient hardwired terror in a single target - not by creating real darkness, but by awakening the part of the target's mind that has always believed something is in the dark waiting for them. The conviction settles in completely and will not be reasoned away. Every round the target must make a Normal Mental Balance check at -2 as Dread whispers that whatever is hiding just moved closer. Failing means the terror breaks the surface...

Weapon Effect: Nyctophobia

Critical Hit inflicts Fear for 1 round.

Blotting
Shuddering Presence 2 💫 Aura 4 Soul 3 a 2x2 space area around the caster 1d6 rounds Normal Arcana

This spell is a part of the Frightful Touch spell chain and is found in the Frightful Touch rune stone.

There is a difference between using fear and wearing it. The timoramancer who casts Shuddering Presence is learning that difference for the first time  and finding it considerably more uncomfortable than they anticipated.

Dread does not radiate gently. When the timoramancer opens themselves to it and lets it breathe outward rather than directing it at a specific target, what emerges is raw and indiscriminate - a palpable wrongness that settles over everyone within 2 spaces instantly, the primal recognition that something near them should be feared. Every target within the aura is inflicted with Fear as Dread announces its presence without subtlety or precision. Those who wish to attack the timoramancer must find the courage to do so first - a Hard Mental Balance check standing between their intention and their action, Dread asking simply whether they are certain they want to get closer.

The timoramancer is not spared. They opened the door...

N/A

Frightful Touch
The Darkening 2 😱 Fear 4 Soul 4 all enemies 1d6 rounds Normal Arcana

This spell is a part of the Blotting spell chain and is found in the Blotting rune stone.

There is a moment, one that is experienced by soldiers, by survivors, by anyone who has stood in a place where something terrible was about to happen, when everything changes without anything visibly changing. The air doesn't move differently. The light doesn't shift. And yet something in every instinct simultaneously agrees that the situation has fundamentally, irrevocably darkened.

The Darkening is the timoramancer reaching through Dread and producing that moment deliberately. Not a spell of shadows or extinguished light - nothing so visible or so simple. What spreads across the battlefield is a feeling. A collective and simultaneous wrongness that settles over every enemy present like a change in weather. Their bodies register it before their minds can name it. The hairs rise. The stomach drops. The breath shortens. Anxiety takes hold in every enemy on the battlefield as Dread whispers to each of them individually and all of them simultaneously that something here has changed and whatever comes next will not be good. They are not wrong. They simply don't know yet how right they are.

N/A

Blotting
The Marked 2 🧿 Curse 4 Soul 3 1 target 1d6 rounds Normal Arcana

This spell is a part of the Frightful Touch spell chain and is found in the Frightful Touch rune stone.

Throughout Nor'Ovan history, to be marked has always meant to be forsakened - cut off from the rest of the world, distrusted, reviled, maybe even hated. From scarlet letters to plague bells and even famously the Mark of the Eternal Flame, those marked have always found themselves cast-out from society. Dread has known this, and had fed this fear since long before Nor'Ovans runic souls awakened. Dread has developed its own mark. To be marked by Dread is to be claimed by it. Not destroyed, not yet, but set apart in a way that everyone nearby can feel without being able to explain. Something about the marked target registers as wrong to every instinct in every person around them. Not dangerous. Not an enemy. Simply forsaken. And no one wants to stand near something that Dread has already decided belongs to it.

The timoramancer reaches through Dread and places its symbol upon a single target. The symbol is invisible to the eye but felt by everyone in the vicinity with bone-deep certainty. The target's allies will not approach them. They cannot bring themselves to. The mark reads as a warning that...

N/A

Frightful Touch
Tier Level: 3
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Agent of Dread 3 💪 Empowerment 6 Soul 6 self 1d6 rounds Challenging Arcana

This spell is a part of the Frightful Touch spell chain and is found in the Frightful Touch rune stone.

There is a difference between feeling fear and wearing it. The timoramancer who has walked far enough with Dread understands this distinction intimately. They have felt it press against them from the inside long enough that they have stopped resisting, opening themselves to the terror and dread they so acutely feel from all around them. Agent of Terror is what happens when they stop resisting entirely. When they open themselves to Dread and let it settle over them like a second skin.

The timoramancer does not change. They do not transform. They simply become, for the duration, a thing that Dread has claimed, and Dread makes sure everyone nearby knows it. Every target within range feels it simultaneously, an irrational and unshakeable certainty that something is deeply, fundamentally wrong with the person standing before them. Not a threat they can fight. Something older than that. Anyone, everyone - friend or foe with no exception for power or status for Dread cares not of relationships or status, must make a Normal -2 Mental Balance check whenever they are within 4 spaces of the timoramancer....

Armor Effect: Agent of the Shade

+1 to Intimidate per armor piece with rune stone.

The Marked
Aura of Sheer Terror 3 💫 Aura 6 Soul 6 a 2x2 space area around the caster 1d6 rounds Challenging Arcana

This spell is a part of the Frightful Touch spell chain and is found in the Frightful Touch rune stone.

Dread does not always announce itself. That is perhaps its cruelest quality. There is no buildup, no warning, no reason given. One moment everything is fine. The next, it isn't. It is as if the body has already decided, faster than thought can follow, that something is catastrophically wrong, and that feeling of wrong manifests into  one of the most misunderstood and terrifying aspects of Dread - the panic attack. The timoramancer knows well the panic attack and Dread, they have felt it within themselves, they have felt it within others, and for so long they have sought to strengthen themselves against it - holding it back and keeping it pushed far away until the time comes that they must simply release it. 

Aura of Sheer Terror is not cast so much as it is released. The timoramancer opens themselves to Dread and simply stops holding it back, letting it radiate outward in a wordless, reasonless wave. Those within the aura receive no explanation for what they feel. There is none to give. The panic simply arrives - sudden, total, and without justification. Every round spent within the aura targets...

N/A

Shuddering Presence
Bracing Sanity 3 🛡️ Defensive 6 Soul 5 1 target or self 1d6 rounds Challenging Arcana

This spell is a part of the Trepidatious Bracing spell chain and found in the Trepidatious Bracing rune stone.

Not everyone who faces fear breaks under it. Some do something perhaps more quietly damaging, they reason it away. They explain it. They construct a rational framework around the irrational thing pressing against them and hold that framework up like a shield, telling themselves that what they feel is manageable, explainable, survivable. And for a time, it works. The timoramancer understands this, they had done this themselves until they began to work with Dread and are now understanding differently.

Bracing Sanity is the timoramancer taking this defense mechanism and making it deliberate. They reach through Dread and help the target construct those walls - fortifying the rational mind against fear's intrusion, strengthening Mental Balance by 1d6 as logic and reason build their barricades. But the walls have to come from somewhere. What the rational mind gains, the spirit gives. The same 1d6 is subtracted from Spiritual Balance as the target closes off the parts of themselves that fear was touching - which, unfortunately, are also the parts that feel...

N/A

Dread's Armor
Dread's Concealment 3 🛡️ Defensive 6 Soul 6 self 1d6 rounds Challenging Arcana

This spell is a part of the Trepidatious Bracing spell chain and is found in the Trepidatious Bracing rune stone.

There is no shadow here. No darkness, no concealment, nothing physically obscuring the timoramancer from the world around them. They are standing in plain sight, visible to anyone who looks. The problem is that no one can look.

Dread's Concealment works on a principle that darkness never could - not by hiding the timoramancer but by making the act of perceiving them unbearable. The timoramancer reaches through Dread and lets it settle over them fully, and what any observer finds when their eyes land on the timoramancer is not a person but a feeling. It is the particular feeling of looking at something their deepest instincts insist they should not be looking at. The eyes slide away. The attention refuses to hold. Every attempt to focus on the timoramancer meets the same wall of instinctual refusal, the mind redirecting itself before it can fully process what it saw.

Attacking something you cannot make yourself look at directly requires a Hard Mental Balance check to even attempt to look...

Armor Effect: Dread's Concealment (Cape or Cloak Only)

Automatically Requires a Normal Mental Balance Check to look upon you.

Enchantment of Fear
Fear Melding 3 👣 Movement Based 6 Soul 6 battlefield or movement range x Arcana instant Challenging Arcana

This spell is a part of the Trepidatious Bracing spell chain and is found in the Trepidatious Bracing rune stone.

Fear is everywhere. This is something the timoramancer understands  and feels more deeply than most. It is not as a philosophical observation but as a lived, felt reality. Every living thing carries some measure of it. A worry. An apprehension. The low hum of unease that never fully goes away. For most people this is simply the texture of being alive. For the timoramancer who has learned Fear Melding, it is a map.

The timoramancer reaches through Presence and lets themselves dissolve into the ambient fear around them. They are not traveling through physical space but through the emotional connective tissue that links every frightened thing to every other. In battle, any enemy or ally bearing any measure of fear becomes a destination with the timoramancer phasing out of one location and emerging instantly beside whoever they choose, fear itself providing the path. No movement through space. No opportunity to intercept. Simply present in one place and then present in another, fear having carried them between.

...

Armor Effect: Fear Melding (Boots Only)

Movement Range increased by double Intimidate trait.

Fear Searching
Frightful Eclipse 3 😱 Fear 6 Soul 6 all enemies 1d6 rounds Challenging Arcana

This spell is a part of the Blotting spell chain and is found in the Blotting rune stone.

There is a fear older than language. Older than civilization. Older than almost anything the conscious mind has learned to name or categorize. It lives in the part of every living thing that remembers a time before explanations - before astronomy, before understanding, before anyone knew why the sun occasionally disappeared in the middle of the day and left the world in cold and sudden darkness. They did not know. And in not knowing, they felt something that no amount of subsequent understanding has ever entirely erased.

Frightful Eclipse reaches through Dread and wakes that fear. Not by creating real darkness - the sun continues, the world continues - but by planting in every enemy on the battlefield the overwhelming and irrational certainty that the light is failing. That something terrible is happening to the sky. That this is an omen and it is aimed at them. Every enemy must make a Hard Mental Balance check as Dread floods them with that ancient wordless terror - failing means they are consumed by Fear and unable to act for 1d3 rounds...

N/A

Nyctophobia
Terror Burning 3 😱 Fear 6 Soul 5 1 target 1d6 rounds Challenging Arcana

This spell is a part of the Blotting spell chain and is found in the Blotting rune stone.

Fear is not always quiet. Sometimes it is loud in the body. It can be insistent, physical, undeniable. The heart that hammers. The breath that shortens. And the heat. The terrible, source-less heat that climbs up from the chest and spreads outward until the skin feels like it is burning from the inside and the sweat comes in waves and the mind cannot focus on anything except the overwhelming certainty that something is very, very wrong. Dread does not need fire to burn someone. It only needs the body to believe it is burning.

Terror Burning is the timoramancer reaching through Dread and finding the body's own fear response - the ancient, involuntary machinery that was built to protect - and turning the dial far past what it was designed to handle. The target is not on fire. There is no flame, no heat source, no physical cause for what they are experiencing. And yet Psychogenic Fever takes hold regardless, the body generating genuine distress from nothing but terror, sweating and overheating and losing focus as Dread convinces every system that the threat is...

Weapon Effect: Terror Burning

Critical Hit inflicts Psychogenic Fever for 1d4 rounds, non-stacking. 

The Darkening
Terror Sight 3 💪 Empowerment 6 Soul 5 1 target or self 1d10 hours Challenging Arcana

This spell is a part of the Blotting spell chain and is found in the Blotting rune stone.

Life as an empath is never easy. To always be able to feel so keenly the emotions of others, it makes life for the empath difficult. Empaths have had to learn how to deal with the extra outside emotions competing with their own internal feelings. Some have learned to build walls and block their emotions. Some have been overtaken by them. Some have become timoramancers, walking with Presence and Dread learning how to make use of and understand emotions - especially the primal emotion of fear

Terror Sight is what the timoramancer learned through Presence when learning how to make use of others fear. When this spell takes hold the world does not go dark or change in any dramatic way - at least not immediately. What changes is what the timoramancer (or the one the timoramancer passes the power to) perceives within it. Living beings, spirits, even the walking dead begin to glow with the light of their own fear. It is perceived as soft and dim in the calm, brighter in the anxious, blazing in the truly terrified. The more afraid a target is, the more visible they become. The more readable. Every movement telegraphed by the light of their own dread, every attempt to hide undermined by the fear that hides with them. A target gripped...

Armor Effect: Terror Sight (Helmet Only)

Can see those with fear as a soft white glow, it does not increase based on fear response. 

The Darkening
Terror's Warning 3 💪 Empowerment 6 Soul 5 1 target or self 1d6 rounds Challenging Arcana

This spell is a part of the Frightful Touch spell chain and is found in the Frightful Touch rune stone.

Presence does not only warn. Sometimes warning alone is insufficient. Sometimes what Presence senses coming requires more than a raised hair or a chill down the spine. Sometimes it requires the target to be genuinely, completely ready. Terror's Warning is Presence deciding that the time for subtle signals has passed.

The timoramancer reaches through Presence and lets it speak directly to the target's body, not a feeling this time but a preparation. Every sense sharpens. Perceive and Insight increase by the timoramancer's Arcana as Presence opens the target's awareness to everything around them, every detail that might matter suddenly visible and readable in a way it wasn't a moment before. React increases by the same as Presence accelerates the gap between perceiving a threat and responding to it - the body primed to move before the conscious mind has finished processing what it saw. This is what fear's warning was always meant to do at its best. Not paralyze. Not overwhelm. Prepare. The target does not know precisely what is coming as...

Armor Effect: Terror's Warning (Helmet Only)

+2 to Perceive, Insight

Armor Effect: Terror's Warning (Boots Only)

+2 to React

Aura of Caution
Tier Level: 4
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Dread's Assassin 4 💪 Empowerment 8 Soul 8 1 target, not self 1d6 rounds Challenging Arcana -2

This spell is a part of the Blotting spell chain and is found in the Blotting rune stone.

Dread, when it has found its mark, does not need much encouragement. Dread's Assassin is the timoramancer channeling that truth through an ally - reaching through Dread and letting it ride along with every strike the empowered ally makes, giving each attack a weight that goes beyond the physical.

Every hit carries Fear with it, Dread's presence bleeding from the weapon into the target with each impact, the accumulating certainty that something about this fight has been decided and not in their favor. Critical hits carry more, Anxiety settling in on top of Fear as Dread presses closer, the target's ability to function under that weight beginning to fracture. And on every attack, the ally rolls a 1d20. On a 20, Dread finds what it was looking for - the precise frequency of terror that this particular target cannot survive - and the target dies. Not from the wound. From what the wound carried. It does not happen often. Dread is patient and particular. But the target knows, from the first hit, that it could happen on any of them. That knowledge is...

N/A

Terror Sight
Encroaching Darkness 4 😱 Fear 8 Soul 8 all allies and enemies 1d10 rounds Challenging Arcana -2

This spell is a part of the Blotting spell chain and is found in the Blotting rune stone.

There is no darkness here. The sun has not moved. The torches still burn. The world is exactly as it was a moment ago - lit, visible, unchanged. None of that matters. Because Dread does not need real darkness to make someone afraid of the dark. It only needs the mind.

Encroaching Darkness does not touch the battlefield. It touches everyone on it. The timoramancer reaches through Dread and plants a single, wordless certainty into every mind within range, that the light is failing. That something in the darkness is getting closer. That vision, reliable until this moment, can no longer be trusted. And the mind, being what it is, obliges. The edges of sight begin to dim. Shadows that aren't there deepen and spread. Each round the hallucination tightens, the perceived darkness closing inward, Perceive penalties mounting as Dread insists more and more forcefully that they cannot see - until those who cannot resist it are effectively blind, surrounded by a darkness that exists nowhere except inside them. Perceive Checks start at Hard and each round -2 is added. 

...

Weapon Effect: Encroaching Darkness

When hit by a critical hit, the target's next strike will always miss for they are gripped with fear and cannot see straight.

Frightful Eclipse
Panic Spreading 4 😱 Fear 8 Soul 8 starts with 1 chosen target, doubles each round 1d8 rounds Challenging Arcana -2

This spell is a part of the Blotting spell chain and is found in the Blotting rune stone.

Fear is contagious. This is not a metaphor. It is documented, observable, biological fact. One person's panic triggers the threat-detection systems of everyone nearby. Their body language, their sounds, their sudden movement - all of it reads as signal to every other body in range that something is very wrong and the appropriate response is immediate. Dread understands this better than anyone. It has been using it since long before anyone thought to study it.

Panic Spreading requires only one opening. The timoramancer reaches through Dread and delivers a single, precise burst of overwhelming fear to one target, fear enough to break the surface, enough to make the panic visible to everyone around them. What happens next requires no further effort. The first target's fear becomes signal. Those nearest them must make a Hard Mental Balance check or catch it - their own fear spiking in response to what they see and hear, their body deciding that if that person is that afraid then something here is genuinely worth being afraid of. Each newly panicked target becomes the next signal, doubling the...

N/A

Terror Burning
Paralytic Dream 4 ⚡⚡ Stun Effect 8 Soul 8 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Frightful Touch spell chain and is found in the Frightful Touch rune stone.

There is a place between sleep and waking that most people pass through too quickly to notice. The timoramancer, working through Dread, knows how to stop someone there.

Paralytic Dream seizes the target at that threshold - the body receiving the signal that sleep has come, locking down, going still, while the mind remains horrifyingly present and aware. The target can see the battlefield. They can hear everything happening around them. They simply cannot move, cannot speak, cannot act, their body convinced it is still dreaming while their mind screams that it is not. Paralysis holds them completely for up to 1d6 rounds as Dread stretches each second into something that feels far longer than it is.

And Dread, being Dread, does not leave the paralyzed mind alone. Each round the target must make a Hard Mental Balance check - failing means Dread shows them something. Not what is actually there. Something else. The presence that sleep paralysis sufferers have always...

Weapon Effect: Paralytic Dream

Critical Hit induces Sleep

Aura of Sheer Terror
Peace in Fear 4 🛡️ Defensive 8 Soul 7 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Trepidatious Bracing spell chain and is found in the Trepidatious Bracing rune stone.

Flight or fight. These are the two answers the body has always given to fear - run from it or destroy it. Both assume that fear must be responded to. Both assume that fear demands something. Peace in Fear is the timoramancer offering the target a third option that the body has never considered before, that Dread itself barely recognizes: simply letting it pass through.

The timoramancer reaches through Dread and stills something fundamental in the target - the alarm system, the threat response, the deep biological machinery that insists fear requires immediate action. It does not. The target, for the duration, simply does not respond to fear the way living things are designed to. Fear, Berserk, and Anxiety cannot touch them.  Dread can find no purchase, rage can find no fuel, the threat response having been gently, completely set aside. The target has found peace.

The cost is Forgetfulness. What the timoramancer quieted was not only the fear response. It was the urgent...

Weapon Effect: Peace in Fear

Critical Hit inflicts Forgetfulness for 1 round

Bracing Sanity
Presence's Companion 4 🕯 Summon 8 Soul 8 next to caster 1d8 rounds Challenging Arcana -2

This spell is a part of the Trepidatious Bracing spell chain and is found in the Trepidatious Bracing rune stone.

Presence has always taken a shape. Not the same shape for everyone, that is not how Presence works. It finds what each person's deepest cautionary instinct looks like, the form that fear's protective voice has always worn in the back of a particular mind, and it wears that. The timoramancer who has worked long enough with Presence to call this spell has already met their companion many times. They simply never expected to be able to reach back.

Presence's Companion answers the call by taking form beside the timoramancer - their personal fear made manifest, their cautionary instinct given something close to a body. What it looks like depends entirely on the caster. A wraith. A spectral figure barely distinguishable from a shadow. An animal made of something that isn't quite light or darkness. Whatever shape Presence has always worn for this particular timoramancer, that is what stands beside them now, moving at their direction, loyal in the way that only something born from one's own deepest instinct can be.

...

N/A

Fear Melding
Presence's Purpose 4 🌪️ Multi-Target 8 Soul 7 a 4x4 space area around 1 target instant Challenging Arcana -2

This spell is a part of the Trepidatious Bracing spell chain and is found in the Trepidatious Bracing rune stone.

Fear has a purpose. This is what Presence has always understood and what the timoramancer learns through working with it - that fear is not merely a feeling but a function. It exists to protect. To stop. To make a body drop everything it is holding and respond to the threat that matters most. Presence's Purpose is simply that function, delivered with complete conviction to a single target.

The timoramancer reaches through Presence and triggers the target's fear response absolutely, This is not a gradual building of dread but the full immediate overwhelming certainty of mortal danger. The target drops their weapon. Their hands come up. Their body does what bodies have always done when Presence speaks loudly enough - it stops. The target is stunned for 1 round, and must spend a movement to recover themselves and a support action to retrieve what they dropped.

But fear, once that acute, does not stay contained in a single body. It radiates. Everyone standing near the target feels the...

N/A

Dread's Concealment
Twilight Fears 4 😱 Fear 8 Soul 8 entire area or battlefield instant Challenging Arcana -2

This spell is a part of the Frightful Touch spell chain and is found in the Frightful Touch rune stone.

Every culture that has ever existed has felt it, the particular unease of the twilight hour. Not darkness, which can be lit against. Not daylight, which carries its own clarity and confidence. The hour between, when the light goes strange and long and the shadows stretch in directions that don't quite make sense, and something in every living thing quietly agrees that this is when the boundary between what is known and what is not grows thinnest. Civilizations have built rituals around it. Religions have marked it. Parents have called children inside for it. The fear is old enough that no one remembers where it started. It has always simply been there.

Twilight Fears reaches through Presence and Dread together and summons that hour - not the light itself, but the feeling of it. The eerie certainty that something could happen now that could not happen before. The unknown pressing close at every edge. Every target on the battlefield, friend and foe alike, suddenly standing in that threshold moment and confronting the fear of what it might mean as Presence warns against the coming Dread - Dread not...

N/A

Agent of Terror
Warding of the Night 4 🛡️ Defensive 8 Soul 8 1 target or self 1d6 rounds Challenging Arcana -2

This spell is a part of the Frightful Touch spell chain and is found in the Frightful Touch rune stone.

A warding is not a shield. A shield absorbs, deflects, takes the blow on behalf of what it protects. A warding refuses. It establishes a boundary that certain things are not permitted to cross, and when they attempt to cross it anyway they find themselves turned back the way they came, carrying everything they brought with them.

Warding of the Night does not protect against the night itself nor against darkness, against the literal absence of light. Those things are not what the night represents. What the night represents is what hides within it, what might be coming, what cannot yet be seen or known. It is the fear that darkness has always carried not in itself but in what it conceals. That fear Presence understands completely. And what Presence understands completely, Presence can ward against absolutely.

Any fear-based status effect directed at the protected target - any attempt to inflict Fear, Anxiety, Dread, Restlessness, Psychogenic Fever, or any other effect rooted in fear - finds the warding waiting for...

N/A

Terror's Warning
Tier Level: 5
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Blade of Woe 5 💪 Empowerment 10 Soul 9 1 target or self 1d8 rounds Hard Arcana

This spell is a part of the Trepidatious Bracing spell chain and is found in the Trepidatious Bracing rune stone.

Woe is not a single thing. It does not arrive complete. It builds - one weight added to another, one shadow darkening the one before it, until what began as a heaviness becomes something the target can no longer carry and continue fighting beneath.

Blade of Woe is the timoramancer reaching through Dread, finding the thread of sorrow that runs through all living things, and pulling it into the target's weapon. The weapon itself does not change in appearance. It does not glow or darken. It simply becomes a conduit. Every strike now delivering not just physical damage, augmented by the timoramancer's Arcana, but a layer of woe that settles into whoever is struck and does not leave.

The first strike brings Depression - the heaviness, the sudden dimming of everything that drove the target into this fight. The second brings Anxiety - distress mounting, the mind beginning to work against itself. The third brings Restlessness - the...

N/A

Presence's Companion
Darkness Calling 5 🌀 Confusion, Control 10 Soul 10 all enemies 1d10 rounds Hard Arcana

This spell is a part of the Blotting spell chain and is found in the Blotting rune stone.

There is a threshold beyond which fear stops feeling like a warning and starts feeling like the only thing that exists. Beyond that threshold, a person will do almost anything to make it stop. Agree to almost anything. Obey almost anyone who seems to hold the key to ending it. Darkness Calling finds that threshold and pushes every target past it simultaneously.

The timoramancer reaches through Dread and floods every enemy on the battlefield with fear so complete, so consuming, so inescapable that the rational mind simply stops functioning in any meaningful sense. What remains is pure, desperate survival instinct - and survival instinct, when it cannot fight and cannot flee, will bargain. Each target must make a Hard Mental Balance check. Those who fail find themselves willing to do whatever the timoramancer commands for the duration, not because their will has been taken from them but because their fear has made obedience feel like the only possible relief. They are not mindless. They know what is happening. They simply cannot bear another moment of what Dread is doing to them and the...

N/A

Panic Spreading
Deadly Scare 5 💀 Instant Death 10 Soul 9 1 target instant Hard Arcana

This spell is a part of the Blotting spell chain and is found in the Blotting rune stone.

The phrase exists in every language, in every culture, across every corner of Nor'Ova. Scared to death. Most who say it do not mean it literally. The timoramancer who has learned Deadly Scare means nothing else. They have learned the true cost of dread, and through Dread they have learned how to weaponize it - not to spread terror, but to stop those who misuse fear.

This is not a spell of prolonged suffering or accumulated dread. It is a single, precise, catastrophic delivery of fear - Dread finding the exact frequency of terror that a specific target cannot survive and striking it without hesitation. The heart, which has carried that person through every moment of their life, receives a shock it was never built to withstand. In most cases it protests violently, the target staggering from the force of what just hit them, taking d12 damage - the number of d12's rolled dependent upon what is rolled on the 1d6 - as their body recoils from the nearest thing to death it has ever experienced. In some cases, when Dread finds its mark with perfect accuracy, the heart simply stops. No drama. No...

N/A

Dread's Assassin
Demon Unmasked 5 💀 Instant Death 10 Soul 10 1 target instant Hard Arcana

This spell is a part of the Frightful Touch spell chain and found in the Frightful Touch rune stone.

Dread has been patient. It has watched. It has waited through every justification, every rationalization, every careful story the target has told themselves about who they are and why the things they have done were necessary or forgivable or simply unavoidable. Dread kept notes. Dread never forgot. And now, at the timoramancer's invitation, Dread shows the target everything it has been holding.

Not a monster from outside. Not a threat that can be fought or fled. The demon that Demon Unmasked reveals has the target's own face, speaks with the target's own voice, and is built entirely from things the target actually did. The compromises. The cruelties. The moments they swore they would never become something and then became it anyway and found reasons not to look too closely afterward. Dread removes every reason. Every pretty lie. Every comfortable distance between the target and the truth of what they have allowed themselves to be.

What remains, when the mask comes fully off, is a person standing face to face with...

N/A

Paralytic Dream
Dread's Trap 5 🪤 Trap 10 Soul 10 1 target until self freed Hard Arcana

This spell is a part of the Blotting spell chain and is found in the Blotting rune stone.

The body has a response to fear that most people never experience at its fullest expression. Not flight. Not fight. The third option, the oldest one, the one that predates both — frozen in fear. Stopped. Become so still that whatever is coming might not notice. Let fear fill every system so completely that movement becomes impossible, that the very idea of taking a step in any direction feels like the worst possible choice, that the only thing the body can do is stay exactly where it is and hope.

Dread's Trap finds that response in a single target and triggers it absolutely. The timoramancer reaches through Dread and delivers it without warning. This is not a building dread, not an escalating fear, but the full overwhelming weight of it arriving all at once. The target is Paralyzed, held not by any physical force but by fear so total and so complete that their body has simply decided, on a level beneath conscious thought, that moving is not possible right now. The world continues around them. The battle continues. They stand in the middle of it, completely unable to...

N/A

Encroaching Darkness
Embraced Horrors 5 🛡️ Defensive 10 Soul 10 self 1d10 rounds Hard Arcana

This spell is a part of the Trepidatious Bracing spell chain and is found in the Trepidatious Bracing rune stone.

The one who understands fear fears nothing. The timoramancer who reaches Embraced Horrors has arrived at the end of that truth - not as a concept to be studied but as a state of being to inhabit completely. They are no longer a person wearing Dread. They are what Dread looks like when it has found a willing home.

There is no spell effect visible. No aura, no glow, no dramatic transformation. What changes is simply what the timoramancer is - and what every living thing within range instinctively recognizes them as. No target can willingly remain within 4 spaces of them, the primal fear response overriding every other consideration. No attack can be directed at them - not physical, not ranged, not magical - the mind refusing to complete the action of striking at something that registers as the embodiment of fear itself. Mental Balance attacks are meaningless - there is nothing left in the timoramancer to destabilize that fear has not already claimed and made its own. Any fear effect directed at them instead adds to their armor...

N/A

Peace in Fear
Phobia's Bane 5 📋 Status Effect Healing 10 Soul 10 entire area or battlefield instant Hard Arcana

This spell is a part of the Frightful Touch spell chain and is found in the Frightful Touch rune stone.

Presence has never wanted to frighten anyone. This is perhaps the most misunderstood thing about the light symbol of timoramancy - that a symbol born from fear would seek, at its fullest expression, to end it. But that is precisely what Presence has always been. Not the fear itself. The warning before it. The clarity that fear, at its best, is supposed to produce.

Phobia's Bane is Presence given complete expression across the entire battlefield. That expression is not a warning this time, not a nudge toward caution, but a full and absolute declaration that the fear is done. Every status effect rooted in fear, every dread, every anxiety, every phobia, every berserk rage - all of it stripped away instantly as Presence simply decides, with the quiet authority it has always possessed, that none of this is necessary anymore. The battlefield does not go silent. The combatants do not freeze. They simply find themselves, perhaps for the first time in this fight, entirely clear.

And in that clarity,...

N/A

Warding of the Night
Presence's Grip 5 🪤 Trap 10 Soul 10 all enemies until they free themselves Hard Arcana

This spell is a part of the Trepidatious Bracing spell chain and is found in the Trepidatious Bracing rune stone

Presence warns. That is its purpose. Its oldest, most fundamental expression. Presence is the feeling that stops a person in their tracks before they can articulate why, the hand on the shoulder that says wait, the instinct that has saved more lives than any weapon ever forged. Presence's Grip is that warning delivered at full volume to every enemy on the battlefield simultaneously.

The timoramancer reaches through Presence and lets it speak - directly, completely, without filter - to the body of every target. Not the mind first. The body. The ancient threat-detection system that operates beneath conscious thought and has always been faster than reason. Every enemy is gripped by the certainty that something here requires them to stop. That moving forward is wrong. That the warning is real and must be heeded. The fear holds them. Fear does not hold them physically, not like being held by chains, but fear holds with the absolute authority of an instinct that the body has never learned to fully disobey.

...

N/A

Presence's Purpose
Spectre of True Terror 5 🌪️ Multi-Target 10 Soul 10 all enemies instant Hard Arcana

This spell is a part of the Frightful Touch spell chain and is found in the Frightful Touch rune stone.

Fear has always had weight. The timoramancer who has spent this long working with Presence and Dread understands that more intimately than anyone. The terror a person carries does not simply exist in the mind, it accumulates, it builds, it presses. Spectre of True Terror is the moment that weight is turned outward as force.

Every fear the target is carrying - every anxiety, every dread, every restlessness, every psychogenic fever, every status effect rooted in fear that has been building through this fight - becomes a weapon in the timoramancer's hands. The spectres that rise are not shadows. They are the target's own accumulated terror given form, turned back against its source with the full force of everything they have been unable to resolve or release. The base damage is 4d20 as the spectre strikes, but for every fear-based status effect the target is currently carrying, the timoramancer's Arcana is added to the damage again, the stack of unresolved fear compounding into something genuinely devastating.

...

N/A

Twilight Fears
Tier Level: 6
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Presence's Embrace 6 🛡️ Defensive 12 Soul 11 self and all enemies 1d10 rounds Impossible Arcana

This spell is a part of the Frightful Touch spell chain and is found in the Frightful Touch rune stone.

The path here was not gentle. Every spell that led to this moment was built from Dread - from the touch that left a crack, to the mark that isolated, to the agent that radiated terror, to the spectre that showed others the face of true fear. The timoramancer walked all of it. They had to. You cannot arrive at Presence's Embrace without first understanding completely what you are being embraced from.

Presence's Embrace is the moment the timoramancer stops carrying fear and becomes it. Not Dread's fear, not the crushing, paralyzing, destructive weight of unresolved terror, but Presence's fear. The warning. The protection. The ancient instinct that exists not to destroy but to illuminate. The timoramancer is completely immune to all fear-based effects for the duration - every phobia, every dread, every anxiety, every berserk rage sliding off them as Presence wraps itself around them and says, simply, that there is nothing here worth being afraid of. They have already seen it all.

What Presence turns...

N/A

Spectre of True Terror
The Final Panic 6 💀 Instant Death 12 Soul 12 all enemies 1d6 rounds Impossible Arcana

This spell is a part of the Blotting spell chain and is found in the Blotting rune stone.

Panic, at its truest and most complete, does not need an external threat to be lethal. The timoramancer who has walked the full length of this path understands this. They have seen what fear does when it is given everything it needs and nothing to direct itself toward. It turns inward. It becomes the threat. And at that point, there is nothing left to fight except yourself.

The Final Panic is Dread given complete and simultaneous expression across every enemy on the battlefield, not as a building dread, not as a warning, not as an escalation. The full weight of Dread, all at once, everywhere. Every target is submerged in panic so total and so consuming that rational thought simply ceases to function. Each round the spell persists every target must roll a 1d6 - on a 6 the heart stops, the panic having found the precise threshold it was looking for. Every target must also make a Hard Mental Balance check at -2 against turning their own violence inward. Failing means they attack themselves with their full weapon and offensive power, their panic having decided that...

N/A

Darkness Calling
The Unknown's Pull 6 ⚔️ Offensive 12 Soul 12 1 target 3 rounds Impossible Arcana

This spell is a part of the Trepidatious Bracing spell chain and is found in the Trepidatious Bracing rune stone.

The fear of the unknown is the most ancient of all fears. It is perhaps the catalyst of all fears. What is the fear of death exactly? The fear of what cannot be known about it. Presence has always warned of what lies beyond the known. This is its oldest purpose - the feeling that past a certain point there are things that should not be approached, places that should not be entered, questions that should not be answered. The Unknown's Pull is Presence taking that warning and inverting it entirely. Not warning the target away from the unknown. Pulling them toward it. Sometimes a warning is not sufficient. Sometimes they must be shown why to fear.

For two rounds the target feels it - the draw, inexorable and deepening, Presence reaching through the timoramancer and finding the thread that connects every living thing to the vast unnamed darkness beyond what can be known, and pulling on it. The target can act, can fight, can try anything they wish during those rounds, but the pull does not respond to resistance. It simply continues, 10d10 fear damage...

N/A

Presence's Grip