Mysticism

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Spiritual Sight

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

This spell allows yourself and your allies to peer beyond the world of the living. Thanks to this spell you can see spirits as if they were physical and interact with them as a physical entity. This spell also removes the spirit attack penalties when attacking spirits.

Stat Cost: 20 Soul
Casting Speed: 1.5
Duration: 1 hour
Range & Area: self and all allies
Ability Spell
Success Rate:  60
Max Success Rate:  90

N/A: Only 1 levels with this spell.

Armor Effect: Spiritual Sight (Helmet Only)

Constant spell effect for the wearer

20 Soul 1.5 self and all allies Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Amplified Strength This spell is a part of the Essence Bolt spell chain and rune stone. This spell empowers the target increasing the target's Strength and Power by 75%. N/A: Only 1 levels with this spell.

Armor Effect: Amplified Strength

Increases Strength and Power by 20%.

40 Soul 4 1 target or self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Aura of Energy This spell is a part of the Essence Bolt spell chain and rune stone. This spell creates an aura around you that restores anyone that comes within 2 spaces of you, ally or enemy. Anyone within your aura will regenerate 2d20 Vitality for each round that they are in your aura for as long as the aura is up. You however receive none of the effects. Level 2 Upgrade: Increase the healing by 1d10.
Level 3 Upgrade: Increase the healing by 1d10.
Level 4 Upgrade: Increase the healing by 1d10.

Armor Effect: Aura of Energy

Increases effect of healing spell cast upon you by 20%.

20 Soul, +10 per additional level 1, +1 per additional level a 2x2 space around caster Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Aura of Life This spell is a part of the Essence Bolt spell chain and rune stone. This spell creates an aura around you that restores anyone that comes within 2 spaces of you, ally or enemy. Anyone within your aura will regenerate 2d12 Vitality, Soul, Endurance, and Power for each round that they are in your aura for as long as the aura is up. You also receive these effects. Level 2 Upgrade: +1d8 N/A 50 Soul, +10 per level 4, +1 per level a 2x2 space area around you including you Level 1:  40/70
Level 2:  30/60

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350

Aura of Spirit This spell is a part of the Essence Bolt spell chain and rune stone. This spell creates an aura around you that restores anyone that comes within 2 spaces of you, ally or enemy. Anyone within your aura will regenerate 2d20 Soul for each round that they are in your aura for as long as the aura is up. You however receive none of the effects. Level 2 Upgrade: +1d12
Level 3 Upgrade: +1d12
Level 4 Upgrade: +1d12

Armor Effect: Aura of Spirit

Recover 1d10 Soul per round or 1d% Soul per hour.

30 Soul, +1 per level 2, +1 per level a 2x2 space area around you Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Aura of Zen This spell is a part of the Essence Bolt spell chain and rune stone. This spell creates an aura around you that restores anyone that comes within 2 spaces of you, ally or enemy. Anyone within your aura will regenerate 2d20 Endurance for each round that they are in your aura for as long as the aura is up. You however receive none of the effects. Level 2 Upgrade: +1d12
Level 3 Upgrade: +1d12
Level 4 Upgrade: +1d12

Armor Effect: Aura of Zen

Recover 1d10 Endurance per round or 1d% Endurance per hour.

40 Soul, +1 per level 3, +1 per level a 2x2 space area around you Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Balance of Forces This is part of the Incite spell chain and rune stone. This spell counts the amount of companions with you, including yourself. Then it seals away all but the same amount of enemies within a small energy orb with only enough room to fit the target it captures. For every member of the party there is one target. Every time a free target dies, another is released until all targets of the spell are released. If there becomes more allies than enemies, the magic will take a random ally away as well, to make things even. You can spend 15 Soul at any point to create a magical orb as either a fake ally or fake enemy. You can do this twice. N/A: Only 1 levels with this spell. N/A 50 Soul 5 battlefield Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Bearer of Life This is part of the Essence Bolt spell chain and rune stone. This spell summons life energy to cover your body or the body of your target. The energy coats the skin and heals 8d20 Vitality. Level 2 Upgrade: + 2d20
Level 3 Upgrade: + 2d20
Level 4 Upgrade: + 2d20
N/A 25 Soul, +10 per additional level 2, +1 per additional level 1 target or self Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Birthing Destruction This is a part of the Essence Bolt spell string and rune stone. This spell is considered to be the most destructive spell on Nor’Ova, not because of any damage it might do, but because of the destruction it causes. This spell has the ability to demolish anything it targets. Any item, weapon, armor, door, wall, or anything else is broken down by this spell. Armor has their Physical and Magical decreased by 20% of their current stat while all other items of a non-magical nature are instantly destroyed, except for money. Level 2 Upgrade: Increase Physical and Magical reduction percentage by 10.
Level 3 Upgrade: Increase Physical and Magical reduction percentage by 10.
Level 4 Upgrade: Increase Physical and Magical reduction percentage by 10.

Weapon Effect: Birthing Destruction

Reduces target's Physical protection by another 10%.

50 Soul, +10 per level 5, +1 per level 1 target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 3:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Children of Magic This is a part of the Spiritual Sight spell chain and rune stone. This unique spell creates a single sparkling source of energy no larger than a fist for each member of the party. Each member can choose what effect they want the “child” to do for them. They can choose a defensive boost which will temporarily grant them a free block (magic or physical) of 12d20, or they can choose to have the “child” attack. Each “child” can attack for 12d20 damage. There is only one “child” per ally, including yourself. Level 2 Upgrade: + 2d20 to block or attack
Level 3 Upgrade: + 2d20 to block or attack
Level 4 Upgrade: + 2d20 to block or attack
N/A 20 Soul, +10 per additional level 2, +1 per additional level self and all allies Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Circle of Magic This is part of the Incite spell chain and rune stone. When creating this spell a circle surrounds the entire radius of the spell. Complex drawings and runes written in life magic glow on the floor and rotate slowly. Whoever is inside this circle has their runic energy and runic speed increased by 50%, allies, user, and enemies. N/A: Only 1 levels with this spell. N/A 20 Soul 2 a 3x3 space area around a space of your choosing Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Electric Shock This is part of the Electric Shock spell chain and rune stone. With use of this manipulation you create a field of volatile life energy in the form of electricity. The magic becomes unstable and electrocutes the target of the spell, doing 5d10 + 5 damage. There is a 10% chance to stun the target for one round. Level 2 Upgrade: Increase damage by 1d10
Level 3 Upgrade: Increase damage by 1d10
Level 4 Upgrade: Increase damage by 1d10, increase stun chance by 10

Weapon Effect: Electric Shock

Critical Hit dazes target for 1 round and has a 15% chance of stunning target for 1 round.

10 Soul, +10 per additional level 1, +1 per additional level 1 target Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Energy Storm This spell is a part of the Electric Shock spell chain and rune stone. This mighty spell conjures up a storm of magical lightning above the heads of the combatants. Lightning pours down from the sky attacking every enemy target doing 3d% damage each round. The power and appearance of the storm is awesome from a distance, but horrifying from beneath. Level 2 Upgrade: Increase damage by 2d20
Level 3 Upgrade: Increase damage by 2d20
Level 4 Upgrade: Increase damage by 2d20
N/A 60 Soul, +10 per level 6, +1 per level all enemy targets Level 1:  35/65
Level 2:  25/55
Level 3:  15/45
Level 4:  5/35

This is a Tier 6 spell

Level 1: 200/400
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

Essence Bolt This is part of the Essence Bolt spell chain and rune stone. This spell is useful on any target. When you cast this spell on an enemy target, it will receive 4d12 damage. When you cast this spell on an ally target, it will heal the target with 4d12 Vitality. Level 2 Upgrade: Increase damage or healing by 1d12.
Level 3 Upgrade: Increase damage or healing by 1d12.
Level 4 Upgrade: Increase damage or healing by 1d12.

Weapon Effect: Essence Bolt (Projectile Weapon only)

Add spell effect

10 Soul; +5 per level 1, +0.5 per additional level 1 target Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Flash Burn This is a part of the Electric Shock spell chain and rune stone. When you create Flash Burn an orb of life energy is formed. You send the orb at the target where it explodes with a bright flash and a loud noise that does 7d20 damage. The target has visual instability for the next three rounds. Level 2 Upgrade: Increase damage by 1d20.
Level 3 Upgrade: Increase damage by 1d20.
Level 4 Upgrade: Increase damage by 1d20.

Weapon Effect: Flash Burn

Critical Hit causes Visual Distortion for 3 rounds. 001 Critical Hit causes blindness for 1 day.

20 Soul, +10 per additional level 2, +1 per additional level 1 target Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Fountain of Life This is part of the Spark of Life spell chain and rune stone. When the power of this spell is released, a circle of magic will appear that no one can walk on. This circle acts independently of the caster. Whenever someone is in the spell’s effect radius they receive 8d20 Vitality. This spell gives life to anyone every turn that they are in the radius of the spell. And the end of the spell the circle disappears. Level 2 Upgrade: + 2d20
Level 3 Upgrade: + 2d20
Level 4 Upgrade: + 2d20
N/A 25 Soul, +10 per additional level 2, +1 per additional level a 3x3 space area around a selected spot Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Gift of the Ancients This spell is a part of the Spirit Sight spell chain and rune stone. With the creation of this spell you are given a floating sword made of life energy. The sword has the attacking power of 2 x your Runic Energy and had a range of 3 spaces. This sword is a magical spell condensed in the form of a sword, so you would use your runic energy when attacking with this sword, which for wizards who have invested a lot in mental, this is a good thing. Only Magical protection can protect from damage done by this sword, and you can use any sword skills with this magical sword. N/A: Only 1 levels with this spell. N/A 30 Soul 3 self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Heat Lightning This spell is a part of the Electric Shock spell chain and rune stone. With this spell you summon red hot lightning to shoot from your fingertips to the targets in a straight line in front of you. The lightning will pass through each and every target that is in a straight line in front of you, doing 1d% damage to each target. Any target that is right next to the initial target on either side will get the same damage from the lightning arching. This will affect friend or foe in the straight line or next to the initial target. Level 2 Upgrade: Increase damage by 1d20
Level 3 Upgrade: Increase damage by 1d20
Level 4 Upgrade: Increase damage by 1d20

Weapon Effect: Heat Lightning

If you crit with your weapon, any target, ally or enemy, next to that target will receive runic energy damage.

30 Soul, +1 per level 3, +1 per level any target in a straight line in front of you, plus any target in the adjacent spaces next to the initial target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Incite This is part of the Incite spell chain and rune stone. This spell is usually hated by some member of your party. When Incite is used on a target, you get to choose which ally the target will want to attack. For the spell's duration, the target has the urge to attack only the ally you have selected and no one else. In fact the target will be unable to attack anyone else than who you choose. N/A: Only 1 levels with this spell. N/A 20 Soul 2 1 target Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Infinite Life This spell is a part of the Spark of Life spell chain and rune stone. The spell Infinite Life gives the target just what is says: Infinite Life. Every time the target is attacked, the spell heals the target completely. The target of this spell is not invincible. Any attack that drops the target’s Vitality to zero will kill the target and the spell will be disabled. Any death spell will also work. This spell is short-lived so the target’s advantage does not last forever. N/A: Only 1 levels with this spell. N/A 60 Soul 6 1 target or self Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Life Fire This spell is a part of the Electric Shock spell chain and rune stone. This spell creates a ball of green fire, known as Life Fire that engulfs the target. Life Fire is a special form of life magic that is burning yet seems full of life and energy. This deals 7d20 damage. The target will also receive burns, losing 2d12 Vitality per round. This spell will do double the entire spell damage to anything that is undead or spirit. Level 2 Upgrade: Increase damage by 1d20
Level 3 Upgrade: Increase damage by 1d20
Level 4 Upgrade: Increase damage by 1d20

Weapon Effect: Life Fire

Critical Hit causes 1d12 Vitality Burn Damage and deals double damage against undead and spirits.

40 Soul, +10 per level 4, +1 per level 1 target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Life's Warding This is in the Essence Bolt spell chain and rune stone. This spell double's your immunity to Life Magic and Death Magic and gives you a 20% chance of immunity to all other magic except Space magic. N/A: Only 1 levels with this spell.

Armor Effect: Life's Warding

Increased immunity to Life Magic and Death Magic by 10.

50 Soul 4 1 target or self Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Lightning Pins This spell is a part of the Electric Shock spell chain and rune stone. This spell creates a rain of sparkling blue bolts of energy. Everyone in the radius of the spell must make an evade % check with a 10 point penalty to see if they are hit. If they are hit, they receive 9d20 damage each time they are hit. This spell effects everyone in the range of the spell, allies, enemies, and yourself. Level 2 Upgrade: Increase damage by 1d20
Level 3 Upgrade: Increase damage by 1d20
Level 4 Upgrade: Increase damage by 1d20
N/A 40 Soul, +1 per level 4, +1 per level affecting a 4x4 space area around a selected target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 3:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Lightning Strike This spell is a part of the Electric Shock spell chain and rune stone. With the creation of this spell, the mystic summons up life energy in its volatile form and unleashes it at a single target. The result is a bolt of lightning crashing into the target doing 6d20 +10 damage. Level 2 Upgrade: Increase damage by 1d20
Level 3 Upgrade: Increase damage by 1d20
Level 4 Upgrade: Increase damage by 1d20

Weapon Effect: Lightning Strike

Critical Hit causes spell effect.

20 Soul, +10 per additional level 2, +1 per level 1 target Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Mend This spell is a part of the Essence Bolt spell chain and rune stone. This spell heals inanimate objects. Whether it is armor, weapons, clothes, a table, or any other common object, the spell puts it back together as if it was new. This spell restores the item's durability by 5 x your Runic Energy with each use. When repairing armor, it restores Physical and Magical (separately) by your Runic Energy. Critical magic would increase the total repair effect by x 1.25. This spell will also repair broken bones and wings. N/A: Only 1 levels with this spell. N/A 20 Soul 2 1 target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Miracle Summoning This is part of the Spark of Life spell chain and rune stone. With this spell you can resurrect any dead target. This is perhaps the only spell known to Nor'Ovans able to bring back to life a character that is dead. This spell will restore a character who has lost all Vitality and is completely dead. This spell resurrects the target at 20% of the target's maximum Vitality. This spell removes any negative and positive status effects. This spell can be used to revive the target as long as it hasn’t been longer than 1 day. N/A: Only 1 levels with this spell. N/A 40 Soul 4 1 target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Miracles This spell is a part of the Essence Bolt spell chain and rune stone. With this manipulation you are using your power to restore the target back to a healthy state. By infusing the target with pure life magic, you effectively remove all negative status effects except death from the target. N/A: Only 1 levels with this spell. N/A 25 Soul 2.5 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Multi-Drain This spell is a part of the Essence Bolt spell chain and rune stone. This spell costs Vitality instead of Soul. When the spell is cast, streams of energy stretch out and attach to every enemy in the radius of the spell. For each target, 6d20+10 Soul is drained and given to you. If the target does not have the Soul, you will receive whatever Soul the target has, if any. If the target has no Soul then the target is not affected. N/A: Only 1 levels with this spell.

Weapon Effect: Multi-Drain

25% of Vitality damage caused is used to restore your Soul.

2d20 Vitality 2 a 4x4 space area around you Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Mystic Armor This spell is a part of the Spark of Life spell chain and rune stone. This spell empowers the armor of the target. The Magical protection of the armor for all elements except Space is increased by the caster's Runic Energy. Furthermore the Death Spirit of the armor is increased by double the wearer's Runic Energy. N/A: Only 1 levels with this spell.

Armor Effect: Mystic Armor

Increases Magical protection by 20%.

50 Soul 5 1 target or self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Mystic Shield This spell is a part of the Spark of Life spell chain and rune stone. This spell grants the target a Mystic Shield. If the target already has a shield, this empowers the target's shield. Otherwise this creates a weightless shield of pure life energy for the target to use. The target can use this shield like normal. It has a block value of double the caster's Runic Energy. This shield can block physical and magical attacks. Should the wielder be blocking an attack, physical or magical, from someone of the death element, the runic energy added is doubled again (4x). The shield cannot block an attack, physical or magical, from someone of the space element. N/A: Only 1 levels with this spell. N/A 40 Soul 4 1 target or self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Tags: Mysticism