Mysticism

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Sacrifice This spell is a part of the Spiritual Sight spell chain and rune stone. With the use of Sacrifice, the spell’s Vitality cost is drawn from the caster. Then the life is magnified and transferred to any ally target that you are spiritually linked to using spell Spiritual Link, healing 3 times the amount of Vitality spent. N/A: Only 1 levels with this spell. N/A 10% of Max Vitality 3.5 target you are spiritually linked to using spell Spiritual Link Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

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

Spirit's Bounty This spell is a part of the Spiritual Sight spell chain and rune stone. This spell summons the Spirit who blesses you and your allies with her bounty. During the duration of the spell, you and your allies are are granted double character point rate. N/A: Only 1 levels with this spell.

Armor Effect: Spirit's Bounty

Increases Character Point Rate by 25%.

40 Soul 4 self and all allies Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Spirit's Grace This is a part of the Spiritual Sight spell chain and rune stone. This spell summons the Spirit who blesses you and your allies with her grace. During the duration of the spell, you and your allies can re-roll any failed skill roll or stat check once for free. This includes hit chance checks and saving grace checks. N/A: Only 1 levels with this spell.

Armor Effect: Spirit's Grace

Get 1 free re-roll for any failed stat check or skill check per round or hour.

20 Soul 2 self and all allies Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Spirit's Protection This spell is a part of the Spiritual Sight spell chain and rune stone. This spell summons the Spirit who in turn offers her protection. During the duration of the spell, you and your allies are immune to negative status effects of any kind. N/A: Only 1 levels with this spell.

Armor Effect: Spirit's Protection

Immunity to any and all poisons

30 Soul 3 self and all allies Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

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

Summon Spirit This is part of the Spiritual Sight spell chain and rune stone. This spell summons the very embodiment of the positive aspect of mysticism, the Spirit. The Spirit has but one objective, to keep you and your allies alive. It does so by granting 3 choices, you must choose 1 choice at the casting of the spell. N/A: Only 1 levels with this spell. N/A 50 Soul 6 self and all allies Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

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

Soul Shift This is part of the Spiritual Sight spell chain and rune stone. This spell allows you to drop your physical form and become a spirit or ghost for a short time. As a spirit you take 25% of any physical damage and can pass through objects. You cannot wield anything physical and you are not wearing any armor. However, your evade also increases by 30%. You can use magic and skills just fine however. N/A: Only 1 levels with this spell. N/A 40 Soul 4 self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Soul Transfer This spell is a part of the Spiritual Sight spell chain and rune stone. This spell can only be used while in spiritual form from using the spell Soul Shift. This spell allows you to enter into and possess a living target while you are in spirit form. You gain an additional round to your spirit form but you must exit the body before the duration of Soul Shift ends. While possessing the target you completely control the target. The target can make a will check to kick you out, but your Runic Energy is the penalty. N/A: Only 1 levels with this spell. N/A 50 Soul 5 self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Synergy This spell is a part of the Essence Bolt spell chain and rune stone. This unique spell does not cost Soul. It costs Vitality. The Vitality cost is taken from you to replenish your Soul at a rate of 2 Vitality per 1 Soul. This magic appears to cause the user to sweat blood. N/A: Only 1 levels with this spell.

Armor Effect: Synergy

Anytime you receive Vitality damage, 10% of that amount is restored to your Soul.

Vitality spent 1.5 per 25 Vitality spent self Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Trance This is a part of the Electric Shock spell chain and rune stone. With this manipulation, you allow yourself to be overtaken and possessed by violent life energy. While in trance, your Soul, current and maximum, is doubled. Your Runic Energy also increased by 100. If you are melee attacked, sparks of electricity will cross into the attacker, doing 6d12 straight to Vitality damage. Your single target spells now have an arcing effect, where the spell will blast through the intended target, doing full damage, and then arc off at the nearest target doing half damage. Area of effect spells are enlarged to affect the entire battlefield, with all area of effect attack spells affecting everyone. N/A: Only 1 levels with this spell. N/A 60 Soul 6 self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

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

Soul's Destiny This is part of the Incite spell chain and rune stone. With the creation of this spell you create a dark hole of magic below you. From that hole come bolts of dark life energy. One strikes each enemy. From that enemy the magic draws out every point of Soul they have left. The bolts then fire from the enemies back to the hole, but float above it, merging into a single orb. The breaks apart and showers Soul to every ally target including yourself. The amount of Soul obtained is the sum of all the collected Soul divided by the number of ally targets. N/A: Only 1 levels with this spell. N/A 40 Soul 4 battlefield Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

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

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

Soul's Intention This spell is a part of the Incite spell chain and rune stone. This spell recreates the intention of many souls, which is to do beneficial things. Whenever someone fires a projectile at any target in the radius of the spell, the projectiles are reversed and sent straight back to their source. Everyone also has their Runic Energy doubled, but their Melee Power halved. Enemies also get this boost when under the spell’s radius. N/A: Only 1 levels with this spell. N/A 40 Soul 4 affects everyone within 4x4 spaces around a space of your choosing Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Soul's Temptation This spell is a part of the Incite spell chain and rune stone. This spell recreates the temptation of many souls, which is to do horrible things. With the creation of this spell every enemy target under the radius of the spell gets impaled with a magical spear, which glows a blackish blue and deals 12d12 + 5 damage. The spear immediately disappears but leaves poison in the wounds doing 2d8 damage each round. Level 2 Upgrade: Increase damage by 2d12
Level 3 Upgrade: Increase damage by 2d12
Level 4 Upgrade: Increase damage by 2d12
N/A 35 Soul, +10 per additional level 3, +1 per level affects all enemy targets within 3x3 spaces around a spot of your choosing 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

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

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

Shockwave This is a part of the Electric Shock spell chain and rune stone. When you create this spell, a powerful wave of violent life energy comes from you in all directions. Each target that gets hit has 30% chance of being stun for one round. You can double the chances, after it has been rolled, by spending an extra 20 Soul. This spell effects any target caught within its area of effect, friend and foe. The user of the spell however is left unharmed. N/A: Only 1 levels with this spell.

Armor Effect: Shockwave (Body Armor only)

If hit with a critical melee attack, you will release the spell's effects around you affecting all within a 2x2 space area around your character; allies and enemies.

20 Soul 3 a 4x4 space area around the caster Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

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

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

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

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

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

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

Tags: Mysticism