Mysticism

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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

Spark of Life This is a part of the Spark of Life spell chain and rune stone. With this spell you fire some energy at a recently killed target who still has isn't fully dead but is incapacitated. This means that the target will have less that 0 vitality but more than -10 vitality. This spell puts just enough energy to sustain the incapacitated target’s life. The target is brought back to life and restored by half of your Runic Energy worth of Vitality. The target will not retain any status effects it once had, beneficial or harmful. N/A: Only 1 levels with this spell. N/A 10 Soul 1 1 target Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

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

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

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

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

Regeneration This spell is a part of the Essence Bolt spell chain and rune stone. This common spell puts a regeneration effect on a target. Each round, the spell recovers 1d20 Vitality for the target. When the spell is active, a cloud of bluish magic floats over their body as it gathers energy from the surrounding area into the body of the target. Unlike with other magic, you do not add Runic Energy to the effects of this spell. N/A: Only 1 levels with this spell.

Armor Effect: Regeneration

Restores 1% of Maximum Vitality per round/hour.

15 Soul 1.5 1 target Level 1:  55/85 This is a Tier 2 spell
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

Soul's Taint This spell is a part of the Incite spell chain and rune stone. This spell taints the target against their companions. Dark blue magic pierces the target and urges their soul to become a traitor to their cause. The target begins to attack the closest ally. The target is never considered an ally to you and your allies, but the target is fighting the same enemy. The target is still considered an enemy. If attacked, the target will still continue to attack its allies. If all the other targets are dead, the target will attack your party. N/A: Only 1 levels with this spell. N/A 30 Soul 3 1 target Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

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

Spiritual Link This spell is a part of the Spiritual Sight spell chain and rune stone. This manipulation allows you to link your spiritual energy with that of another target. This allows you to see through the eyes of the other target. That other target can be anywhere as long as you know who that other target is and that other target's element is not time. Distance and location does not matter. Also while in a spiritual link, you can only see what the target see's, thus not being able to see what is around your current location unless the target see's you. The target can continue to see just fine. N/A: Only 1 levels with this spell. N/A 5 Soul per minute 2.5 1 target Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

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

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

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

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

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

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

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

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

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

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 Weapon This is part of the Essence Bolt spell chain and rune stone. This spell empowers the weapon of you or your ally with life energy. This adds your Runic Energy to the weapon's attack power, and causes the attack to also deal the wielder's Runic Energy in damage. If the target is attacking someone with the death element, the runic energy will be doubled. If the target is attacking someone with the space element, runic energy is not added. N/A: Only 1 levels with this spell. N/A 30 Soul 2 1 target or self Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

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

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

Spirit's Strength This is part of the Spiritual Sight spell chain and rune stone. This spell summons the Spirit who grant's you or one ally her strength and mental. The target receives the caster's Runic Energy added to the target's strength and mental. N/A: Only 1 levels with this spell.
 
N/A 40 Soul 4 1 target or self Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

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

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

Raw Power This spell is a part of the Electric Shock spell chain and rune stone. This spell uses the raw power of life energy to attack a foe. The energy appears to be a brilliant blue magic that you propel in a beam towards the target. The beam crashes into the target doing 8d20 + 20 damage. Level 2 Upgrade: Increase damage by 1d20
Level 3 Upgrade: Increase damage by 1d20
Level 4 Upgrade: Increase damage by 1d20, stuns target for 1d4 rounds.

Weapon Effect: Raw Power

Doubles the effect of your critical hit. For example instead of adding melee power a second time, you will add melee power 3 times.

30 Soul; +10 per level 3, +1 per level 1 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

Tags: Mysticism