Mysticism
Spell | Effects Summary | Level Effects Summary | Rune Stone Effect | Stat Cost | Casting Speed | Range & Area | Success Rate | Cost to Acquire |
---|---|---|---|---|---|---|---|---|
Tri-Blast | This is in the Electric Shock spell chain and rune stone. With the use of this spell, you unleash three magical shots at once, sending each to a single target to damage the target at once. The three shots move in at different angles and attack the target together, doing 25d10 damage. The target only needs to evade or defend once with this spell, but the target receives a -25 penalty to evasion. |
Level 2 Upgrade: + 2d20 damage Level 3 Upgrade: + 2d20 damage Level 4 Upgrade: + 2d20 damage |
Weapon Effect: Tri-Blast (Projectile Weapon only) Replaces ammo with spell effect, still uses up ammo. This only works with projectile weapons such as guns, crossbows, and bows. The ammo is still depleted, however instead of ammo firing out, the spell is used. |
50 Soul, +10 per additional level | 4, +1 per additional 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 |
Surge of Power | This spell is a part of the Electric Shock spell chain and rune stone. This spell causes an overload of power in the body of the target. The caster pumps so much energy into the target that it begins to eat away at the target’s body. Lightning bursts from the target’s body, sending electric currents across the target, causing 20d10 damage. The target falls to the ground, paralyzed for one round by the energy. Anyone standing within 2 spaces of the target will receive 10d12 damage from the arcing of the power. At the end of the spell excess energy leaves the body and dissipates. |
Level 2 Upgrade: Increase damage by 1d20, arcing damage by 1d12 Level 3 Upgrade: Increase damage by 1d20, arcing damage by 1d12 Level 4 Upgrade: Increase damage by 1d20, arcing damage by 1d12 |
Weapon Effect: Surge of Power 60% of inflicted damage to target is also inflicted to any target within 1 space of target. |
50 Soul, +10 per level | 5, +1 per level | 1 target and surrounding 2 spaces |
Level 1: 40/70 Level 2: 30/60 Level 3: 20/50 Level 4: 10/40 |
This is a Tier 5 spell Level 1: 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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 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 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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 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 |
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 |
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 |
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 |
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 |