Mysticism

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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

Spirit's Fury This spell is a part of the Spiritual Sight spell chain and rune stone. With this spell you open yourself to be possessed by the power you summon. An angry spirit takes the place of your own to viciously attack the target. Your weapon is replaced with a large, glowing blue sword made purely of energy. The angry spirit charges at the target, attacking it without mercy using the large sword and doing 17d20 damage, that is increased by your runic energy, and can only be resisted by Magical Protection. At the end of the attack, the blade fades away and you fall to the floor, dazed until the next round. Level 2 Upgrade: + 2d20
Level 3 Upgrade: + 2d20
Level 4 Upgrade: + 2d20
N/A 60 Soul, +10 per level 6, +1 per level 1 target 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

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

Soul's Death

This spell is a part of the Incite spell chain and rune stone. This spell causes a countdown to death for the target, with a dark twist. The target's soul slowly begins to die. Each round the target will loose 10% of maximum Vitality, Soul, Endurance, and Power. The first round the target will be inflicted with Berserk. The second round the Berserk will be replaced with Loss of Self. The third round Loss of Self will be replaced with Anxiety. The fourth round Anxiety will be replaced with Confusion. If the target is still alive the fifth round, Confusion is replaced with Depression. Depression will last until the target is dead. When the target dies only one spell can bring the target back, Miracle Summoning. This spell's effects can only be stopped with Death of Magic.

N/A: Only 1 levels with this spell. N/A 60 Soul 6 1 target Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

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

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

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

Spirit's Passion This spell is a part of the Spiritual Sight spell chain and rune stone. The magic of the Spirit engulfs you and surrounds you or your chosen ally. For the duration of the spell, all damage dealt to the protected target is cut by 25%, and the protected target has his or her Melee Power, Throw Power, Bow Power, and Runic Energy increased by x 1.5. The protected target also gets 1 additional move of his or her choice during the spell's duration. Level 2 Upgrade: Damage cut by 50%.
Level 3 Upgrade: Immunity to status effects.
Level 4 Upgrade: protected target has his or her Melee Power, Throw Power, Bow Power, and Runic Energy increased by x 2
N/A 50 Soul, +10 per level 5, +1 per level 1 target or self 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
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

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
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

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

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

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

Soul's Judgment This spell is a part of the Incite spell chain and rune stone. The Soul of Life comes forth and judges the soul of the target and the caster. The target must roll a 1d6 and the caster must roll a 1d%. If the caster rolls a 100, the Soul will determine the caster unfit and the caster will die. If the target rolls a 6 the Soul will likewise determine the target unfit and the target will die. If the target rolls a 2 the target will loose 20% of its Vitality. A 3 is 30%, a 4 is 40%, and a 5 is 50%. If the target rolls a 1 the target will gain double Vitality. Likewise, if the caster rolls a 001, the caster's vital stats all double, however if the caster rolls above a 001 but 15% or less the caster can choose one vital stat to double. N/A: Only 1 levels with this spell. N/A 50 Soul 5 1 target and caster 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
Level 2: 175/350

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

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

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

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

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

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

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

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'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

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

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 Energy This spell is a part of the Spiritual Sight spell chain and rune stone. When this spell is created a spirit forms around the target of Spirit's Strength. It copies your Soul and doubles it with Soul being its life force. Each time you are attacked, you may have the spirit take on up to 90% of the damage which will deplete from the spirit's Soul life force. You can also take up to 20 Soul from the spirit to restore your Soul per support action, however doing so would drop the spirit's Soul by that amount. Once the Soul of the spirit is depleted, or once you have gone to sleep, lost consciousness, or died, the spell will end. 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

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

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

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

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

Tags: Mysticism