Life Magic

Life.png

Mysticism is the magic of the runic element, life. Therefore it has the following properties:

Effects on Magic Damage: Double magic power for magic attacks done against those of the death element.

Effects on Magic Defense: 20% chance for immunity to life and death magic attacks.

Affinities: Energy, Spirit

Months: Narvanye, Chyr

Life Magic is magic that involves the manipulation of the life element, and all of the aspects that come with or from life. Life Magic is categorized into the following: Navitamancy and Animancy.

  • Navitamancy is the control and manipultion of energy, both healing and volatile. It is known for lightning and powerful healing, but is primarily offensive. It's affinity is energy.
  • Animancy is the control of the spirit of life. Animancy is mainly about support and healing. It's affinity is spirit.

Minor elemental manipulation usually involves effecting energy and electricity.

Life Affinities

Those born under the element of life will have a stronger affinity to one of two aspects of life. Those aspects are energy and spirit.

Energy is the most iconic and well known aspect of life magic and as the aspect of navitamancy. It is the very aspect of energy itself, of lighting and life. Energy governs life magic's power of offense. Through energy, one might light a fire or create an orb of electric light. These are your navitamancers. Those with the life affinity are strong headed yet have a large heart.

Spirit is the aspect of the spirits of all those that live and once lived. It is the essence of energy and vitality that priests draw power from. Through the aspect of spirit one might revive the dead or ward off death. Those with the spirit affinity are very calm and passionate and are lovers of life though can be quite naive.

Minor Elemental Manipulations

Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Energy: to use minor energy manipulations you must have a Runic Soul greater than 10 and have mastered at least one navitamancy spell. Then you can cause small manipulations like creating electric light, static energy, and so forth. The degree of control needed will determine how much runic soul you need to have.

Spirit: to use minor light manipulations you must have a Runic Soul greater than 10 and have mastered at least one animancy spell. Then you can cause small manipulations like detecting life, otherworldly sight, and so forth. The degree of control needed will determine how much runic soul you need to have.

The Two Iconic Symbols of Life Magic

In the elemental magic of Life Magic, there are two iconic symbols. They are the Spirit and the Soul. These symbols are said to be the very source of life magic, even though like all elemental magic in Nor'Ova, mysticism is conducted not by incantations or potions, but by manipulating the element of life to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the elemental magic of Life Magic, the Spirit symbolizes the light aspect while the Soul represents the dark aspect.

Environmental Effects on Life Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of life magic:

  • In places where there is a lot of life element present - such as lush forests, busy cities, or anywhere there's electricity - life magic effects are increased by x 1.25
  • In cemetaries or in places with a lot of death element present, life magic effects are decreased by x 0.75.

The Soul of Life

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of life is that of the great and fearsome Fairy Dragon. The various affinities have their own minor soul that they connect to.

  • Energy: The affinity soul of Energy is the Lighting Bolt. Their critical attacks have a 20% chance of stunning their targets (physical and magical).
  • Spirit: The affinity soul of Spirit is the Spirit. Anything that costs Soul automatically costs 15% less Soul.

The life soul of the Fairy Dragon can be reached when the one born under life has mastered 5 life spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when its bearer is near certain death, a party member dies, or the party as a whole is in danger. By rolling 10 or less, the mystic might then awaken his or her runic soul, with a wave of lighting coming from his or her body at all angles. The lightning will spread across the battlefield, dealing all enemy targets double runic energy damage that can't be evaded or blocked. The mystic and his or her allies will have their Vitality restored by double the caster's runic energy and any one dead in the party will be brought back to life at 25% health, no matter how dead they were - as long as they died during that battle. Due to the immense power of this awakening, the mystic can only call upon this power once a day.

This chance does increase as your connection to life increases. For every 10 spell levels that you have acquired, the chance increases by 5. The max increase is up to 60%.

The affinity souls do not increase.

Life Magic Progression

Mysticism v3.jpg

Life Magic Spells

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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

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

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

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
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

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 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

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

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

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

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

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

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

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 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

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 Mercy This is a part of the Spiritual Sight spell chain and rune stone. With the creation of this spell the target begins to float in the air. Invisible energy smashes into the target from every which way doing 1d% + 2d20 damage. Then, suddenly, it stops. The target falls to the ground in a heap, with the effect of being knocked out for a round. Level 2 Upgrade: increase damage by 1d20
Level 2 Upgrade: increase damage by 1d20
Level 2 Upgrade: increase damage by 1d20
N/A 35 Soul, +10 per additional level 3, +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

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

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

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

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

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

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

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

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