Life Magic

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

Magic Type: Life Magic

Effects on Magic Damage: Double runic 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.

Supportive Effects: Healing spells and potions are 20% more effective on you.

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.

Back to top

1) 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.

Back to top

2) Minor Elemental Manipulations

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

Energy: You can cause small manipulations like creating electric light, static energy, and so forth.

Spirit: You can cause small manipulations like detecting life, otherworldly sight, and so forth. 

Back to top

3) 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.

Back to top

4) 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.
Back to top

5) 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 20% less Soul.

The life soul of the Fairy Dragon can be reached when the one born under life has acquired 3 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 making a hard arcana check, 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 damage 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 power and any one dead in the party will be brought back to life at full health, no matter how dead they were - as long as they died during that battle. 

Back to top

6) Life Magic Progression

Back to top

7) Life Magic Spells

Spell Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Amplified Strength 10 Soul 10 1 target or self 1d6 rounds Hard Arcana -2

This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt rune stone.

This spell empowers the target increasing the target's Strength and Power by 75%. All Strength traits are doubled.

Armor Effect: Amplified Strength

Increases Power by 20% and Strength traits by 1.

Miracles

Aura of Energy 4 Soul 3 a 2x2 space area around the caster 1d6 +1 rounds Normal Arcana

This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt 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 1d12 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.

Armor Effect: Aura of Energy

Increases effect of healing spell cast upon you by 20%.

Essence Bolt

Aura of Life 10 Soul 10 a 3x3 space area around the caster including the caster 1d6 +1 rounds Hard Arcana -2

This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt 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, and Power for each round that they are in your aura for as long as the aura is up. You also receive these effects.

N/A

Aura of Zen

Aura of Spirit 6 Soul 5 a 2x2 space area around the caster 1d6 +1 rounds Normal Arcana -2

This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt 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 1d12 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.

Armor Effect: Aura of Spirit

Recover 1d3 Soul per round or 1d8 Soul per hour.

Aura of Energy

Aura of Zen 8 Soul 7 a 2x2 space area around the caster 1d6 +1 rounds Hard Arcana

This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt 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 1d12 Power for each round that they are in your aura for as long as the aura is up. You however receive none of the effects.

Armor Effect: Aura of Zen

Recover 1d3 Power per round or 1d8 Power per hour.

Aura of Spirit

Balance of Forces 6 Soul 6 battlefield duration of battle Normal Arcana -2

This spell is a part of the Incite spell chain and can be found in the Incite rune stone.

This spell works best if your party is outnumbered. 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. That way, the magic sees the combat as fair. 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 8 Soul at any point to create a magical orb as either a fake ally or fake enemy. You can do this twice.

N/A

Children of Magic

Bearer of Life 4 Soul 3 1 target or self instant Normal Arcana

This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt rune stone.

This spell summons life energy to cover your body or the body of your target. The energy coats the skin and heals 2d12 Vitality.

N/A

Essence Bolt

Birthing Destruction 8 Soul 8 1 target instant Hard Arcana

This spell is a part of the Essence Bolt spell string and is in the Essence Bolt 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.

Weapon Effect: Birthing Destruction

Reduces target's Physical protection by 10%.

Mend

Children of Magic 4 Soul 4 self and all allies 1d6 +1 rounds Normal Arcana

This spell is a part of the Spiritual Sight spell chain and can be found in the Spiritual Sight 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 3d10, or they can choose to have the “child” attack. Each “child” can attack for 3d10 damage. There is only one “child” per ally, including yourself.

N/A

Spiritual Sight

Circle of Magic 4 Soul 4 a 3x3 space area around a space of your choosing 1d6 rounds Normal Arcana

This spell is a part of the Incite spell chain and is found in the Incite 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 power and runic speed increased by 50%, allies, user, and enemies.

N/A

Incite

Electric Shock 2 Soul 1 1 target instant Easy Arcana

This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock 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 3d6 damage. There is a 10% chance to stun the target for one round.

Weapon Effect: Electric Shock

Critical Hit dazes target for 1 round and has a 15% chance of stunning target for 1 round.

N/A

Energy Storm 12 Soul 12 battlefield 1d8 Rounds Impossible Arcana

This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock 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 everyone except the caster doing 8d12 damage each round. Enemies may make Impossible Luck -2 checks to not get hit. Allies may make Normal Luck checks to not get hit. The power and appearance of the storm is awesome from a distance, but horrifying from beneath.

N/A

Surge of Power

Essence Bolt 2 Soul 1 1 target or self instant Easy Arcana

This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt rune stone.

This spell is useful on any target. When you cast this spell on an enemy target, it will receive 2d8 damage. When you cast this spell on an ally target, it will heal the target with 2d8 Vitality.

Weapon Effect: Essence Bolt (Projectile Weapon only)

Add spell effect

N/A

Flash Burn 4 Soul 3 1 target instant Normal Arcana

This spell is a part of the Electric Shock spell chain and is found in the Electric Shock 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 3d8 damage. The target has visual instability for the next three rounds.

Weapon Effect: Flash Burn

Critical Hit causes Visual Distortion for 3 rounds. 001 Critical Hit causes blindness for 1 day.

Electric Shock

Fountain of Life 4 Soul 4 a 3x3 space area around a space of your choosing 1d6 rounds Normal Arcana

This spell is a part of the Spark of Life spell chain and is found in the Spark of Life 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 3d10 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.

N/A

Spark of Life

Gift of the Ancients 8 Soul 8 self 1d6 rounds Hard Arcana

This spell is a part of the Spirit Sight spell chain and is found in the Spirit Sight 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 Power 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 power when attacking with this sword, which for wizards who have invested a lot in wisdom, this is a good thing. You can use any sword skills with this magical sword.

N/A

Spirit's Strength

Heat Lightning 6 Soul 5 any target in a straight line in front of you, plus any target in the adjacent spaces next to the initial target instant Normal Arcana -2

This spell is a part of the Electric Shock spell chain and is found in the Electric Shock 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 2d20 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. 

Weapon Effect: Heat Lightning

If you crit with your weapon, any target, ally or enemy, next to that target will receive runic power damage.

Flash Burn

Incite 2 Soul 1 1 target 1d6 rounds Easy Arcana

This spell is a part of the Incite spell chain and is found in the Incite 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

N/A

Infinite Life 12 Soul 12 1 target or self 1d6 rounds Impossible Arcana

This spell is a part of the Spark of Life spell chain and can be found in the Spark of Life 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

Mystic Armor

Life Fire 8 Soul 7 1 target instant Hard Arcana

This spell is a part of the Electric Shock spell chain and is found in the Electric Shock 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 5d10 damage. The target will also receive burns, losing 1d8 Vitality per round. This spell will do double the entire spell damage to anything that is undead or spirit.

Weapon Effect: Life Fire

Critical Hit causes 1d8 Vitality Burn Damage and deals double damage against undead and spirits.

Heat Lightening

Life's Warding 6 Soul 6 1 target or self 1d6 rounds Normal Arcana -2

This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt 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.

Armor Effect: Life's Warding

Increased immunity to Life Magic and Death Magic by 5.

Aura of Energy

Lightning Pins 8 Soul 8 affecting a 4x4 space area around a selected target or space 1d12 rounds Hard Arcana

This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock rune stone.

This spell creates a rain of sparkling blue bolts of energy. Everyone in the radius of the spell must make a hard luck check to see if they are hit. If they are hit, they receive 3d20 damage each time they are hit. This spell effects everyone in the range of the spell, allies, enemies, and yourself.

N/A

Raw Power

Lightning Strike 4 Soul 3 1 target instant Normal Arcana

This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock 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 3d12 damage.

Weapon Effect: Lightning Strike

Critical Hit causes spell effect.

Electric Shock

Mend 6 Soul 5 1 target instant Normal Arcana -2

This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt 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 by 5 x your Runic Energy as a percentage with each use. This spell will also repair broken bones and wings.

N/A

Regeneration

Miracle Summoning 6 Soul 6 1 target instant Normal Arcana -2

This spell is a part of the Spark of Life spell chain and can be found in the Spark of Life 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 3 days.

N/A

Fountain of Life

Miracles 8 Soul 7 1 target instant Hard Arcana

This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt 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 and curses from the target.

N/A

Mend

Multi-Drain 6 Vitality 6 a 4x4 space area around the caster instant Normal Arcana -2

This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt 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, 3d12 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.

Weapon Effect: Multi-Drain

25% of Vitality damage caused is used to restore your Soul.

Synergy

Mystic Armor 10 Soul 10 1 target or self 1d8 Rounds Hard Arcana -2

This spell is a part of the Spark of Life spell chain and can be found in the Spark of Life rune stone.

This spell empowers the armor of the target. The Magical Armor protection of the armor for all elements except Space is increased by the caster's Arcana. Furthermore the Death Spirit of the armor is increased by double the wearer's Arcana.

Armor Effect: Mystic Armor

Increases Magical Armor by 20%.

Mystic Shield

Mystic Shield 8 Soul 8 1 target or self 1d8 Rounds Hard Arcana

This spell is a part of the Spark of Life spell chain and can be found in the Spark of Life 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 equal to the caster's Runic Power. 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 block value will be increased by the wielder's Arcana. The shield cannot block an attack, physical or magical, from someone of the space element.

N/A

Miracle Summoning

Mystic Weapon 6 Soul 6 1 target or self 1d8 Rounds Normal Arcana -2

This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt rune stone.

This spell empowers the weapon of you or your ally with life energy. This adds your Runic Power to the weapon's attack power, and causes the attack to also deal the wielder's Runic Power in damage. If the target is attacking someone with the death element, the wielder's Arcana will be added. If the target is attacking someone with the space element, runic power is not added or used. 

N/A

Bearer of Life

Raw Power 6 Soul 5 1 target instant Normal Arcana -2

This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock 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 10d4 damage.

Weapon Effect: Raw Power

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

Lightening Strike

Regeneration 4 Soul 3 1 target 1d12 rounds Normal Arcana

This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt rune stone.

This common spell puts a regeneration effect on a target. Each round, the spell recovers 1d6 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. 

Armor Effect: Regeneration

Restores 1% of Maximum Vitality per round/hour.

Essence Bolt

Sacrifice 10% of Max Vitality 5 target you are spiritually linked to using spell Spiritual Link instant Normal Arcana -2

This spell is a part of the Spiritual Sight spell chain and is found in the Spiritual Sight 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 2 times the amount of Vitality spent.

N/A

Spiritual Link

Shockwave 4 Soul 3 a 4x4 space area around the caster instant Normal Arcana

This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock 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. This spell effects any target caught within its area of effect, friend and foe. The user of the spell however is left unharmed. 

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.

Electric Shock

Soul Shift 8 Soul 8 self 1d10 rounds in battle, 1 hour out of battle Hard Arcana

This spell is a part of the Spiritual Sight spell chain and can be found in the Spiritual Sight 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. You can use magic and skills just fine however.

N/A

Spirit's Strength

Soul Transfer 10 Soul 10 self duration of Soul Shift Hard Arcana -2

This spell is a part of the Spiritual Sight spell chain and can be found in the Spiritual Sight 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 hard spirit balance check to kick you out.

N/A

Soul Shift

Soul's Death 12 Soul 12 1 target instant Impossible Arcana

This spell is a part of the Incite spell chain and can be found in the Incite 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

Soul's Destiny

Soul's Destiny 10 Soul 10 battlefield instant Hard Arcana -2

This spell is a part of the Incite spell chain and can be found in the Incite 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

Soul's Intention

Soul's Intention 8 Soul 8 a 4x4 space area around a space of your choosing 1d6 rounds Hard Arcana

This spell is a part of the Incite spell chain and is found in the Incite 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 Power doubled, but their Offensive Power halved. Enemies also get this boost when under the spell’s radius.

N/A

Soul's Temptation

Soul's Judgment 10 Soul 10 1 target and caster instant Hard Arcana -2

This spell is a part of the Incite spell chain and can be found in the Incite 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 anything else but a 001 or a 100, nothing happens to the caster.

N/A

Soul's Intention

Soul's Taint 4 Soul 4 1 target until all other enemies are dead Normal Arcana

This spell is a part of the Incite spell chain and is found in the Incite 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

Incite

Soul's Temptation 6 Soul 6 a 3x3 space area around a space of your choosing instant Normal Arcana -2

This spell is a part of the Incite spell chain and is found in the Incite 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 2d20 damage. The spear immediately disappears but leaves poison in the wounds doing 1d6 damage each round.

N/A

Soul's Taint

Spark of Life 2 Soul 1 1 target within 6 spaces instant Easy Arcana

This spell is a part of the Spark of Life spell chain and can be found in the Spark of Life rune stone.

With this spell you fire some energy at a recently killed target. This spell puts just enough energy to sustain the target’s life. The target is brought back to life and restored by half of your Arcana worth of Vitality. The target will not retain any status effects it once had, beneficial or harmful.

N/A

N/A

Spirit's Bounty 6 Soul 6 1 target or self 1 day Hard Arcana -2

This spell is a part of the Spiritual Sight spell chain and is found in the Spiritual Sight rune stone.

This spell summons the Spirit who blesses you or an ally with her bounty. During the duration of the spell, you are are granted double experience point rate.

Armor Effect: Spirit's Bounty

Increases Experience Point Rate by 20%.

Spiritual Link

Spirit's Energy 8 Soul 8 1 target or self until depleted or caster asleep, unconscious, or dead Hard Arcana

This spell is a part of the Spiritual Sight spell chain and can be found in the Spiritual Sight rune stone.

When this spell is created a spirit forms around the target. 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. So if you got attacked for 50 damage, you can have the spirit absorb up to 45 of that damage, that 45 would come from the spirit's Soul. If you had 50 Soul when you created the spirit, the spirit would have 100 Soul as its life force, so that 45 would drop the spirit down to 55. 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

Spirit's Protection

Spirit's Fury 12 Soul 12 1 target instant Impossible Arcana

This spell is a part of the Spiritual Sight spell chain and is found in the Spiritual Sight 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 1d% damage, that is increased by your runic power. At the end of the attack, the blade fades away and you fall to the floor, dazed until the next round.

N/A

Spirit's Passion

Spirit's Grace 4 Soul 4 self and all allies 1d6 rounds Normal Arcana

This spell is a part of the Spiritual Sight spell chain and is found in the Spiritual Sight 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. 

Armor Effect: Spirit's Grace

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

Spiritual Sight

Spirit's Mercy 6 Soul 6 1 target instant Normal Arcana -2

This spell is a part of the Spiritual Sight spell chain and is found in the Spiritual Sight 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 4d12 damage. Then, suddenly, it stops. The target falls to the ground in a heap, with the effect of being knocked out for a round.

N/A

Spirit's Grace

Spirit's Passion 10 Soul 10 1 target or self 1d8 Rounds Hard Arcana -2

This spell is a part of the Spiritual Sight spell chain and can be found in the Spiritual Sight 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 Offensice Power, Bow Power, and Runic Power increased by x 1.5. The protected target also gets 1 additional move of his or her choice during the spell's duration.

N/A

Spirit's Energy

Spirit's Protection 6 Soul 6 self and all allies 1d6 rounds Normal Arcana -2

This spell is a part of the Spiritual Sight spell chain and is found in the Spiritual Sight 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, except death.

Armor Effect: Spirit's Protection

Immunity to any and all poisons

Spirit's Grace

Spirit's Strength 6 Soul 6 1 target or self 1d8 Rounds Normal Arcana -2

This spell is a part of the Spiritual Sight spell chain and can be found in the Spiritual Sight rune stone.

This spell summons the Spirit who grant's you or one ally her strength and wisdom. The target receives the caster's Runic Power added to the target's strength and Wisdom. All Strength and Wisdom traits are increased by 1.

N/A

Children of Magic

Spiritual Link 4 Soul 3 1 target until stopped Normal Arcana

This spell is a part of the Spiritual Sight spell chain and is found in the Spiritual Sight 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

Spiritual Sight

Spiritual Sight 2 Soul 1 self and all allies 1 hour Easy Arcana

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.

Armor Effect: Spiritual Sight (Helmet Only)

Constant spell effect for the wearer

N/A

Summon Spirit 8 Soul 8 self and all allies 1d10 rounds Hard Arcana

This spell is a part of the Spiritual Sight spell chain and can be found in the Spiritual Sight 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.

  1. Possession - you can have the Spirit possess you or a willing ally. The Spirit will do so, doubling the target's Vitality, Soul, and Power as well as Runic Power. Furthermore, the target will then be immune to Life Magic and have a 50% chance of immunity to Death Magic.
  2. Aide - the Spirit will have a 60% chance of completely healing you or an ally each time you or an ally is hit.
  3. Attack - the Spirit will attack 1 enemy target at random, dealing 4 times your Runic Power damage with a 40% chance of instantly killing the target.

Once the spell's duration is done, the Spirit leaves. 

N/A

Spirit's Mercy

Surge of Power 10 Soul 10 1 target and surrounding 2 spaces instant Hard Arcana -2

This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock 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 7d10 damage. The target falls to the ground, paralyzed for one round by the energy. Anyone standing within 2 spaces of the target will receive 4d12 damage from the arcing of the power. At the end of the spell excess energy leaves the body and dissipates.

Weapon Effect: Surge of Power

60% of inflicted damage to target is also inflicted to any target within 1 space of target.

Lightening Pins

Synergy Vitality Spent 4 self instant Normal Arcana

This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt 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.

Armor Effect: Synergy

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

Essence Bolt

Trance 8 Soul 8 self 1d8 Rounds Hard Arcana

This spell is a part of the Electric Shock spell chain and is found in the Electric Shock rune stone.

With this manipulation, you allow yourself to be overtaken and possessed by violent life energy. This spell infuses you with raw energy. While in trance, your Soul, current and maximum, is doubled. Your Runic Power also increased by 1d20. Due to the high amounts of violent energy flowing through your body, if you are melee attacked, sparks of electricity will cross the weapon, hand, or other means of melee damage and enter into the attacker, doing 2d12 straight to Vitality damage. Due to the immense power set loose in your spells, 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, be it friend, foe, or yourself, doing half damage. This arcing affect applies even if the target magically evaded your spell. Area of effect spells such as Lightning Pins is enlarged to affect the entire battlefield, with all area of effect attack spells affecting everyone. Only attack spells can be used. No items, skills, weapons, or whatever. You can still move, but you cannot talk while in a trance. Also, the only defensive maneuvers or skills you can use when being attacked while in trance are Magic Absorb and Magic Store. When the trance effect ends, your Soul is decreased by half of whatever was remaining.

N/A

Tri-Blast

Tri-Blast 6 Soul 6 1 target instant Normal Arcana -2

This spell is in the Electric Shock spell chain and is found in the Electric Shock 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 5d10 damage. 

Weapon Effect: Tri-Blast (Projectile Weapon only)

Replaces ammo with spell effect, still uses up ammo. The ammo is still depleted, however instead of ammo firing out, the spell is used.

Shockwave

Back to top