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Mysticism is magic that involves the manipulation of the life element. Those born under the runic element of life would use mysticism as magic. Mysticism is most known for their healing and restorative spells, however mysticism also offers very destructive spells as well. Offensive mysticism magic makes use of violent life energy known as lightning. Minor elemental manipulation usually involves effecting life and static electricity.

1. Some Possible Minor Elemental Manipulations

Please note that this is no-where near a complete list of all the things that are possible with minor elemental manipulations of the life element. This is just a short list to aid you by giving you examples on how minor elemental manipulations work so that you can come up with your own ideas.

ManipulationEffectRange & AreaRestrictions
Amplify Potion With this manipulation you are attempting to infuse your restorative potion with a little bit of life energy so that the potion restores more HP. For every 2 SA points spent the potion will restore 1 more HP points. This only works on potions that restore HP. potion in hand You can only increase the potion's healing power by 25 HP
Static Shock With this manipulation you are attempting to incite enough life energy to cause a static shock. This static shock isn’t powerful enough to do any real damage however it can be used to distract someone or ignite very flammable liquids. You only need to spend 2 SA point to cause a static shock. 1 hex, affecting 1 target No damage can be done directly with this effect
Slow Regeneration With this manipulation you are attempting to use life energy to slowly restore yourself. You can restore 1 HP per round or minute by spending 2 SA every round or minute. You can increase the HP regenerated by increasing the SA spent, but cannot increase the HP to more than 5 HP per round or minute. self Maximum of 5 HP per round/minute
Spiritual Sense With this manipulation you are attempting to use your control over life energy to know when another life-form is near by. You can’t really see the life-form, but can feel it’s presence. For every 2 SA points you spend you can feel life for up to 25 feet away. a 2×2 hex area around user Up to 100 feet away maximum
Bracing Life With this manipulation you are attempting to use your control over life energy to brace yourself for damage. For every 5 SA points you spend you can give your self 1 additional HP point just for that instance. This can be used in a defensive move and the extra HP gained from this manipulation is only used to absorb damage. Any remaining extra HP after the attack is completed disappears. self Up to 50 HP maximum
Healing Touch With this manipulation you are attempting to use your control over life to quickly give a friend some life energy. When you lay your hands on your injured friend you can spend 2 SA points per every 1 HP points you wish to give your friend. You cannot restore more than 10 HP points with this manipulation and cannot use it on yourself 1 hex, affecting 1 target 10 HP maximum
Drain Life With this manipulation you are attempting to use your control over life to drain HP from your target when you hit your target with a melee weapon. For every 2 SA points you spend with each attack you receive 1 point of damage done as drained HP to restore your own HP with. weapon's range, affecting 1 target 20 HP drain maximum

Static Charge
With this manipulation you are attempting to use your control over violent life energy to charge your weapon with static energy. For every 5 SA point you spend you can increase your weapon’s damage value by 1 point for each attack You cannot increase your weapon's damage value by more than 20 points however. weapon's range, affecting 1 target 20 damage maximum
Static Guard With this manipulation you are attempting to use your control over life energy to minimize the damage received from violent life energy. For every 5 SA point you spend you reduce the damage received from violent life energy, magic or otherwise, by 1 point. self 20 point reduction maximum
Energy Glow With this manipulation you are attempting to use your control over life energy to produce a glowing nexus point for light. You can place this glowing point in your hand or at the end of any hand-held object. You simply need to spend 2 SA point to start it and 1 SA point to sustain it for every hour you wish to keep it. The glow provides the same amount of light as a torch. self N/A

2. The Two Iconic Symbols of Mysticism

In the elemental magic of Mysticism, there are two iconic symbols. They are the Spirit and the Soul. These symbols are said to be the very source of mystic 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 Mysticism, the Spirit symbolizes the light aspect while the Soul represents the dark aspect.

3. Environmental Effects on Mysticism

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 mysticism:

  • In lively and energetic places or places where there is a lot of life element present - such as forests or during lightening storms - mysticism effects are increased by x 1.25
  • In ancient, barren places or in places with a lot of time element present, mysticism effects are decreased by x 0.75.


4. Mysticism Magic Progression Tree

Mysticism Magic Spells Progression Tree v6

5. Mysticism Magic Spells

5.1. Tier 1

MysticismEffectCostRange & AreaDurationSuccess RatePrerequisitesCost to Acquire
Electric Shock 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 1d8 + 5 damage. There is a 10% chance to stun the target for one round. 10 SA;
1 magic
1 target instant 60 N/A 50
Essence Bolt This spell is useful on any target. When you cast this spell on an enemy target, it will receive 2d10 damage. When you cast this spell on an ally target, it will heal the target with 2d10 HP. 10 SA;
1 magic
1 target instant 60 N/A 50
Incite 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. 10 SA;
1 magic 
1 target 1d6 rounds 60 N/A 50
Regeneration This common spell puts a regeneration effect on a target. Each round, the spell recovers 1d6 HP 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. 10 SA;
1 magic
1 target 2d8 rounds 60 N/A 50
Spiritual Link 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, that other target's element is not time, and that other target is within the same area or structure you are in. This spell can only work in area maps, and you cannot link to targets outside of your current area, though you are not restricted to the same floor. 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. 10 SA;
Free Action
1 target instant 60 N/A 50

5.2. Tier 2

MysticismEffectCostRange &
DurationSuccess RatePrerequisitesCost to Acquire
Bearer of Life This spell summons life energy to cover your body. The energy coats the skin and heals 4d10+10 HP. 20 SA;
2 magic
self instant 55 Either Essence Bolt or Regeneration mastered 100
Flash Burn 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 2d20 damage. The target has visual instability for the next three rounds. 20 SA;
2 magic 
1 target instant 55 Electric Shock mastered 100
Giver of Life When creating this spell, you choose any single target except yourself. You then use the spell to heal 5d10 HP. A blueish magic flows over the body of the target and the target’s wounds close up. 20 SA;
1 magic
1 target instant 55 Essence Bolt mastered 100
Lightning Strike 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 2d20 +10 damage. 20 SA;
1 magic
1 target instant 55 Electric Shock mastered 100
Mend 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 completely. When repairing armor, this spell restores PR or MR, you choose at casting, by only your Magic Power. This spell will also repair broken bones and wings. This spell cannot be used in combat. 20 SA;
2 minutes
1 target instant 55 Regeneration mastered 100
Spark of Life This spell puts just enough life energy to sustain the incapacitated target’s life. The target is brought back to only 1 HP. This spell has to be used before the target runs out of Mortality Points. The target will not retain any status effects it once had, beneficial or harmful. 20 SA;
2 magic
1 target seen instant 55 Either Regeneration or Spiritual Link mastered 100
Soul's Taint 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. 20 SA;
2 magic 
1 target until all other enemies are dead 55 Either Spiritual Link or Incite mastered 100
Synergy This unique spell does not cost SA. It costs HP. The HP cost is taken from you to replenish your SA at a rate of 2 HP per 1 SA. This magic appears to be just a surge of energy across the body of the caster that causes a small wound. HP spent;
1 magic per 20 HP spent
self instant 55 Either Electric Shock or Essence Bolt mastered 100
Unnatural Strength When this spell is created, the spell sparks a reaction in the body of the target that allows them to reach new levels in strength on their own. It increases the target’s strength by + 25 which affects all strength based stats. 20 SA;
2 magic
1 target 2d4 rounds 55 Incite mastered 100


5.3. Tier 3

MysticismEffectCostRange &
DurationSuccess RatePrerequisitesCost to Acquire
Children of Magic 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 25, or they can choose to have the “child” attack. Each “child” can attack for 4d12 damage. There is only one “child” per ally, including yourself. 30 SA;
3 magic
self and all allies 2d4 rounds 50 Spark of Life mastered 150
Circle of Power 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 melee, throw, and bow powers doubled, allies, user, and enemies. This circle remains in a stationary position on the battlefield until the spell is ended.  30 SA;
2 magic
a 3x3 hex area around a selected spot 1d8 rounds 50 Unnatural Strength mastered 150
Fountain of Life 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 6d10 HP. This spell gives life to anyone every round that they are in the radius of the spell. At the end of the spell the circle disappears. 30 SA;
3 magic
a 3x3 hex area around a selected spot  2d4 rounds 50 Either Giver of Life or Bearer of Life mastered 150
Life Fire This spell creates a ball of green fire, known as Life Fire. Life Fire is life magic set aflame. You hurl this fireball at the target, dealing 3d20 damage. IThe target will also receive burns, loosing 2d10 HP per round. 30 SA;
2 magic 
1 target instant 50 Flash Burn mastered 150
Miracles With this manipulation you are using your power over life 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. 30 SA;
3 magic
1 target instant 50 Mend mastered 150
Multi-Drain This spell costs HP instead of SA. When the spell is cast, streams of energy stretch out and attach to every enemy in the radius of the spell. For each target, 3d20+10 SA is drained and given to you. If the target does not have the SA, you will receive whatever SA the target has, if any. If the target has no SA then the target is not affected. 2d20 HP;
2 magic
all enemy targets instant 50 Synergy mastered 150
Raw Power 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 1d20 + 4d12 damage, before shrinking and dissipating.  30 SA;
2 magic
1 target instant 50 Lightning Strike mastered 150
Sacrifice With the use of Sacrifice, the spell’s HP cost is drawn from the caster. Then the life is magnified and transferred to any ally target, healing 80 of their HP. 30 HP;
2 magic
1 target instant 50 Spark of Life mastered 150
Shockwave When you create this spell, a powerful wave of violent life energy comes from you in all directions. Each target that gets hit has 50% chance of being stun for one round. You can double the chances, after it has been rolled, by spending an extra 30 SA. This spell effects any target caught within its area of effect, friend and foe. The user of the spell however is left unharmed.  30 SA;
3 magic
a 4x4 hex area around the caster instant 50 Lightning Strike mastered 150
Soul's Temptation 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 5d12+10 damage. The spear immediately disappears but leaves poison in the wounds doing 1d20 HP damage each round. 30 SA;
2 magic
a 3x3 hex area around the caster instant 50 Soul's Taint mastered 150

5.4. Tier 4

MysticismEffectCostRange & AreaDurationSuccess RatePrerequisitesCost to Acquire
Balance of Forces 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 15 SA at any point to create a magical orb as either a fake ally or fake enemy. You can do this twice. 40 SA;
4 magic
battlefield duration of battle 45 Either Sacrifice or Soul's Temptation mastered 200
Create Life Elemental With this manipulation you can create one life elemental. The life elemental will obey you until you run out of SA. You may destroy the elemental to end the spell by commanding it’s own suicide, or you may release the elemental into the wild giving it free will. You may use other spells and attacks while you have the life elemental. 10 SA to cast, 2 SA per round; 3 magic next to caster until set free or destroyed 45 Either Miracles or Children of Magic mastered 200
Gift of the Ancients With the creation of this spell you are given a floating sword made of life energy. The sword has the attacking power of 70 and had a range of 4 hex. This sword is a magical spell condensed in the form of a sword, so you would use your magic power and magic modifier values when attacking with this sword, which for wizards who have invested a lot in mental, this is a good thing. Only MR can protect from damage done by this sword, and you can use any sword skills with this magical sword. 40 SA; 4 magic self 2d6 rounds 45 Circle of Power mastered 200
Lightning Pins 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 7d12 damage each time they are hit. This spell effects everyone in the range of the spell, allies, enemies, and yourself. 40 SA; 4 magic 6 hexes affecting a 4x4 hex area around selected spot 2d8 rounds 45 Either Shockwave or Raw Power mastered 200
Spirit's Energy When this spell is created a spirit forms around you or your chosen target, and begins to slowly copy the damage done to the protected's HP as its own life force. After the first round, you may take a minimum of 10% of the damage done to your HP from the spirit as SA. This is actually draining from the spirit's life force to restore your SA, so it is harming the spirit. If you drain all of the lifeforce that the spirit has, you will have killed the spirit, ending the spell. The spell will also end when the hour ends, regardless. You may use this spell on yourself or any of your allies as a temporary SA bank. 40 SA; 4 magic 1 target or self until depleted or 1 hour 45 Either Multi-Drain or Fountain of Life mastered 200
Soul's Destiny 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 SA 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 SA to every ally target including yourself. The amount of SA obtained is the sum of all the collected SA divided by the number of ally targets. 40 SA; 4 magic  battlefield instant 45 Multi-Drain mastered 200
Surge of Power 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 8d10 damage. The target falls to the ground, paralyzed for one round by the energy. At the end of the spell excess energy leaves the body and dissipates. 40 SA; 3 magic 1 target instant 45 Either Raw Power or Life Fire mastered 200
Twins of the Inner Storm This spell creates two large globes of glowing light. Each one will go to an ally of your choosing, with you and any ally with you as the choices. There are only two globes so you can only choose two targets. The globes go to the locations selected. Each target who gets the globe has a choice of a natural PR and natural MR of + 50, or a boosted Melee, Throw, and Bow Power of +50. 40 SA; 3 magic 2 targets 2d6 rounds 45 Children of Magic mastered 200

5.5. Tier 5

MysticismEffectCostRange &
DurationSuccess RatePrerequisitesCost to Acquire
Birthing Destruction 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 and weapons have their DP or PR and MR decreased by 50% of their current stat while all other items of a non-magical nature are instantly destroyed, except for money. 50 SA; 5 magic 1 target instant 40 Either Twins of the Inner Storm or Balance of Forces mastered 250
Energy Storm 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 1dd10+10 damage each round. The power and appearance of the storm is awesome from a distance, but horrifying from beneath. 50 SA; 5 magic all enemy targets instant 40 Lightning Pins mastered 250
Miracle Summoning With this spell you can completely 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 HP and Mortality Points. The life energy that was once the target’s gathers all around the body. The life energy slowly pours into the body of the target. Magic heals the wounds and the target is now fully alive with their HP completely restored but is disorientated. This spell revives the target at full HP, EP, and SA and 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 one full 30 hour day. 50 SA; 5 magic 1 target instant 40 Spirit's Energy mastered 250
Spirit's Fury 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 a target of your choosing. 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 4d20+20 damage, that is increased by your magic power, and can only be resisted by MR. At the end of the attack, the blade fades away and you fall to the floor, completely stunned until the next round. 50 SA; 4 magic self instant 40 Soul's Destiny mastered 250
Spirit's Mercy 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%+10 damage. Then, suddenly, it stops. The target falls to the ground in a heap, with the effect of being knocked out for a round. 50 SA; 4 magic 1 target instant 40 Either Surge of Power or Soul's Destiny mastered 250
Spirit's Passion 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 Magic Power increased by 50. The protected target also gets 1 additional combat action during his or her round. 50 SA; 5 magic 1 target 2d4 rounds 40 Gift of the Ancients mastered 250
Soul's Intention 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 Magic Power increased by 40, but their Melee Power decreased by 30. Enemies also get this boost when under the spell’s radius. 50 SA; 5 magic a 3x3 hex area around the caster 1d10 rounds 40 Either Balance of Forces or Gift of the Ancients mastered 250
Trance 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 SA, current and maximum, is doubled. Your Magic Power also increased by 50. Due to the high amounts of violent energy flowing through your body, if you are melee attacked, sparks of power will cross the weapon, hand, or other means of melee damage and enter into the attacker, doing 3d10 HP damage. Due to the immense power set lose 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. Tri-Blast, a single target spell that consists of three spells in one, works the same way, except that after hitting its intended target, or target's location, the Tri-Blast breaks off into 3 individual blasts, each one targeting a separate nearest target, doing 1/3rd the total damage. 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 SA is decreased by half of whatever was remaining. 50 SA; 5 magic self 1d8 rounds 40 Either Create Life Elemental or Twins of the Inner Storm mastered 250
Tri-Blast 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 10d10 damage. The target only needs to evade or defend once with this spell, but the target receives a -25 penalty to evasion. 50 SA; 4 magic 1 target instant 40 Surge of Power mastered 250

5.6. Tier 6

MysticismEffectCostRange &
DurationSuccess RatePrerequisitesCost to Acquire
Infinite Life 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 HP 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. 60 SA; 6 magic 1 target 1d4 rounds 35 Trance mastered 300