Arcane Magic
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Arcane Magic
Here is a list of magic schools that is considered to be Arcane Magics.
- Arcane Magics:
- Arcane:
- Arcane Magic is the foundation of all magic. In order for someone to understand the advanced aspects of magics, one most understand the foundation behind it. You can only raise a school of magic as high as you are trained in Arcane.
Spell Name: Arcane Buckler
Spell School: Arcane
Spell Modifier: 30
Spell Mana Cost: -10
Spell Description: Forms a shield of pure arcane energy before you, capable of deflecting magic based attacks.
Spell Success Description: A buckler forms in the hands of the caster, made of pure arcane energy. It is capable of deflecting magic-based attacks
Spell Failure Description:A spark of arcane energy explodes in the caster's hand, giving a first degree magical burn.
Spell Name: Arcane Bolt
Spell School: Arcane
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: A bolt of energy in a color of your choice is casted towards a target, causing 2nd degree magical burns on unprotected flesh.
Spell Success Description: A bolt of energy is casted towards the target, giving them a 2nd degree magical burn on unprotected flesh.
Spell Failure Description:A bolt of energy is casted towards the target, but dissipates before hitting the target.
Spell Name: Arcane Bubble
Spell School: Arcane
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: Creates a bubble of Arcane Energy around a target, preventing any magic from entering or leaving this bubble. This bubble can be moved while active, but not use to lift objects or creatures.
Spell Success Description: A bubble of arcane energy forms around the caster’s target, preventing magic from moving through it.
Spell Failure Description:A bubble of arcane energy forms around the caster’s target, but explodes inwardly, giving the target 2nd degree magical burns.
Spell Name: Arcane Shield
Spell School: Arcane
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: Creates an arcane shield of 3 by 3 meters infront of the caster, capable of blocking magical based attacks.
Spell Success Description: A arcane shield of 3x3 meters forms infront of the caster, blocking any magical attacks.
Spell Failure Description:A burst of arcane energy explodes from the caster's hands, giving the caster second degree magical burns on their hands.
Spell Name: Detect Magic
Spell School: Arcane
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell is used to detect any magic that the caster can visually see. It cannot determine the effects of a blessing or curse, but can be used to determine its strength.
Spell Success Desc: The caster is able to detect any magic that the caster can visually see. The caster cannot determine the effects of any blessings or curses, but can determine its strength.
Spell Fail Desc: The caster is unable to detect any magic.
Spell Name: Arcane Enhancement
Spell School: Arcane
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: This spell is used to boost a casters' ability to use magic, except for Chaos magic. It lasts for either 5 turns, or if the casters' concentration is broken, whichever comes first. The caster is unable to cast magic for as many turns as the enhancement was active, once this spell ends. This spell cannot be stacked.
Spell Success Desc: The caster receives a +10 modifier for up to 5 turns or less, if the casters' concentration is broken. The caster is unable to cast magic for as many turns as the enhancement was active, once this spell ends. This spell cannot be stacked.
Spell Fail Desc: The caster receives a -50 modifier towards magic for 5 turns, which progressively lowers by 10 points for each turn until the modifier reaches 0. This effect cannot be stacked.
Spell Name: Dispel
Spell School: Arcane
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: This spell is used to dispel any active-magic effects, but cannot affect blessings, curses, or chaos magic.
Spell Success Desc: The caster is able to dispel any active-magic effects, asides from blessings, curses, or chaos magic.
Spell Fail Desc: The caster is unable to dispel any active magic effects.
Spell Name: Arcane Wall
Spell School: Arcane
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: A defensive spell that creates an arcane barrier up to 10x10 meters. This barrier can block magic-based attempts.
Spell Success Description: A 10x10 meter wall of pure arcane energy appears, capable of blocking any magic-based attacks.
Spell Failure Description:An arcane wall briefly appears where the caster had intended, though it breaks immmediately, sending shards of arcane energy in every direction, giving the afflicted a 2nd degree magical burn upon impact.
Spell Name: Arcane Blast
Spell School: Arcane
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: This spell creates a blast of arcane energy which is capable of encompassing an entire target, leaving 3rd degree magical burns across their body.
Spell Success Desc: A blast of arcane energy is sent forward towards a target, leaving 3rd degree magical burns across their body.
Spell Fail Desc: The caster explodes in arcane energy, leaving 2nd degree magical burns across their body.
Spell Name: Arcane Rupture
Spell School: Arcane
Spell Modifier: -30
Spell Mana Cost: -40
Spell Description: This spell creates a rupture of arcane energy centered on the caster, giving anyone within an 8 meter radius of the caster 3rd degree magical burns. The caster is immune to this effect.
Spell Success Desc: A rupture of arcane energy centered on the caster is created, giving anyone within an 8 meter radius of the caster 3rd degree magical burns. The caster is immune to this effect.
Spell Fail Desc: A rupture of arcane energy centered on the caster is created, giving anyone within a 4 meter radius of the caster 2nd degree magical burns. The rupture collapses inward on the caster, and gives the caster a 3rd degree magical burn.
- Abjuration:
- Often called the school of restoration, this school focuses on healing the body & protecting it against whatever may wish it harm. This is the most common known school across all lands.
Spell Name: Minor Heal
Spell School: Abjuration
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: A healing spell that instantly heals anything considered as a basic wound, or less.
Spell Success Description: A healing spell is cast upon the basic wound, allowing the injury to heal near instantaneously.
Spell Failure Description:A healing spell is cast upon the basic wound, though the wound is instead intensified, making it far worse.
Spell Name: Moderate Heal
Spell School: Abjuration
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: A healing spell that instantly heals anything considered as a traumatic injury, or less.
Spell Success Description: A healing spell is cast upon the traumatic injury, allowing the injury to heal near instantaneously.
Spell Failure Description:A healing spell is cast upon the traumatic injury, though the wound is instead intensified, making it far worse.
Spell Name: Resistance
Spell School: Abjuration
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: A spell which gives only the caster a resistance to single element, reducing damage taken when hit. Spell lasts for three turns.
Spell Success Description: The caster has a temporary resistance to a single type of element, reducing damage when hit by that type of element. This lasts for three turns.
Spell Failure Description:The caster has a temporary vulnerability to a single type of element, increasing damage when hit by that type of element. This lasts for three turns.
Spell Name: Healing Blast
Spell School: Abjuration
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: A healing spell that instantly heals anything considered as a traumatic injury, or less. This spell affects all creatures within a 5 meter radius.
Spell Success Description: A surge of light emerges from the caster, as all creatures with traumatic injuries within 5 meters would be healed nearly instantaneously.
Spell Failure Description:A surge of light emerges from the caster, as all creatures with traumatic injuries within 5 meters would feel intense burns upon their injuries, as they are made worse.
Spell Name: Cleanse Disease
Spell School: Abjuration
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell is used to cleanse any non-magical disease. This takes effect immediately, but symptoms linger for an additional 3 turns.
Spell Success Desc: The target is cleansed of any non-magical diseases, taking effect immediately. Symptoms linger for an additional 3 turns.
Spell Fail Desc: The target is unable to be cleansed of non-magical toxins, and symptoms are intensified for an additional 3 turns.
Spell Name: Cleanse Toxins
Spell School: Abjuration
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell is used to cleanse any non-magical toxins. This takes effect immediately, but symptoms linger for an additional 3 turns.
Spell Success Desc: The target is cleansed of any non-magical toxins, taking effect immediately. Symptoms linger for an additional 3 turns.
Spell Fail Desc: The target is unable to be cleansed of non-magical toxins, and symptoms are intensified for an additional 3 turns.
Spell Name: Detect Life
Spell School: Abjuration
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: Any living creatures that are in either visual range, or within 60 feet of the caster, is detected.
Spell Success Desc: The caster is able to detect any creatures within visual range, or within 60 feet of the caster.
Spell Fail Desc: The caster is unable to detect any life.
Spell Name: Enhance Attribute
Spell School: Abjuration
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: This spell is used to enhance a single attribute of a target. Any actions that use the attribute gain a +10 modifier for 5 turns or less, if the casters' concentration is broken. After the spell is ended, the target receives a -10 modifier for as long as the spell was active. This spell cannot be stacked, but can be used on different attributes.
Spell Success Desc: The caster is able to enhance a single attribute of a target. Any actions using the attribute gain a +10 modifier for 5 turns or less, if the casters' concentration is broken. After the spell is ended, the target receives a -10 modifier for as long as the spell was active. This spell cannot be stacked, but can be used on different attributes.
Spell Fail Desc: The caster is unable to enhance the targets' attribute, and loses a -25 modifier on all actions that use that attribute. This modifier is reduced by 5 for each turn, until it reaches 0. This spell cannot be stacked, but can be used on different attributes.
Spell Name: Regeneration
Spell School: Abjuration
Spell Modifier: -30
Spell Mana Cost: -40
Spell Description: When cast upon a target, a single arm or leg which was previously missing can be regenerated.
Spell Success Description: A spell is cast upon the missing limb. Over the next course of an hour, the limb would regrow to full size.
Spell Failure Description:A spell is cast upon the missing limb. Over the next course of an hour, a horrifically mutilated limb would grow in its place, causing terrible pain the entire time.
Spell Name: Major Heal
Spell School: Abjuration
Spell Modifier: -30
Spell Mana Cost: -40
Spell Description: A healing spell that capable of instantly healing anything considered as a fatal injury, given the target is still alive.
Spell Success Description: A healing spell is cast upon the fatal injury, allowing it to heal nearly instantaneously.
Spell Failure Description:A healing spell is cast upon the fatal injury, but the wound is instead intensified, making it far worse.
- Alteration:
- In order to understand Alteration, one must understand the universe. Physical properties are the earliest things a magician can practice within this school, but even chemical and magical properties can be modified to ones' will.
Spell Name: Feather
Spell School: Alteration
Spell Modifier: 30
Spell Mana Cost: -10
Spell Description: This spell is used to make objects or creatures lighter. The targets weight is either reduced by 50%, or up to 50 pounds, whichever comes first. This lasts for 3 turns.
Spell Success Description: The targets weight is reduced by either 50%, or up to 50 pounds. Whichever comes first. Lasts for 3 turns.
Spell Failure Description:Increases the targets weight by either 50%, or up to 50 pounds. Whichever comes first. Lasts for 3 turns.
Spell Name: Oak Flesh
Spell School: Alteration
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell is used to thicken the flesh of the caster. The caster's flesh is equivilent to light armor. Lasts for 5 turns.
Spell Success Description: The casters flesh is thickened, allowing hits to be considered hitting light armor instead of unarmored. Lasts for 5 turns.
Spell Failure Description:The casters flesh is weakened, allowing hits to be considered hitting vulnerable flesh, instead of just unarmored. Lasts for 3 turns.
- Conjuration:
- Conjuration is the ability to take Arcane Energy, and give it a shape and form to serve your purpose. It is often used to conjure up weapons, or perhaps even allies that can help in your fight.
Spell Name: Conjure Dagger
Spell School: Conjuration
Spell Modifier: 30
Spell Mana Cost: -10
Spell Description: This spell is used to conjure a simple dagger into ones hand. All attacks made with this weapon causes magical burns.
Spell Success Description: A dagger with a transparent quality is conjured into the casters hand. All attacks made with this weapon causes magical burns.
Spell Failure Description:A dagger with a transparent quality is conjured into the casters hand, though it quickly dissipiates.
Spell Name: Conjure Critter
Spell School: Conjuration
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell is used to conjure a small critter, such as a giant rat, or an oversized roach.
Spell Success Description: A small critter is conjured near the caster. It is capable of being controlled by the caster, though cannot be larger than a giant rat or an oversized roach.
Spell Failure Description:A small critter is conjured near the caster. The caster cannot control the critter, and the critter is hostile towards the Caster.
Spell Name: Conjure Small Arms
Spell School: Conjuration
Spell Modifier: +15
Spell Mana Cost: -15
Spell Description: This spell is used to conjure any weapon that would be considered one-handed, such as a short sword, or a simple mace.
Spell Success Desc: The caster is able to conjure a one-handed weapon, such as a short sword, or a simple mace.
Spell Fail Desc: The caster conjures a one-handed weapon, though it conjures through the casters hand, disappearing soon after.
Spell Name: Conjure Ranged Weapon
Spell School: Conjuration
Spell Modifier: +15
Spell Mana Cost: -15
Spell Description: This spell allows the user to conjure a ranged weapon, such as a bow or crossbow. This lasts for 5 turns.
Spell Success Desc: The caster conjures a ranged weapon of their choice, with sufficient ammo for it as well. This lasts for 5 turns.
Spell Fail Desc: The caster conjures a ranged weapon of their choice, though the ammo for it is conjured inside their body, causing both the weapon and ammunition to disappear shortly after.
Spell Name: Conjure Tool
Spell School: Conjuration
Spell Modifier: +15
Spell Mana Cost: -15
Spell Description: This spell allows the caster to conjure any simple tool to use, which lasts for 5 turns.
Spell Success Desc: The caster is able to conjure a simple tool of their choice, which lasts for 5 turns.
Spell Fail Desc: The caster conjures a simple tool of their choice, though it appears through their hand, before disappearing.
Spell Name: Conjure Heavy Arms
Spell School: Conjuration
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the user to conjure any weapon that would be considered two handed, or a heavy weapon.
Spell Success Desc: The caster is able to conjure a weapon that is considered two handed, or a heavy weapon.
Spell Fail Desc: The caster conjures a two handed or heavy weapon, though it conjures through the casters hand, disappearing soon after.
Spell Name: Conjure Creature
Spell School: Conjuration
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: This spell allows a user to conjure a medium sized creature, which lasts for 5 turns and will obey the commands of the caster.
Spell Success Desc: The caster conjures a medium sized creature, which lasts for 5 turns and will obey the commands of the caster.
Spell Fail Desc: The caster conjures a medium sized creature, which lasts for 3 turns, specifically attacking the caster.
Spell Name: Conjure Armor
Spell School: Conjuration
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: This spell allows the user to conjure a full set of armor, which is considered to be heavy armor. This lasts for 5 turns.
Spell Success Desc: The caster conjures a full set of heavy armor upon themselves, which lasts for 5 turns.
Spell Fail Desc: The conjure casts a full set of heavy armor upon themselves, though it is partially stuck inside their body, causing immense pain. This effect ends nearly instantly.
Spell Name: Conjure Elemental
Spell School: Conjuration
Spell Modifier: -30
Spell Mana Cost: -40
Spell Description: This spell allows a user to conjure an elemental, which lasts for 5 turns and will obey the commands of the caster.
Spell Success Desc: The caster conjures an elemental of their choosing, which lasts for 5 turns and obeys the commands of the caster.
Spell Fail Desc: The caster conjures an elemental of their choosing, which lasts for 3 turns, specifically attacking the caster.
Spell Name: Conjure Beast
Spell School: Conjuration
Spell Modifier: -30
Spell Mana Cost: -40
Spell Description: This spell allows a user to conjure a large sized creature, which lasts for 5 turns and will obey the commands of the caster.
Spell Success Desc: The caster conjures a large sized creature, which lasts for 5 turns and will obey the commands of the caster.
Spell Fail Desc: The caster conjures a large sized creature, which lasts for 3 turns, specifically attacking the caster.
- Illusion:
- Illusion deals with the manipulation of ones mind, as well as the manipulation of light, or sound. Bards often seek to learn this school of magic in order to enhance their performances.
Spell Name: Pacify
Spell School: Illusion
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell induces a calming effect in the targeted creature.This spell lasts for three turns, but can end earlier if attacked during this time.
Spell Success Description: A spell is casted upon the target, causing them to feel a sense of calmness and serenity. This lasts for three turns. However, if the target is injured during this time, the spell loses effect.
Spell Failure Description: A spell is casted upon the target, though it has no effect.
Spell Name: Blinding Light
Spell School: Illusion
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: An extremely bright which emits from the finger of the caster. Those effected by this spell are completely blinded for a single turn, and partially blind for three more turns.
Spell Success Description: An immensely bright light emits from the caster’s hand, causing people who were looking to go completely blind for a single turn, and partially blind for three more turns.
Spell Failure Description:A bright light emits infront of the caster’s face, strong enough to blind the caster for a single turn, and cause partial blindless for three more turns. Only the caster is effected by this.
Spell Name: Minor Illusion
Spell School: Illusion
Spell Modifier: 30
Spell Mana Cost: -10
Spell Description: A spell which allows the user to create a small illusion, which can affect only one of the five senses. (Touch, Smell, Taste, Hear, Sight)
Spell Success Description: An illusion is created where the caster designates.
Spell Failure Description:An illusion is created where the caster designated, however it quickly distorts and dissipates.
Spell Name: Incite
Spell School: Illusion
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell is used to incite violent or otherwise destructive behaviors in other people. This spell lasts for three turns, after which the victim would know that magic has been casted on them.
Spell Success Description: A spell is casted upon the victim, causing them to feel violent impulses or otherwise destructive behaviors for three turns, after which they would know magic has been used on them. The victim would most likely to target the closest individual to them.
Spell Failure Description:A spell is casted upon the victim, causing them to feel a brief surge of violence, though it wouldn’t amount to anything. The victim would know magic has been used on them.
Spell Name: Moderate Illusion
Spell School: Illusion
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: A spell which allows the user to create a moderate illusion, which can only affect three of the five senses. (Touch, Smell, Taste, Hear, Sight)
Spell Success Description: An illusion is created where the caster designates.
Spell Failure Description:An illusion is created where the caster designated, however it quickly distorts and dissipates.
Spell Name: Major Illusion
Spell School: Illusion
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: A spell which allows the user to create a major illusion, which can affect all five senses. (Touch, Smell, Taste, Hear, Sight)
Spell Success Description: An illusion is created where the caster designates.
Spell Failure Description:An illusion is created where the caster designated, however it quickly distorts and dissipates.
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