Spellbook
Seal Door (Abjuration) - Tier 1, Rank 2
Below is the sigil for the Abjuration spell Seal Door. To cast hold your palm to the door you want to seal an proceed with the basic casting procedure. The incantation is Ka-Te-Mo. This spell seals any intact door turning it into a magically impenetrable barrier with a touch of your hand. Non-magical weapons or attacks cannot break a door thus sealed. Furthermore, the wall adjacent to the door also becomes indestructible. Ends when struck by a disruptive magical weapon, any higher level dispelling magic. The door remains sealed for 10 x Arcane minutes after the hand has been removed.
Requirements to upgrade the spell to Rank 3: Use the spell to trap a creature higher level than you into a trap that kills it 0/1
Shield, Tier 1, Rank 1
Below is the sigil for the Abjuration spell Shield. Shield can be cast as a quick response in combat or situations of imminent physical danger. It uses the standard casting procedure, with the exception that the invocation is only two syllables long. Focus on the attack you wish to block and say the invocation phrase Pha-Ack, an invisible magical barrier will briefly intercept the attack. The block can be overcome by massive damage. The block doesn't reflect attacks, nor cause them to lose momentum after it expires, so long as the attacker keeps applying pressure during the blocking moment.
Requirements to upgrade the spell to Rank 2: Block 95/100 attacks that would otherwise have dealt damage to you
Flame Ward: Tier 1, Rank 1
Below is the sigil for the Flame Ward spell of the Abjuration school. This spell conjures a shield around you that both blocks and radiates heat. Once cast it will completely cover your body and any clothing you wear. The shield will absorb any natural fire, and any fire magic of a rank equal or lower than the ward. Any creature other than you in direct contact with the shield will also take minor fire damage. The shield will last for 1xArcana minutes. This spell is cast with the standard casting procedure. The incantation is Cha-ko-aur.
Requirements to upgrade the spell to Rank 2: Spend 10/60 minutes encased in flame while under the effects of this spell
Invisible Armor (Abjuration) Tier [special 1], Rank 1
When you cast this spell, you conjure a suit of perfectly fitted, comfortable suit of armor on to your body. The suit of armor appears as if donned properly. You may choose to have the suit appear completely invisible, as a lightly glowing barrier, or as a suit of glass armor. At Rank 1, the armor is as tough as steel plate, though more brittle. Every time you choose Abjuration as your specialization, the quality of the abjurative barriers that make up the armor improves.
Requirements to upgrade the spell to Rank 2: Choose Abjuration at level 15
Conjure Icicle Tier 1, Rank 2
This conjuration spell is most often used in combat. Focus on a point and direction with the incantation ho-alo-nix and a pseudo-portal to the Elemental Frost will briefly open, expelling a large icicle at terminal velocity from the point and in the direction that you designate. Levels increase the size of icicles you can conjure. Current size 325 cubic inches. You can shape the form of the ice you summon in one of three following forms: shard- a sharp, dense shard of ice, block- a heavy block of ice, sheet- a 3ft by 3ft 1 inch thick sheet of ice. The sheet version may be conjured in a stationary form. Increasing the level further will increase the sharpness and density of the shard and add new shapes.
Requirements to upgrade the spell to Rank 3: Exploit enemy damage type weakness using this spell 32/120 times
Curse of Misfortune, Tier 1, Rank 1
Below is the sigil for the Curse spell Curse of Misfortune. This spell allows you to bestow a curse upon an enemy that you can see. The spell will take effect after one hour after casting. The target will then suffer ill fortune for Arcana x 1 hours. Effects that include randomized damage or healing will always randomize twice, applying the worse result. The spell may have additional effects based on Misfortune. Cast using the standard casting procedure. The incantation is Hex-Te-Nil
Requirements to upgrade the spell to Rank 2: Curse then defeat 1/3 enemies
Conjure Fog, Tier 1, Rank 1
Below is the sigil for the Conjuration spell Conjure Fog. This spell conjures 10 x Arcana cubic feet of mist through a pseudoportal from the Elemental Depths. The fog lasts for 10 minutes or until dispersed by wind. Cast using the standard casting procedure. The incantation is Pos-Illy-Cor
Requirements to upgrade the spell to Rank 2: Cast the spell in a combat situation 3/5 times
Telepathy, Tier 1, Rank 1
Below is the sigil for the Psyche spell Telepathy. Choose a target creature within line of sight. You may talk to this creature telepathically, and, if capable of speech, they can talk back. This conversation cannot be overheard without mind-reading magic. Cast using the standard casting procedure. The incantation is Ssh-Aur-Ie.
Requirements to upgrade the spell to Rank 2: Cast this spell to deliver 0/20 directions to an ally in combat more than 100ft away.
Dispel Magic I, Tier 1, Rank 1
Below is the sigil for the Metamagic spell Dispel Magic. When performing the standard casting procedure with the incantation nul-ka-velk, you disrupt and destroy ongoing magical effects, immediately stopping their effects. Does damage to creatures animated by magic. Effective against spells of equal rank or lower. This spell comes in several versions of different tiers, all sharing a rank.
Requirements to upgrade the spell to Rank 2: Disrupt 1/1 creatures, 0/1 wards and 0/1 enchantments
Invisible Wall, Abjuration, Tier 2, Rank 2
Below is the sigil for the Abjuration spell Invisible Wall. This abjuration conjures an invisible wall of force that lasts for 10 x Arcana seconds. This 5ft by 5ft wall is impenetrable by physical force or objects, but may be dispelled by dispelling magic of equal or higher rank. Physical attacks against the wall deal 10% of the damage to the caster. The incantation is Ban-Aval-Krom-Nefor-Tyn-Vol. You may separate the wall into 7 1ft by 1ft squares. The squares have an outline visible only to the caster. You may arrange these squares into any sequence, so long as they are all touching at least one other square.
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Requirements to upgrade the spell to Rank 3: Trap 13/20 enemies in an inescapable configuration of the Invisible Construction
Control Undead, Tier 2, Rank 1
Below is the sigil for the Necromancy spell Control Undead. This spell allows you to contend with the controller of an undead creature to take control over it. Upon casting this spell, gain control over an undead creature. You are able to issue the creature mental command which it will do its best to comply. If the creature is controlled by another, it will attempt to break free every 1 x Arcana seconds. The difficulty of the initial test and maintaining control is based on the Willpower attribute and the Mind stat of both parties. Cast using the standard casting procedure. The incantation is Krov-Vec-Ny-Tyr-Ko-Nav.
Requirements to upgrade the spell to Rank 2: Control a hordette of 0/5 undead simultaneously
Mind Worm: Psyche, Tier 2, Rank 2
Below is the sigil for the Mind Worm spell of the Psyche school. This spell conjures an incorporeal, parasitic mental construct in the form of a carnivorous and congnivorous worm. The worm will do ongoing damage to the mana, hitpoints and the soul of the target, for as long as the target doesn't pay direct attention to it. Most intelligent creatures are capable of destroying a mind worm once aware of it. When casting the spell you may choose to cast it as a probe instead of a ravenous worm. If chosen, instead of dealing damage the worm slowly infects the targets mind over a duration based on the targets hit points and mana. If the target notices the Mind Worm, the spell immediately ends, as with the normal casting of the spell. If the target does not notice it, you may perceive the world through the targets senses for 5 minutes. The 5 minutes do not need to be consecutive. After the 5 minutes are up, the target immediately notices the spell and recognizes you as its caster.
Requirements to upgrade the spell to Rank 3: Spend 0/1 hours in the body of a different creature by using this spell
Conjure Greasefire (Conjuration) Tier 2, Rank 2
Below is the sigil for the Conjure Gresefire spell of the Conjuration school. When you cast this spell, open twinned pseudoportals to Elemental Fire and Primordial Grease. By default these portals occupy the same space and disgorge a spray of flaming grease at the target. By raising your hands and pointing at two distinct points and focusing on them, the caster may separate the pseudoportals, left hand directing the fire portal and right hand the grease one. This spell has the adaptable property. By performing the first half of the incantation you may open only the pseudoportal to Primordial Grease and by performing only the second half, you may open only the pseudoportal to Elemental fire. Optionally, more oil covers a larger area at the casting of the spell, creating a 10ft radius area of fire. Furthermore, the oil is more viscous and burns longer, creating a persistent effect lasting for Arcana x seconds. The continuous burning is very likely to catch anything flammable on fire, at which point it's really more about physics and chemistry than magic.
Requirements to upgrade the spell to Rank 3: Burn all organic matter in an area of 0/1 square mile
Void Sphere (Evocation) Tier 2, Rank 1
Below is the sigil for the Void Sphere spell of the Evocation school. When you cast this spell, create a 1ft radius sphere within line of sight. The sphere empties of air and other gases, leaving a sphere of vacuum at the designated point. Non-magical fire inside the sphere is instantly snuffed. Magical fire of higher rank is reduced based on the rank and level of the spell. Creatures made of magical fire take extreme damage. The sphere lasts for 10xArcana seconds.
Requirements to upgrade the spell to Rank 2: Kill 0/1 biological creature through suffocation by using this spell
Heuristic Unveiling Divination, Information, Tier 2, Rank 1
Below is the sigil for the Tier 2 spell Heuristic Unveiling Divination of the Information school. It is cast via the basic casting procedure targeting yourself. The incantation is Boo-Tk-Ou-An-Klee-No. Upon casting this spell you are granted an illusory overlay over your natural vision. At Tier 1 this overlay informs you of the following facts of viewed creatures: their class, species and title if they are no more than 20 levels above you, their level if they are no more than 10 levels above you and a health and mana indicator if they are no more than 5 levels above you.
Requirements to upgrade the spell to Rank 2: Attempt to scan a creature you can get no information on 0/3 times
Wood-Stone Transmutation, Transmutation, Tier 2, Rank 1
Below is the sigil for the Tier 2 spell Wood-Stone Transmutation of the Transmutation school. It is cast via the basic casting procedure targeting a piece of wood or stone (defined as solid non-metallic mineral) no larger than 5 cubic feet by volume. The incantation is Woe-Un-Ki-Raan-Ac-Myn. The spell transforms wood to stone and stone to wood. The type of resulting material is determined by the relative qualities of the source material, so that a soft wood would produce relatively soft stone, while a hard stone would produce a type of hardwood. Both will be the closest relative opposite that can be found in the natural world.
Requirements to upgrade the spell to Rank 2: Transmute material in either direction producing the top or bottom 10% hardness possible 0/10 tons
Windblade, Evocation, Tier 2, Rank 1
Below is the sigil for the Tier 2 spell Windblade of the Evocation School. It is cast with the basic casting procedure, targeting a 180° semi-circle originating from your facing at time of casting. The spell creates a blast of concentrated, fast moving air growing weaker with every foot traveled away from you, dissipating completely after 30 ft. While this spell deals negligible damage to human sized or larger enemies, it has significant kinetic force and utility.
Requirements to upgrade the spell to Rank 2:
Throw 0/10 enemies to their deaths off ledges or other heights by the use of this spell.
Overcharge, Biomancy, Tier 2, Rank 1
Below is the sigil for the Tier 2 spell Overcharge of the Biomancy school. This is a sustained spell, costing 2 mana per second. This spell is otherwise cast with the basic casting procedure targeting you or one other creature. The target produces massive quantities of adrenaline, hyper-oxygenates their muscle cells and has their natural self-preservation limitations of muscle use severely reduced. While capable of greatly improved physical feats, the target will take significant damage, at a rate of a minimum of 2 per second, reduced by the Stamina attribute and increased by performing feats they couldn't perform without the reduced limitations.
Requirements to upgrade the spell to Rank 2:
Kill 0/1 creature of no less than your level by the side-effects of this spell
Frozen Moment, Chronomancy, Tier 2, Rank 1
Below is the sigil for the Tier 2 spell Frozen Moment of the Chronomancy school. This spell is cast with the basic casting procedure. The target of the spell is of interest only to philosophers. For the next 60 relative seconds after casting this spell you will experience being frozen in time. You cannot move or interact with the universe in any way during this time. As with all Chronomancy spells, another Chronomancy spell cast within 200 miles of the caster shall interfere with and cancel out both spells.
Rquirements to upgrade the spell to Rank 2:
Kill a spellcaster after canceling out a higher tier Chronomancy spell cast by the spellcaster 0/1
Friendly Face, Illusion, Tier 2, Rank 1
Below is the sigil for the Tier 2 spell Friendly Face of the Illusion school. This spell is cast with the basic casting procedure targeting the caster. Upon casting the spell any hostile, intelligent creature you meet will see your face as the face of a friend they haven't seen in a year or more. If the hostile creature has no friends, the spell fails and has no effect. The illusion has no effect on the rest of your body and is best used to blend in with people of your species and size.
Requirements to upgrade the spell to Rank 2:
Have 0/3 people see you as three different old friends simultaneously and exit the encounter without combat
Conjure Pseudoportals: Conjuration Tier 3, Rank 1
Below is the sigil for the Conjure Pseudoportals spell of the Conjuration school. When you cast this spell, focus on a location or a creature on the same plane of existence. A window will appear in the air in front of you and in front of the target, connecting the space between you and the target. Sounds, physical objects, particles or energy cannot pass through the pseudoportal, with the exception of light, allowing line of sight through the portals. It is possible to cast spells through the portal, but any spell cast through the portal will immediately consume all of the caster's available mana, in addition to the mana required to cast the spell, and as such the caster will immediately begin casting from their health points, causing damage to the body. Further castings of spells through the portal will damage the soul directly. The pseudoportal will last for Arcana x 10 seconds. The pseudoportal will be 3ft by 3ft in size.
Requirements to upgrade the spell to Rank 2: Cast 3/10 spells through the pseudoportal
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