Arcane Spells in Arylon | World Anvil

Arcane Spells

Offensive Spells

  • Arcane Attunement- Steps up 1 Mysticism skill to the next die type. (self) Mana cost 3 base spell and 3 every step up.
  • Arcane Blast- a arcane bolt of purplish light. 3 mana plus distance to target. (range) mana cost 3
  • Acidic Touch- caster's hand is as dead as pure acid upon touch.
  • Ice bolt- a freezing cold bolt thick ice. 3 mana plus distance. (Range) mana cost 3
  • Chilling Grasp- the caster touches the target causing freezing damage to the target. possible to slow the target. (Melee) mana cost 3
  • Dazzle- sparkling lights pop in front of a target. causing blindness for the effect die if the target fails the resistance to magic. Mana cost 3
  • Focus Strike- step the fight skill one step up. Mana cost 3
  • Cleaning touch- Cleanse object or clothes the caster touches. Mana cost 3
  • Disarm- Mana cost 4 casters cast to remove the weapon from their attacker. the target rolls their defensive action to resist the spell.
  • Telekinesis- the caster can move objects up to their Psyche die type. they can raise or lower or throw the object. Depending on how big the object is the GM will determine how difficult to move with magic. Magical statues cannot be moved with this spell. (range) Mana cost 4.
  • Engulf in Flame- 1 increment AOE spell base, doing flame damage to ALL in the Area of Effect. (range) mana cost 4
  • Elemental Ball- caster picks one of the following: Fire, Lightning, Ice, Stone. forms a ball from their palms towards the target. (range) Mana cost 4.

Defensive Spells

  • Arcane Armaments- Adds half die level of this spell as the armor level of the caster. (self) Mana cost 3. 2 turns. Spend P.P. for full die level.
  • Defense Ward- a Magical Sheild cast Infront of the caster against incoming spells. (self) Mana cost 3. Sheild is half the die level of wards. Spend P.P. to make it full die level.
  • Mist- 1 increment base cost 3 mana. Obscures the view of all outside trying to see in and in the mist up to 1 increment of sight only.
 

Supportive Spells

  • Levitate- self or object of half the caster's weight. the caster lifts the target with half psyche die type as duration of the spell. If the caster wants to lift something heavier than the half the weight. Spend plot point and GM. adds 1 d6 to the test = four d6 as the total.
  • Arcane Barrier- a sphere of arcane force as strong as steel armor. The caster's Psyche die level plus the caster's transmutation skill level as the total hardness of the sphere. The psyche level also determines how many people the caster can shield in their sphere.
  • Teleport- The caster opens a magical hole in the air and enters its opening to a chosen destination determined by the caster.
  • Living weapon- 8 Mana cost + x Mana Time creates a floating battle weapon that does physical damage to a target.
  • Summon the Elemental- 16 mana +X Mana time. Summons a d8-d12 elemental being to fight for them.

Elements to the Wizard:

  • Stone- the earth element the stable, still and grounded. The great mountains of the world. casting with this element hits other like a bolder rolling down jill or one being flung bu siege weapons. the risk of failing with this element can cause the wizard to have rock locks. A mana backlash that causes the caster's joint to lock up.
  • Flame- the fire element, the quick, wild, and passionent. The great Volcanos of the world. Casting with this element burns all others to ash. If one is not careful and respect this element your life might be blown away.
  • Frost- the water element, the cool, refreshing, life giving. The streams, rivers, and oceans. Casting with this can freeze others to ice or enhance other or self to be as stong as tidal waves. the risk of this element is the lost of your emotions or the lost of your heart beat.
  • Gale- the wind element, the quick, intelligence, and change. The wind in sails, the tornados of the grasslands, high cold winds of the mountains. Casting with this can change the body to move as fast as the wind it self or it can blow entire army away from the tower. The risk of this element can dumb down the caster, can give the caster ruin breath. making it hard to get air in the lungs.
  • Either- the Void, top of the star, the black in the night sky. The Great Mystery. This element can transport the caster from one end of the kingdom to the other. It can also summon weapons from the either it self. The backlash from this element can cause the spirits posses the caster. for the Either is connected to all the realms, which include the underworld realms.

Arcane Alchemy

They use this skill to create magical accessories or potion that will restore their mana or boost effect in their spells. Mages do not bother with learning the healing arts. that is what priest and healers are for. This requires

Rituals:

ALL rituals start at very hard (16 mana cost) and can get up to Cannot do this alone. (64 mana cost)