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	 The Spell List
	
	The spell list is arranged alphabetically by arche.  Each arche is broken 
	down into ten or more levels with the spells for that level listed with 
	brief descriptions.  Each arche is listed with its dji ideogram,
	the Talanthi character representing the form of magic.
	 
	Remember, if the name of the spell is marked with an asterisk (*), it is 
	a lost spell and must be found during adventuring.  All spells marked with 
	a degree (°) are organizational spells can only be learned and cast by 
	organizational members.
	 
	 
	 The Arche of Air
	
	Extinguish* / Air 1 
	This spell causes all fires equal to or smaller than a small campfire in 
	the area of effect to suddenly extinguish in a momentary vacuum.  
	 
	Purify Air / Air 1 
	This spell allows the caster to remove any impurities from the air in a 
	ten-foot radius centered on himself or herself. 
	 
	Lightning Charm* / Air 2 
	After incanting the words to this spell, the caster touches a single weapon 
	granting it a pale aura of magical electricity.
	 
	Missile Deflection / Air 2 
	Missile Deflection creates a swirling barrier of wind about the caster 
	catching and deflecting all normal missile weapons.  
	 
	Winds of Disarming / Air 2 
	By invoking this spell, the caster summons a concentrated rough burst of 
	wind to jostle and disarm anything a target creature is holding.  
	 
	Protection from Air / Air 3 
	Once cast, this spell protects the caster from the first magical attack or 
	effect of the Arche of Air directed against him or her.  
	 
	Eye of the Storm* / Air 4 
	After speaking the words to this spell, a column of whorling wind and 
	cloud surrounds the caster creating a personal, solid, protective barrier.
	 
	Lightning Bolt / Air 4 
	Calling upon the powers of weather, with a clap of thunder, the caster 
	invokes Lightning Bolt releasing a deadly stroke of blue-white electricity.
	 
	Mass Winds of Disarming° / Air 4 
	This organizational spell of the Keepers of the Twin Towers functions as 
	per the second level Air spell Winds of Disarming except it allow 
	the caster to throw up to three blue spell hammers. 
	 
	Bestow Missile Deflection* / Air 5 
	This spell functions as per the second level Air spell Missile Deflection 
	except that it can be bestowed upon a creature or item. 
	 
	Bestow Protection from Air / Air 5 
	This spell functions as per the third level Air spell Protection from Air 
	except that it can be bestowed upon a creature or item. 
	 
	Noxious Cloud / Air 5 
	With the invocation, this spell summons a ring of noxious fumes that explodes 
	into a five-foot radius cloud of choking haze.
	 
	Twin Lightning / Air 6 
	This spell functions as per the fourth level Air spell Lightning Bolt
	except it allows the caster to throw up to two blue spellballs.  
	 
	Greater Noxious Cloud° / Air 7 
	This organizational spell of the Keepers of the Twin Towers allows the 
	caster to throw up to two Noxious Clouds.  
	 
	Greater Protection from Air / Air 7 
	Once cast, this spell protects the caster from the first five magical 
	attacks or effects of the Arche of Air directed against him or her.  
	 
	Mist Form / Air 7 
	With flowing gestures, the magic of this spell slowly transforms the 
	caster's body and accouterments into fine, shifting mist.  
	 
	Ethering* / Air 8 
	The power of Ethering transforms a small item into 
	nothing but air.   
	 
	Lightning Storm / Air 8 
	This spell functions as per the fourth level Air spell Lightning Bolt 
	except it allows the caster to throw up to three blue spellballs.  
	 
	Banish Air* / Air 9 
	Banish Air allows the caster to immediately dispel or disintegrate 
	a creature or effect of the Arche of Air.
	 
	Bestow Greater Prot. from Air* / Air 9 
	This spell functions as per the seventh level Air spell Greater Protection 
	from Air except that it can be bestowed upon a creature or item. 
	 
	Mass Noxious Cloud° / Air 9 
	This organizational spell of the Keepers of the Twin Towers allows the 
	caster to throw up to three Noxious Clouds.  
	 
	Elemental Immunity to Air / Air 10 
	Invoking this powerful spell, the mage calls upon the powers of Air to 
	grant him or her total protection versus all the spells in the Arche of 
	Air as well as any air- or weather-based attacks.  
	 
	Embody Air* / Air 10 
	This powerful incantation draws upon the powers of Air and embodies the 
	essence of elemental wind and weather in one living creature.
	 
	Lightningfall / Air 10 
	With Lightningfall, the caster may invoke Lightning Bolts at will.  
	 
	The Arche of Animal 
	The Arche of Body 
	The Arche of Earth 
	The Arche of Fire 
	The Arche of Mind 
	The Arche of Plant 
	The Arche of Power 
	The Arche of Spirit 
	The Arche of Water 
         
	
	Main | 1 | 2 | 3 | 4 
	Air | Animal | Body | Earth | Fire 
	Mind | Plant | Power | Spirit | Water 
	 
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