Chapter Five: Rule of Magic (p.4)

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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