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

The Arche of Animal

Claws / Animal 1
This spell causes the caster's fingers and nails lengthen to formidable Claws.

Heightened Senses / Animal 1
This spell magically augments the caster's sight, sense of smell, or hearing.

Mend Leather / Animal 1
This spell allows the caster to bind, restore, and repair any item made of leather or animal skin.

Celerity / Animal 2
Celerity grants the caster the quickness and lightning reflexes of a wild animal to nimbly dodge a strike.

Hands of the Spider / Animal 2
This spell allows the caster to scale walls or other obstacles as if using the skill Climbing.

Familiar° / Animal 3
This organizational spell of the Circle allows the druid to find an animal Familiar.

Invisibility to Animals / Animal 3
Upon invoking this spell, the caster becomes invisible to animals.

Lionheart* / Animal 3
This spell protects the caster from one magical or special attack that induces or uses fear and terror.

Speak With Animals / Animal 3
This spell allows the caster to communicate with animals.

Turn Animal / Animal 3
This spell causes any animal or creature of animal intelligence in a fifty-foot radius around the caster that hears the invocation to flee from the area.

Animal Medicine* / Animal 4
By invoking this spell, the caster calls upon the strength and fortitude of the wild animal granting himself or herself immunity to pain.

Greater Senses / Animal 4
This spell functions as per the first level Animal spell Heightened Senses except it augments all of the caster's natural senses.

Totem I / Animal 4
This spell allows the caster to embody himself or herself with the spirit and features of a single animal of his or her choosing.

Venom I* / Animal 4
This spell empowers the caster to produce one dose of a Light, Sleep, or Paralysis poison. Bestow

Invisibility to Animals* / Animal 5
This spell acts just like the third level Animal spell Invisibility to Animals except that it can be bestowed upon another creature.

Bestow Lionheart* / Animal 5
This spell functions as per the third level Animal spell Lionheart except that it can be bestowed upon another creature.

Charm Animal* / Animal 5
This spell befriends and binds a single animal to the caster.

Detect Shapeshifting° / Animal 5
This organizational spell of the Watchers allows the caster to detect and locate the presence of any shapeshifter or creature affected by shapeshifting magics.

Greater Celerity / Animal 5
This spell functions as per the second level Animal spell Celerity except it protects the caster versus three hits.

Morph / Animal 6
With a touch, the shapeshifting magics of this spell transfigures a target into the size and form of a small, harmless animal such as a mouse, a rabbit, an insect, or a songbird.

Totem II / Animal 6
This spell allows the caster to embody himself or herself with the spirit and features of a single animal of his or her choosing.

Venom II* / Animal 6
This spell functions as per the fourth level Venom I spell except it produces two doses of a Light, Sleep, Paralysis, or Critical poison.

Greater Medicine* / Animal 7
This spell functions as per the fourth level Animal spell Animal Medicine except it allows the caster to function and act while mortally wounded.

Regeneration / Animal 7
Regeneration infuses the caster's body with the potent healing energies of animalkind to heal a wound level per minute per hit location.

Roar / Animal 7
At the completion of this spell, the caster's voice and visage is magically touched with the power and presence of a great beast to cause fear in a fifty-foot radius around the caster.

Totem III / Animal 8
This spell allows the caster to embody himself or herself with the spirit and features of a single animal of his or her choosing.

Venom III* / Animal 8
This spell functions as per the fourth level Venom I spell except it produces three doses of either a Light, Sleep, Paralysis, Critical, or Mortal poison.

Grand Celerity / Animal 9
This spell functions as per the second level Animal spell Celerity except it protects the caster versus five hits.

Mass Morph* / Animal 9
This spell functions as per the sixth level Animal spell Morph except it allows the caster to transfigure up to three creatures with a touch.

Totem IV / Animal 10
This powerful spell allows the caster to embody himself or herself with the spirit and features of a single animal of his or her choosing.

Venom IV* / Animal 10
This spell functions as per the fourth level Venom I spell except it produces four doses of either a Light, Sleep, Paralysis, Critical, Mortal, or Death poison.

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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