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 of spells.

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

1 - Extinguish*, Purify Air
2 - Lightning Charm*, Missile Deflection, Winds of Disarming
3 - Protection from Air
4 - Eye of the Storm*, Lightning Bolt, Mass Winds of Disarming°
5 - Bestow Missile Deflection*, Bestow Protection from Air, Noxious Cloud
6 - Twin Lightning
7 - Greater Noxious Cloud°, Greater Protection from Air, Mist Form
8 - Ethering*, Lightning Storm
9 - Banish Air*, Bestow Greater Protection from Air*, Mass Noxious Cloud°
10 - Elemental Immunity to Air, Embody Air*, Lightningfall

The Arche of Animal

1 - Claws, Heightened Senses, Mend Leather
2 - Celerity, Hands of the Spider
3 - Familiar°, Invisibility to Animals, Lionheart*, Speak With Animals, Turn Animal
4 - Animal Medicine*, GreaterSenses, Totem I, Venom I*
5 - Bestow Invisibility to Animals*, Bestow Lionheart*, Charm Animal*, Detect Shapeshifting°, Greater Celerity
6 - Morph, Totem II, Venom II*
7 - Greater Medicine*, Regeneration, Roar
8 - Totem III, Venom III*
9 - Grand Celerity, Mass Morph*
10 - Totem IV, Venom IV*

The Arche of Body

1 - Heal Light Wound, Purify Food
2 - Slow Taint, Touch of Paralysis
3 - Diagnose, Heal Critical Wound, Protection from Paralysis*, Protection from Taint
4 - Immunity to Pain*, Refresh
5 - Bestow Protection from Paralysis*, Bestow Protection from Taint, Heal Mortal Wound, Purge Taint
6 - Healing Draught*, Greater Immunity to Pain*, Rejuvenate
7 - Greater Protection from Paralysis*, Greater Protection from Taint, Restore Flesh, Resuscitation
8 - Accelerated Healing, Morewen's Promise°, Protection from Death*
9 - Bestow Greater Protection from Paralysis*, Bestow Greater Protection from Taint, Mass Heal
10 - Immunity, Morewen's Word°, Restoration
15 - Revivification*
20 - Resurrection*

The Arche of Earth

1 - Mend, Shape Earth, Shield
2 - Armor, Seal, Unseal
3 - Electrum, Protection from Earth, Stoneclear*
4 - Mass Mend, Quagmire, Greater Shield*
5 - Bestow Protection from Earth*, Fist of Stone, Greater Armor
6 - Greater Quagmire, Wall of Stone
7 - Gorgon's Curse*, Greater Protection from Earth, Portal, Twin Fists of Stone°
8 - Adamantine*, Mass Armor, Mass Quagmire
9 - Banish Earth*, Bestow Greater Protection from Earth*, Mass Fists of Stone°
10 - Elemental Immunity to Earth, Embody Earth*, Tremor*

The Arche of Fire

1 - Fire Touch, Light
2 - Flame Dart, Fire Charm
3 - Flash and Burn*, Protection from Fire
4 - Fire Swarm, Greater Light, Hands of Fire*, Mass Fire Charm
5 - Bestow Protection from Fire, Fiery Weapon*, Fire Trap*
6 - Fireball, Wall of Fire
7 - Aura of Fire*, Greater Protection from Fire
8 - Fire Storm
9 - Banish Fire*, Bestow Greater Protection from Fire*
10 - Disintegrate, Elemental Immunity to Fire, Embody Fire*

The Arche of Mind

1 - Awaken, Identify*, Translation
2 - Mage Light*, Warding Gesture
3 - Detect Invisibility*, Detect Traps, Protection from Mind
4 - Concentration*, Forget*, Sleep, Truthspeak
5 - Bestow Protection from Mind*, Mind Balm
6 - Greater Sleep
7 - Fear, Greater Protection from Mind, Insanity*
8 - Invisibility*, Mass Sleep, Warding Zone*
9 - Bestow Greater Protection from Mind*, Geas*, Mass Insanity*
10 - Memory. Oracle*

The Arche of Plant

1 - Mend Wood, Shape Wood
2 - Barkskin, Salve
3 - Hallow Grove*, Protection from Plant, Speak With Plants
4 - Entangle, Herbalism, Treeform*
5 - Bestow Protection from Plant*, Greater Barkskin
6 - Gate, Greater Entangle, Mass Hallow°
7 - Greater Protection from Plant, Nature's Fury
8 - Curative, Mass Entangle, Nature's Vision°, Rot
9 - Bestow Greater Protection from Plant*, Grand Barkskin, Nature's Wrath
10 - Embody Plant*, Tree of Life°, Turn Wood

The Arche of Power

1 - Detect Magic, Dispel Magic, Sygil Maga°
3 - Combine Power*, Doublesteps*, Mnemonic I*
4 - Detect Mage°, Hold Power*, Resist Power*
5 - Duration*
7 - Mnemonic II*
8 - Greater Combine Power*, Know Formula°
10 - Mnemonic III*
13 - Persistence*
15 - Teleport*

The Arche of Spirit

1 - Cause Light Wound, Detect Undead, Mask of Death
2 - Speak With Dead, Spirit Bolt, Spirit Ward°
3 - Bestow Mask of Death*, Cause Critical Wound, Invisibility to Undead, Turn Undead
4 - Blood Magic*, Call Spirit, Detect Necromancer°, Drain*, Spirit Bolts°
5 - Bestow Invisibility to Undead*, Cause Mortal Wound, Undead Limb
6 - Charm Undead, Spirit Form*
7 - Animate Dead
8 - Bone Weapon*, Wall of Bone
9 - Greater Blood Magic*, Forbid°, Greater Drain*, Mass Animate Dead
10 - Rite of Life from Death*, Slay

The Arche of Water

1 - Cleanse Water, Swim*
2 - Frost Charm, Icy Shield*
3 - Frozen Tomb, Protection from Water
4 - Corrosion, Dehydrate*, Mass Frost Charm
5 - Bestow Protection from Water, Frost Trap*, Greater Frozen Tomb°, Ice Strike
6 - Icy Weapon*, Mass Corrosion*, Wall of Water
7 - Greater Protection from Water, Ice Volley, Mass Frozen Tomb°
8 - Poison, Potion*
9 - Banish Water*, Bestow Greater Protection from Water*, Ice Storm
10 - Brittleice, Elemental Immunity to Water, Embody Water*, Mass Poison*

Main | 1 | 2 | 3 | 4
Air | Animal | Body | Earth | Fire
Mind | Plant | Power | Spirit | Water

© 1992-2010 Archaea & Edmond Y. Chang. All rights reserved. This site is maintained by the Elder of the Realm.
These pages are best viewed with Internet Explorer. Open your browser to the largest viewable area.