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
The Arche of Body

The Arche of Earth

Mend / Earth 1
This spell allows the caster to bind, restore, and repair any physical material to mend armor, destroyed weapons, and damaged items.

Shape Earth / Earth 1
This spell allows the caster to shape a small piece of stone, metal, crystal, or ceramic into any form.

Shield / Earth 1
By invoking this spell, the caster fashions out of magic a Target shield.

Armor / Earth 2
This spell imbues the caster's skin and flesh with the strength of stone allowing the player to take one hit from most weapon types and from any damaging spell that is equivalent to a weapon hit.

Seal / Earth 2
This spell causes any closeable or lockable item to be magically sealed.

Unseal / Earth 2
This spell releases a locked, closed, or Sealed item.

Electrum / Earth 3
With a touch, the magic of this spell instantly transforms a single metal weapon into a shimmering enchanted alloy--half of gold, the other of silver.

Protection from Earth / Earth 3
Once cast, this spell protects the caster from the first magical attack or effect of the Arche of Earth directed against him or her.

Stoneclear* / Earth 3
This spell allows the caster to transform any single cubic foot of stone, metal, clay, or earth to become perfectly transparent to everyone.

Mass Mend / Earth 4
This spell functions as per the first level Earth spell Mend except it affects all items in a three-foot radius.

Quagmire / Earth 4
This spell causes the earth to turn to mud to trap a target.

Greater Shield* / Earth 4
This spell functions as per the first level Earth spell Shield except it allows the caster to use a Medium sized shield.

Bestow Protection from Earth* / Earth 5
This spell functions as per the third level Earth spell Protection from Earth except that it can be bestowed upon a creature or item.

Fist of Stone / Earth 5
With a powerful gesture, the caster pulls a great stone from the heart of the earth and hurls it at a target.

Greater Armor / Earth 5
This spell functions as per the second level Earth spell Armor except that it protects the caster versus three hits.

Greater Quagmire / Earth 6
This spell functions as per the fourth level Earth spell Quagmire except it allows the caster to throw up to two spellrings.

Wall of Stone / Earth 6
This grand spell conjures a solid wall of stone fifteen feet wide, ten feet high, and a foot thick.

Gorgon's Curse* / Earth 7
By invoking this spell and touch a target, the caster transforms the victim and his or her accouterments into solid stone.

Greater Protection from Earth / Earth 7
Once cast, this spell protects the caster from the first five magical attacks or effects of the Arche of Earth directed against him or her.

Portal / Earth 7
This spell creates a human-sized opening in a stone wall or barrier.

Twin Fists of Stone° / Earth 7
This organizational spell of the Keepers of the Twin Towers allows the caster to throw two Fists of Stone.

Adamantine* / Earth 8
With this spell, the caster enchants a single suit of armor with increased durability and strength.

Mass Armor / Earth 8
This spell functions as per the fifth level Earth spell Greater Armor except that it can be bestowed upon three creatures.

Mass Quagmire / Earth 8
This spell functions as per the fourth level Earth spell Quagmire except it allows the caster to throw up to three spellrings.

Banish Earth* / Earth 9
Banish Earth allows the caster to immediately dispel or disintegrate a creature or effect of the Arche of Earth.

Bestow Greater Protection from Earth* / Earth 9
This spell functions as per the seventh level Earth spell Greater Protection from Earth except that it can be bestowed upon a creature or item.

Mass Fists of Stone° / Earth 9
This organizational spell of the Keepers of the Twin Towers allows the caster to throw three Fists of Stone.

Elemental Immunity to Earth / Earth 10
Invoking this powerful spell, the mage calls upon the powers of Earth to grant him or her total protection versus all the spells in the Arche of Earth as well as any earth-based attacks.

Embody Earth* / Earth 10
This powerful incantation draws upon the powers of Earth and embodies the essence of elemental mineral in one living creature.

Tremor* / Earth 10
As the caster speaks the words of the Tremor spell, the ground itself rumbles as if angry. With a sudden gesture, the ground before the caster trembles and quakes sending all tumbling and falling.

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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