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
The Arche of Fire

The Arche of Mind

Awaken / Mind 1
This spell will instantly awaken a creature that has been waylaid or affected by the fourth level Mind spell Sleep.

Identify* / Mind 1
This spell allows the caster to identify any magical qualities or special properties an item possesses.

Translation / Mind 1
This spell magically translates any spoken or written language.

Mage Light* / Mind 2
This spell allows the caster to use the power of a Detect spell through the magic of Light.

Warding Gesture / Mind 2
Warding Gesture allows the caster to keep an approaching creature at bay.

Detect Invisibility* / Mind 3
This spell allows the caster to detect the presence and location of all creatures and things affected by Invisibility or similar effects in a ten-foot radius.

Detect Traps / Mind 3
This spell allows the caster to detect the presence and location of all traps in a ten-foot radius.

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

Concentration* / Mind 4
This useful spell extends any other spell with a concentration duration to last for ten minutes.

Forget* / Mind 4
This spell allows the caster to erase a creature's memory of the last five minutes before the invocation of the spell.

Sleep / Mind 4
With a swirl of multicolored energy, this spell causes a single creature to fall instantly asleep for 5 minutes.

Truthspeak / Mind 4
This spell allows the mage to ask any living creature one question that must be answered truthfully and to the best of the creature's ability.

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

Mind Balm / Mind 5
With soothing power, Mind Balm reduces or removes insanity, hysteria, and feeblemindedness and restores a creature's mental, emotional, and psychic state to normal.

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

Fear / Mind 7
Fear causes all affected creatures to see, hear, and believe the caster to be the source of their greatest phobia, anxiety, and terror.

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

Insanity* / Mind 7
A creature struck with this spell is overcome with violent confusion and flailing madness.

Invisibility* / Mind 8
Upon casting this spell, the caster becomes completely invisible for 10 minutes.

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

Warding Zone* / Mind 8
With this spell, the caster creates a ten-foot radius area of magic around himself or herself to keep approaching creatures at bay.

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

Geas* / Mind 9
This powerful charm allows the caster to place a short, conditional suggestion into the mind of another.

Mass Insanity* / Mind 9
This spell functions as per the seventh level Mind spell Insanity except it allows the caster to throw up to three plaid spellballs.

Memory / Mind 10
Drawing upon the mysteries of thought, the insightful power of Memory allows the caster to delve into the deepest corners of the mind.

Oracle* / Mind 10
This powerful spell allows the caster to looking into the shifting future and acquire the answers to three questions.

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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