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

The Arche of Plant

Mend Wood / Plant 1
This spell allows the caster to bind, restore, and repair any item made of wood.

Shape Wood / Plant 1
This spell allows the caster to shape a small piece of wood into any form.

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

Salve / Plant 2
With the crushing together of fragrant leaves, this spell allows the caster to heal and soothe all the Light wounds of one creature.

Hallow Grove* / Plant 3
This spell magically enchants a small area of forest creating a personal sphere of protection around the caster.

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

Speak With Plants / Plant 3
This spell allows the caster to communicate with plants.

Entangle / Plant 4
This spell causes the plants in a five-foot radius area to grow wildly and grab anything caught in the spell's effect.

Herbalism / Plant 4
With a few choice herbs and plants, this spell allows the caster to slow the progress of poisons and diseases in creature's body.

Treeform* / Plant 4
By invoking this spell and touching a target, the caster transforms the affected creature into a tree for 5 minutes.

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

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

Gate / Plant 6
This spell allows the caster to conjure a wooden door or gate to a fort or keep.

Greater Entangle / Plant 6
This spell functions as per the fourth level Plant spell Entangle except the caster can throw up to two spellrings.

Mass Hallow° / Plant 6
This organizational spell of the Circle functions as per the second level Plant spell Hallow Grove except the caster's sphere of protection can be extended to cover two allies.

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

Nature's Fury / Plant 7
After incanting this spell, the caster calls upon the anger of the spirit of Nature to strike a target.

Curative / Plant 8
With a few choice herbs and plants, this spell allows the caster to heal a creature of all wounds and to purge a creature's body of most poisons and diseases.

Mass Entangle / Plant 8
This spell functions as per the fourth level Plant spell Entangle except the caster can throw up to three spellrings.

Nature's Vision° / Plant 8
This organizational spell of the Circle allows the druid to detect the presence and location of those under the protection of Hallow Grove, Mass Hallow, and those using Concealing to hide in the wilderness.

Rot / Plant 8
This potent spell causes any object made of wood, leather, or organic material to instantly decay and rot away into dust.

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

Grand Barkskin / Plant 9
This spell functions as per the second level Plant spell Barkskin except that it protects the caster versus five hits.

Nature's Wrath / Plant 9
This spell functions as per the seventh level Plant spell Nature's Fury except it allows the caster to throw up to three green spellballs.

Embody Plant* / Plant 10
This powerful incantation draws upon the powers of Plant and embodies the essence of green, of plant, and of Nature in one living creature.

Tree of Life° / Plant 10
This powerful organizational spell of the Circle allows the druid to enchant a single, living tree to become a Tree of Life.

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

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

© 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.