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
|