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
The Arche of Power
Detect Magic / Power 1
This spell allows the caster to detect and locate the presence of magic
in a ten-foot radius.
Dispel Magic / Power 1
This spell allows the caster to negate another spell or magical effect.
Sygil Maga° / Power 1
This organizational spell of the Academy allows the caster to trace
a small symbol of magic upon a single item or even the skin of a creature.
Combine Power* / Power 3
This spell allows the caster to invoke and use two Protection,
Bestow Protection, Lionheart, Bestow Lionheart,
or Medicine spells.
Doublesteps* / Power 3
This spell allows the caster to extend the number of steps he or she
is allowed to take while holding a spell.
Mnemonic I* / Power 3
Mnemonic I allows the caster to hold one 1st through 3rd level
spell.
Resist Power* / Power 4
This spell allows the caster to protect another spell from Dispel
Magic.
Hold Power* / Power 4
Hold Power allows the caster to store Magic Points in an item
designed to serve as a mana reservoir or to recharge a magical artifact.
Detect Mage° / Power 4
This organizational spell of the Academy allows the caster to detect
and locate the presence of any magic user, any person with Magic
Ability, in a ten foot radius.
Duration* / Power 5
With the magic of this spell, the caster extends the duration of another
spell. The caster must first cast the spell-to-be-extended.
Mnemonic II* / Power 7
This spell functions as per the third level Power spell Mnemonic
I except it allows the caster to hold one 1st through 3rd level
spell and one 1st through 7th level spell.
Greater Combine Power* / Power 8
This spell functions as per the third level Power spell Combine Power
except it allows the mage to combine any Elemental Immunities,
Turn Wood, or similar high level protection spells.
Know Formula° / Power 8
This organizational spell of the Academy allows the caster to magically
discern the formula of a spell used to make a magical scroll.
Mnemonic III* / Power 10
This spell functions as per the third level Power spell Mnemonic
I except it allows the caster to hold one 1st through 3rd level
spell, one 1st through 7th level spell, and one 1st through 10th level
spell.
Persistence* / Power 13
With the magic of this spell, the caster greatly extends the duration
of another spell.
Teleport* / Power 15
With this amazing spell, the caster can instantly transport himself
or herself to any location he or she can perceive or knows thoroughly.
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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