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
The Arche of Spirit
The Arche of Water
Cleanse Water / Water 1
This spell removes any impurities from up to one cubic foot of water.
Swim* / Water 1
This spell empowers a single willing creature with the ability to swim.
Frost Charm / Water 2
After incanting the words to this spell, the caster touches a single
weapon granting it a sheen of magical frost.
Icy Shield* / Water 2
This spell fashions a Target shield out of solid frost.
Frozen Tomb / Water 3
A blast of icy wind streaks from the caster's outstretched hand, and
when it strikes the target, cold wraps the victim in a tomb of frozen
water.
Protection from Water / Water 3
Once cast, this spell protects the caster from the first magical attack
or effect of the Arche of Water directed against him or her.
Corrosion / Water 4
Upon invoking this spell, the caster causes a spray of corroding acid
to cover a target destroying their accouterments.
Dehydrate* / Water 4
By invoking Dehydrate and touching a target, the caster draws
the water out of the flesh of the area touched inflicting a Mortal wound.
Mass Frost Charm / Water 4
This spell functions as per the second level Water spell Frost Charm
except that it can be bestowed upon up to three weapons.
Bestow Protection from Water / Water 5
This spell functions as per the third level Water spell Protection
from Water except that it can be bestowed upon a creature or item.
Frost Trap* / Water 5
This spell allows the caster to magically protect an item with frost.
Greater Frozen Tomb° / Water 5
This organizational spell of the Keepers of the Twin Towers allows the
caster to throw two Frozen Tombs.
Ice Strike / Water 5
Upon invocation, the caster conjures a deadly shaft of piercing ice
to strike a target with bitter cold.
Icy Weapon* / Water 6
Icy Weapon fashions a magical weapon out of elemental frost.
Mass Corrosion* / Water 6
This spell functions as per the fourth level Water spell Corrosion
except it allows the caster to throw three white spell hammers.
Wall of Water / Water 6
With a grand gesture, this spell conjures a roaring wall of water fifteen
feet wide, ten feet high, and a foot thick.
Greater Protection from Water / Water 7
Once cast, this spell protects the caster from the first five magical
attacks or effects of the Arche of Water directed against him or her.
Ice Volley / Water 7
This spell functions as per the fifth level Water spell Ice Strike except
it allows the caster to throw up to two spellballs.
Mass Frozen Tomb° / Water 7
This organizational spell of the Keepers of the Twin Towers allows the
caster to throw three Frozen Tombs.
Poison / Water 8
A creature struck with Poison is instantly affected by a Death
poison.
Potion* / Water 8
This spell allows the caster to enchant a single draught of water with
the magic of another spell thereby creating a Potion of one dose.
Banish Water* / Water 9
Banish Water allows the caster to immediately dispel or disintegrate
a creature or effect of the Arche of Water.
Bestow Greater Protection from Water* / Water 9
This spell functions as per the seventh level Water spell Greater
Protection from Water except that it can be bestowed upon a creature
or item.
Ice Storm / Water 9
This spell functions as per the fifth level Water spell Ice Strike
except it allows the caster to throw up to three spellballs.
Brittleice / Water 10
With a cold stare and magical gesture, this spell causes a target to
become instantly entombed in ice and frozen solid through and through.
Elemental Immunity to Water / Water 10
Invoking this powerful spell, the mage calls upon the powers of Water
to grant him or her total protection versus all the spells in the Arche
of Water as well as any Water- or cold-based attacks.
Embody Water* / Water 10
This powerful incantation draws upon the powers of Water and embodies
the essence of the stream, the sea, and the wintry cold in one living
creature.
Mass Poison* / Water 10
This spell functions as per the eighth level Water spell Poison
except it allows the caster to throw up to three purple spellballs.
Main | 1 | 2 | 3 | 4
Air | Animal | Body | Earth | Fire
Mind | Plant | Power | Spirit | Water
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