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	 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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