Available Magic Circles

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Each profession begins with a a different number of spell circles available to them. Professions may obtain an additional spell circle at level 15, another at 30, and finally one at 50.

Click on the column header to sort by that column, or click on the circle name to see details about that circle. For an explanation of magic and its use, see the About Magic page.

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Circle Name Sphere Info
Via Sabu Onyr Astral

This circle is available to Channelers and Clerics of the Nivi.

Channelers: This circle is mutually exclusive to Via Kel Nivir.

Shortname Name Cost Description
vso01 Purge 2 The cleric summons a spirit to purge the undead from this existence. Does even greater harm to mostly-wounded spirits.
vso04 Bless 5 The cleric calls a spirit of a healer to assist its target, granting it a tiny amount of vitality regeneration.
vso09 Hallow 10 The cleric summons a spirit in the form of a glyph upon the ground.
vso11 Brand of the Heathen 11 The cleric brands an individual a heathen for all to see, sapping its dexterity and endurance. The penalty scales with channeling skill.
vso14 Shackles of Faith 10 The cleric summons the spirits of the unjustly imprisoned to hamper the movements of its target.
Via Vas Zem Vedic

This circle is available to Bards.

Shortname Name Cost Description
vvz02 Song of Bravery 4 Provides a mental dexterity bonus to the bard's group. The bonus scales with focus skill.
vvz04 Song of Inspiration 4 Provides a mental evasion bonus to the bard's group. The bonus scales with focus skill.
vvz09 Song of the Stalwart 9 Provides a bonus to vitality and stamina to the bard's group. The bonus scales with focus skill.
vvz12 Song of Battle 12 Provides a mental bonus to archery, melee, and thrown to the bard's group. The bonus scales with focus skill.
vvz15 Song of Marksmanship 15 Group mental kinesis and gnosis bonus. The bonus scales with focus skill.
Via Ars Av Arcane

This circle is available to Wizards.

This circle deals with the art of the counterspell, defeating spells before and while they are being cast. It is a very complex circle and has remained the linchpin of wizard supremacy throughout the ages. The road of Ars Av, while small, is composed entirely of meta-spells that are extremely powerful and encompass ancient principles.

Shortname Name Cost Description
vaa01 Essence Eye 1 Essence eye when cast at another mage will lowered their ability to use their sorcery skill, their focusing ability, and their kinesis skills, as well as their competency at channeling, thereby protecting the casting mage from their foes spell cunning. Instant cast and can determine the spell the target is prepping.
vaa04 Feedback 4 Instant cast warding spell usable on targets prepping spell. Gains a damage and tohit bonus based on the essence of the spell being cast by the target. Upon a successful hit, this spell does essence damage and causes the caster to lose the spell.
vaa07 Dispel 7 The caster of this spell spontaneously dilutes the free and unhampered essence surrounding a target to the point where the local weave is sent out of balance. Naturally, a process of reconciliation occurs where the flow begins to take back what it lost. The most kinetically and potently charged forms of essence will have the strongest pull, thus ending the manipulation of that essence and sending it back into the weave. The nature of this spell causes for an immediate and short duration result. Warding spell that removes one spell effect from a target or item.
vaa10 Essence Bending 10 A self-cast only spell that provides a defensive bonus against warding spells of the specified type of magic that increases with sorcery skill and reasoning. cast astral, cast arcane, or cast vedic to use.
vaa13 Aethershield 13 Provides resistance to essence damage that scales with sorcery skill and a much smaller damage reduction to all damage.
Via Miras Hybrid Arcane-Vedic

This circle is available to Illusionists.

This circle is arcane-vedic hybrid with the exception of vm03 (pure vedic).

Shortname Name Cost Description
vm01 Light Field 1 This spell uses basic illusionary concepts of light manipulation and flux conversion to create a defensive shield of light around the caster. Boosts physical defense in an amount that scales with the appropriate skill.
vm03 Create Focus 3 Allows a "White Light" Illusionist to create a prismatic focus from gem using sunlight, and a Black Light" illusionist to create a null gem from the dark of night, which work as a focus point for certain spells. The focus' charges are based on the value of the gem and each charge will decrease the gem's value. The quality of the focus scales with the appropriate skill, affecting offensive illusionist-specific spells in the way that weapon quality does, and other illusionist-specific spells as noted. This spell is vedic.
vm05 Sight 5 By creating connections from external light to the mind, this spell can cure blindness allows the caster to always see magically invisible people.
vm07 Fade 7 Causes the caster to become magically undetectable (invisible) to the perceptions of others. Moving from the room or assailing a target in any way breaks the effect.
vm11 Armor Fantastique 11 By using his abilities to fool the mind, the caster uses this spell to create an illusionary suit of armor that does not come with penalties to anything but martial arts. The type of armor scales with the appropriate skill and the armor quality scales with the quality of the focus.
vm15 Zyzyl's Defense 15 Provides a defensive resistance against arcane warding spells similar to primary defensive abilities.
Via Flam Arcane

This circle is available to Wizards.

One of the four standard elemental circles, fire magicks are considered some of the oldest known to mage-kind. It was a dedicated study of this circle that lead illusionists to the outgrowth of their specialized magic (and subsequent forsaking a sole dedication to the Arcane sphere). This circle is mutually exclusive to Via Glas.

Shortname Name Cost Description
vf01 Fire Cantrip 1 This spell can cause a spark of fire to ignite flammable objects.
vf03 Fire Star 5 The caster throws a crystal of condensed fire towards a target, which then explodes in a burst of fire.

This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
vf06 Blinding Flash 6 This spell gathers light and then frees it in an explosive flash that blinds the target. Has a target-based cooldown.
vf09 Blaze 9 This bolt spell lights the target on fire, dealing damage over time.
vf12 Emberwreath 12 By casting this spell, a shield of fire surrounds the caster and lashes out when the caster is successfully attacked. Gives a magical bonus to evasion that scales with sorcery skill.
vf15 Instill Flame 15 This spell instills the caster's hands with fire, allowing them to either touch a target and release the fire upon them, or touch a weapon to instill fire into it. The amount of damage dealt by the flare scales with the caster's sorcery skill.
Via In Onus Astral

This circle is available to Clerics, Empaths, and Religious Wilders.

Via In Onus spells may be learned from Brother Demilo in the Lyceum.

Shortname Name Cost Description
vio01 Bless Weapon 5 Calling upon the gods, the caster has the ability to bless a weapon, making it fit for use against the undead.
vio04 Cleanse 5 The caster cleanses a target's body of poison and venom.
vio06 Soul Sight 5 The caster remains in tune with death itself, perceiving those who perish.
vio07 Clear Sight 7 The caster cures the target of blindness.
vio10 Stabilize 10 The caster cures the target of stun. Instant-cast.
vio13 Astral Meditation 13 You connect with the astral plane on a deeper level, taking in energy at a faster pace than before as long as the caster takes no action after casting the spell. The essence regeneration scales with channeling skill.
vio15 Soften 8 By focusing on their deity, the caster of soften will grant its target relief from the perils and discomforts of petrification.
Via Ful Flux Arcane

This circle is available to Wizards.

This via is a study of pure displays of essence, and to a lesser extent, electricity. Extrovert spells, as is their nature, affect others and gather no small amount of interference from the caster's aura. The road of Ful Flux deals with electrical storms and gross displays of aether.

Shortname Name Cost Description
vff02 Essence Burst 4 Chargeable bolt spell that deals damage to the target's essence as well as physical body.
vff05 Aether Blast 2 A bolt spell that always has 3 seconds of roundtime. This spell may be charged from 0-25, which will increase its essence cost, damage, and tohit.
vff08 Essence Saturation 8 Warding spell that causes a significant drop in the target's gnosis. The duration and gnosis penalty scale with the caster's sorcery skill.
vff11 Essence Surge 0 Instant-cast spell with roundtime that restores essence at the cost of willpower.
vff14 Essence Theft 14 Chargeable warding spell that steals essence from the target.
Via Xan Esut Astral

This circle is available to Martial Wilders.

Shortname Name Cost Description
vxe01 Eagle's Eye 1 Communing with the spirit of the eagle, the wilder gains yet greater accuracy with ranged weapons. The bonus scales with channeling skill.
vxe03 Camouflage 3 The wilder's skin and garments blend in with its surroundings, allowing it to hide far better than it normally could.
vxe07 Animal Understanding 7 Through diligent training and concentration, the wilder is able to identify with and better understand the motivation and desires of the animals in his or her environment. The bonus scaled with channeling skill.
vxe10 Eagle's Talon's 10 The wilder imbues itself with the essence of the eagle, granting its every arrow the power of the eagle's talon's. The bonus scales with channeling skill.
vxe13 Call Animal 13 This spell allows the ranger to locate for him or herself a spirit animal. Spirit animal choices vary for different Thraelian areas, so do not choose hastily. Once the spirit animal is assigned, it can be called to return after death and will be hard-coded into the ranger's character. Choose wisely!
vxe15 Spiritual Arrow 15 Filling its mind and hands with memories of every hunt since time began, the wilder gains the ability to create spiritual arrows. The quality of the arrows scales with channeling skill.
Via Glas Arcane

This circle is available to Wizards.

The road of Glas involves cold, one of the four elemental forces. An indepth study of cold magick lead to deeper studies into the power of the void, and (as some magi theoreticize), the creation of the channeler profession. This spell circle primarily deals with shields, offensive effects, and some minor water effects, all within the domain of elemental cold. This circle is mutually exclusive to Via Flam.

Shortname Name Cost Description
vg01 Chill 1 Chill is a minor example of the power of ice, chilling drinks and causing people to shiver, feeling slightly cool.
vg03 Freezing Shard 5 Chargeable bolt spell, creates a shard of ice that will embed itself in the target.
vg06 Freeze 6 An instant cast warding spell with roundtime that paralyzes the target with cold. This has a target-based cooldown and counts as a petrification effect for purposes of healing. The duration of the freeze scales with sorcery skill.
vg09 Fetters of Rime 9 Warding spell that causes a temporary defensive penalty to its target.
vg12 Frost Lash 12 This self-only spell summons a shield of ice around the caster. Anyone who physically assaults the target, and is in range, can face a backlash of cold. Gives magical bonus to evasion skill.
vg15 Instill Frost 15 A thin sheet of magical ice wraps itself around the edges of a weapon that instill frost is cast upon, allowing it to give cold crits. Flare damage scales with the caster's sorcery skill and can be layered with other flares on weapons, dependent on sorcery skill.
Via Ira Zem Vedic

This circle is available to Bards.

Shortname Name Cost Description
viz01 Shriek of the Gryphon 2 Chargable warding spell that deals sonic damage.
viz03 Song of Aggression 3 Chargable spellbolt that deals sonic damage.
viz06 Song of Lulling 5 Stuns the target. Instant cast. This spell has its own cooldown.
viz09 Song of Silence 9 Afflicts the target with silence. This spell has a target-based cooldown.
viz12 Song of the Willow 12 Slows the actions of the target.
viz15 Resonance 15 Adds a temporary sonic flare to a weapon. The damage on the flare scales with focus skill.
Via In Flux Arcane

This circle is available to Wizards.

Like similar introvert spell circles, the road of In Flux concentrates on the influence of flux and electrical magic within the caster's aura and body-form. The circle typically is muted in its displays of pure energy, in direct opposition to its sister circle, Via Ful Flux. Flux Magicks, Introvert is known especially for some of the more complex manipulations of individual's essence pools.

Shortname Name Cost Description
vif03 Displacement 3 Provides a magical bonus to reflexes that scales with sorcery skill.
vif06 GlassSteel 12 This spell summons a stream of liquid glass that will rise up around the caster and party to create a dome that can protect them. The properties of the glassteel are such that you cannot cast within it, although a simple pounding on the walls will bring it down.
vif09 Lock Weakening 18 Lowers a lock's difficulty, this effect scales with sorcery skill.
vif12 Essence Leak 12 Provides a large penalty to the target's essence regeneration that may cause them to even lose essence every regenerative tick.
vif15 Aethersight 15 Self-cast spell that provides a massive physical bonus to the evasion skill.
Via Fide Onu Astral

This circle is available to Clerics of the Onu.

Shortname Name Cost Description
vfon02 Litany of Protection 5 A swarm of insects protect the caster, occassionally retaliating against those who would harm it.
vfon05 Covet 5 The envy of Aorre fills the caster, sucking the breath and life out of its target to fill the caster with but a fraction of it.
vfon07 Subsume 7 Shaellis's dark waters consume a corpse, restoring the caster's essence.
vfon10 Horrid Ventriloquism 10 The target's words are redirected by Taqe's mischief, rendering it effectively silent.
vfon13 Revel 13 The spirit of Leta's destructive revelry overtakes the target, causing them to add unnecessary flourishes to every movement, increasing roundtime.
vfon15 Decay 10 Causes the target's limb to decay rapidly. This does not cause bleeding or vitality damage, but the horror inflicted upon the limb is truly massive.
Via In Rik Arcane

This circle is available to Channelers.

Shortname Name Cost Description
vir03 Binding Glyph 3 The binding glyph magically seals a container. Casting binding glyph again will magically unseal it.
vir06 Rune of Fortification 6 The rune of fortification magically boosts a sub-quality item to average quality.
vir09 Rune of Enhancement 9 The rune of enhancement magically augments a single specified skill on a target. The magical bonus scales with sorcery and reasoning. This spell may be self-cast.
vir12 Rune of Physical Diminution 12 The rune of physical diminution reduces all physical damage dealt to the caster. The amount of damage reduction scales with sorcery and reasoning. This spell is self-cast only.
vir15 Summoning Rune 15 The Summoning Rune allows a channeler to summon a single person into a red summoning circle from a great distance. The target may opt to refuse the summoning. Success is not assured, though sorcery and reasoning can make up for distance.
Via Kel Onyr Astral

This circle is available to Qai Monks.

Shortname Name Cost Description
vko02 Tsau Hung's Call Lesser Tsau Hung was a famous hunter of the undead. This spell allows the monk's unarmed attacks to hit non-corporeal creatures. When enlightenment is cast, the strikes do extra magic damage like a flare.
vko07 Qin Su's Call Lesser Qin Su was a famous sword master. The spell calls upon her spirits to block incoming melee attacks. When enlightenment is cast, the spirit will then deliver a counter attack (modified by the monk's channeling skill) back at the attacker.
vko13 Tsing Pei's Call Lesser Tsing Pei was a famous archer. This spell calls upon his spirit to block incoming ranged attacks. The arrow has a chance to be destroyed in the process. When enlightenment is cast, the arrow may be deflected towards another random target in the room.
vko16 Gie Jai's Call Lesser Gai Jai was a famous sorcerer. The spell calls upon ancestral spirits to block incoming magic attacks. When enlightenment is cast, some of the spell's essence cost may be absorbed into the monk's being (modified by channeling skill).
vko21 Tsu Phang's Teachings Lesser Tsu Phang was one of the greatest qai fighters of all time. Calling his spirit to guide your attacks increases your unarmed and evasion skills. When enlightenment is cast, the bonus is greater and it can increase your highest weapon skill as well.
Via Jus Arcane

This circle is available to Wizards.

One of the four elemental magicks, this via deals with the elemental force of wind. This circle is mutually exclusive to Via Teg.

Shortname Name Cost Description
vj01 Gust 1 Introductory spell to the ways of Via Jus, can do not much more than rustle someone's hair and put out the flame of a lit object.
vj03 Spark 5 Chargeable bolt spell, a spark of electricity is released towards the target.
vj06 Gale 6 Chargeable instant-cast warding spell with roundtime that stuns and knocks down the target. This spell has a caster-based cooldown.
vj09 Arc Impulse 9 Bolt spell that does electricity damage over time to its target. The duration of the spell scales with sorcery skill.
vj12 Wind Shear 12 Self-only, this spell surrounds the caster in buffeting winds that provides physical protection akin to armor that scales with sorcery skill and stacks with armor.
vj15 Instill Electricity 15 As electrical current races around the edges of a sword, the mage has instilled electricity into the weapon. Flare damage scales with the caster's sorcery skill and can be layered with other flares on weapons, dependent on sorcery skill.
Via Teg Aer Astral

This circle is available to Martial Wilders and Religious Wilders.

Shortname Name Cost Description
vta01 Survival 1 In response to all their time spent outdoors, studious wilders will find their ability to sustain themselves in the wild increased. The bonus scales with channeling skill.
vta03 Trackless 6 The wilder is so in tune with Thrael that the very ground refuses to betray its passage.
vta04 Windborn Guidance 4 The wilder entrusts itself to the wind, guiding its movements away from harm. The bonus scales with channeling skill.
vta07 Thrael's Bounty 7 Drawing upon its attunement with Thrael, the wilder gains the ability to partake of its bounty. The bonus scales with channeling skill.
vta11 Barkskin 11 Taking on the aspect of a tree, the wilder's skin itself grows sturdier against physical harm. The bonus scales with channeling skill.
vta13 Echos on the Wind 13 Using its own voice to call out about it, the wilder sends the image of its surroundings to another.
Via Pauz Port Arcane

This circle is available to Wizards.

The road of Pauz Port is a well-studied circle amongst wizards and the more intellectual alchemists. Inertial Magicks deal with the magick of movement and the restriction of the same. This spell list contains several movement and teleportation spells — as well as a few spells which prevent any sort of magickal transportation. This is a very storied via and many of its spells are well known amongst the general public.

Shortname Name Cost Description
vpp01 Grab 1 This spell will cause an item on the ground or atop something to blink from existence and reappear in the caster's free hand.
vpp03 Shaky Hands 3 By increasing one's speed and adrenaline, the caster's dexterity is increased. Gives a magical bonus to dexterity that scales with sorcery skill.
vpp06 Ripple 12 Using ancient scientific proofs, the mage once again displaces physics by causing a ripple in the aether, allowing him to travel to another living thing's range in a room. (The syntax is ripple <target>. More than one target can be "rippled" to during the duration of the spell.)
vpp09 Sloth 9 Using his connection to the weave, the mage makes his foe's movements slothlike and gluey. Warding spell that causes the target to suffer an additional rt to its actions.
vpp12 Levitation 12 Causing a schism in the laws of gravity, the mage uses arcane lore to cause a target to levitate slightly above the ground.
vpp15 Teleportation 30 Focusing his mind on a target a distance away, the mage turns time and place, allowing himself to be teleported to them. Due to the extreme difficulty in retarding the very science of physics, the ability to make this cantrip work has a high failure rating. The possible range increases with sorcery skill.
vpp19 Teleportation Hinder 19 Blocks teleportation and summoning attempts upon individuals or upon a room.
vpp31 Tesseract 31 Allows the caster to teleport to the location where the spell was previously cast. Casting the spell for the first time sets the location. Subsequent casts return the caster to the last room the spell was cast in, setting the caster's original location as the new room to return to. Items can contain their own return points and discern will reveal the return points.
Via Glas Nihil Hybrid Arcane-Astral

This circle is available to Channelers.

This circle is arcane-astral hybrid.

Shortname Name Cost Description
vgn03 Frigid Lance 5 A chargeable bolt spell with a bonus to its to hit that does either water or cold damage.
vgn06 Void Shunt 6 A warding spell that temporarily shunts the target into the void. The duration of time spent in the void scales with the appropriate skill and stat. This spell may be self-cast.
vgn09 Compression 0 An instant cast spell that compresses some of the animus stored in the well of souls into essence.
vgn12 Aetherfreeze 12 A warding spell that dispels magic on living targets. This spell may be self-cast.
vgn15 Dislocation 15 A warding spell that causes a massive spiritual penalty to dexterity and reflexes that scales with the appropriate skill and stat.
Via Res Ars Arcane

This circle is available to Arcanist Mechanists.

Via Res Ars spells may be learned from Arbis in the Tower of Dhond.

This circle is mutually exclusive to Via Vir Res.

Shortname Name Cost Description
vra03 Analysis 6 Provides detailed information on the magical properties of an item.
vra06 Mundanity 6 Strips the target of a temporary magical effect.
vra09 Degrade 9 Creates a large penalty to an item's quality that scales with Reasoning and Sorcery.
vra12 Dismantle 12 This bolt spell not only deals damage but causes the target to receive a penalty to its armor against all damage types that scales with Reasoning and Sorcery. This penalty can push a target into negative resistances.
vra15 Repair 30 Consumes coinage of any type to repair an item below 100 quality back up to 100.
Via Qel Hybrid Arcane-Astral

This circle is available to Channelers.

This circle is arcane-astral hybrid.

Shortname Name Cost Description
vq01 Lesser Bind 1 This spell adds actual magic to red summoning circles so that they may contain demons and other creatures. Summoning demons without using this spell is a very bad idea.
vq02 Summoning 2 This spell calls all currently summoned creatures to the Channeler.
vq03 Harvest 3 This spell steals the animus from a corpse, storing it in the Well of Souls, and causes the corpse to decay immediately.
vq06 Eldritch Breath 6 This spell allows the channeler to breathe while underwater and provides a spiritual bonus to the conditioning skill that scales with the spell's appropriate stat and skill combination.
vq09 Unfetter 9 This warding spell severely damages spirits, growing even more powerful once the spirit is close to death.
vq12 Spirit Veil 12 This spell grants the channeler resistance to spiritual damage as well as causes occasional spiritual damage to those that attack the channeler. The resistance to spiritual damage scales with the spell's appropriate stat and skill combination.
vq15 Whispers of the Veil 15 This spell expends stored animus to forge a connection to something in the void, giving a spiritual bonus to Intelligence at the cost of a spiritual penalty to the conditioning skill. The magnitude of both the bonus and penalty scale with the appropriate stat and skill combination.
Via Res Mox Arcane

This circle is available to Illusionists.

This circle is arcane and is mutually exclusive to Via Dram Sani.

Shortname Name Cost Description
vrm03 Spatial Distortion 3 A basic "fetch" spell that allows the caster to get an item without using the get verb.
vrm06 Extradimensional Space 6 A spell that causes a container to ignore the size limitations. Note this does not ignore maximum weight or maximum item limits.
vrm09 Internal Bleeding 9 An arcane warding spell that opens a wound in the target that bleeds heavily.
vrm12 Internal Rift 12 A chargable warding spell that deals slashing damage and may bypass armor and armor-like effects.
vrm15 Pocket Dimension 50 This spell opens and closes a saving room with extremely limited space in an outdoor room. The space of the Pocket Dimension scales with the sorcery skill and reasoning statistic. This room, like druid groves, may be customized as if it were an inn room through use of fame.
Via Min Zem Vedic

This circle is available to Bards.

Shortname Name Cost Description
vmz01 Dance of the Spirite 5 Provides a physical bonus to the evasion skill. The bonus scales with focus skill.
vmz04 Song of Kenning 8 Drawing upon years of practice and worldly knowledge, the bard can weave threads of essence around an item through this song and interpret certain hidden attributes or traits.
vmz10 Song of Renewal 10 The bard uses his or her words to draw upon the very weave, causing it to mold around the bard and group to cause an increased renewal of magical energies.
vmz12 Song of Reflection 12 By singing the time-proven lyrics of this song, the bard weaves an invisible shield of essence around his or her group, creating a chance for incoming arcane and warding attacks to be somewhat hampered.
vmz15 Song of Sonic Weapon 15 Provides the ability to create sonic darts by snapping, which can then be thrown at a target.
Via Res Vadis Arcane

This circle is available to Arcanist Mechanists.

Basic Via Res Vadis spells may be learned from the copper automaton in the Tower of Dhond.

Shortname Name Cost Description
vrv01 Instill 1 Temporarily improves the quality of an item, allowing the item to perform its purpose more effectively. The bonus scales with sorcery skill.
vrv03 Trap Disruption 20 The arcanist manifests a reflective metallic fluid that interferes with traps, making them easier to disarm. The bonus scales with sorcery skill.
vrv08 Bioarchanomechanical Integration 8 Activates a bioarcanomechanical device, bonding it with the arcanist's flesh.
vrv10 Skyfire Evocation 5 The arcanist augments the already electric nature of a skyfire topaz or electric prod, evoking a bolt of electricity. The bolt of electricity gains benefit from the quality of the prod or topaz.

This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
vrv13 Pyre Diamond Evocation 10 The arcanist evokes flame from a pyre diamond or fire starting gloves, bringing forth a gout of flame that sets an enemy on fire. The gout of flame gains benefit from the quality of the pyre diamond or fire starting gloves. The duration of the flames scales with sorcery skill.
Arcane Prime Arcane

This circle is available to Arcanist Mechanists, Channelers, Illusionists, and Wizards.

The Arcane Prime spell circle encompasses all the basic precepts of the Arcane sphere. Generally prime lists have many simple spells that demonstrate the general rotes and rules of the sphere in question. Arcane Prime spells are divided up into two catagories: cantrips and rotes. Arcane Prime cantrips are smaller spells known particularly for flashier effects; while Arcane Prime rotes are simply minor spells which demonstrate Arcane concepts.

Basic Arcane Prime spells may be learned from Chaemim in the Lyceum. Intermediate Arcane Prime spells may be learned from the arcane prime tome sold in the Lyceum.

Shortname Name Cost Description
ap01 Essence Twist 1 Using the arcane energy inherit in the aether, the caster converts it into a weapon, causing it to strike at his foe.
ap02 Arcane Shock 1 The caster builds up the essence in his own body and then forcefully expels it towards his enemy, causing damage.

This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
ap03 Motes Cantrip 3 This spell surrounds the user with motes of light that enhance abilities, defense, but at the cost of becoming more susceptible to damage of specific types. The wearer feels the increase in that static that is affected.
ap04 Lesser Instill 4 Slightly and temporarily improves the quality of an item, allowing the item to perform its purpose more effectively. The bonus scales with sorcery skill.
ap05 Rigid Essence 5 Instant-cast spell that allows the mage to disrupt the essence within the target, giving the target round time.
ap07 Arcane Mastery 7 The wizard traces a series of arcane symbols in the air and becomes more in touch with the arcane realm. There is an increase in the sorcery skill. The bonus scales with sorcery skill.
ap09 Elemental Protection 9 This rote is the manipulation of essence into a form that impedes the progression of centralized elemental substances within the barrier. Through essence-bending, or the localized and unstable formation of essence around the caster, an elemental substance such as fire is interfered and thus diminished, although not quite nullified. Unstable is key, for a stable shell of essence in the same form will allow incorporeal substances to pass freely.

The amount of resistance scales with sorcery skill.
ap11 Force Field 11 This self-cast spell allows a mage to use his essence to build and maintain a wall that absorbs attacks. While it prevents critical wounds, the wall is not perfect and depends upon the mage's sorcery skill for its defensive capabilities.
ap13 Create Glyph 13 Pure essence, without proper manipulation, is disruptive. If such unrefined essence is made to contact with certain materials — especially metals — on a certain fixed area, the create glyph cantrip will rearrange a tiny fraction of the surface of the substance in tune with the caster's personal essence flow. This coin-sized area on the object is known as a glyph, and is often used to show ownership. It is invisible to the naked eye; however, if the item upon which this spell is cast already has a glyph, this spell will reveal the glyph's ownership. With lengthy study in this circle, the glyph can remain permanent.
ap17 Essence Field 12 This spell gives the wizard a stronger connection to the weave, allowing him to replenish his essence at a faster rate so as not to slow down his procedures and spells.
ap19 Lesser Equilibrium 19 This spell alters the flow of essence within the wizard, increasing its essence reserves. The spell's effect scales with sorcery skill.
ap30 Arcane Grand Mastery Ultimate This spell is temporarily disabled pending class revisions.
Via Teg Arcane

This circle is available to Wizards.

One of the four elemental circles, Via Teg involves the manipulation of earth, metal, and matter. This circle is mutually exclusive to Via Jus.

Shortname Name Cost Description
vt01 Earthworks 1 A minor display in earth magicks, this spell delves into the ground, plucking out heavy rocks and spewing them about. The rocks conjured up by this receive a small quality boost based on sorcery skill and can be used as thrown weapons.
vt03 Hurl Earth 5 Chargeable crushing bolt spell that rips a chunk of earth from the ground and hurls it at the target with great force.
vt06 Tremor 6 Bringing forth a small quake, this spell causes the ground the target is standing on to shake and tremor, causing him to fall down, stunned. Chargeable instant cast warding spell with roundtime and a caster-based cooldown.
vt09 Petrify 9 Calling on his earth magicks, the mage has the ability to solidify the blood of his enemy and petrify them. Instant-cast warding spell with roundtime and has a target-based cooldown.
vt12 Mud Melding 12 Self-only, this spell surrounds the caster in mud that grants defense against both physical and magical attacks. Provides physical protection akin to armor that scales with sorcery skill and stacks with armor.
vt15 Instill Gravity 15 Calling the pull of gravity, the caster forces dark essence energy to flows into a weapon, appearing to thicken it slightly and making it do more damage. Adds a flare of the damage type of the weapon if the weapon does physical damage (piercing, crushing, slashing), or a crushing flare to non-physical damage weapons. Instill Gravity scales its flare damage with the caster's sorcery skill and can be layered with other flares on weapons, dependent on sorcery skill.
Via Ful Onus Astral

This circle is available to Clerics.

Shortname Name Cost Description
vfo02 Frighten 5 When the target is hit by this spell, they are scared and run away. If the success is strong enough, the target will pass out.
vfo04 Defile 8 The caster blights its target with poison.
vfo07 Blindness 7 The caster has the power to render his target blind.
vfo10 Flensing 10 This spell has the reputation for being one of the most painful ways to die. Starting off slowly, the targets skin beings to strip away, causing bleeding, pain, and possibly death. Duration scales with Channeling skill.
vfo13 Astral Weapon 13 With ones knowledge of how the soul, the astral plane, and the physical plane all work in conjunction, the caster is able to coat a blade with a portion of the energy from his soul to allow it to even further harm his enemies. The maximum damage of the flare scales with channeling skill.
Via Vas Glym Arcane

This circle is available to Arcanist Mechanists.

Shortname Name Cost Description
vvg01 Alchemical Arcana 1 This spell allows the alchemist to gain greater insight into the weave, opening up alchemical feats that would be otherwise impossible.
vvg02 Metal Essence Infusion 50 This spell allows the alchemist to infuse generic powder with the essence of a metal ingot or ore the alchemist is holding.
vvg03 Lesser Metal Control 15 This spell allows the alchemist to modify his internal chemistry, unlocking the defensive benefits of metal essence elixirs.
vvg15 Osmosis 12 Casting this spell on a potion, the alchemist receives the effects of drinking the brew without actually consuming it. He does incur a chance of destroying the potion.
Via Kel Nivir Astral

This circle is available to Channelers and Clerics of the Onu.

Channelers: This circle is mutually exclusive to Via Sabu Onyr.

Shortname Name Cost Description
vkn01 Manifestation 1 This spell summons a lesser spirit to attack the target.
vkn04 Sever Spirit 4 The caster is able to surround the target with waves of astral energy, which rips away their spirit and attacks them with glowing tendrils of flux.
vkn09 Spirit Mount 15 The caster is able to bring from summon from beyond the veil a ghostly horse that they can ride. Casting the spell again will refresh its duration and call the horse to you.
vkn11 Derange 11 Paranoia fills the target of this spell, causing them to hear and see things, leaving them mentally unstable. The penalties scale with channeling skill.
vkn14 Hoarfrost 10 This spell brings forth spirits of ice to assault the target and hamper its movement.
Via Vir Res Arcane

This circle is available to Arcanist Mechanists.

Via Vir Res spells may be learned from Ellyo in the Tower of Dhond.

This circle is mutually exclusive to Via Res Ars.

Shortname Name Cost Description
vvr03 Lesser Animus 3 Allows the caster to emote through objects by using whisper <target> <message>.
vvr06 Interference 6 Strips the target of a temporary magical effect.
vvr09 Betrayal 9 Warding spell that creates a large penalty to an item's quality and usage penalties that scales with Reasoning and Sorcery.
vvr12 Loyalty 12 Improves an item's quality and reduces its weight. Tools such as fishing poles and lockpicks will not degrade upon critical failures. Weapons will be counted as power, hybrid, and precision (whichever is best) for the purposes of using class-based abilities. Shields and armor will require less skill to utilize without penalty. The effect scales with Reasoning and Sorcery.
vvr15 Mimicry 15 Causes an item to mimic the material bonuses of a piece of ore or of an ingot, consuming the metal in the process. If no metal is provided, the spell will default to the same effect as a tiny lead ingot. When used on the equipment of a living being not in one's group, the spell is a warding spell and has its duration drastically reduced. When used in any other manner, larger amounts of metal provide even greater durations on a scale equal to the amount of metal consumed (8x for small ingots, 64x for medium ingots, and 512x for large ingots).
Via Min Crix Astral

This circle is available to Channelers.

Shortname Name Cost Description
vmc01 Lesser Bind Lesser This spell prepares the summoning circle and gives the channeler the power to bind lesser spirits to themselves.
vmc06 Lesser Spirit Summoning Impressive This spell allows the channeler to summon a lesser spirit into the red summoning circle
vmc13 Greater Bind Greater This spell is the same as lesser bind, but it prepares for a more powerful spirit.
vmc14 Greater Spirit Summoning Impressive This spell is the same as lesser summoning, but it summons a more powerful spirit.
vmc17 Spiritual Hastening Balanced This incantation hastens summoned spirits, thus increasing their effectiveness in combat.
vmc20 Superior Spirit Summoning Exorbitant Again, this spell is the same as lesser summoning, but it summons an even more powerful spirit.
vmc22 Unsummon Impressive The caster uses this incantation to send their summoned minions back to the veil.
vmc29 Supreme Spirit Summoning Exorbitant Again, this spell is the same as lesser summoning, but it summons the most powerful spirit.
vmc40 Solidarity Exorbitant This spell gives more solidness to the summoned spirit, making them more powerful.
Astral Prime Astral

This circle is available to Channelers, Clerics, Empaths, Qai Monks, and Wilders.

Basic Astral Prime spells may be learned from Ishne in the Lyceum. Intermediate Astral Prime spells may be learned from the Astral Prime tome sold in the Lyceum.

Shortname Name Cost Description
sp01 Astral Charge 1 The caster builds up spiritual energy within himself and forces it out to do damage to his enemy.
sp02 Spirit Strike 1 The caster uses this orison to call to the surrounding invisible spirits for aid to help strike down a foe.

This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
sp03 Astral Lift 3 The caster calls upon his deity to decrease the weight of heavy items, lowering his burden.
sp04 Becalm 4 The caster calls upon the heavens to calm the target, making it non-aggressive. This only works on simpler creatures.
sp05 Vigor 5 The caster calls upon the heavens to empower the target with stamina and fortitude. The bonus scales with channeling skill.
sp07 Astral Mastery 7 This incantation puts the caster more in tune with his deity and the astral attributes that surround him, increasing his power over his magic. The bonus scales with channeling skill.
sp09 Astral Bound 9 This spell allows the caster to give himself a protecting shield supplied by his deity that will prevent astral warding spells from harming him. The effect depends on the caster's channeling skill to protect him.
sp11 Astral Shell 11 The caster calls upon his deity to surround him with a small bit of the god's power to protect him from physical harm. The effect depends on the caster's channeling skill to protect him.
sp15 Spirit Sight 15 The caster calls forth a shifting mist that searches the veil for its connection with the target. The mist then shows the area where the connection occurs. Without much practice, the exact location of the target's connection is not always accurate.
sp30 Astral Grand Mastery Ultimate This spell is disabled pending class revisions.
Via Sani Pax Astral

This circle is available to Qai Monks.

Shortname Name Cost Description
vsp03 Proper Breathing Lesser Through proper breathing techniques, the monk can speed up their metabolism adding slight modifiers to all physical skills. Once it wears off, there is a slight penalty.
vsp08 Purge Lesser Must be sitting to perform this meditation, which cleanses all poisons and disease from the body.
vsp12 Surface Meditation Lesser Must be sitting to perform this meditation, which heals minor wounds and restores some health.
vsp15 Iron Will Lesser Using mind over body, the monk wills himself to become almost iron-like, absorbing damage without pain.
vsp23 Deep Meditation Lesser Must be seated to perform this meditation, which through sheer willpower turns major wounds into minor wounds.
Via Bin Vir Astral

This circle is available to Empaths.

Shortname Name Cost Description
vbv01 Blood Slick Balanced This spell makes a thick coating of hemoglobin that will make the area slick and dangerous for a period of time, causing charging foe to slip and slide in the gore.
vbv03 Caustic Bite Lesser By biting his tongue, the caster then causes the blood to become so highly acidic, they can spit it at a target to do damage.
vbv07 Bloodletting Balanced The caster's body begins to bleed in several places, but through the pain the caster is able to focus and garner strength.
vbv10 Festering Blade Ultimate This version of vbv03 allows the caster cut himself and coat a blade in his acidic blood, which then causes extra acid damage when hitting a target. There is, however, a chance the blood will dissolve the blade and the caster loses a bit of vitality.
vbv12 Limb Death Greater By touching a target's limb, the caster is able to cause accelerated atrophy followed by the limb falling off the target.
vbv15 Adrenalin Balanced The delivery of oxygen to the cells is increased greatly as the speed of the blood through the caster's veins is sped up. This allows the caster to move at an accelerated rate, though their vitality is lessened, as the blood tends to flow from the body faster.
vbv21 Vampiric Leech Ultimate By tapping into the life force of another through an empathic link, the caster is able to steal the blood from the victim.
vbv30 Blood Vortex Exorbitant The caster forces blood to explode from his chest and then swirl around the area, causing everyone in the vicinity to suffer acidic damage as the blood splatters upon them.
Via Vas Crix Astral

This circle is available to Channelers.

Shortname Name Cost Description
vvc10 Remote Command Balanced This spell allows the channeler to cast his thoughts through the aether and control summoned spirits from afar.
vvc15 Lesser Demon Summoning Impressive This spell allows the channeler to summon a demon from the first plane of darkness in the veil into the red summoning circle.
vvc20 Rebind Impressive This spell allows the channeler to rebind to his will the demons that have broken away.
vvc26 Infernal Gathering Exorbitant The channeler can use this spell to summon the demons that obey him throughout Thrael, opening a portal so they may attend his needs.
vvc30 Greater Demon Summoning Impressive This spell is the same as lesser summoning, but it summons a more powerful demon from the second plane of darkness beyond the veil.
vvc34 Steal Spirit Impressive This incantation allows a more powerful channeler to steal a demon from a weaker one, making the monster his minion.
vvc42 Superior Demon Summoning Impressive Again, this spell is the same as lesser summoning, but it summons an even more powerful demon from the third plane of darkness.
vvc55 Supreme Spirit Summoning Impressive Again, this spell is the same as lesser summoning, but it summons the most powerful demons from the fourth plane of darkness!
Via Blym Cael Astral

This circle is available to Religious Wilders.

Via Blym Cael spells may be learned from Mirelde in the Birchwoods.

Shortname Name Cost Description
vbc01 Mantle of the North 1 The wilder takes on an affinity to the cold of the north, granting it a resistance to cold that scales with channeling skill.
vbc03 Mantle of the Skyborne 3 The wilder takes on an affinity to the winds of Thrael, granting it a bonus against ranged and thrown attacks that scales with channeling skill.
vbc05 Mantle of the Tides 5 Taking on an affinity to the waters of Thrael, the wilder gains the ability to breathe underwater and gains a resistance to water that scales with channeling skill.
vbc07 Mantle of the Storm 7 Taking on an affinity to lightning, the wilder gains a bonus to parry skill and a resistance to electricity that scales with channeling skill.
vbc11 Wrath of the Storm 5 The wilder calls upon the heavens, instantly calling down a stunning bolt of lightning. This spell requires that one have the Mantle of the Storm active and has a cooldown.

This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage, stun time, and roundtime will scale accordingly.
vbc15 Carried on the Wind 30 The wilder sends an object it is holding to someone else upon the wind. The maximum weight the wilder may send scales with channeling skill. This spell requires that the Mantle of the Skyborne be active and that both individuals be outdoors.
Via Flux Miras Hybrid Arcane-Vedic

This circle is available to Illusionists.

This circle is arcane-vedic hybrid.

Shortname Name Cost Description
vfm03 Searing Bolt 5 A chargable arcane-vedic hybrid bolt spell that deals fire damage.
vfm06 Pyrokinesis 6 An arcane-vedic hybrid warding spell that causes fire damage over time. The duration of the fire scales with the appropriate skill and stat combination. This spell may also be used to light flammable objects on fire.
vfm09 Aether Damper 9 An arcane-vedic hybrid warding spell that causes a magical penalty to the target's gnosis skill. This penalty scales with the appropriate skill and stat combination.
vfm12 Essence Flame 12 A chargable arcane-vedic hybrid warding spell that drains essence from a target.
vfm15 Instill Essence 15 An arcane-vedic hybrid spell that adds a temporary essence flare to a weapon. The damage and uses of the essence flare scale with the appropriate skill and stat combination.
Via Blym Florae Astral

This circle is available to Religious Wilders.

Via Blym Florae spells may be learned from the eald in the Birchwoods.

Shortname Name Cost Description
vbf01 Create Staff 50 The wilder creates a wilder's staff from a simple branch or twig. The quality of the staff scales with channeling skill.
vbf02 Lash 2 The wilder causes a plant to attack its target.

This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage and roundtime will scale accordingly.
vbf05 Staff Mastery 5 The wilder imbues its staff with its own essence, making the staff an extension of itself and granting it the ability to parry spellbolts and ranged attacks without penalty.
vbf07 Florid Entanglement 7 The wilder calls upon a plant to entangle its target, lowering the defense of its foe. The penalty to defense scales with channeling skill.
vbf12 Viper Branch 10 The wilder's staff briefly turns into a viper, biting and poisoning its foe. The poison duration scales with channeling skill.
vbf14 The Forest Walks 1 Upon the first casting, the wilder gains the ability to bring the forest to its aid. Any future castings call any of the wilder's plant allies to it.
vbf15 Essence Spores 15 The wilder summons a walking fern that exudes spores that grant essence regeneration to everyone in the room.
Via Lor Kol Mar Hybrid Arcane-Vedic

This circle is available to Illusionists.

This circle is arcane-vedic hybrid and is mutually exclusive to Via Nox Kol Mar.

Shortname Name Cost Description
vlkm02 Spectrum Blast 2 This spell creates colored beams of light with various strength. A chargable essence bolt spell that receives a bonus to offense and damage from prismatic foci.
vlkm04 Ventriloquism 4 By manipulating reality, this spell can cause the caster's voice to sound as if it was coming from another location.
vlkm05 Sunlight 5 An instant-cast warding spell that creates a beam of bright light that causes the target to be blinded and receives a bonus to offense from prismatic foci.
vlkm08 Sear 8 Warding spell that strips spell effects off of the target.
vlkm11 Prismatic Shield 11 Self-cast spell that provides a bonus to evasion and melee defense that scales with focus skill and the will stat. This spell requires a prismatic focus and can receive bonuses to the scaling from it.
vlkm14 Fireflies 14 Bolt spell that causes the target to receive damage over time. The duration of the time scales with focus skill and the will stat. This spell receives a bonus to offense and damage from prismatic foci.
Via Fas Esut Astral

This circle is available to Clerics.

Shortname Name Cost Description
vfe01 Astral Gauntlets 5 Astral gauntlets causes the creation of spiritual hand armor that lend to one's ability to do dexterous activities. The spiritual bonus scales with channeling skill.
vfe04 Astral Boots 5 Astral boots causes the creation of spiritual footwear that lend to one's reflexes. The spiritual bonus scales with channeling skill.
vfe06 Astral Helm 5 Astral helm causes the creation of spiritual head armor that lend to one's magical defense. The spiritual bonus scales with channeling skill.
vfe10 Astral Bracers 5 Astral bracers causes the creation of spiritual arm protection that lend to one's strength. The spiritual bonus scales with channeling skill.
vfe13 Astral Greaves 5 Astral greaves causes the creation of spiritual leg armor that lend to one's ability to defend oneself. The spiritual bonus scales with channeling skill.s
Via Nox Kol Mar Hybrid Arcane-Vedic

This circle is available to Illusionists.

This circle is arcane-vedic hybrid and is mutually exclusive to Via Lor Kol Mar.

Shortname Name Cost Description
vnkm02 Black Light 2 This chargeable bolt spell shoots out a ray of energy that attempts to erase from reality where ever it goes. Like air into a vacuum, reality then rushes in to fill the space, causing void damage. Receives a bonus to damage and tohit from foci based on the bonus of the focus.
vnkm04 Shadow Sleight 4 By manipulating reality, this spell allows the caster to animate shadows.
vnkm05 Pitch Black 5 An instant-cast warding spell that causes blindness on the target. The spell receives a bonus to tohit from foci based on the bonus of the focus.
vnkm08 Dissolve 8 Warding spell that removes spell effects from the targeted person or item. Dissolve receives a bonus to tohit from foci based on the bonus of the focus.
vnkm11 Reality Field 11 The caster creates a field around himself, a localized reality manipulation where vedic magic does not exist. Provides a bonus to evasion that scales with the appropriate skill and provides defense against vedic magic warding spells similar to primary defensive abilities.
vnkm14 Shadow Betrayal 14 A cold damage hybrid arcane-vedic warding spell that causes your shadow to cling to you, hindering your movement. The spell receives a bonus to tohit from foci based on the bonus of the focus.
Via Fas Florae Astral

This circle is available to Religious Wilders.

Via Fas Florae spells may be learned at the Altar in Beade's Forest.

Shortname Name Cost Description
vffl03 Tumbling Leaf 3 Writes a small note on a leaf and sends it tumbling on the wind to the recipient of his message.
vffl06 Invigorate 6 The wilder grants the vigor of thrael to itself or an ally, giving it a spiritual bonus to strength that scales with channeling skill.
vffl08 Ray 6 The wilder calls down a ray of light from its staff or from on high, searing its foe.

This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage and roundtime will scale accordingly.
vffl10 Consecreate Grove 50 This spell creates a grove for the wilder. Future castings open and close the entrance to the grove.
vffl13 Wild Growth 50 Within its grove, the wilder grows furniture from a seed.
vffl15 Sink Roots 30 The wilder travels through the ground as a root, returning to its grove.
Via Dram Sani Vedic

This circle is available to Illusionists.

This circle is vedic and is mutually exclusive to Via Res Mox.

Shortname Name Cost Description
vds03 Mind Crush 3 A chargable warding spell that does direct damage to vitality.
vds06 Hallucination 6 A warding spell that causes a damage over time effect to the opponent. The duration of the effect scales with the focus skill and will statistic.
vds09 Feedback Loop 9 A warding spell that causes a penalty to the opponent's will stat (lowering their resistance against vedic warding spells). The penalty scales with the focus skill and will statistic.
vds12 Chaotic Learning 3 A spell that provides a bonus to skill learning that scales with the focus skill and will statistic. This bonus is comparable to the human learning bonus at maximum skill.
vds15 Mindscape 30 A spell that allows the caster to physically enter into the collective consciousness and emerge elsewhere in the world, with a bit of inaccuracy. Note that there is a delay after casting, and taking any action will cause it to fail.
Via Fas Sani Astral

This circle is available to Empaths.

Shortname Name Cost Description
vfs03 Cauterize 3 The caster is able to reduce blood loss from wounds.
vfs06 Anesthetize 6 By using their skills as an expert surgeon, an empath can stun a target long enough to work on them.
vfs09 Refresh 9 Allows an empath to give back vitality to himself or another. This spell invokes an empath's regeneration if used on an empath.
vfs12 Cannibalize 0 Uses the inbred ability of a healer to rend flesh and lacerate tissue, cannibalizing their bodies and brings an upsurge in willpower, renewed vigor and a resurgence of strength.
vfs15 Unempathy 15 This spell allows an empath to give back her wounds to an ungrateful donor or inflict them on someone who might have inflicted them on the empath.
Via Mar Sani Qel Vedic

This circle is available to Bards, Empaths, and Illusionists.

Shortname Name Cost Description
vmsq02 Thought Sever 5 This spell removes telepathic connections and can be targeted to specific channels.
vmsq05 Telepathic Projection 10 With this spell, the caster is able to send his thoughts over distances.
vmsq08 Dual Link 8 This spell gives the caster the power to link his mind with another and share conversation.
vmsq11 Thoughtnet 11 This spell gives the caster the power to converse over the thoughtnet.
vmsq13 Group Link 13 This spell gives the caster the power to converse through telepathy to all in his group.
vmsq16 Clairvoyance This spell is currently disabled.
vmsq19 Hive Mind This spell is currently disabled.
Via Fide Eternals Astral

This circle is available to Clerics.

Shortname Name Cost Description
vfet01 Reclamation 5 Calling to Eyssa, the cleric takes on part of the target's weakness of death.
vfet04 Ng's Caress 4 Exposing the target to the essence of Ng, the cleric turns some of its foe's essence to nothing.
vfet07 Life Cipher 7 Exposing the target to the essence of Ng, the cleric banishes some of its foe's life force to oblivion.
vfet10 Deferred Demise 10 The grace of Eyssa quells all bleeding on a target close to death, but not without a price. Any action that incurs roundtime or preparation of any spell will break the effect.
vfet13 Nullification 10 The cleric exposes the target to the essence of Ng, instantly nullifying one of its magical effects.
vfet15 Soul Travel 12 The cleric travels to a fallen target upon the mists of Ul'Mydar.
Via Vas Thespis Vedic

This circle is available to Bards.

Shortname Name Cost Description
vvt01 Writing Cantrips 20 When cast, this can have multiple effects depending on what you have in your offhand:
  1. Create a piece of ethereal vellum of a random color. You can specify this color by cast <color>.
  2. Prepare a brush or quill for use by creating ink or paint.
  3. Wipe off the cover of a closed book.
  4. Wipe off the current page of an open book.
  5. Wipe off the exterior text of a rolled piece of parchment.
  6. Wipe off the interior text of an unrolled piece of parchment.
vvt03 Infinite Tune 5 Prevents an instrument from detuning. Lasts an hour+.
vvt06 Paint Dome 6 The bard creates a protective dome around himself and his group with paint.
vvt09 Polyglot 18 Allows the bard to speak any language it can speak perfectly, and hear any language to perfection for the duration of the spell.
vvt12 Stagefighting 12 Provides the bard with physical damage resistance that scales with focus skill.
vvt15 Prestidigitation 30 You store a single item in your mind, able to be called out when you cast this spell again.
Via Fide Nivi Astral

This circle is available to Clerics of the Nivi.

Shortname Name Cost Description
vfni02 Lyra's Embrace 5 Lyra warms your heart, sometimes restoring some of your body when you are attacked.
vfni05 Compassion 5 The cleric invokes the essence of Serene, healing some of the target's wounds. This spell is chargable.
vfni07 Judgment 7 The caster invokes Moibur or Prinae, burning away or preserving a corpse before regaining essence. The default for players is Prinae, otherwise Moibur is used.
vfni10 Inspiration 10 The target gains a spiritual bonus to wisdom and complex crafting skills. The bonus scales with channeling skill.
vfni13 Insight 13 The target learns Very Bad and Bad skills as though they were normal.
vfni15 From the Ashes 15 Upon death, the target immediately is consumed by flames and rises again at the appropriate location. This carries the full penalties of death.
Vedic Prime Vedic

This circle is available to Bards, Empaths, and Illusionists.

Shortname Name Cost Description
vp01 Mental Intrusion 1 The most basic of vedic manipulations, this spell will allow the caster to intrude into a targets mind and cause a slight bit of damage.
vp02 Kinetic Compression 1 Using only his willpower, the caster can strike out at his foe, causing damage to his enemy's physical self.

This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
vp03 Foresight 3 This spell will allow the caster to invest the ability to predict what actions may take place, thus improving the ability to defend reflexively. The bonus scales with focus skill.
vp05 Glimpse 10 Upon focusing to a single target, this spell will allow the caster to glimpse where he or she is at the present time.
vp07 Vedic Mastery 7 Causing the workings of the mind to be clearer, this spell will improve the ability of the caster to focus on his or her vedic spells. The bonus scales with focus skill.
vp10 Empowerment 10 This spell grants an increase in strength for purposes of carrying, dragging, lifting, and swinging weapons. The bonus scales with focus skill, and can be cast on oneself, others, or one's group.
vp11 Precognition 11 Like foresight, this great Vedic exercise will give the caster a great view into the future. Unlike foresight, this spell grants vastly superior ability to dodge incoming assaults dependent on the caster's focus skill.
vp13 Serenity 8 Reaching into the mind of a target, this spell will render him, her or it in a serene-like state, lacking the motivation to attack.
vp30 Grand Vedic Mastery Impressive This spell has been disabled pending class revisions.