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:
- Create a piece of ethereal vellum of a random color. You can specify this color by
cast <color>.
- Prepare a brush or quill for use by creating ink or paint.
- Wipe off the cover of a closed book.
- Wipe off the current page of an open book.
- Wipe off the exterior text of a rolled piece of parchment.
- 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. |
|