Chapter Five: Rule of Magic (p.4)

The Spell List

The spell list is arranged alphabetically by arche. Each arche is broken down into ten or more levels with the spells for that level listed with brief descriptions. Each arche is listed with its dji ideogram, the Talanthi character representing the form of magic.

Remember, if the name of the spell is marked with an asterisk (*), it is a lost spell and must be found during adventuring. All spells marked with a degree (°) are organizational spells can only be learned and cast by organizational members.

The Arche of Air
The Arche of Animal
The Arche of Body
The Arche of Earth
The Arche of Fire
The Arche of Mind
The Arche of Plant

The Arche of Power

Detect Magic / Power 1
This spell allows the caster to detect and locate the presence of magic in a ten-foot radius.

Dispel Magic / Power 1
This spell allows the caster to negate another spell or magical effect.

Sygil Maga° / Power 1
This organizational spell of the Academy allows the caster to trace a small symbol of magic upon a single item or even the skin of a creature.

Combine Power* / Power 3
This spell allows the caster to invoke and use two Protection, Bestow Protection, Lionheart, Bestow Lionheart, or Medicine spells.

Doublesteps* / Power 3
This spell allows the caster to extend the number of steps he or she is allowed to take while holding a spell.

Mnemonic I* / Power 3
Mnemonic I allows the caster to hold one 1st through 3rd level spell.

Resist Power* / Power 4
This spell allows the caster to protect another spell from Dispel Magic.

Hold Power* / Power 4
Hold Power allows the caster to store Magic Points in an item designed to serve as a mana reservoir or to recharge a magical artifact.

Detect Mage° / Power 4
This organizational spell of the Academy allows the caster to detect and locate the presence of any magic user, any person with Magic Ability, in a ten foot radius.

Duration* / Power 5
With the magic of this spell, the caster extends the duration of another spell. The caster must first cast the spell-to-be-extended.

Mnemonic II* / Power 7
This spell functions as per the third level Power spell Mnemonic I except it allows the caster to hold one 1st through 3rd level spell and one 1st through 7th level spell.

Greater Combine Power* / Power 8
This spell functions as per the third level Power spell Combine Power except it allows the mage to combine any Elemental Immunities, Turn Wood, or similar high level protection spells.

Know Formula° / Power 8
This organizational spell of the Academy allows the caster to magically discern the formula of a spell used to make a magical scroll.

Mnemonic III* / Power 10
This spell functions as per the third level Power spell Mnemonic I except it allows the caster to hold one 1st through 3rd level spell, one 1st through 7th level spell, and one 1st through 10th level spell.

Persistence* / Power 13
With the magic of this spell, the caster greatly extends the duration of another spell.

Teleport* / Power 15
With this amazing spell, the caster can instantly transport himself or herself to any location he or she can perceive or knows thoroughly.

The Arche of Spirit
The Arche of Water

Main | 1 | 2 | 3 | 4
Air | Animal | Body | Earth | Fire
Mind | Plant | Power | Spirit | Water

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