Spell catalogue · v1.0

Eleven Schools of Magic

Browse all 110 approved spells. Intelligence and level requirements allow a character to learn a spell, but the character must still acquire it in play.

110 spells
A magical book showing the different schools of magic
✦10 spells

General Magic

Practical everyday spells for light, small manipulations, finding things, repairs, and basic protection. This is not an elemental school.

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◆10 spells

Fire

Fire, heat, burning, smoke, and explosions. Strong in direct attacks and creating obstacles.

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◒10 spells

Water

Water, ice, and cold. Combines attacks, slowing effects, protection, and movement through water.

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ϟ10 spells

Air

Wind, lightning, storms, levitation, flight, and teleportation. Teleportation belongs to this school, not Astral Magic.

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⬟10 spells

Earth

Soil, stone, minerals, toughness, and physical protection. Excels at defense and changing terrain.

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◉10 spells

Mind

Telekinesis, telepathy, thoughts, emotions, illusions, and mental influence. Telekinesis belongs to this school.

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◇10 spells

Spirit

Souls, spirits, life force, blessings, soul protection, and communication with spirits.

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✺10 spells

Light Magic

Healing, cleansing, protection, and radiant attacks. Healing spells use the healing multiplier.

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◐10 spells

Dark Magic

Fear, curses, shadows, draining life force, weakening, and necromancy. The school is not automatically evil.

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❧10 spells

Nature Magic

Plants, animals, natural forces, and natural healing. It is especially suited to rangers, elves, and some healers.

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✧10 spells

Astral Magic

Master-level magic that works with fate, time, reality, and distant worlds. Beginner characters cannot use it.

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