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.

General Magic
Practical everyday spells for light, small manipulations, finding things, repairs, and basic protection. This is not an elemental school.
Explore school →◆10 spellsFire
Fire, heat, burning, smoke, and explosions. Strong in direct attacks and creating obstacles.
Explore school →◒10 spellsWater
Water, ice, and cold. Combines attacks, slowing effects, protection, and movement through water.
Explore school →ϟ10 spellsAir
Wind, lightning, storms, levitation, flight, and teleportation. Teleportation belongs to this school, not Astral Magic.
Explore school →⬟10 spellsEarth
Soil, stone, minerals, toughness, and physical protection. Excels at defense and changing terrain.
Explore school →◉10 spellsMind
Telekinesis, telepathy, thoughts, emotions, illusions, and mental influence. Telekinesis belongs to this school.
Explore school →◇10 spellsSpirit
Souls, spirits, life force, blessings, soul protection, and communication with spirits.
Explore school →✺10 spellsLight Magic
Healing, cleansing, protection, and radiant attacks. Healing spells use the healing multiplier.
Explore school →◐10 spellsDark Magic
Fear, curses, shadows, draining life force, weakening, and necromancy. The school is not automatically evil.
Explore school →❧10 spellsNature Magic
Plants, animals, natural forces, and natural healing. It is especially suited to rangers, elves, and some healers.
Explore school →✧10 spellsAstral Magic
Master-level magic that works with fate, time, reality, and distant worlds. Beginner characters cannot use it.
Explore school →