Arcane

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[Unless otherwise stated, Arcane spells deal Arcane damage.]

Cantrips

Spell Name: Mage Light Discipline: Arcane Tier: Cantrip Spell Duration: 15 turns Range: 10m Concentration: False Ritual: False

Spell Effect: The caster manifests mana into the physical world in the form of light, creating a blue manifestation of light within an orb like structure. The caster may then hold this orb of light in their hand, or have it levitate around them and follow the magi. This allows them to see in dark places, however the orb doesn’t give off any form of heat.

Spell Name: Telekinesis Discipline: Arcane Tier: Cantrip Spell Duration: Channeled Range: 15m Concentration: False Ritual: False

Spell Effect: The caster manipulates the gravity around an object and levitates it into the air, moving it at up to 3 meters per turn. The caster can only lift objects up to 25 pounds (roughly 11 kg). The caster may move the object any way they want.

Spell Name: Spatial Pocket Discipline: Arcane Tier: Cantrip Spell Duration: Instant Range: Self Concentration: False Ritual: False

Spell Effect: The caster can store and retrieve a single item in a pocket dimension no larger than the size of the item. The item must be logged and updated in the caster's grimoire. The item cannot contain other, smaller items. Stored Item:

Spell Name: Arcane Eye Discipline: Arcane Tier: Cantrip Spell Duration: Instant Range: Sight Concentration: False Ritual: False

Spell Effect: Magic and enchantments become visible to the caster. They are also able to detect the type of magic and discipline for any magic within sight.

Spell Name: Arcane Bolt Discipline: Arcane Tier: Cantrip Spell Duration: Instant Range: 35m Concentration: False Ritual: False

Spell Effect: The caster launches a small bolt of arcane energy that travels in a straight line towards a target. This follows normal projectile rules and the caster must roll a d20 to hit. Upon a successful hit, the bolt deals 1d10 arcane damage on impact.

Tier 1

Tier 2

Tier 3