Arcane

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Revision as of 22:40, 13 January 2025 by Kyle1322 (talk | contribs) (→‎Cantrips)

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

Arcane, The Tree of Knowledge

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

Spell Name: Arcane Tracer
Discipline: Arcane
Tier: 1-3
Spell Duration: Instant
Range: 35m
Concentration: False
Ritual: False

Spell Effect: The caster launches a projectile of arcane energy that seeks out and hits a single target, dealing 3d4 arcane damage on impact. If cast at Tier 2, this spell deals 3d6 damage, and at Tier 3 deals 4d8 damage.


Spell Name: Arcane Tool
Discipline: Arcane
Tier: 1
Spell Duration: 15 turns
Range: Self
Concentration: False
Ritual: False

Spell Effect: The caster summons a tool no bigger than their forearm to be used out of combat for a specific purpose.


Spell Name: Arcane Shielding
Discipline: Arcane
Tier: 1
Spell Duration: 15 turns
Range: Self, 10m
Concentration: False
Ritual: False

Spell Effect: The caster summons three spectral shields to the target's side. They surround the target and serve as protection against physical attacks. Each shield is capable of blocking a single attack before it is dispelled. When the shields block an attack, the target staggers- thus making it impossible for them to deflect and concentrate at the same time. This can also be used on one's self.


Spell Name: Counterspell
Discipline: Arcane
Tier: 1* (Scales to the tier of the countered spell)
Spell Duration: Instant/Reaction
Range: 30m
Concentration: False
Ritual: False

Spell Effect: The caster counters a target spell or rune after it has been cast or activated, immediately canceling any effects from the spell or rune. This spell can be used as a reaction. The tier of spell slot used is equal to the tier of the countered spell.


Spell Name: Arcane Weapon
Discipline: Arcane
Tier: 1
Spell Duration: 15 turns
Range: Self, Touch
Concentration: False
Ritual: False

Spell Effect: The caster creates a one handed weapon made out of solid mana for the duration of this ability which appears exceedingly light to the caster. The caster may morph the weapon into a different form, including basic tools, but takes 1 turn to do so, though this does not count as an action. This weapon is the strength level of steel and behaves under martial combat rules.


Spell Name: Slingshot
Discipline: Arcane
Tier: 1-3
Spell Duration: Instant
Range: Self, 5m
Concentration: False
Ritual: False

Spell Effect: The caster bends space around their person and abruptly unleashes it, causing all within range to be pushed outside of the 5 meter radius. Targets within range take 2d4 damage. Allies and enemies cannot be distinguished. At Tier 2, targets take 2d6 damage and at Tier 3 targets take 3d8 damage.


Spell Name: Summon Lesser Creature
Discipline: Arcane
Tier: 1
Spell Duration: 1 OOC Day
Range: 10m
Concentration: False
Ritual: False

Spell Effect: The caster summons a Passive Creature composed of mana to obey their commands. It may listen to basic commands such as “attack” or “stay.” It disappears upon the end of the spell duration. Only one creature can be summoned at a time from any spell.


Spell Name: Trade Places
Discipline: Arcane
Tier: 1
Spell Duration: Instant
Range: 10m
Concentration: False
Ritual: False

Spell Effect: Two targets within 10 meters of the caster have their locations swapped. The caster may be one of the targets. The caster may not swap a target into an immediately dangerous situation (e.g trap, spikes, lava).


Spell Name: Light as a Feather
Discipline: Arcane
Tier: 1
Spell Duration: Instant
Range: Self, 5m
Concentration: False
Ritual: False

Spell Effect: The caster may temporarily make as many targets as they like within a 5m radius lighter than they naturally are, thus making them fall at a slower rate of about three meters per turn when falling. This effect wears off when the targets reach the ground.


Spell Name: Disarm
Discipline: Arcane
Tier: 1
Spell Duration: Instant
Range: 20m
Concentration: False
Ritual: False

Spell Effect: The caster manipulates an object that someone else is holding, attempting to pull it from their grasp. The target must roll a 1d20. A roll of 14 or higher means the target keeps hold of their object. A failing roll results in the object being thrown 5 meters away from the target in the direction of the caster’s choosing.

Tier 1

Tier 2

Tier 3