LEVEL ONEA basic knowledge required | |||
AIR BUBBLE. If underwater, this spell can be cast, and an air bubble will instantly surround the caster’s head. CORROSIVE GRASP. At the use of this spell, a Conjurer can create acid on their hands to be used against an opponent. DEEP BREATH. With this spell, a Conjurer can constantly create oxygen to continually fill their lungs. GREASE. Summoning up grease, a caster makes the floor before them slippery for opponents. HAIL OF STONE. With this spell, a Conjurer opens up a gate above a creature, where stones will be conjured to fall above them. MAGE ARMOR. This spell summons up an ethereal armor that covers a Conjurer to protect them from magical attacks. The armor lasts for three posts. MOUNT. A Conjurer can cast this spell to summon up a riding horse to be used to travel great distances. OBSCURING MIST. Using this spell, a Conjurer can create a great mist that surrounds an area and makes it harder to see. HEAL. With this spell, the caster is granted healing abilities that can heal minor wounds that have been inflicted on a subject. It can also rid scars or tears. |
LEVEL TWOA basic knowledge required | |||
SUMMON MONSTER. With this spell, a Conjurer can call forth and summon a creature to obey their every command. The creature will follow their orders for a corresponding amount of total magical points. (three points total = three posts, etc.)
BLADES OF FIRE. If the caster is wielding a weapon, this spell conjures up flames to encompass the blade, so that fire damage can be dealt to a foe. CREATE MAGIC TATTOO. With the use of this spell, a subject receives a tattoo with various mystical effects. DECASTAVE. A Conjurer can cast this spell, which creates a quarterstaff. GLITTERDUST. With the use of this spell, a great outburst of conjured energy blinds creatures, and outlines invisible ones. MIASMA. This spell creates a large blanket of fog that traps those within, and causes them to suffocate from choking on the fumes. ACID ARROW. A Conjurer can summon up this arrow with acid on the tip. UNSEEN CRAFTER. A Conjurer can use this spell to create an invisible creature that obeys their command and can make various items and weapons. Depending on the level of the Conjurer, the creature can craft up to three items. SUMMON SWARM. This spell creates a gate that summons up bats, rats, or bees to attacks an opponent. |
LEVEL THREEA basic knowledge required | |||
WEB. With this spell, a Conjurer can create a sticky spider web to capture any enemies that walk into it for two posts.
BANDS OF STEEL. With this spell, a Conjurer can create a sticky spider web to capture any enemies that walk into it for two posts. SEPIA SNAKE SIGIL. After a Conjurer uses this spell, they create a text symbol that immobilizes the reader. STEEL STORM. When this spell is cast, a foggy sleet that hinders movement and vision is conjured up. CHOKING CLOUD. A Conjurer can cast this spell to summon up a vaporous cloud of stench. CREATION. WATER: This spell can be cast to create up to two gallons of water, for purposes such as drinking or filling up an area. FOOD: When using this spell, a Conjurer can make any food appear that is desired. IMAGE: Without the use of a camera, a Conjurer can use this spell that produces a photograph of a current time. TRANSPORT. When using this spell, a Conjurer can teleport up to ten miles. This spell does not allow for interplanary travel. REMOVE AILMENT. When using this spell, a Conjurer can teleport up to ten miles. This spell does not allow for interplanary travel. |
LEVEL FOURA basic knowledge required | |||
CONSTRICTING COILS. After casing this spell, coils are conjured around an opponent that will constrict and confine them in their place for crushing.
DIMENSIONAL DOOR. With this spell, a Conjurer can teleport from state to state. Even still, this spell does not allow interplanary travel. BLACK TENTACLES. After this spell is cast, black octopus tentacles rise from the floor and constrict an opponent, grasping them around their legs and rendering them immobile. SECURE SHELTER. A Conjurer can cast this spell, which creates a small cottage with up to four rooms. RADIANT FOG. After this spell is cast, a Conjurer creates a fog that dazzles and confuses those trapped within it. ROGUE WAVE. This spell creates a wave on dry land or at sea that knocks down things in its path. REMOVE PARALYSIS. After casting this spell, a Conjurer allows any paralyzed creature to be healed. ELEMENTAL WALL. SAND: This spell conjures a swirling sand block to be used against enemies. WATER: This spell creates a wall of water that creatures must swim through to cross. The current within is temperamental, and can trap foes to drown them. |
LEVEL FIVEA basic knowledge required | |||
TETHER. With this use of this spell, a Conjurer creates an invisible link between two objects; if one thing happens to one, it happens to the other
HIDDEN LODGE. This spell allows a Conjurer to create an invisible lodge, viewable only to Arcanists, that is one and a half stories, with up to ten rooms. SECRET CHEST. This spell creates a secret chest that a Conjurer can put objects into and retrieve at will; this chest is hidden on the Ethereal Plane, and is locked to anyone but the creator. FAITHFUL HOUND. With the use of this spell, a Conjurer creates a phantom dog can guard and attack for up to three posts. Depending on the level of the Conjurer, the phantom hound can warn of coming attacks and even attack on its own. PLANAR BINDING. With the use of this spell, a Conjurer locks a creature on their current realm, so that it cannot travel back to the Shadow Realm by escaping. TELEPORT. With this spell, a Conjurer can teleport themselves from country to country, as well as from realm to realm. This spell does not allow for the accompaniment of others. HEROES’ FEAST. With the use of this spell, a Conjurer creates a huge meal for everyone that is present. The favorite meal of each visitor is instantly created. SUMMON CREATURE. With this spell, a Conjurer can call forth and summon a creature to obey their every command. The creature will follow their orders for a corresponding amount of total magical points. (three points total = three posts, etc.) |
LEVEL SIXA basic knowledge required | |||
ACID FOG. Creating this fog, a Conjurer uses their power to infuse acidic properties into the field, dealing massive damage to whoever is captured inside.
FIRE SPIDERS. With this spell, a Conjurer can summon up body-sized spiders (or other animals) that are encased in magical flames that last for two posts. SPORE CLOAK. This spell creates large mold spores that damage others. TUNNEL SWALLOW. This spell allows for a Conjurer to control a tunnel, causing it to convulse and cause damage to those located inside of it. VERDIGRIS. After this spell is cast, a Conjurer summons up a tsunami of grass, trees, and shrubs that attack like a tidal wave. WORD OF RECALL. This spell allows for an uttered word to transport the caster back to their sanctuary. When preparing the spell, the caster must be in the designated place. This spell does not allow for interplanary travel. REMOVE DISEASE. This advanced healing spell allows for a Conjurer to heal massive ailments, such as various plagues. REGENERATE. After casting this spell, a Conjurer is granted the power to regenerate missing limbs, toes, fingers, arms, legs, and broken bones. |
LEVEL SEVENA basic knowledge required | |||
INSTANT SUMMONS. With the use of this spell, a prepared object appears in a Conjurer’s hands.
MAGNIFICENT MANSION. A Conjurer can cast this spell to create a permanent door or gate that leads to extra dimensional mansion, to be used to the creator’s discretion. The mansion can even be a home to others, as the Conjurer can designate ‘ownership’ of the gate/door to someone else. PLANE SHIFT. With the use of this spell, up to eight subjects can teleport to another plane, as long as they are in contact with the caster. VIPERGOUT. This spell brings into being celestial or fiendish vipers that attack those the caster wishes. INSECT PLAGUE. This spell conjures up a swarm of locusts or other insects to attack. |
LEVEL EIGHTA basic knowledge required | |||
INCENDIARY CLOUD. Using this spell, a Conjurer creates a great fog of fire to trap objects within and burn them. At first it appears a normal fog, and then combusts. MAZE. This spell, once cast, traps a subject in an extra dimensional maze that they can’t escape from until the caster teleports them out. MINIMUS CONTAINMENT. After casting this spell, an extraplanar creature is bound into a gem. SUMMON DEMON. With this spell, a Conjurer can call forth and summon a creature to obey their every command. The creature will follow their orders for a corresponding amount of total magical points. (three points total = three posts, etc.) PAVILION OF GRANDEUR. With this spell, a Conjurer creates a feast and a great pavilion to be used for friends. This can also be used for foes, and the food can be poisoned. CROWN OF VERMIN. After this spell is cast, one thousand venomous, biting and stinging spiders, scorpions, beetles, and centipedes erupt from the very air around the character. MIRACLE. The ultimate healing spell; after casting this, a Conjurer is granted the ability to heal deadly damages. With the exception of actual death, a Conjurer can heal anything: including cancer, mental disorders, syndromes, bodily paralysis. This does not work on brain-dead subjects, as they are already considered ‘dead’. |
LEVEL NINEExperienced arcanists only | |||
GATE. With the use of this spell, a Conjurer can make an interplanary gate that connects two realms together. The gate can be used by any that the Conjurer designates, though these ‘settings’ are apt to change at the caster’s wish. GENESIS. This spell allows for a Conjurer to create their own plane, complete with environments and weather, etc. IMBRUE. With this spell, a Conjurer can bind a creature from another plane into a human host. IMPLORE MONOLITH. With the use of this spell, a Conjurer can bind and trap an Elemental by using its true name. The Elemental will fight for the Conjurer for two posts before breaking the bond and leaving. REFUGE. This spell alters a chosen item to transport its owner back to the caster. SPHERE OF ULTIMATE DESTRUCTION. A Conjurer can cast this spell to create a featureless black orb that disintegrates upon touch. |