The Arcane magic element is the foundation of all the other Natural and Spiritual elements- all other magic’s are built using the arcane energy called mana and then shaped and defined by their individual element. Regardless of the form of magic that a spell caster practices- they could be a fire-slinging elven battlemage, a nature attuned fae druid or a pious human cleric devoted to the Light- all magic users can use the Arcane Element and choose spells from the list below.
‘Elemental’ Damage & Death Spells
‘Elemental’ Missile (Lvl 1), ‘Elemental’ Blast (Lvl 3) and ‘Elemental’ Death (Lvl 4) are all spells that have an unusual nature. When a spell caster casts any of these spells they can choose any of the magic elements that they know to ‘fuel’ the spell’s effect. If a spell caster has knowledge of more than one element, they can choose a different element each time they cast them, changing the call made at the end of the spell scrip and the colour of spell orb that they use. This represents a mote of fire, or a barrage of stones and grit or a dark bolt of death magic being flung at the spell’s target. Example: Ghol Vordak the necromancer has knowledge of the Shadow and Earth elements. He casts Elemental Blast. He has the option of casting Shadow Blast (using a black spell orb), Earth Blast (green spell orb) or Arcane Blast (purple spell orb) because these are the elements that he can draw energy from.
Lvl 1: ‘Elemental’ Missile,
Damage effect. 1 mana. Ranged. Call: (Lvl 1 Spell Script).
What it does: A target hit by this spell takes 1 damage.
Lvl 1: Arcane Sigil,
Dazed effect. 1 mana. Self. Call: (Lvl 1 Spell Script).
What it does: Caster inscribes mystical sigils of protection in the air, represented by a white ribbon worn on their arm. When struck by a melee or ranged weapon or a spell, caster calls ‘Arcane Sigil’ and removes the ribbon. No call, no effect. The attacker that made the blow is blinded by a flash and is dazed for 10 seconds.
Lvl 2: Silence Caster,
Alter effect. 2 mana. Ranged. Call: (Lvl 2 Spell Script).
What it does: The target is struck dumb and cannot speak or cast spells for 10 minutes.
Lvl 2: Fumble,
Alter effect. 2 mana. Ranged. Call: (Lvl 2 Spell Script).
What it does: The target of this spell must drop whatever is held in their hands and not pick them up for 10 seconds. Items that are physically strapped to a targets arm, such as some shields, cannot be dropped but the target must let go of the handle until the item is recovered.
Lvl 3: ‘Elemental’ Blast,
Un-blockable effect. 3 mana. Ranged. Call: (Lvl 3 Spell Script).
What it does: A target hit by this spell takes 2 un-blockable damage.
Lvl 3: Dispel Magic,
Dispel effect. Mana=Mana of target spell. Ranged. Call: (Lvl 3 Spell Script).
What it does: Any spell or spell-like ability that a target is attempting to cast is instantly countered. Any enchantments that they currently wear are lost. All ongoing Alter, Buff, Control, Fear (X) or Shield effects immediately end. Put simply- if it cost mana to do it, Dispel Magic can stop it.
Lvl 4: Spell Block,
Buff effect. 4 mana. Self. Call: (Lvl 4 Spell Script).
What it does: Caster inscribes powerful mystical sigils of protection in the air, represented by a white ribbon worn on their arm. The next spell or spell-like ability to affect the caster- friendly or otherwise- is totally negated and has no effect. Caster calls ‘Spell Block’ and removes the ribbon. No call, no effect. Spell Block lasts until discharged, the end of the event or the death of the player.
Lvl 4: ‘Elemental’ Death,
Alter & Un-blockable effect. 4 mana. Ranged. Call: (Lvl 4 Spell Scrip).
What it does: The target of this spell takes 5 points of damage which will kill most instantly. This spell can only be taken if the spell caster has knowledge of all 4 spells from one of the 4 Nature elements or from the 2 Spiritual elements (Elemental Mastery).
‘Elemental’ Damage & Death Spells
‘Elemental’ Missile (Lvl 1), ‘Elemental’ Blast (Lvl 3) and ‘Elemental’ Death (Lvl 4) are all spells that have an unusual nature. When a spell caster casts any of these spells they can choose any of the magic elements that they know to ‘fuel’ the spell’s effect. If a spell caster has knowledge of more than one element, they can choose a different element each time they cast them, changing the call made at the end of the spell scrip and the colour of spell orb that they use. This represents a mote of fire, or a barrage of stones and grit or a dark bolt of death magic being flung at the spell’s target. Example: Ghol Vordak the necromancer has knowledge of the Shadow and Earth elements. He casts Elemental Blast. He has the option of casting Shadow Blast (using a black spell orb), Earth Blast (green spell orb) or Arcane Blast (purple spell orb) because these are the elements that he can draw energy from.
Lvl 1: ‘Elemental’ Missile,
Damage effect. 1 mana. Ranged. Call: (Lvl 1 Spell Script).
What it does: A target hit by this spell takes 1 damage.
Lvl 1: Arcane Sigil,
Dazed effect. 1 mana. Self. Call: (Lvl 1 Spell Script).
What it does: Caster inscribes mystical sigils of protection in the air, represented by a white ribbon worn on their arm. When struck by a melee or ranged weapon or a spell, caster calls ‘Arcane Sigil’ and removes the ribbon. No call, no effect. The attacker that made the blow is blinded by a flash and is dazed for 10 seconds.
Lvl 2: Silence Caster,
Alter effect. 2 mana. Ranged. Call: (Lvl 2 Spell Script).
What it does: The target is struck dumb and cannot speak or cast spells for 10 minutes.
Lvl 2: Fumble,
Alter effect. 2 mana. Ranged. Call: (Lvl 2 Spell Script).
What it does: The target of this spell must drop whatever is held in their hands and not pick them up for 10 seconds. Items that are physically strapped to a targets arm, such as some shields, cannot be dropped but the target must let go of the handle until the item is recovered.
Lvl 3: ‘Elemental’ Blast,
Un-blockable effect. 3 mana. Ranged. Call: (Lvl 3 Spell Script).
What it does: A target hit by this spell takes 2 un-blockable damage.
Lvl 3: Dispel Magic,
Dispel effect. Mana=Mana of target spell. Ranged. Call: (Lvl 3 Spell Script).
What it does: Any spell or spell-like ability that a target is attempting to cast is instantly countered. Any enchantments that they currently wear are lost. All ongoing Alter, Buff, Control, Fear (X) or Shield effects immediately end. Put simply- if it cost mana to do it, Dispel Magic can stop it.
Lvl 4: Spell Block,
Buff effect. 4 mana. Self. Call: (Lvl 4 Spell Script).
What it does: Caster inscribes powerful mystical sigils of protection in the air, represented by a white ribbon worn on their arm. The next spell or spell-like ability to affect the caster- friendly or otherwise- is totally negated and has no effect. Caster calls ‘Spell Block’ and removes the ribbon. No call, no effect. Spell Block lasts until discharged, the end of the event or the death of the player.
Lvl 4: ‘Elemental’ Death,
Alter & Un-blockable effect. 4 mana. Ranged. Call: (Lvl 4 Spell Scrip).
What it does: The target of this spell takes 5 points of damage which will kill most instantly. This spell can only be taken if the spell caster has knowledge of all 4 spells from one of the 4 Nature elements or from the 2 Spiritual elements (Elemental Mastery).