Arcane Magic Spell List
Progressive Spells
Some spells become more powerful as more points are dedicated to them.
Each level must be unlocked sequentially, increasing the spell's potency.
Arcane Bolt Lv1 –3
Spell Point Cost: Lv1 – 1 point, +1 spell point per level (max 3)
Casting Time: 20 seconds
Effect: Charges a magical projectile that deals 4 HP damage, bypassing shields.
Range: Thrown
Chant Word: “Bolt”
Physical Representation: Purple throwing bolt
Restrictions:
Caster cannot move while casting a bolt as per normal casting rules
Caster may not cast another spell or strike with a weapon while holding a charged bolt, if they do the bold dissipates
Bolt must be thrown within 20 seconds or it dissipates
Only one bolt may be charged at a time
Bolt limits per round:
Lv1: 3 bolts
Lv2: 5 bolts
Lv3: 7 bolts
Prerequisite: Each level requires the previous one
Arcane Weapon Lv1 – 3
Spell Point Cost: Lv1 – 1 point, +1 spell point per level (max 3)
Casting Time: 20 seconds
Effect: Target 1-handed weapon (under 130 cm) deals 2 HP damage and counts as magical.
Range: Touch
Chant Word: “Arcane Weapon”
Physical Representation: Purple weapon sock
Restrictions:
Lv1: Only 1 arcane weapon may be active
Lv2: Up to 2 arcane weapons may be active
Lv3: Up to 3 arcane weapons may be active
Prerequisite: Each level requires the previous one
Greater Arcane Weapon Lv1 – 3
Spell Point Cost: Lv1 – 1 point, +1 spell point per level (max 3)
Casting Time: 20 seconds
Effect: Target 2-handed weapon (over 130 cm) deals 2 HP damage and counts as magical.
Range: Touch
Chant Word: “Greater Arcane Weapon”
Physical Representation: Purple weapon sock
Restrictions:
Lv1: Only 1 greater arcane weapon may be active
Lv2: Up to 2 greater arcane weapons may be active
Lv3: Up to 3 greater arcane weapons may be active
Prerequisite: Each level requires the previous one
Arcane Ward Lv1 - 3
Spell Point Cost: Lv1 – 1 point, +1 spell point per level (max 3)
Casting Time: 20 seconds
Effect: Target shield blocks all magic damage and wielder is immune to all bind effects. If hit by siege damage, wielder must step back 5 steps.
Range: Touch
Chant Word: “Arcane Ward”
Physical Representation: Purple shield cover
Restrictions:
Lv1: Only 1 arcane ward may be active
Lv2: Up to 2 arcane wards may be active
Lv3: Up to 3 arcane wards may be active
Prerequisite: Each level requires the previous one
Arcane Armour Lv1 – 3
Spell Point Cost: Lv1 – 1 point, +1 spell point per level (max 3)
Casting Time: 20 seconds
Effect: Target gains +2 HP and is immune to Binding spells until death or round end.
Range: Touch
Chant Word: “Arcane Armour”
Physical Representation: Purple headband
Restrictions:
Target must be alive
Lv1: Only 1 arcane armour may be active
Lv2: Up to 2 arcane armours may be active
Lv3: Up to 3 arcane armours may be active
Prerequisite: Each level requires the previous one
Arcane Force
Spell Point Cost: 2
Casting Time: 30 seconds
Effect: Pushes a target back 5 steps. If forced into water, off a cliff, or into an obstacle, the target is considered dead.
Range: 5 meters
Chant Word: “Arcane Force”
Physical Representation: None
Restrictions:
Caster cannot move while casting arcane force as per normal casting rules
Caster may take 5 steps once spell has been successfully cast and pick a target
Or remain stationary for up to 20 waiting for a target to appear.
Clear line of sight required between caster and target, arcane force will go over water and low walls
Target must be within 5 meters
Prerequisite: None
Nullify
Spell Point Cost: 3
Casting Time: 30 seconds
Effect: Disperses all active magic, Arcane Servants, and undead within 5 meters.
Range: 5 meters
Chant Word: “Nullify”
Physical Representation: None
Restrictions:
May only be cast once per round
Prerequisite: None
Mage Walk
Spell Point Cost: 1
Casting Time: 20 seconds
Effect: Allows the caster to cross a water feature by freezing the water or using wind magic.
Range: Self (must be within 1 meter of the water)
Chant Word: “Mage Walk”
Physical Representation: None
Restrictions:
May only be used by the caster
The caster must be within 1 meter of the water feature
The caster may not move while casting
Must be recast for each crossing
Prerequisite: None
Arcane Bridge Lv1
Spell Point Cost: 2
Casting Time: 20 seconds
Effect: Creates a magical bridge over a water feature, allowing anyone to cross for the rest of the round.
Range: 1 meter
Chant Word: “Arcane Bridge”
Physical Representation: Purple cloth (1m x 2m) placed across the water
Restrictions:
Caster must be within 1 meter of the water feature
Caster may not move while casting
Prerequisite: Must know Mage Walk
Arcane Bridge Lv2
Spell Point Cost: 3
Casting Time: 20 seconds
Effect: Creates a magical bridge over a water feature or pit, usable by anyone for the rest of the round.
Range: 1 meter
Chant Word: “Arcane Bridge”
Physical Representation: Purple cloth (same as Level 2)
Restrictions:
Caster must be within 1 meter of the feature to be bridged
Caster may not move while casting
Prerequisite: Must know Arcane Bridge Lv1
Arcane Servants
Arcane Servant Restrictions (Applies to All Arcane Servant Spells)
Physical Representation:
Arcane Servants must be represented by a second player in costume.
Costume must include black or purple robes or cloaks, a hood, and a face covering or mask.
Casting rules:
Arcane Servants must stand behind the caster while being summoned and may not be used as a shield during casting.
The caster may only have one Arcane Servant active at a time.
Servant limitations:
Servants cannot hold items, complete objectives, or interact with terrain features (e.g. they cannot cross water, jump obstacles, or pass through players).
Wards, blessings, or magical buffs cannot be cast on Arcane Servants.
If the spell states the servant is linked to the caster, it is automatically dispelled if the caster dies.
Damage resistance:
All Arcane Servants are immune to normal weapons and projectiles.
They can only be harmed by magical weapons, magical attacks, or siege damage.
All successful hits from eligible sources deal 1 HP damage, regardless of hit location.
Summon Minor Arcane Servant – Defend
Spell Point Cost: 1
Casting Time: 30 seconds
Effect: Summons a minor spirit to guard the caster. The servant stays within 5 meters and attacks any enemy that enters its range. The servant is automatically dispelled if the caster dies.
Range: Touch
Chant Word: “Arcane Servant”
Servant Stats:
HP: 5
Weapon: Single-handed melee weapon
Prerequisite: None
Summon Minor Arcane Servant – Attack
Spell Point Cost: 2
Casting Time: 60 seconds
Effect: Summons a minor spirit to attack a designated target. It will move toward the target and engage, continuing to fight nearby enemies until destroyed. It remains active even if the caster dies.
Range: Touch
Chant Word: “Arcane Servant”
Servant Stats:
HP: 5
Weapon: Single-handed melee weapon
Prerequisite: None
Summon Arcane Servant – Defend
Spell Point Cost: 2
Casting Time: 30 seconds
Effect: Summons a more powerful defensive spirit to guard the caster. It remains within 5 meters and engages all nearby enemies. The servant is dispelled if the caster dies.
Range: Touch
Chant Word: “Arcane Servant”
Servant Stats:
HP: 7
Weapon: Double-handed melee weapon
Prerequisite: Must know Summon Minor Arcane Servant – Defend
Summon Arcane Servant – Attack
Spell Point Cost: 3
Casting Time: 60 seconds
Effect: Summons a more powerful spirit to attack a specific target. After defeating the target, it will continue attacking nearby enemies. The servant remains active even if the caster dies.
Range: Touch
Chant Word: “Arcane Servant”
Servant Stats:
HP: 7
Weapon: Double-handed melee weapon
Prerequisite: Must know Summon Minor Arcane Servant – Attack
Summon Greater Arcane Servant
Spell Point Cost: 4
Casting Time: 80 seconds
Effect: Summons a sentient spirit capable of acting independently. It may defend or attack as it sees fit and remains active even if the caster dies.
Range: Touch
Chant Word: “Arcane Servant”
Servant Stats:
HP: 11
Weapon: Single-handed or double-handed arcane weapon
Prerequisite: Must know Summon Arcane Servant – Attack