This page lists all non-unique spells in ARCHETYPE. Unique spells are shown on the page of the boon or effect that grants them.
Accelerate/Decelerate
2 MP
3 TS
Choose a creature you can see within 7 units. The chosen creature either loses or gains 2 TS, your choice. If the creature is unwilling to be under the effects of this spell, it may make a [V] roll (your [I] or higher to succeed) to resist the effects.
Arcane Beam
3 MP
3 TS
Each creature in a line between you and a point within 4 units must make a defense roll (Your [I] or above to succeed) or take 5d4 magic damage.
Arcane Missile
1 MP
2 TS
Make an [I] spell attack roll against a target within 12 units (must have line of sight) to hit; if you hit, you deal 1d6+[I] magic damage.
Arcane Spear
2 MP
3 TS
Make an [I] spell attack roll against a creature within 8 units. (must have line of sight) If you hit, the creature takes 2d6+[I] magic damage.
Channel Lightning
2 MP
4 TS
Make an [I] spell attack roll against a creature within 3 units; if you hit, you deal 1d4 magic shock damage to that target. If you hit with this spell, at the beginning of the next round you may cast this spell on the target that was hit without spending MP for 1 TS. You can only cast the Channel Lightning spell a maximum of three times each round.
Deathtouch
1-3 MP
3 TS
Make a 1 unit range melee [I] spell attack roll against a target within range; if you hit, the target takes 1d10 magic damage for each MP you spent to cast this spell.
Elemental Shroud
3 MP
2 TS
Choose a melee weapon you have equipped. For the next minute, (or for 12 rounds) attacks with that weapon deal an additional 1d6 magic damage. When you cast this spell, you may choose to have this damage be magic fire damage if you possess the Pyrokinetic boon, magic shock damage if you possess the Electrokinetic boon, or magic frost damage if you possess the Cryothurge boon.
Empower Spell
1 MP
1 TS
The next time you deal damage with a spell, that spell deals 1d6 additional damage of the type that spell would normally deal.
Empowered Strike
1 MP
1 TS
Your next attack of any kind deals 1d6 additional magic damage.
Firebolt
1 MP
2 TS
Make an [I] spell attack against a target within 5 units, if you hit, the target takes 1d4 magic fire damage.
Fireball
2 MP
3 TS
Make an [I] spell attack against a target within 6 units, (must have line of sight) if you hit, the target takes 2d6 magic fire damage and an additional 1d4 magic fire damage at the end of the round.
Force Blast
1-3 MP
3 TS
Make a spell attack roll against a target within 6 units to hit; if you hit, you deal 1d4 magic blunt damage for each MP you spent to cast this spell.
Frostbolt
2 MP
3 TS
Make an [I] spell attack roll against a target within 7 units; (must have line of sight) if you hit, the target takes 1d6 magic frost damage and gains the frostbite debuff for 2 rounds. If a target who takes damage from this spell is frostbitten, they become frozen and petrified for 1d4 rounds and lose the frostbite debuff.
Healing
1-5 MP
1-5 TS
This spell takes as much TS to cast as the amount of MP you spent on it. You touch a willing target creature within 1 unit, that creature regains 1d6 hit points for each MP you spent to cast this spell.
Ice Tomb
1-5 MP
1 TS
You become frozen and petrified for an amount of rounds equal to the MP you spent to cast this spell. You gain 5 DR until this effect ends. This spell can be cast as an interrupt if you are targeted by an attack.
Infuse Person
1 MP
3 TS
Target a creature within 4 units, the creature may make a defense roll (your [I] or above to succeed) to resist.
Lesser Resurrection
3 MP
5 TS
Touch a dead creature within 1 unit, (the target must not be cursed) the target is restored to life with 1 hit point. You may only cast this spell once per every 24 hours. If the target has been dead for a long time, you must roll an [I] roll against 10 + the number of years the creature has been dead or the spell fails, you still spend MP and TS.
Maelstrom
3 MP
4 TS
You create a whirlpool centered on a point within 12 units., the whirlpool extends to a circular radius of 2 units. Creatures within the whirlpool when this spell is cast and at the beginning of each round must make a defense roll (your [I] or higher to succeed) or be pulled towards the center by one unit, any creature in the center of the whirlpool after this effect takes 3d6 magic blunt damage. The whirlpool disappears after 3 round starts pass.
Mental Burst:
4 MP
5 TS
Each creature within 2 units of you must make a defense roll (Your [I]ngenuity or above to succeed) or take 4d6+[I] magic blunt damage.
Raise Dead
5 MP
4 TS
Target a dead creature within range. The target becomes an undead soldier under your control. (you spend their TS on your turn) The undead soldier ceases to function after 1d4 days, however, you can re-cast this spell on the target to add 1d4 days, extending said time. This spell costs 2 less to cast on a cursed target. When you target a dead creature with this spell, remove the cursed condition after this spell is cast.
Remove Disease
2 MP
3 TS
Touch an object or willing target creature within 1 unit, you may remove one disease affecting the target or the cursed condition for the target.
Rewind
5 MP
0 TS
You can rewind your own time. You return to where you were at the start of the round and regain any HP, MP, and TS you have lost this round. Abilities that were spent this round are automatically recharged. You can use this action as an interruption upon being targeted by an attack, if you do so, your turn immediately starts regardless of whether you have already taken your turn this round.
Riptide
2 MP
2 TS
Target creature within 5 units (must have line of sight) must make a defense roll (your [I] or higher to succeed) or be moved up to 1-5 units towards you. (Your choice)
Shunt
2 MP
3 TS
Make a spell attack roll against a target within 4 units (must have line of sight) to hit; if you hit, the target is shoved 1d4 units away from you.
Stoneskin
1-5 MP
2 TS
Target a willing creature within 6 units (must have line of sight) or yourself. The target becomes a statue until the end of the round. The target loses all unspent and saved TS and gains DR equal to 3 times the MP you spent on this spell until the end of the round. The creature is petrified until this effect ends.
Stop Time
5 MP
4 TS
Choose up to 5 other creatures that you can see. You and all of those creatures have time stopped for you, causing the world around to seem frozen. This stopped time lasts for 1d6 rounds, but you do not get to know what the number rolled is, the GM will roll for you. During that time, you and the creatures you chose can move freely and act as normal, you can even attack or cast spells, however, projectiles within the stopped time will not travel until time has resumed. Creatures do not start dying until time resumes, and effects that come into effect during a round are paused until time resumes. After time resumes, you and all creatures you chose lose 2 TS at the start of the round.
Telepathic Control
5 MP
2 TS
Target creature you can see must make a [U] roll (your [I] or higher to succeed) or you control them for the rest of this round. (or for 5 seconds outside of combat) If a creature succeeds the roll against this spell, they automatically succeed future attempts until you finish a 5-hour rest.
Terraburst
3 MP
2 TS
Each other creature within 2 units of you must make a defense roll (Your [I] or higher to succeed) or take 2d6 magic damage. Creatures that take damage from this spell must make an additional defense roll (Your [I]-2 or higher to succeed) or lose all unspent or saved TS and gain 1d6 DR, they lose this DR at a rate of 1 per round. Creatures with DR from this spell do not gain TS at the start of a round and are petrified.
Thunderbolt
4 MP
4 TS
Make an [I] spell attack roll against a target within 6 units; if you hit, you deal 2d6 magic shock damage to that target. This spell costs 1 less MP for each spell you've cast this round. You may only cast this spell once each round.
Voidrift
2 MP
3 TS
You make a slash with your arm that bends space, creating a crack in reality. Choose a point within 5 units. Any creature within 1 unit of that point must make a [Q] roll (your [V]+2 or higher to succeed) or take 2d4 magic slash damage. As the spell resolves, it leaves behind a voidrift in at the chosen point that lasts for 1d4 hours for each level you have in the Schismothurge boon.
Voidwalk
6 MP
3 TS
Choose a point you can see. You teleport to that space, leaving a voidrift behind at both where you started and your destination. When you teleport, you may create a small explosion at either your starting point or your destination. Any creature within 3 units of the location you choose must make a [Q] roll (your [V]+2 or higher to succeed) or take 2d4 magic damage. The voidrifts created by this spell last for 1d4 hours for each level you have in this boon.