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Anima Magic is the magic school that governs the manipulation of elements, mainly for destruction purposes. Fire spells do more damage overall, Water-based spells deal stamina damage, Earth spells do pure physical damage, Wind spells are more accurate and Lightning spells can crit. Each rank gained in this tree gives the user 2 points of mana, +1 accuracy with Anima spells, +1 effective range with Anima spells, adds 10% chance to succeed in Anima related concentration checks, and allows the user to cast more complex spells after hitting the appropriate milestones.

Novice Spells

At the Novice rank, six spells can be used, with each spellbook costing 50Gold-coin-icon.

Novice Anima Spells
Spell Name Description Damage
Novice Fire Manipulation Heats up the air to create sparks of flame, which are manipulated freely as the caster wills it. 3d6 Fire Damage
Novice Water Manipulation Pulls droplets from the air to create small amounts of water, which are manipulated freely as the caster wills it. 2d6 Water Damage + 1d6 Stamina Damage
Novice Earth Manipulation Rips small rocks from the earth to be manipulated freely as the caster wills it. 1d10 Physical Damage
Novice Wind Manipulation Draws out pockets of wind to be manipulated freely as the caster wills it. 2d6 Wind Damage
+1 Accuracy
Novice Lightning Manipulation Draws out static electricity to create small bolts of shock that are manipulated freely as the caster wills it. 2d6 Lightning Damage (crit on a 19-20 for 1.5x Damage)
Elemental Mine Sets up a rune on a surface, explodes upon impact. Equal to the respective spell.

Adept Spells

At the Adept rank, thirteen more spells can be used, with each spellbook costing 220Gold-coin-icon.

Adept Anima Spells
Spell Name Description Effect
Adept Fire Manipulation Heats up the air to create sparks of flame, which are manipulated freely as the caster wills it. 4d6 Fire Damage
Adept Water Manipulation Pulls humidity from the air to create water, which is manipulated freely as the caster wills it. 3d6 Water Damage + 1d6 Stamina Damage
Adept Earth Manipulation Rips stones from the earth to be manipulated freely as the caster wills it. 2d10 Physical Damage
Adept Wind Manipulation Draws out storm winds to be manipulated freely as the caster wills it. 3d6 Wind Damage
+2 Accuracy
Adept Lightning Manipulation Draws out electricity to create bolts of shock that are manipulated freely as the caster wills it. 3d6 Lightning Damage (crit on a 18-20 for 2x Damage)
Charge Weapon Charge your equipped weapon with an element, giving it a Novice Elemental Enchantment for one turn. This spell can be cast as a Free Action. Equal to respective enchantment
Elemental Cloak User shrouds themselves with an element, lasting for the next 1d6 turns. Casters can only have one self buff active at a time. 1d4 Elemental Damage to all adjacent units
Short Combustion Creates a small spark and sound explosion around the caster, not dealing any damage, but violently pushing back anything close to the caster. Can be used as a standard action or a free action. If used as a standard action it pushes every single unit or object back two spaces. If used as a free action it breaks any effect that would stun or immobilize the caster.
Ice Projection Can be used either as a standard action to create a weapon made completely out of ice, or as a defensive action to pivot back and leave an ice statue of yourself for the enemy to target. When creating a weapon, the weapon deals water damage with dice equivalent to Iron tiered weapons, and deals an additional 1d6 stamina damage on hits. When used as a defensive action, the caster rolls a concentration check to determine whether the caster is successful in his cast. If fails the check, he gets hit automatically, if he doesn't, the caster pivots back one space and leaves an ice statue of himself on his place. The ice statue has 10 health points, if the damage done by the enemy attack doesn't break the statue, the enemy gets frostbitten and has his movement cut in half for the next turn, if he breaks it, then the statue shatters with no added effect.
Obsidian Shield Erect a barrier of earth to defend you against physical strikes, can be used as a standard action or a defensive action. If used as a standard action, the caster rips the earth from the ground and surrounds himself with it, for the next 1d4 turns, the caster gains +4 physical resistance and immunity to any effect that would move him from his spot, at the cost of -1 space to his movement. If used as a defensive action, increases your physical resistance by the amount of mana you put into the cast, each point of mana you put gives you +2 physical resistance, minimum of 1, maximum of 4.
Vacuum Bubble Manipulates the air around the caster to create small vacuum pulls, throwing off enemy attacks, or enemies themselves. If used as a standard attack, allows the caster to move an enemy unit, two spaces in any direction. If used as a defensive action, increases your AC by the amount of mana you put into the cast, minimum of 1, maximum of 4. If used as such, the opponent is pushed back two spaces if he misses a melee strike.
Streak Surround yourself with lightning and move in the blink of an eye, can be used as a standard action or as a free action. If used as a standard action, allows the user to move as far as his movement could take him, passing directly through any enemy units. If passing through or by an enemy unit, the caster may make an attack of opportunity against the unit he passed, and any movement amplifying effects are accounted for when casting. If used as a free action, allows the caster to immediately move a single space in any direction of his choosing, similar to the Pivot feat in the Agility skill line.
Redirect Absorb an enemy's Anima spell and launch it back at them, requires the user to declare the casting of this spell as a defensive action, and requires him to pass a concentration check to throw it back. If he does not pass his concentration check he is automatically hit by the spell. This spell can only be acquired, and is acquired automatically with the "Energy" perk.

Master Spells

At the Master rank, six more spells can be used, with each spellbook costing 400Gold-coin-icon.

Master Anima Spells
Spell Name Description Effect
Master Fire Manipulation Heats up the air to create blazes, which can be manipulated freely as the caster wills it. 6d6 Fire Damage
Master Water Manipulation Shape the precipitation from the air to create large amounts of water, which are manipulated freely as the caster wills it. 4d6 Water Damage + 1d10 Stamina Damage
Master Earth Manipulation Rips boulders from the earth to be manipulated freely as the caster wills it. 3d10 Physical Damage
Master Wind Manipulation Draws out storm winds to be manipulated freely as the caster wills it. 4d6 Wind Damage
+3 Accuracy
Master Lightning Manipulation Generate plasma to create liquid lightning that is manipulated freely as the caster wills it. 4d6 Lightning Damage (crit on a 17-20 for 2.5x Damage)
Charge Weapon Charge your equipped weapon with an element, giving it a Novice Elemental Enchantment for one turn. This spell can be cast as a Free Action. Equal to respective enchantment
Immolation Ignite the fires of your soul, sacrificing your very flesh as kindling to feed a living flame. Deals 1d6 flame damage to all units in a 10ft radius around you, including allies and yourself. The damage and radius of Immolation increases every turn, 1 additional space of reach (max of 20ft radius) and 1 additional dice of damage. The spell can remain active indefinitely, just as long as the caster has his own flesh to burn. Casters can only have one self buff active at a time. This spell can only be used by casters with the Infernal Soul perk.
Precipitation Concentrate the precipitation around the caster, either using the heavy precipitation to create a rainstorm, or to create a 5x5 area around the caster of shallow water tiles. This spell can only be used by caster with the Aqua Soul perk.
Earth Coffin Traps a single target in a prison of earth, where the constant pressure and weight break their body. After hitting the target, every turn after the initial cast the victim must roll against the Concentration of the caster, with a bonus of 5% after each turn he spends inside the coffin, to see if they can escape. Every turn they spend inside the coffin they accumulate 1d8 physical damage, and 1d10 when they leave the coffin. While inside, the victim can only attempt to escape, and cannot be affected by things outside of the coffin. This spell can only be used by caster with the Terra Soul perk.
Almighty Push Powerful winds collect around the caster, ready to push back any enemy. Can be activated as a free action, and when activated, pushes away any adjacent enemy to the caster, a single space back. Can be activated 2 times, before it dissipates. Can be cast as a free action at the start of combat. Casters cannot have more than one self buff active at a time. This spell can only be used by caster with the Vacuum Soul perk.
Vacuum Bubble Manipulates the air around the caster to create small vacuum pulls, throwing off enemy attacks, or enemies themselves. If used as a standard attack, allows the caster to move an enemy unit, two spaces in any direction. If used as a defensive action, increases your AC by the amount of mana you put into the cast, minimum of 1, maximum of 4. If used as such, the opponent is pushed back two spaces if he misses a melee strike.
Violent Jolt Charge your whole body with powerful electrical currents, letting out powerful lightning on command. This spell may be used as a Standard or a Free Action. If used as a Standard Action, calls upon a thunderstorm as a weather effect. If used as a Free Action, turns a critical hit against you into a regular hit. This spell can only be used by caster with the Thunderous Soul perk.
Elemental Weapon Coat a weapon with an element, magnitude equal to a Master Level Elemental Enchantment. Lasts for the next 1d6 turns and can only be applied to a weapon that has no enchantment. Casters cannot have more than one weapon buff per weapon active at a time, and if he is dual wielding, he may choose to use a Full Action to cast this spell twice and buff both of his weapons.
Elemental Storm Release elemental energies within your soul, exploding in a storm of elemental might, dealing 3d6 to all units inside the attack radius. Hit every space in a 20ft radius centered on wherever the caster pleases, as long as it's in his range; if used as a Full Action, the range is increased to 30ft spaces.

Perks

At the Master rank, one of the following perks can be chosen:

Anima Perks
Energy
This perk adds 10 points to your character's mana pool. It also gives you the Redirect spell.
Domination
This perk adds an additional 30% chance to succeed in any Anima related concentration checks, and causes the wielder to lose concentration in a much slower pace, 5% instead of 10%. Doubles the duration of sustained Anima spells.
Magnitude
This perk allows the caster to attune his soul to a certain element, giving him a special ability, but making him unable to cast spells from the other element types. See Elemental Souls below:
Infernal Soul
Adds an afterburner effect to all your flame spells, and effects. Targets hit by your flames take 1d6 of damage from each of their blazes on their next turn. Allows the caster to absorb heat, allowing him to put away small fires easily and modest sized blazes with enough effort. Adds a 50% chance of burning away any poisons that afflict your body immediately when they are applied. Boosts your fire resistance by +5 points.
Aqua Soul
If your spell takes your enemy's stamina into the negatives, stun him for the amount of turns equal to half the points dealt to his stamina past zero. A stunned enemy cannot perform standard actions on his next turns. Allows the user to control the state of water he comes into contact with, and breathe underwater. Boosts your water resistance by +5 points.
Terra Soul
Allows the caster to sacrifice accuracy to add damage to his strike, on any physical attack. There is no limit to how much accuracy he can sacrifice, and the caster may choose to attack with negative accuracy to increase his damage even further. Adds a 50% chance to negate any effect that would move you from your spot. Boosts your physical resistance by +5 points.
Vacuum Soul
Knocks your target back two spaces each time you deal a wind effect. Allows the caster to sacrifice damage to increase the accuracy of any attack that possess wind damage, the limit being up to 10 points of damage, magic damage if casting a spell, physical damage if using an enchantment. Allows the caster to use a minor flight as his movement, the flight ends at the end of the movement, causing the caster to fall if he is in the air. Boosts your wind resistance by +5 points.
Thunderous Soul
Allows the caster to sacrifice Accuracy to increase the crit range of any attack that possess lightning damage. There is no limit to how much accuracy he can sacrifice, and the caster can choose to attack with negative accuracy to increase his crit range even more. For each 2 Accuracy points the caster chooses to go below 0, add a 0.5x multiplier to his critical damage. The constant field of static electricity and the occasional bursts of electrical light throw your opponent off, boosting your AC by 1 point. Boosts your lightning resistance by +5 points.

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