The spells found in the World of Arcadia are divided into two types, Arcane Spells and Divine Spells. Each type are further divided up by 8 spell levels (0 to 7).

Arcane Spells are used by the Wizard Class and the Divine Spells are used by the Priest Class.

Both Wizards and Priests start out having knowledge and access to their own level 0 spell lists [wizard | priest].

This Grimoire manual sets out the general understanding and rules regarding the definition of each spell. Below are the explanations of the table headings found in both spell lists:

Spell Name #

The first column found on the spell lists is the Spell Name by which the spell is generally known.

Effect Description #

The next column is Effect Description. This describes what the spell does and how it works.

Range #

The Range column indicates how far from the caster the spell effect can reach. A spell’s range is the maximum distance from the caster it’s effect can occur, as well as the maximum distance at which the caster can designate the spell’s point of origin. If any portion of the spell’s area would extend beyond this range, that area is wasted. Possible options are:

PersonalThis spell affects only you.
TouchYou must touch a creature or object to affect it. Some touch spells allow you to touch multiple targets. You can touch as many willing targets as you can reach as part of the casting, but all targets of the spell must be touched before the casting action is finished.
CloseThe spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full caster levels.
MediumThe spell reaches as far as 100 feet +10 feet per caster level.
LongThe spell reaches as far as 400 feet + 40 feet per caster level.
UnlimitedThe spell reaches anywhere on the same plane of existence.

Duration #

The Duration column tells you how long the magical energy of the spell lasts.

TimedMany durations are measured in minutes, hours or some other increment. When the time is up, the magic goes away and the spell ends.
InstantThe spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting.
PermanentThe energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.
ConcentrationThe spell lasts as long as you concentrate on it. Anything that could break your concentration when casting a spell can also break your concentration while you’re maintaining one, causing the spell to end.

Saving Throw #

A harmful spell allows the target to make a saving throw to avoid some or all of the effect. The Saving Throw column defines what type of saving throw the spell allows. You need to understand how Saving Throws work with Magic.

NegatesThe spell has no effect on a target that makes a successful saving throw.
PartialThe spell causes an effect on its target. A successful saving throw means that some lesser effect occurs.
HalfThe spell deals damage, and a successful saving throw halves the damage taken (round down).
NoneNo saving throw is allowed.
DisbeliefA successful save lets the target ignore the effect.

Learn more about casting spells at unwilling targets.

A target that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, on a successful save the caster will sense that the spell has failed.

Remember to understand Criticals & Fumbles resulting from casting spells.

Spell Resistance (SR) #

The last column is Spell Resistance. This represents a special defensive ability. If the spell is being resisted by a target who possess some form of spell resistance, the caster must make a skill check (1d20 + Magic Bonus) at least equal to the target’s spell resistance for the spell to affect that target.

The defender’s spell resistance is like an Armour Class against magical attacks.

The spell resistance entry tells you whether spell resistance has a chance of protecting the target from the spell.