Mythica
Browse the public spells that belong to this world. Select a card to read more.

The ARISE spell is a potent incantation that can breathe new life into the fallen, even those who have perished under the most dire of circumstances. With a powerful surge of necromantic energy, the caster can attempt to revive a deceased individual, granting them a second chance at life. If the spell is successful, the resurrected target may even become a loyal undead servant, their strength and abilities scaling with the caster's own level of power. However, the caster must be cautious, as the spell requires intense focus and concentration, with only three attempts allowed before the ritual fails. Should the caster succeed, they will find themselves commanding a formidable undead army, whose loyalty and devotion to their master knows no bounds.
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The Red of Healer is a potent magical staff imbued with the power to mend even the most grievous of wounds. In the hands of a worthy and virtuous wielder, this artifact can knit together severed limbs, close gaping injuries, and restore the body to full health. Yet, its true power lies in the ability to unleash a devastating blast of divine energy, capable of vanquishing even the mightiest of divine beings or mortal champions with a single strike. However, this destructive force is a double-edged sword, for it requires the user to be of exceptional strength, purity of spirit, and the favor of the gods themselves to wield it without peril. The Red of Healer is a testament to the duality of power, where the same force that can heal and restore can also bring swift and absolute annihilation to those who dare to stand against its wielder.
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Wielding the raw power of the flames, this spell conjures a blazing inferno that engulfs your enemies. The fire erupts from your fingertips, dancing and licking at the air before crashing down upon your foes. The scorching heat sears the flesh, leaving behind charred and blistered skin. The intense flames can be directed with precision, allowing you to target specific areas or create a sweeping conflagration. The spell's power can be further harnessed, enabling you to ignite objects or even set your own weapons ablaze. However, the untamed nature of the fire demands caution, as it can quickly spiral out of control if not carefully managed. Mastering this spell grants you the ability to wield the destructive might of the elements, transforming you into a conduit of pure, unyielding flame.
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Spell Name: Sailing Winds Sailing Winds is a powerful evocation spell that harnesses the energy of the wind to propel ships through the water. At 3rd level, the caster can summon gusts of wind to push a ship forward, allowing for quick and efficient travel across the seas. As the caster grows in power and reaches 6th level, the spell's capabilities expand. With Sailing Winds, the caster can now "sail" through the air with a ship, allowing for incredible aerial maneuvers and swift travel above the clouds. To maintain the effects of Sailing Winds, the caster must concentrate on the spell, ensuring that the winds continue to propel the ship forward. This concentration allows the caster to move freely while still controlling the direction and speed of the ship. Sailing Winds is a versatile and dynamic spell that combines the elements of evocation and conjuration to create a truly unique and powerful effect.
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Phantom Pain is a potent transmutation spell that imbues a sword's edge with a sinister aura. When the sword strikes a target, it inflicts an additional 1d6 necrotic damage. The wound caused by the blade, despite being healed, lingers and festers, dealing 4d4 mental damage to the victim after each long rest. If a limb is completely severed by a sword under the effects of Phantom Pain, the afflicted individual will continue to feel the presence of the missing limb and suffer double the damage from the spell's effects. This dark magic leaves lasting scars on both body and mind, haunting those who fall victim to its power.
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Spell Name: Rust Rust is a powerful transmutation spell that can corrode metallic materials with ease. When cast, it causes 1d6 damage to normal enemies, but metal-based beings receive a devastating 10d6 damage. This spell can be utilized in combat as a concentration spell, allowing the caster to focus their energy on dismantling metal defenses. Alternatively, Rust can also be used during interludes as a ritual spell, slowly eating away at the strength of any metal it comes into contact with. Use with caution, as the effects of Rust can be both destructive and irreversible.
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Shadow Craft is an arcane discipline native to the Unguis Et Dens Umbra, the fearsome tiger-headed dragonborn race whose very essence intertwines with the plane of shadows. Through this spell, practitioners harness the tangible darkness that clings to their forms, weaving it into solid constructs of remarkable utility. The caster may manifest their shadow as protective armor that clings to their body, devastating weapons held in their claws, or practical tools necessary for survival and craft. These shadowy creations persist for up to one hour, though they dissipate instantly should the caster no longer require them or cease their concentration. In recent generations, certain enlightened Unguis Et Dens have begun sharing the secrets of this spell with other races and species, gradually establishing a new magical tradition that transcends their race's original monopoly. As more practitioners master Shadow Craft, its teachings spread across adventuring circles, promising to fundamentally reshape how certain mages approach the art of transmutation and creation. This emerging discipline represents a bridge between the ancient shadow magic of this rare dragonborn culture and the broader arcane community. (For one hour can create tools or equipment, weapons deal 2d6 psychic damage and armour adds Intelligence modifier to AC.)
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