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Getting Started
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Kingdoms, Nations, and Empires
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- Articles coming soon
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- Articles coming soon
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Denizens of Ariel and Beyond
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Magic and Spellcasting
- Magic in the World of Fantasy Alive
- The Guild Arcane
- Faith in the Lakes Region
- Divination
- Nodes
- Magic Items
- Special Materials
- Components
- Clerics and the Gods
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- Aid (spell)
- Air Shield (spell)
- Arcane Dart (spell)
- Bless (spell)
- Bravery (spell)
- Detect Curse (spell)
- Detect Magic (spell)
- Detect Poison (spell)
- Disarm (spell)
- Extinguish (spell)
- Fire Dart (spell)
- Flame Blade (spell)
- Frost Dart (spell)
- Holy Dart (spell)
- Lend Health (spell)
- Light (spell)
- Magic Script (spell)
- Magic Stone (spell)
- Mystic Robes (spell)
- Pin (spell)
- Repair (spell)
- Repulse (spell)
- Spark (spell)
- Thorn Staff (spell)
- Unholy Dart (spell)
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- Anti-Healing Shell (spell)
- Arcane Bolt (spell)
- Arcane Lore (spell)
- Aura of Protection (spell)
- Barrier Pit (spell)
- Bind (spell)
- Bladeturn (spell)
- Bolt of Frost (spell)
- Death's Delving (spell)
- Detect Celestial (spell)
- Detect Infernal (spell)
- Detect Undead (spell)
- Empower (spell)
- Fear (spell)
- Fire Bolt (spell)
- Frost Blade (spell)
- Grant Health (spell)
- Holy Bolt (spell)
- Lesser Mage Lock (spell)
- Mystic Hide (spell)
- Open Lesser Lock (spell)
- Pull (spell)
- Purify (spell)
- Rebuke Undead (spell)
- Remove Charm (spell)
- Resist Fire (spell)
- Resist Frost (spell)
- Translate (spell)
- Unbind (spell)
- Unholy Bolt (spell)
- Web (spell)
- Barrier (spell)
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- Arcane Strike (spell)
- Aura of Resistance (spell)
- Ball of Frost (spell)
- Berserk (spell)
- Bramble Wall (spell)
- Charm (spell)
- Confine (spell)
- Cure Blindness (spell)
- Detect Enemies (spell)
- Disease (spell)
- Enfeeble (spell)
- Fire Ball (spell)
- Heal (spell)
- Holy Smite (spell)
- Mage Lock (spell)
- Magic Vestment (spell)
- Mystic Leather (spell)
- Open Lock (spell)
- Open Portal (spell)
- Poison Strike (spell)
- Protection from Fire (spell)
- Protection from Frost (spell)
- Question (spell)
- Remove Disease (spell)
- Remove Paralysis (spell)
- Remove Poison (spell)
- Restore Strength (spell)
- Resurrect (spell)
- Shatter (spell)
- Speak to Dead (spell)
- Spell Shield (spell)
- Strength (spell)
- Stun (spell)
- Unholy Smite (spell)
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- Arcane Barrage (spell)
- Battle Rage (spell)
- Blindness (spell)
- Blink (spell)
- Champion (spell)
- Command (spell)
- Command Lesser Undead (spell)
- Corrode (spell)
- Dispel (spell)
- False Eye (spell)
- Feeble Mind (spell)
- Find Things (spell)
- Fire Storm (spell)
- Flame Script (spell)
- Forbiddance (spell)
- Fortify (spell)
- Fortunes of War (spell)
- Greater Mage Lock (spell)
- Hail Storm (spell)
- Harm Undead (spell)
- Lightning Bolt (spell)
- Mend Body (spell)
- Mystic Chain (spell)
- Ogre Strength (spell)
- Open Greater Lock (spell)
- Paralyze (spell)
- Reflect (spell)
- Restore Limb (spell)
- Scribe (spell)
- Sleep (spell)
- Truth (spell)
- Venom Script (spell)
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- Animate Dead (spell)
- Bone Warrior (spell)
- Brittle Walls (spell)
- Chain Lightning (spell)
- Erase (spell)
- Explosive Runes (spell)
- Fool's Adamant (spell)
- Giant Strength (spell)
- Identify (spell)
- Life (spell)
- Mass Fear (spell)
- Mystic Plate (spell)
- Passwall (spell)
- Protection From Magic (spell)
- Summon Infernal Spawn (spell)
- Wither Limb (spell)
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- Blink Walk (spell)
- Age (spell)
- Command Undead (spell)
- Contingency (spell)
- Curse (spell)
- Detect Presence (spell)
- Enchant Armour (spell)
- Enchant Weapon (spell)
- Fire Weapon (spell)
- Floor of Binding (spell)
- Free Action (spell)
- Frost Weapon (spell)
- Greater Charm (spell)
- Heroes Feast (spell)
- Holy Weapon (spell)
- Interrogation (spell)
- Legend (spell)
- Magic Mouth (spell)
- Mystic Armour (spell)
- Restore Body (spell)
- Summon Imp (spell)
- Unholy Weapon (spell)
- Zone of Silence (spell)
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- Acid Ward (spell)
- Affliction (spell)
- Anti-Magic Shell (spell)
- Banishment (spell)
- Conjure Elemental (spell)
- Greater Dispel (spell)
- Death Curse (spell)
- Destroy Undead (spell)
- Fire Ward (spell)
- Frost Ward (spell)
- Greater Cure (spell)
- Regression (spell)
- Remove Curse (spell)
- Sacrifice (spell)
- Stone Skin (spell)
- Summon Manes (spell)
- Torment Spirit (spell)
- Youth (spell)
- Zone of Truth (spell)
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- Anchor Infernal (spell)
- Animate Statue (spell)
- Anti-Magic Zone (spell)
- Cleanse (spell)
- Destroy (spell)
- Divine Blessing (spell)
- Eternities Ritual (spell)
- Fate (spell)
- Flesh to Stone (spell)
- Maelstrom (spell)
- Mass Teleport (spell)
- Memory Alteration (spell)
- Permanency (spell)
- Plague (spell)
- Quest (spell)
- Soldiers Blessing (spell)
- Steal Life (spell)
- Summons (spell)
- Undying (spell)
- Vessel (spell)
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General Lore
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Lore
- Alejandero
- Alwyn
- Anajaream
- Apenca
- Arkady
- Astrid
- Atha
- Balaxa
- Bard
- Beldon
- Blythe
- Brack
- Callis
- Celestials and Infernals
- Clovis
- Curtainborn
- Dragons
- Dwarves (blurb)
- Elieff
- Elves
- Fae
- Fiona
- Gnomes (blurd)
- Goblins (blurb)
- Hemulis
- Hoggsport
- Humans (blurb)
- Iccula
- Jerroh
- Kazzok
- Kell
- Kingdom of Harodom
- Lizardfolk (blurb)
- Malkin
- Marius
- Merchant Houses within Harodom
- Minotaurs
- Orcs (blurb)
- Sasha
- Stasa
- Stelton
- Strega
- The History of Ariel
- The Pantheon
- The Schools of Magic
- Undead
- Yorik
- Near Lands
- Components
- Newspapers
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Downtime and Crafting
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- Awakener (Herbal)
- Energy Boost (Herbal)
- Healing Balm (Herbal)
- Intoxicant (Herbal)
- Leather Balm (Herbal)
- Adrenal Rush (Herbal)
- Minor Illness (Herbal)
- Slow Death (Herbal)
- Timber Oil (Herbal)
- Toxin (Herbal)
- Wonder Tonic (Herbal)
- Antidote (Herbal)
- False Death (Herbal)
- Greater Adrenal Rush (Herbal)
- Illness (Herbal)
- Leather Skin (Herbal)
- Liquid Serenity (Herbal)
- Miracle Tonic (Herbal)
- Tongue Bind (Herbal)
- Creeping Death (Herbal)
- Cure All (Herbal)
- Hallucinogen (Herbal)
- Heroes Last Stand (Herbal)
- Lethal Poison (Herbal)
- Sleep (Herbal)
- Berserk (Herbal)
- Euphoric (Herbal)
- Immunity (Herbal)
- Paralyze (Herbal)
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- Articles coming soon
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Adventuring and Exploring the World
10th Level Spells
With disbelieving eyes, I saw the spellcaster glow with power, unlike any I had seen before, hands stretching the very fabric of the world until it was rent asunder, an open portal to gods-only-knew where, maintained with crackling power from their very touch…
- Commander Kiela Firgrave, Attestations of the Incident at Blackrock (1903)
Although the world of Ariel is rich with magic, there are legends that speak of magic more powerful still. Certainly, ruins from times before the Tear, a mysterious catastrophe that devastated the world Before, hold magical relics and treasures that cannot be replicated using modern magics and resources, and seem to regard as mere trifles what would now take a king’s ransom in magical supplies to create.
With most contemporary magic understood to rise in nine broad levels of complexity and required energy, it is theorized that there may exist ‘tenth circle’ spells as well. If such spells do exist, then they are dangerous and complex, for many who seek them die, or have their minds and bodies destroyed by magic that they can neither contain nor control.
There is evidence of those who have reached beyond what may be readily grasped – but few who have done so are in any place to answer questions.
Divine Avatars
For some, the search for ever more mystical power is one of faith; these ‘tenth circle’ priests have so thoroughly invested their very beings into their adamant, often all-encompassing belief, that their bodies have been reformed as a reflection of the god that they serve. Powerful and zealous, such clerics are magical as much as they use magic, and will often speak with the surety of one who knows that they represent their god – at least one significant aspect of that god.
Such power is not easily attained, and those who have grasped it have delved deeply into mysteries of faith not shared with the laity. Even the highest of high priests must undertake deep spiritual journeys and walk a path not lightly trodden in order to have a chance at such attainment.
Circle Magic
The very cutting edge understanding of magic cannot easily be performed on the battlefield; pulling together scraps of knowledge and forgotten lore from ruins and lost works, as well as secrets gleaned through the interrogation of powerful spell casting demons, some mages describe setting complex series of runes, in order to push known magic beyond its usual limitations. These magical arrays often take the form of circles, thus leading to these works being known as ‘Circle Magic’.
The secrets of these magic circles are not easily won, and rarely shared. Although accounts vary, it is generally agreed that there are safe ways to disable them, if they are doing something that you dislike – but that disabling them incautiously, or in the wrong order, may lead to them discharging all of their magic at once.
Magical Artifacts
Every now and again, a delver will pluck something from an ancient barrow or a lost battlefield, or something unusual will wash up in a stream pouring down from mountains unpassable even by the most resilient dwarven mining party. Some of these artifacts speak to a craftsmanship not seen in two thousand years – and some have magical effects not reproducible by other means.
While some magical items made more recently have sought to reproduce the unusual qualities of artifacts emerging from Golden Age ruins, the success rate is very low. Of those that do succeed, the distinction between successes and failures is not obvious. The truly dedicated continue to work, and gradually have uncovered some scraps of lore and wisdom, but no one now living has reliably managed to create such rare treasures.
Authored by: Andrew Dunlop
Fantasy Alive Lore Team 2026
Copyright © Endless Adventures Ontario