High Magic Spell Lists
Table of Contents | Appendix | Spells
| Spell | Description |
|---|---|
| Acid Mastery | 1. Acid bolt - Conjure a 6" ball of elemental Acid that you immediately project at a nearby target for 1-6+Force magic/acid damage. Directed, Medium Range, Scaling Range or Attack size (1-8, 1-10, 1-12)
2. Acid Stream - Conjure a 20' long stream of acid. The caster makes a single spell attack roll and compares it separately against the Defense Bonus of each target in the line doing 1-8+Force acid damage to all targets in the stream. Directed, Short Range. 3. Acid Ball - Conjure a 1' ball of elemental acid and direct it at a target. On impact it explodes, sending sizzling blobs of elemental acid into the area inflicting 1-12+Force of magic/acid damage to the target space, plus 1-6+Force damage to adjacent spaces, and 1-3+Force damage to targets 2 spaces away; damage is calculated separately against all target's defense bonuses. If caster misses their target, the GM can determine where the ball impacts (if the ball reaches its range, it will explode there). Damage is applied to combatants and objects alike, potentially destroying small objects in the area. Caster can target objects, floors or walls. Roll to hit a specific spot within the range (DL 1 per 5'). Small objects or moving inanimate objects will have higher DL's set by the GM. Directed, Medium Range, Scaling: 5' Radius or +3 damage range or Range. 4. Acid skin - Caster coats his body in a 1/4" thick layer of elemental Acid. This grants the caster DR(F) against all acid damage. Acid skin does not impede the caster's movement and stacks with armor. Range - Self, Duration 1 Round/Rank. 5. Acid Blast - Conjure a devastating cone of elemental acid from two outstretched hands. It extends in a 50' long line, 15' wide at the end and 5' wide in the space adjacent to the caster. Caster makes a single attack roll and compares the results to the DB's of all the targets in the cone. All targets in the center line take 1-24+Force magic/acid damage. The last five spaces on each side of the line take 1-12+Force magic/acid damage. Acid Blast is the purist form of magic acid, and overcomes lower-level acid resistance, acid shields and acid skin. Creatures slain are reduced to puddles of goo. All objects in the blast take the same damage. Directed, Range: 50' / 10 spaces |
| Animal Form | 1. Affinity Skill - Caster draws upon the spirit of their animal affinity, gaining a heightened skill. +1 Edge on skill checks for a specific proficiency per casting. The skill should clearly relate to their animal and be approved by the GM.
For example, a character with affinity to a cat might choose acrobatics, escape artist or stalking. This spell does not grant proficiency, and if used to perform an action without a proficiency it in effect cancels out the usual penalty instead. Target: Self, Duration: 1 Round / Rank, Scaling: Duration, Prerequisite: Animal Affinity ritual (Folk Magic) 2. Animal Speech - Caster can speak with an animal species that she has affinity with. Animals have limited intelligence and can only relay basic information that they would be aware of. Caster can use her influence skill to ask an animal to perform a task in exchange for a favor (a treat, for example.) Target: Self, Duration: 1 Minute / Rank, Scaling: Duration 3. Animal Form - Caster can change into an animal that he has affinity for. This spell takes one action to cast and one action to transform. He gains any physical features of the animal, including size modifiers to his health points, strength and dexterity, but otherwise retains his statistics. He can only verbalize the same way that the target animal is able to and cannot cast spells as he cannot speak or present his focus item. Any items that he is wearing, up to 3 loads are absorbed into his body (but do not count towards his weight), any remainder are dropped at his feet. If the caster is injured in his form and reverts back to his natural form, he retains any wounds, but bleeding and damage are recalculated as a percentage. For example, if he had changed into a small dog and had been injured to 50% of the dog's health points, he would be at 50% of his normal sized total when he transformed. The first time the caster transforms, he can determine his appearance within the normal range of colors and traits of his chosen animal. This is a permanent choice, and for all future transformations he will look exactly the same. Caster can change back to their true form as an action, ending the spell. Target: Self, Duration: 10 Minutes / Rank, Scaling: Duration 4. Greater Form - As Animal Form, but the caster can speak normally while in animal form (his voice will be altered by the form, but recognizable by his speech patterns). Caster can cast spells normally, and switch between his forms as an action for the duration of the spell. Target Self, Duration 1 Hour / Rank. 5. True Form - As Greater Form, but this spell is cast as a 1 Hour Long ritual that permanently alters the caster. Once complete, they can change forms as an action indefinitely. At least two physical features will change slightly in their natural form. Their hair color might change to match the chosen animal form; their ears might morph (no more than 25%). They might grow whiskers, or develop pronounced canines, or even small claws. This doesn't not change the caster into an anthropomorph, and the features, while noticeable, should be subtle. The player should confer with their GM and agree on what has changed. Furthermore, the more time they spend in their form, the more involuntary ticks they should develop (treat this as roleplaying opportunities). It could include odd grooming habits, scratching, dietary changes, etc. Target: Self, Duration: Permanent.
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| Animal Friends | 1. Animal Friend - An animal no more than one size category larger than the caster, not currently hostile, will become friendly. It will allow the caster to approach it and touch it. Caster can have one animal friend at a time. A befriended animal will follow the caster if he stays near the animal's home territory, leaving only to find food or shelter for itself or to care for its young. If the animal is attacked, it will defend itself, or flee depending on its normal nature. It will not specifically defend the caster, acting only in self-preservation. The animal will act with indifference towards obvious allies of the caster, but may react to other animals with growls, snarls, or hisses initially.
After seven days of friendship, and with the caster casting this spell each day on the animal, if the animal doesn't have a mate, or young, and has been well treated by the caster, the animal will follow the caster out of its home territory, going where the caster goes for as long as the caster cares for it. It will become more protective of the caster, and if able, will attack natural enemies, but will always flee from monsters without training. The animal can be considered "tame" for as much as any wild animal can be tamed. It will never intentionally harm the caster but might lash out if provoked or harassed by strangers. It will certainly be uncomfortable in urban environments, and most people will be wary of wild animals walking the streets. If the animal friend is slain, the caster is grief-stricken and mourns the loss of their friend; A new animal friend cannot be called for at least 7 days, after which the process can begin anew. Target: Indirect, 1 Animal, Range: Close, Duration: 1 Day or Permanent after 7 castings. 2. Animal Friend II - Caster gains a second animal friend, casting this spell and going through the bonding process with a second animal. 3. Animal Friend III - Caster gains a third animal friend, casting this spell and going through the bonding process with a third animal. 4. Animal Friend IV - Caster gains a fourth animal friend, casting this spell and going through the bonding process with a fourth animal. 5. Animal Friend V - Caster gains a fifth animal friend, casting this spell and going through the bonding process with a fifth animal.
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| Animal Ways | 1. Animal Speech - Caster can speak with a target, non-hostile animal. For the duration of the spell the animal will not run away unless startled or threatened. Animals have limited intelligence and can only relay basic information that they would be aware of. Caster can use her influence skill to ask an animal to perform a task in exchange for a favor (a treat, for example.) Type: Indirect, Range: Close, Target: 1 Animal, Duration: 1 Minute / Rank.
2. Animal Messenger - Caster whispers a message to a nearby friendly animal. The message must be 25 words or less. The caster then tells the animal to find a specific person, or the nearest person they can locate. It will move at its fastest sustainable speed, using its own knowledge of the area to find the person described. Once located, it will cautiously approach. If greeted in a friendly manner, it will get close to the target and "speak" in its natural tongue. The recipient will clearly understand the message, and if they know the caster, they will know who the message was from. The animal will then return from whence it came. If the animal is threatened, or otherwise cannot safely approach the target, the spell fails and the animal will run off. Likewise if the animal cannot find the target within the duration of the spell, the spell fails. Type: indirect, Range: Close, Target: 1 Animal, Duration: 1 Hour / Rank 3. Call Animal - Caster calls for an animal from the local environs. He can specify a type of animal, and if there is one near it will come, if not, the spell fails; otherwise the caster can choose not to specify and instead the nearest affected animal will come. The animal will move with haste to answer the call, but will not put itself in danger, nor will a wild animal enter a settlement or populated area unless that is already the norm for it. The animal will approach the caster and be initially friendly, but if startled or threatened it would run away. It will remain near the caster for the duration of the spell, providing opportunity to cast other spells on it. Type: Indirect, Target: 1 Animal, Range: 1 Mile, Duration: 10 Minutes / Rank 4. Animal Mount - An animal that the caster has Called will allow him to mount it (if large enough). The animal will carry the caster for the duration of the spell, after which it will turn and go back to where it came from if it was befriended in the wild. If attacked, the animal will defend itself, or flee depending on its normal nature. It will not specifically defend the caster, acting only in self-preservation. Type: Indirect, Range: Close, Target: 1 Animal, Duration: 1 Hour / Rank 5. Call of the Wild - Target domesticated / trained animal immediately reverts to a wild state, as if it has only lived in the wild. Any training or domestication is lost. Treat the creature as a wild animal with an unfriendly demeanor to anyone around it. The creature will be confused, and will most likely flee unless its default nature is aggressive. Animal friends are unaffected by this spell. Faithful pets or uniquely trained animals gain +10 magic resistance to this spell. Close, 1 Animal, Permanent. |
| Arcane Acrobat | 1. Acrobatic Moves - Target moves with fluid grace. Gain +5 on Acrobatics and Tumbling checks. Target: Touch, Duration: 10 M / R
2. Dodge* - Gain +5 to dodge any one attack. Target: Self, Duration: Instant, Scaling: Number of attacks 3. Bounding Leap - Target can leap 5'/R vertically or 10'/R horizontally and land without injury. Target: Touch, Duration: 1 R, Scaling: Number of rounds 4. Free Running - Target gains +20 Stride (+4 Move) and can run at 3x their Move, changing direction or facing each round without losing inertia. Target: Touch, Duration: 1 R / R, Scaling: Number of rounds 5. Haste - Target gains +1 Action per round but loses 1 HP of Exhaustion per round from the strain. Target: Touch, Duration: 1 R / R |
| Arcane Control | 1. Assume Control - Cast your spell on a nearby willing spellcaster who is in the process of concentrating on maintaining a spell. Both casters must make a DL15 spellcraft check. If both casters succeed, the spell is transferred to the caster who can then proceed to concentrate and maintain the spell. If the target of the spell fails their check, they lose their spell. If the caster of this spel fails their check, but the target succeeds, they can maintain control of their spell.
2. Hold Spell - Cast this spell on yourself, creating a temporary magic container in your palm. The next spell that you cast is immediately captured and stored in the container, resembling a glowing ember in your palm. You can release the spell at any time within the duration of the Hold spell, but it requires concentration to hold the spell, and you are not able to cast any other spells while a spell is held. If the duration expires, you must immediately cast the spell you held, whether or not you have a desired target. If you do not have a valid target, the spell triggers on yourself in a flash of light. Self, 1 Spell, Duration 1 Minute / Rank, Concentration 3. Contingency Spell - Cast this spell; then cast another spell on your next available action with a target of 'Self', or the Contingency Spell is lost. At the point of casting, the second spell is absorbed into your aura, at which point you must clearly visualize a trigger. If both spells succeed, your second spell stays waiting in your aura until the trigger is activated or the duration expires, at which point it is immediately activated. The trigger must be specific; it can be as simple as a spoken phrase, or an event such as "I am injured or knocked unconcsious", or as complex as "a dwarf in a red shirt begins juggling knives in front of me". Any determination made by the spell are based solely upon the clarity of the trigger, not by any active thoughts (as if it were a Ward). The GM may need to arbitrate cases of vague triggers. Only one contingency spell can be active at a time. Self, 1 Spell, Duration 1 Hour / Rank 4. Spell Store - While holding your focus item, cast this spell; then begin casting another spell with your next available actions. When the second spell is completed, it is absorbed into your focus item and appears as a small rune. At any time in the duration you can cast the stored spell in one action by touching the rune. If you do not cast the stored spell within the duration, the rune vanishes in a wisp of smoke and the stored spell is lost. Once the stored spell is cast or lost, the spell store spell expires. Self, 1 Spell, Duration 1 Hour / Rank 5. Death Curse - As Contingency Spell, but the only available trigger is the Magician's death, the spell cannot be a 'Self' spell, and the target will be their killer (if applicable). When casting this spell, the Magician may store any spell they know that is not a Self spell OR select a level 5 curse from the curse list. This does not prevent them from continuing to use Contingency Spells. This selection is final and this spell is permanent. If the Magician wishes to change their final spell in the future they can cast this spell again, but if they want to change the curse it will need to be one that they have since learned. Self, One Spell or Curse, Duration: Permanent. Note: Only one Death Curse may be active at a time. |
| Arcane Force | 1. Force Bolt - Caster shoots a bolt of pure essence from her focus item at a target. for 1-6+Force in Magic damage. Directed, Range: Medium, Scaling: Range or Attack size (1-8, 1-10, 1-12)
2. Force Armor - Create a suit of armor using magical force with DR4. There are no movement penalties or weight to the armor, but force armor will not function if the caster is already wearing physical armor. Self, Duration: 10 Minutes / Rank, Scaling +1 DR. 3. Force Shield - Create a floating, shimmering shield of force that hovers in front of you. It acts as a full shield +4, and you can use a reaction to parry physical and magical attacks with it using your spell parry. Self, Duration 1 Minute / Rank. 4. Force Field - Create a shimmering sphere of force 15' in diameter centered on the caster. Anyone adjacent to the caster inside the sphere gains the benefits of the spell. The Force Field blocks all physical creatures or objects from passing through it in either direction. The field is immobile, and will absorb 10 points of damage per Rank before collapsing. The field is not opaque, but also blocks Indirect attacks upon the occupants. Self, Area of Effect: 15' diameter centered on caster, Duration 1 Round / Rank, Concentration, Scaling: 10' Radius, or Duration. 5. Mighty Hand - Create a giant shimmering hand of force that looks like one of the caster's own hands, 10' long. The hand has a Strength score equal to the caster's Spellcraft ranks. It has a combat speed of 5, is flying, and will move as directed by the caster. The hand's movements mirror one of the caster's own hands, and the caster can use their own actions to act with the hand instead. It can lift objects, grapple or strike using the casters spell attack ranks modified by the hand's strength bonus. The hand can absorb 10 points of damage per Rank before dissipating. Target: Self, Range: Medium, Duration: 1 Round / Rank, Concentration, Scaling: Range or Duration. |
| Arcane Manipulation | 1. Disrupt Spell* - As a reaction, send a spiral of energy at a spell caster who is preparing a spell. If you hit them, they make their spell roll with minus one edge. If you beat their defense by five, they lose two edge, and by ten they immediately lose their spell. If you roll a natural 20 and your roll also beats their defense by 10, their spell implodes; treat your roll as an attack roll against their magic defense, inflicting 1-6+Force Force damage. Type: Direct, Range: Medium, Duration: Instant
2. Counterspell* - As a reaction, cast this spell on an incoming directed spell, directed at you or a target within close range. Roll a spell attack against the spell attack of the incoming spell. If you succeed, you deflect the spell back at the caster with all of the same effects, using your roll as the attack roll. Directed, Self, Instant. 3. Slingshot Spell - When you cast this spell your hand glows with energy. If another person casts a touch spell on you in the duration, as an action you can then slingshot their touch spell into a Close range spell at a valid target, with you making the Directed spell attack roll to hit. Once you slingshot a single spell, this spell expires. Self, Directed, 1 Round / Rank, Scaling: Range 4. Magic Loan - When casting this spell the Magician must be in direct contact with another spell caster, which creates a glowing link between them. For the duration when they cast a spell, they can use some (or all) of your Magic. You can choose to throttle this connection, so that they may only draw an allowed amount per spell casting. If the physical connection is broken, this spell ends. Self, Indirect, 1 Round/Rank. 5. Power Pool - When casting this spell the Magician can create a Magic link between himself and up to a number of casters equal to his Force, all of whom are adjacent to at least one other person in the connection (they could all be standing side by side in a row for example.) For the duration, any spells cast by any of the participants draw Magic equally, starting with the person casting the spell, and then using a point of Magic for each next nearest to that caster until enough is obtained. If this causes someone in the link to become exhausted (zero Magic) they are dropped from the connection. If this creates a gap in the chain, all participants must close the gap with their next action or the chain is broken, and only those still directly connected to the original caster remain linked. If the original caster of the pool becomes exhausted, separated, downed, or killed the link is broken for all participants. Self, Indirect, 1 Round / Rank. |
| Arcane Resistance | 1. Spell Defense - Target gains +2 Spell defense versus Magic. Target: 1 Person, Range: Close, Duration 10 Minutes / Rank, Scaling: +2 Resistance or Duration.
2. Energy Resistance - Target gains +2 Energy Resistance versus one energy type chosen by the caster (Fire, Cold, Electricity, etc.). Target has DR against any damage from that energy. Target: 1 Person, Range: Close, Duration 10 Minutes / Rank, Scaling +2 DR or Duration. 3. Spell Defense II - As Spell Defense, but cast can cast this spell on a number of targets equal to their Force score and the defense increases to +5. 4. Energy Resistance II - As Energy Resistance, but cast can cast this spell on a number of targets equal to their Force score and targets take half damage from the chosen element. 5. Greater Spell Defense - As Spell Defense but increases to +10. |
| Armor Runes | 1. Armor Rune - Place a temporary magic rune on a piece of armor that has been prepared using Prepare Object. The armor gains a +1 to DR for the duration but doesn't count as a magic item nor does it gain any health points or breakage resistance. Type: Touch, Range: Touch, Target: 1 Object, Duration: 1 Hour / Rank, Scaling: Duration
2. Shield Rune - Place a temporary magic rune on a shield that has been prepared using Prepare Object. The shield gains a +1 defense for the duration but doesn't count as a magic item nor does it gain any health points or breakage resistance.3. Spell Parry Rune - Caster can place a temporary magic rune on a shield that has been prepared using Prepare Object. The shield can be used to parry direct spells as if they were normal projectiles using the wielder's ability to do so, but doesn't counts as a magic for breakage. This only works against directed spells. 4. Greater Armor Rune - Place a temporary magic rune on a piece of armor that has been prepared using Prepare Object. The armor gains a +3 to DR for the duration but doesn't count as a magic item nor does it gain any health points or breakage resistance. Type: Touch, Range: Touch, Target: 1 Object, Duration: 1 Hour / Rank, Scaling: Duration 5. Greater Shield Rune - Place a temporary magic rune on a shield that has been prepared using Prepare Object. The shield gains a +3 defense for the duration but doesn't count as a magic item nor does it gain any health points or breakage resistance.
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| Armored Skin | 1. Chitinous Skin - Target's skin thickens into a natural-looking chitin. This increases his weight by 10%, but does not affect his carrying capacity. The target is at minus one edge to any actions that require fine motor skills (crafting, painting, picking locks, etc.), but he gains natural DR2. Target: 1 Person, Range: Touch, Duration: 10 Minutes / Rank, Scaling: Duration
2. Rock Skin - Target's skin thickens and turns into a pliable stone-like substance with craggy protrusions. This increases his weight by 50%, but does not affect his carrying capacity. The target is at minus one edge to any actions that require fine motor skills (crafting, painting, picking locks, etc.) or any Athletic skill, but he gains natural DR4. Target: 1 Person, Range: Touch, Duration: 10 Minutes / Rank, Scaling: Duration. 3. Stone Skin - Target's skin thickens and turns into a pliable white smooth stone-like substance. This increases his weight by 75%, but does not affect his carrying capacity. The target is at minus one edge to any actions that require fine motor skills (crafting, painting, picking locks, etc.) or any Athletic skill, but he gains natural DR6. Target: 1 Person, Range: Touch, Duration: 10 Minutes / Rank, Scaling: Duration. 4. Iron Skin - Target's skin thickens and turns into a pliable iron-like substance with bumpy protrusions. This increases his weight by 100%, but does not affect his carrying capacity. The target is at minus one edge to any actions that require fine motor skills (crafting, painting, picking locks, etc.) or any Athletic skill, his speed is reduced by 25%, but he gains natural DR8. This DR stacks with standard armor using the combined armor rules. Target: 1 Person, Range: Touch, Duration: 10 Minutes / Rank, Scaling: Duration. 5. Juggernaut - Target's skin thickens by several inches, precluding wearing any armor or tight clothing, and it turns into a smooth, silver steel-like substance. This increases his weight by 200%, but does not affect his carrying capacity. The target is at minus one edge to any physical actions, his speed is reduced by 50%, but he gains natural DR10, +10 to Defense Bonus against tackles, grapples and trips, and +10 to his Melee Attack Bonus to overrun opponents. If the target runs for 1 turn, they can increase their speed to 75% if they run on the next turn, then back to 100% on the following turn, and continue to increase their speed 20% each additional turn up to 200% of their movement speed; for each 20%, increase the Defense Bonus by +2 against any effort to stop them, and +2 attack on overruns.Target: 1 Person, Range: Touch, Duration: 1 Minute / Rank |
| Barrier Pits | 1. Tar Pit - Transform a 10x10 surface into a black, sticky, non-flammable tar-like substance. Anyone standing on the surface or stepping into the surface must make a DL15 Atheltics check to move through each space (or to move out of it). Failure means the target is stuck fast and cannot move further that round. Stuck targets cannot Dodge attacks. Critical failure results in the target falling prone, which increases the DL to 20 to stand back up as an action. The tar is 1' deep. When the spell ends, anyone stuck in the tar is pushed out as the surface returns to the way it was. Indirect, Medium Range, 1 Round / Rank, Scaling 10x10 area.
2. Pit Trap - Transform a 10x10 flat, solid surface into a 10' deep pit with smooth walls and a smooth floor. Anyone standing on the pit can use a Reaction to dodge 5' before falling, comparing their Dodge to the spell attack roll. Anyone falling takes falling damage. When the spell ends the pit rapidly raises until flush with the ground. Indirect, Medium Range, 1 Round / Rank, Scaling 10x10 area or 10' deep. 3. Spiked Pit - As Pit Trap, but the bottom of the pit is lined with razor sharp spikes. Anyone falling into the pit takes the falling damage plus a spike attack. The attack bonus is 1/2 the distance fallen, 1-8+1 piercing damage. Critical hits result in the victim being impaled and stuck on a spike. Indirect, Medium Range, 1 Round / Rank, Scaling 10x10 area or 10' deep. 4. Crushing Pit - As Pit Trap but the base depth is 20'. On each subsequent caster's turn the bottom 10' of the pit violently contracts and then expands. Anyone in the crush area suffers a +10 crush attack, 1-10+F. Indirect, Medium Range, 1 Round / Rank, Scaling 20' deep. 5. Hungry Pit - As Pit Trap but the base depth is 20' but the pit funnels at the bottom to a 5' diameter flexible hole that continues to narrow over an additional 20'. The base fall does half damage. Anyone falling into the tube becomes lodged as it conforms to them. Each subsequent round anyone lodged in the pit sustains a +10 acid attack, 1-10+Force damage as the pit "digests" them and draws them another 5' down the tube making room for new victims. Indirect, Medium Range, 1 Round / Rank, Scaling 10x10 area or 10' deep. |
| Blood Rites (Taboo) | 1. Blood Mark - Caster draws blood from the target (a shallow cut is sufficient) and binds it to a sympathetic mark. For the duration, the caster always knows the direction to the target and gains +1 Edge on checks to track, identify, or affect the marked creature with blood or vitality-based magic. Range: Touch, Target: 1 creature, Duration: 1 Hour / Rank, Scaling: Duration
2. Mana Drain - Caster absorbs a portion of the target’s magic. This is a visible effect as pure magic is pulled from the target into the caster. This is an indirect attack; The target loses 1-6 magic points, and the caster gains them as a temporary resource. These points can be spent as magic points to fuel the caster's own spells; if the drain exceeds the caster's daily total, the caster becomes overcharged. If the caster's total exceeds 150% of their daily magic, the excess drained causes mana burn and inflicts damage instead equal to the amount that would have gone over their limit. If the caster fails any spell while overcharged, they immediately suffer 6 damage. Unused points are lost when the caster next rests. This spell cannot reduce the target below zero magic. Range: Close, Target: 1 creature, Duration: Special, Scaling: None 3. Blood Chain - Caster binds the blood of two creatures together. While chained, any damage suffered by one creature is divided between both equally. The bond ends if either creature drops unconscious or the duration expires. Range: Touch (both targets), Target: 2 people, Duration: 1 Minute / Rank, Scaling: Duration 4. Life Siphon - Caster rips away a portion of the target’s Spirit. This is a visible and painful effect as vital energy is torn free. This is an indirect attack. The target loses 1-6+Force spirit, and the caster gains them as a temporary resource. These points will be drained first by drain spells and effects and can be spent on other spells that expend spirit; alternatively, they can be spent as magic points to fuel the caster's own spells; they will not replenish the caster's own, currently drained essence. The caster cannot have more temporary spirit points than his Charisma. Unused points are lost when the caster next rests. This spell cannot reduce the target below 1 spirit. Range: Touch, Target: 1 creature, Duration: Special, Scaling: None 5. Blood Price - Caster performs a ritual exchange of Spirit, sealing it with blood. Caster exchanges 1 Spirit point with the target (giving or receiving). This exchange does not heal lost Spirit. Instead, the recipient of the Spirit point gains one Blood Charge. A creature may only benefit from one Blood Charge per day. A Blood Charge may be spent before a roll is made to gain the following effects: Treat the result of the roll as if it had rolled the minimum value needed to succeed (not a critical success). If the only way to succeed is a critical success. treat the roll as 20 without any additional benefits (i.e., an attack would hit, but it would not count as a critical hit). This ignores all penalties or Edge loss on the roll, as no roll is made. Range: Touch, Target: 1 willing person, Duration: Until spent, or 24 hours. Scaling: None
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| Calm Creatures | 1. Calm Animal - Target animal becomes calm and free of natural fear. It will not attack unless it or it's young are attacked. It's disposition becomes Neutral. Indirect, Target: 1 sentient animal, Range: Short, Duration: 1 M / R, Scaling: 1 Animal or Duration
2. Calm Herd - As Calm Animal but effects 5 animals / Rank of the same species that are currently a family, flock or herd. Indirect, 5 animals / R, Range: Medium, Duration 1 M / R, Scaling 10 Animals / R or Duration 3. Greater Calm - As Calm Animal, but target becomes immune to natural and magical fear and will completely ignore the caster and anyone else within short range of him unless attacked. Indirect, Target: 1 sentient animal, Range: Medium, Duration: 1 M / R, Scaling: 1 Animal or Duration. 4. Greater Herd Calm - As Greater Calm but effects 5 animals / Rank of the same species. Indirect, 5 animals / R, Range: Medium, Duration 1 M / R, Scaling 10 Animals / R or Duration 5. Greater Mass Calm - As Greater Calm but effects 10 animals / Rank of any species. Indirect, 5 animals / R, Range: Long, Duration 1 M / R, Scaling 10 Animals / R or Duration |
| Charms | 1. Charm Animal - Target animal suddenly believes the caster to be a trusted friend. If there was any hostility between the caster and the animal, or anyone else present and the animal in the previous minute, the target seems to forget them as long as there aren't continuing threats or violence. The animal will act domesticated, regardless of its normal nature, and may seek to be scratched or petted. Its demeanor is friendly, and the caster can attempt influence checks as normal. If the animal is trained, and is called by its master, it will respond, but it will not obey any commands to attack the caster and may just run off for the duration of the spell if it doesn't know how to react. Indirect, Close Range, Duration 1 Minute / Rank, Scaling: Range, Duration, or Number of Animals.
2. Charm Person - Target suddenly believes that the caster is a trusted friend. If there were unfriendly words or hostile exchanges in the previous minute, the target seems to forget them, or treats them as a terrible misunderstanding as long as there isn't active evidence to the contrary (such as continued fighting between the caster's allies and the target's allies). Treat the target's disposition as Friendly, and any rolls to sense motive by the target against the caster are at minus one edge. The caster will still need to make influence checks to gather information or to convince the target to perform a task. Under no circumstances will the target take actions against their nature or perform acts of self-harm. If confronted by irrefutable facts or unreconcilable differences in information, the target may make a sense motive check without the penalty against the caster's spellcraft roll to break the spell, continuing to roll each round if the situation warrants (such as if another competing person is presenting evidence). Indirect, Close Range, Duration 1 Minute/Rank, Scaling: Range, Duration, or Number of People. 3. Enthrall - As part of casting this spell, the caster must draw attention to herself through a performance, be it oratory, singing, dancing, juggling, etc. Anyone within range affected by the spell will approach to watch the performance. Anyone doing so is then at minus one edge to notice any other activities going on around them other than shouts of danger or violence. Anyone enthralled can be broken free by someone else simply by pulling them away, alerting them to pressing duties, etc., but this still takes a turn for them to come to their senses. Indirect, Close Range, 1 Minute/Rank, 1 Target/Rank, Requires a performance. 4. Charm Monster - Target suddenly believes that the caster is a trusted friend. If there were unfriendly words or hostile exchanges in the previous minute, the target seems to forget them, or treats them as a terrible misunderstanding as long as there isn't active evidence to the contrary (such as continued fighting between the caster's allies and the target's allies). Treat the target's disposition as Friendly, and any rolls to sense motive by the target against the caster are at minus one edge. The caster will still need to make influence checks to gather information or to convince the target to perform a task. Under no circumstances will the target take actions against their nature or perform acts of self-harm. If confronted by irrefutable facts or unreconcilable differences in information, the target may make a sense motive check without the penalty against the caster's spellcraft roll to break the spell, continuing to roll each round if the situation warrants (such as if another competing person is presenting evidence). Indirect, Close Range, Duration 1 Minute/Rank, Scaling: Range, Duration, or Number of Monsters. 5. Greater Charm - As Charm Animal, Monster and Person combined. Indirect, Close Range, Duration 1 Minute/Rank, Scaling: Range, Duration, or Number of targets. |
| Circles of Protection | 1. Protective Circle - Caster inscribes a visible, faintly glowing arcane circle up to 5’ in diameter on a flat surface. While intact, spirits, incorporeal entities, and summoned creatures must succeed at a DL15 Combat Check with -1 Edge to attempt to cross the circle’s boundary or affect creatures within it. Range: Touch, Target: 5’ diameter circle, Duration: 1 Minute / Rank, Scaling: Duration or +5’ diameter.
2. Sanctified Boundary - As Protective Circle, but chosen entities (elementals, spirits, or undead) must succeed at a DL15 Combat Check with -1 Edge to attempt to cross the circle’s boundary or affect creatures within it. Range: Touch, Target: 10’ diameter circle, Duration: 1 Minute / Rank, Scaling: Duration or +5’ diameter. 3. Circle of Safe Communion - Caster prepares a circle within which spirits may be summoned into to be contacted, questioned, or bargained with. While intact, spirits, incorporeal entities, and summoned creatures must succeed at a DL20 Combat Check with -1 Edge to attempt to cross the circle’s boundary or affect creatures outside of it. If either the caster or the spirit cross the circle, the spirit is immediately expelled to the Netherworld. Range: Touch, Target: 10’ diameter circle, Duration: 1 Minute / Rank, Scaling: Duration or +5’ diameter. 4. Anchored Ward - As Sanctified Boundary, but increases to DL30. Range: Touch, Target: 20’ diameter circle, Duration: 10 Minutes / Rank, Scaling: Duration or +10’ diameter. 5. Circle of Absolute Exclusion - As Anchored Ward, but spirits, undead, and elemental entities cannot enter, influence, or perceive across the boundary. Any such entity already within the area when the circle is completed is forcibly expelled and takes 1-12+Force damage with the spell casting roll as a directed attack. Range: Touch, Target: 10’ diameter circle, Duration: 10 Minute / Rank, Scaling: Duration or +10’ diameter. |
| Clairvoyance | 1. Listen - Caster can pick a point within 200' and listen as if he were standing at that point. He does not have to see the point, and can choose a direction through solid barriers. He cannot move the point once cast. Self, 1 Minute / Rank, Concentration. Scaling: Range, 200'.
2. Observe - Caster can pick a point within 200' and see and hear as if he were standing at that point. He does not have to see the point, and can choose a direction through solid barriers. He cannot move the point once cast, but can freely change his direction of view. Self, 1 Minute / Rank, Concentration. Scaling: Range, 200'. 3. Detect Clairvoyance - Caster is immediately aware of anyone using Clairvoyance to see or view the area around him within range. He doesn't know who, but does know if they can see, hear or both. Self (Close Range), 1 Minute / Rank, Concentration. Scaling: Duration. 4. Clairvoyance Ward - Caster creates a ward to protect against clarivoyance spells in a 25' Radius centered on them. Any caster attempting to listen, observe or scry on a point within the ward must roll against the caster's spellcraft plus the level of this spell. If someone penetrates this ward, the caster is immediately aware of the breach. If a clairvoyance spell is already active, the caster must roll to beat the active spell to block it out, but otherwise effects new spells normally. If an opposing caster rolls a 1 on their Clairvoyance against the ward but succeeds on their spell, the warding caster may immediately cast Listen, Observe, or Scry (if they are able) as a Reaction, freely targeting the location of the opposing caster. This does NOT tell the warding caster the location of the scrying caster, but the warding caster may be able to determine their location via observation. Self , 1 Minute / Rank, Concentration. Scaling: Duration or 25' Radius. 5. Scry - Caster can pick a point that he has seen before (DL15), or that he has a picture of (DL20), or that he has had described in great detail (DL25), OR he can concentrate a person that he knows and has interacted with for at least an hour previously (DL15), or has a picture of (DL20) or has had described to in great detail (DL25). If successful, he can then see and hear as if he were standing at the location specified, or within ten feet of the person. Once he has made a scrying connection, he can move his point of view up to ten feet from the connection point (effectively a 20' diameter with the point in the center). He cannot communicate, but anyone within ten feet of his "presence" can make a DL20 perception check to "feel" like they are being watched. While scrying, he can still hear what's around him and speak, but he cannot see other than through his scrying vision. If the targett is warded, and the caster defeats the ward and rolls a critical success, the warding caster is unaware that their ward has been breached. Self, 10 Miles / Rank, 1 Minute / Rank, Concentration. Scaling: Range 100 Miles / Rank. |
| Commands | 1. Command | You give a verbal command to the target that they must perform on their next turn. The action must be simple enough to complete in a single turn and cannot be directly murderous or suicidal (for example, the target would not leap off a cliff, but would drop their weapon even if that might lead to danger). The target must attempt to complete the command if physically able and interprets the command in a reasonable and literal manner. | Close, Indirect, 1 Person, Duration: Instant (next turn only), Scaling: +1 Target or Range2. Complex Command | As Command, but the command itself may be more complex. The caster must still be able to express the command in one turn. The target begins the command on their next turn and continues attempting to complete it for the duration of the spell. The command cannot be directly murderous or suicidal. If the task is completed before the duration ends, the spell expires. If the target is physically prevented from continuing, the spell persists and they resume the command when able. | Close, Indirect, 1 Person, Duration: 1 Round / Rank, Scaling: Duration or +1 Target
3. Murderous Command | As Command, but without the restriction against murderous or self-destructive actions. The target must attempt to carry out the command on their next turn, even if it would result in serious harm or death. If the command would result in immediate certain death, the target gains +5 to their Magic Defense. This spell compels only a single turn of action. | Close, Indirect, 1 Person, Duration: Instant (next turn only), Scaling: +1 Target or Range 4. Great Command | As Complex Command, but without restrictions. The command may be complex, murderous, or self-destructive. The target begins the command on their next turn and continues attempting to fulfill it for the duration of the spell. The target may attempt one Discipline check per round at -1 Edge against the original spell attack roll if the command would result in certain immediate death. If the task is completed before the duration ends, the spell expires. | Close, Indirect, 1 Person, Duration: 1 Round / Rank, Scaling: Duration or +1 Target 5. Geas | You lay a binding magical prohibition upon the target, forbidding them from taking a specific action for the duration of the spell. The forbidden action cannot involve bodily functions or involuntary acts (breathing, eating, sleeping, etc.). If a situation creates intense internal conflict over the geas, the target may make one Discipline check at -1 Edge against the original spellcraft roll to break the geas. If successful, the target immediately suffers 6 damage from wracking psychic pain and the spell ends. | Close, Indirect, 1 Person, Duration: 1 Day / Rank, Scaling: Duration |
| Commune | 1. Dream - Caster performs a ten minute meditation focusing on a very specific subject within one hour before sleep, if the following rest period is uninterrupted, the caster will have a dream about the subject. The vividness and usefulness of the dream should correlate to the spell attack roll and be adjudicated by the GM. Dreams can be lucid, prophetic, remote viewing, informational or completely wrong.
2. Omen - Caster performs a ten minute ritual at the beginning of the day, requesting an omen from a specific diety or the spirit world on one topic. The clarity, usefulness, or even likelihood of receiving an omen should correlate to the spell attack roll and be adjudicated by the GM. Omens are not magic messages; they are hints at best, not often clear, and they must be watched for. 3. Visions in Water - Caster much touch a small pool or open faced container of water, generally a basin. As the ripples clear, the next person to gaze into the water within the duration, being either the caster or someone else, and who continue to focus upon their own reflection, will see a vision of a topic as determined by the caster. The clarity and accuracy of the vision should correlate to the spell attack roll and be adjudicated by the GM. Visions, as per dreams and omens, may not make sense and could require interpretation. A critical success could result in actual remote viewing of the subject, which might have repercussions. Range: Touch, 1 pool/basin of water, Duration: 1 R / R. 4. Commune - Caster performs a ten minute ritual, praying to their diety or the spirit world, asking for a Yes / No answer to a specific question. It is up to the GM to decide how to answer the question, but clearly worded questions should result in a clear response; responses are in the form of intution, or hidden whispers, or even a sudden omen. For each time this spell is cast again on the same day, it is cast at a cumulative negative one Edge. Critical failures should have actual negative consquences, up to temporary possession or drawing the attention of a malicious spirit. Gazing into the spirit world can be dangerous. Target: Self, Duration: 10 Minutes. 5. Inquire - As Commune, but the caster can request a broader answer to any question. The likelihood and potential accuracy of garnering an answer should correlate to the spell casting check (D20). Answers may come in different forms, but high rolls should result in somewhat clear answers IF the GM determines that the question is, in fact, knowable. Not every question can be answered, foolish questions come with risks. For each time this spell is cast again within a span of ten days, it is cast at a cumulative negative one Edge. Critical failures, as per Commune, come with consequences. Target: Self, Duration, 10 Minutes. |
| Commune with Dead | 1. Final View - Caster touches the forehead of the corpse of a person that died within the last 24 hours. The brain must be intact. The caster concentrates and briefly sees the last thing the person saw before they died. This is an image only. If the subject was unable to see, no information is gained. Touch, one corpse.
2. Last Vision - Caster touches the forehead of the corpse of a person that died within the last 24 hours. The brain must be intact. The caster concentrates, enters a trance and immerses themselves in the last minute of that person's life. The caster sees and hears what they did, and dully feels significant sensations. If the experience is particularly traumatic, the caster can make a DL15 Trance check to break out of the trance. They do not suffer any injuries, but could be shaken up from the ordeal. While in the trance they are at minus two edge for any perception checks with their own senses. If someone is shaking them out of the trance, they gain an edge, and if they are hurt (at least 1 point of damage) they break free. Touch, One corpse. 3. Question the Dead - Caster touches the forehead of the corpse of a person that died within the last 24 hours. The brain must be intact, as well as the face, tongue and jaw. The caster concentrates, and speaks a question to the deceased. This spell does not summon the spirt of the dead, but instead extracts its memories and a facsimile of its persona. The caster can ask the corpse 3 questions. The mouth will animate and move, but nothing else. The corpse can only answer what it knows, and will answer briefly and truthfully. It will not expound on any answer longer than a sentence. The Spell defense is 10 unless the corpse was an enemy of caster, in which case it is 15. The questions must be asked within the duration, allowing one round per answer. Touch, one corpse, 1 Round / Rank. Scaling: 1 additional question. 4. Summon the Dead - As Question the Dead but only an intact skull is required and the victim must have died within the last year. Touch, one skull, 1 Round / Rank. Scaling: 1 additional question. The Target DL to reach the spirit is 15. This spell can only be attempted once per person. 5. Commune with Dead - As Question the Dead, but only a personal object is required and the victim must have died within the last 10 years AND some trace of them must be reachable in the afterlife*. Touch, one item, 1 Round / Rank, Scaling: 1 additional question. Unless the GM has predetermined the fate of the dead, treat the target DL 15 plus 1 per year since the victim died. This spell can only be attempted once per person. |
| Confusion | 1. Daze Animal - You briefly cloud an animal's mind, preventing it from taking any action other than defending itself or moving away for 1 round / Force. Animals in flight will continue to glide in the direction they were going. This spell will only work once per day per animal. Indirect, Close Range.
2. Daze Monster - You briefly cloud a monster's mind, preventing it from taking any action other than defending itself or moving away for 1 round / Force. Monsters in flight will continue to glide in the direction they were going. This spell will only work once per day per monster. Indirect, Close Range, Scaling 1 Round. 3. Daze Person - You briefly cloud a person's mind, preventing it from taking any action other than defending itself or moving away for 1 round / Force. People in flight will continue to glide in the direction they were going. This spell will only work once per day per person. Indirect, Close Range, Scaling 1 Round. 4. Confusion - The target person becomes completely confused; they do not recognize where they are or anyone or anything around them. If they are attacked, they will fight back using only what they are holding - they are unable to cast spells or perform complex actions. If surrounded by combatants, they attack blindly - either the nearest target, or if multiple targets exist roll randomly. If alone, it is 50/50 that they stand and look around or wander off in a direction, particularly if they see anything of interest. The effect lasts 1 round / Force. Creatures in flight will continue to glide in the direction they were going unless it requires skill to control, in which case they may fall or crash. This spell will only work once per day per person. Indirect, Close Range, Scaling - Duration 1 Minute / Force. 5. Babble - As Confusion, but the target person loses all of their faculties including the ability to comprehend speech; they stand and stare vacant and helpless but can be pulled along with effort. This spell will only work once per day per person. Indirect, Close Range, 1 Minute / Force. If they are injured the spell immediately ends. If they were moved or their situation dramatically changed, as an action they must make a DL 15 Perception check on their turn to orient themselves to the new situation around them before acting. |
| Create Poison | 1. Detect Poison / Venom / Toxin - Caster can focus on a specific object, creature or small area (5' diameter) and detect the presence of poison, venom or other toxin. This will reveal if an animal is venomous, a plant is poisonous, or if poison/toxin exists in the area in general. Indirect, Close, 1 target or 5' radius area. Scaling: 5' Radius.
2. Analyze Poison - Caster learns the type and details of a poison/venom/toxin that he has detected with Detect Poison/Venom/toxin, including its level. Indirect, Close, 1 target or 5' radius area. Scaling: 5' Radius. 3. Create Lesser Poison - Caster can transform a small amount of liquid into a lesser poison or toxin that he has previously analyzed. Each casting of this spell can create 1 oz of a Level 5 or weaker poison. The water must be inside a container and cannot be on or in another creature. When the spell expires, the poison returns to its original state, immediately ending any ongoing effects. Touch, 1 container of water, Duration: 10 Minutes / Force. 4. Create Greater Poison - Caster can transform a small amount of liquid into a deadly poison or toxin that he has previously analyzed. Each casting of this spell can create 1 oz of a Level 6 to 10 poison. The water must be inside a container and cannot be on or in another creature. When the spell expires, the poison returns to its original state, immediately ending any ongoing effects. Touch, 1 container of water, Duration: 10 Minutes / Force. 5. Create Deadly Poison - Caster can transform a small amount of liquid into a deadly poison or toxin that he has previously analyzed. Each casting of this spell can create 1 oz of a Level 11+ poison. The water must be inside a container and cannot be on or in another creature. When the spell expires, the poison returns to its original state, immediately ending any ongoing effects. Touch, 1 container of water, Duration: 10 Minutes / Force. |
| Create Undead (Taboo Magic) | 1. Animate Corpse - Caster animates a Medium-sized (or smaller) corpse within range that died in the last 24 hours and is at least 75% complete (this may require a judgement call). If able, the corpse can stand up slowly as an action, and then under the caster's control it can move slowly (at half its original speed) and make a slam attack using the caster's spell attack bonus. It cannot parry, and has a passive defense of 10 and a 10 Constit. If it is wearing armor it gains the benefit of it, but it cannot use shields. The caster must use his own actions to control the body as if it were a marionette. If the body takes damage greater than twice the health points from its size, the spell is broken and the body collapses. Any wounds sustained before it died may impair the functionality when controlling it, as do any wounds it sustains while under control. When the spell expires, the corpse collapses and cannot be animated with this spell again. Target: One medium-sized or smaller corpse, Range: Close, Duration: 1 Round / Rank, Concentration
2. Create Lvl 1 Undead - Creates a lvl 1, mindless undead from at least a mostly complete medium sized or smaller humanoid corpse or skeleton. The undead animates in one minute under the control of the caster and the caster must infuse one point of their own Spirit into the zombie to complete the animation. The Spirit will heal normally, and is not restored if the undead is destroyed. Increase the cost of Spirit by 1 per creature size greater than Medium. The caster can give one command as part of this spell, after which a new command must be given using Command Undead. If no command is given within one Round / Rank of casting the free command is lost and the undead will begin attacking the nearest living creature, but will not attack the caster. If there are no living creatures within sight other than the caster, the undead will alternate between standing still for long periods of time or shuffling about the area aimlessly, but it will not go anywhere specific with intent. Target: One medium-sized or smaller humanoid corpse or skeleton, Range: Close, Casting Time: 1 Minute, Duration: Permanent, Scaling: Creature Size 3. Create Lvl 2 Undead - As Create Lvl 1 Undead. Target: One medium-sized or smaller humanoid corpse or skeleton, Range: Close, Casting Time: 1 Minute, Duration: Permanent, Scaling: Creature Size 4. Create Lvl 3 Undead - As Create Lvl 1 Undead. Target: One medium-sized or smaller humanoid corpse or skeleton, Range: Close, Casting Time: 1 Minute, Duration: Permanent, Scaling: Creature Size 5. Create Lvl 4 Undead - As Create Lvl 1 Undead, but can include intelligent undead. Target: One medium-sized or smaller humanoid corpse or skeleton, Range: Close, Casting Time: 1 Minute, Duration: Permanent, Scaling: Creature Size or Undead Level. |
| Curse Removals | 1. Detect Curse - Cast on an object, creature or 10' D area and detect the presence of a curse. Indirect, DL15+2x lvl of curse. Short Range, Scaling 10' D.
2. Analyze Curse - Learn the type and details of a curse that caster has Detected, including its level. Indirect, DL15+2x lvl of curse. Short Range. 3. Suspend Curse - Suspend the effects of a curse that caster has Analyzed. When this spell expires, the effects of the curse resume. Indirect, DL15+2x lvl of curse. Short Range, Duration 1 Minute/Rank. Scaling: Duration. 4. Remove Curse - Remove a curse that the caster has analyzed from a living creature or object. Indirect, DL15+2x lvl of curse. This spell can only be cast once per day per curse, and must be cast at the level of the curse (or higher). Short Range. Scaling, curse level. 5. Heal Cursed Land - Remove a curse that the caster has Analyzed from an area/building. Indirect, DL15+2x lvl of curse. This spell can only be cast once per day per curse, and must be cast at the level of the curse (or higher). Medium Range. Scaling, curse level. |
| Curses (Taboo Magic) | 1. Lesser Curse - Point and utter a word of cursing. Inflict a lesser curse that the caster knows upon the target. Indirect, Range: Close, Duration: Permanent
2. Minor Curse - Point and utter a word of cursing. Inflict a minor curse that the caster knows upon the target. Indirect, Range: Close, Duration: Permanent 3. Major Curse - Point and utter a word of cursing. Inflict a major curse that the caster knows upon the target. Indirect, Range: Close, Duration: Permanent 4. Greater Curse - Point and utter a word of cursing. Inflict a greater curse that the caster knows upon the target. Indirect, Range: Close, Duration: Permanent 5. Deadly Curse - Point and utter a word of cursing. Inflict a deadly curse that the caster knows upon the target. Indirect, Range: Close, Duration: Permanent On Curses Unlike nearly all other spell lists, the Curses list allows the Magician to cast curses, but he must also LEARN curses separately. Curses are dark things, found in sorcerous tombs or traded with those of the most tarnished of reputations. Every curse will fall into one of the level categories, and a magician can "learn" a number of curses equal to his ranks in Arcane Knowledge (and requires the Taboo Magic proficiency). When a Magician finds a curse that he wants to learn (assuming he knows this spell list, has the Taboo Magic and available rank in knowledge, he must make a DL15+Level Arcane Knowledge check and spend one hour per level of the curse studying it. If he is successfully, he learns the curse. If he fails, he may try again the next day. A critical knowledge failure results in him cursing himself. A critical success results in learning the curse in half the time. A magician can only "learn" a curse that he is able to cast (by level). |
| Darkness | 1. Dark Bolt - Conjure a small ball of shadow that you immediately directed at a nearby target for 1-6+Force magic/cold damage. Directed, Range: Medium, Scaling: Range or Attack size (1-8, 1-10, 1-12)
2. Blindness - Conjure a ball of darkness centered on being's face and eyes, extending out six inches and around the sides of their head, and moves with them. The darkness obstructs all light and vision, and is visible to others, but does no damage beyond blinding them. Indirect, Range: Medium, Target: 1 Being, Duration: 1 Round / Rank, Scaling: Duration. 3. Darkness - Creates a static area of complete darkness; no light will enter the area, and no light can be generated inside of it. Any light source is swallowed up, and cannot be seen even if held directly up to someone's face. Darkness obscures all light-based vision, but does not affect thermal vision. Any lower level spell is blacked out. Higher level spells cut through the darkness, but do not generate the dim light around the radius like usual. Equal level light spells that interact with the darkness require a spell attack roll as if to dispel them. The darkness spell is not dispelled, and will persist until it expires in the event the light spell duration is shorter. Indirect, Range: Medium, Area of Effect 25' Diameter, Duration: 1 Round / Rank, Scaling: Duration or +20' Diameter. 4. Deeper Darkness - As Darkness, but the area becomes frigid cold and saps all the heat from creatures and the environment. Each round that any creature starts their turn in the area of they take 4 Cold damage, reduced only by DR against cold. Indirect, Range: Medium, Area of Effect 25' Diameter, Duration: 1 Round / Rank, Scaling: Duration or +20' Diameter or +4 damage. 5. - Creeping Darkness - Soul sapping darkness spreads out ten feet in all directions from the caster. Treat the darkness as Darkness; make one attack roll against the Drain Resistance of every person in range. Each success drains one Spirit from them. A critical success drains two spirit. Each subsequent round, if the caster continues concentrating and spends another Magic, the darkness spreads another 5 feet. Make another attack roll as before. On the 2nd and additional rolls, a critical failure does no damage (only the first roll will cause the spell to fail). If the caster stops concentrating the spell dissipates on that round doing no further damage. The caster, while affected by the darkness too, is aware of the movement and location of all people inside the darkness (treat as echolocation); he cannot "see" them for targeting purposes. Indirect, Self, 1 Round / Rank, Concentration (or exhaustion), range: 25' diameter, plus 10' per round. |
| Deflections | 1. Parry* - As a reaction, use your spell parry against a physical attack against you in your forward facing field of view; this spell can be used to parry Large or smaller attacks. Self, Instant, Scaling: 1 Physical attack or 1 size category.
2. Deflect* - As a reaction, use your spell parry against a ranged attack in your forward facing field of view. This spell will deflect slings, bows, crossbows, and thrown weapons that are large or smaller. The attack does not need to be directed at you. Your parry will stack with the target's defenses, including their own spell parry. Close, Instant, Scaling: 1 Ranged attack or 1 size category. 3. Parry True* - As a reaction, briefly conjure magic shields of force to parry one melee attack within range per Force. This adds 10 points of deflection against melee attacks of any size. Self, Instant, Indirect, Range: Medium 4. Deflect Volley* - As a reaction conjure a wave of force to deflect incoming missile attacks from slings, bows, crossbows and thrown weapons that are large or smaller from the same field of fire. This adds 20 points of deflection against any number of attacks within range that the caster can see. Instant, Short Range 5. Deflection True* - As a reaction conjure a shield of force to deflect one ranged attack of any size. This can include massive thrown boulders, catapults, treubuchet fire, canon fire - essentially any projectile weighing up to 500lbs. Projectiles can be diverted up to 90 degrees at the casters discretion, and the caster can attempt to "retarget" the incoming attack by making their own directed spell attack at the desired target using the original damage dice of the incoming object. Objects greater than 500lbs can be affected. Instead of auto-deflecting the attack, treat the deflection as 20 points, and then decrease the deflection by one point per 25 lbs. For example, a 600lb boulder launched from a trebuchet would not be auto-blockable, but instead would give 20 points of deflection, minus one per 25lbs over 500 - so 16 points. Self, Instant, Range: Close |
| Detect Beings | 1. Detect Life - Caster becomes aware of any Animals, Monsters, or People within range. He does not know the direction or distance, but does sense the number of creatures; this spell ignores tiny or smaller animals. Any creature 10th level or greater would seem "powerful", any creature 20th level or greater would seem "very powerful", but nothing more specific. Target: Self, Range: Long, Duration: 1 Round / Rank, Concentration, Scaling: Range or Duration
2. Detect Type - Caster chooses a type of creature (Aberration, Dragon, Elemental, Fey, Celestial, Infernal, Undead (corporeal only) that he has a knowledge proficiency in. If there is any creature of that type within the diameter of the spell he is aware that it is there. He does not know the direction or distance, but does sense the number of creatures. Any creature 10th level or greater would seem "powerful", any creature 20th level or greater would seem "very powerful", but nothing more specific. Target: Self, Range: Long, Duration: 1 Round / Rank, Concentration, Scaling: Range or Duration 3. Detect Enemies - Caster becomes aware of any "enemies" around him. Enemies, for the purposes of this spell, are people with active intent to do him harm. Active intent specifically means that the enemies are aware of him and are looking for him or are approaching him. If the caster is directly allied and in close proximity to another person who has enemies, he would also sense those, in the event that he himself were unknown to the enemies. Target: Self, Range: Long, Duration: 1 Round / Rank, Concentration, Scaling: Range or Duration 4. Detect Incorporeal - Caster becomes aware of any spirits / incorporeal undead beings with the range. If there is any beings of that type within the diameter of the spell he is aware that it is there. He does not know the direction or distance, but does sense the number of beings. Any being 10th level or greater would seem "powerful", any being 20th level or greater would seem "very powerful", but nothing more specific. Target: Self, Range: Long, Duration: 1 Round / Rank, Concentration, Scaling: Range or Duration 5. Greater Detection - Caster becomes aware of any being detectable by the lower level spells on this list. Target: Self, Range: Long, Duration 1 Minute / Rank, Concentration. Scaling: Range 100' Radius. |
| Detections | 1. Detect Traps - Caster become hyper-aware of their surroundings and gains 1 Edge on Perception checks and the benefit of the Detect Traps proficiency. Self, 1 Minute / Rank, Scaling: Duration.
2. See Through Illusions - Caster is able to see through illusions as if they were translucent. He can still clearly make out what the illusion is, he can simply see through it to the other side. Perception checks to notice anything beyond a solid illusion are at minus one edge. For example, if the illusion was a wall, the caster could readily see that the wall was an illusion, and could make out shapes and movement on the other side as if the illusion were semi-transparent. Self, 1 Minute / Rank, Scaling: Duration 3. See Invisible - Caster is able to see invisible creatures or objects; The creatures or objects appear to be colorless, as if they were rendered in grayscale, and the caster can immediately tell that they are invisible, but suffers no penalty to see them in normal light. This spell does not give the caster any form of darkvision, so detecting invisible creatures in low light or darkness would function as normal. Self, 1 Minute / Rank, Scaling: Duration. 4. Arcane Eye - This spell is first cast as an hour long permanent ritual, which magically prepares and preserves a physical eye that the caster has acquired. The eye must be from a medium-sized or larger creature. Once the ritual is complete, the caster is bonded with the eye. He must keep it in a container of liquid for at least eight hours a day, or it will shrivel up and "die", ending this spell. The eye has 1 HP, DR1 and dexterity equal to the casters Intelligence. Upon casting this spell again and concentrating, the caster can cause the eye to fly, and his vision in one eye is then projected through the arcane eye; his natural eye takes on a milky appearance. He cannot hear through the eye, and his peripheral vision is limited. The eye can fly 100 ft/round, but must stay within 1000 ft of the caster or the spell fails, which results in the eye falling and taking fall damage; if the eye is destroyed, the caster takes 1 HP in damage and cannot see in his natural eye for one day (his vision will slowly return over the last 4 hours). The caster constantly knows the direction and distance to the bonded eye. Only one eye can be bonded at a time. Ritual (Self, Permanent.) Activate: Self, 10 Minutes / Force, Concentration, Scaling: Duration. 5. See Ethereal - Caster is able to see invisible spiritual creatures or objects; The creatures or objects appear to be colorless, as if they were rendered in grayscale, and the caster can immediately tell that they are ghosts or spirits, but suffers no penalty to see them in normal light. Self, 1 Minute / Rank, Scaling: Duration. |
| Dimensional Interdiction | 1. Dimensional Lock - Caster marks a point in space within range. For the duration, creatures attempting to teleport from or into that space suffer –1 Edge to cast any teleportation or dimensional movement spells into or out of that space. Range: Close, Target: 10’ radius area, Duration: 1 Round / Rank, Scaling: Duration or +5’ radius or -1 Edge
2. Anchor Reality - Caster anchors a creature or object to the current dimension. The target cannot teleport, blink, phase, or shift dimensions while anchored. Range: Medium, Target: 1 creature or object, Duration: 1 Round / Rank, Scaling: Duration 3. Destination Mark* - When a creature within range uses dimensional travel, the caster may use this spell as a reaction to mark their destination. For the duration, the caster knows the direction and distance to their destination and may safely teleport to the same destination if able. Range: Medium, Target: 1 teleporting creature, Duration: 1 Minute / Rank, Scaling: Duration 4. Spatial Reversal* - When a creature within range uses dimensional travel, the caster may use this spell as a reaction to immediately force their return, reversing a teleport or phasing effect. Additionally, the target is stunned for two actions. Range: Medium, Target: 1 creature, Duration: Instant 5. Dimensional Interdiction Field - Caster creates a stabilized region of space in which dimensional travel cannot function normally. Teleportation into, out of, or within the area automatically fails. Failed attempts deal 6 psychic damage to the caster of the teleport effect. Range: Close, Target: 20’ radius area, Duration: 1 Minute / Rank, Scaling: Duration or +10’ radius |
| Dimensional Storage | 1. Hat Trick - When cast on a small, enclosed object with one opening (such as a jar, pouch, or top hat), create a temporary storage space in the "in between". Any number of small objects that can fit through up to a 1' diameter opening and that have a combined weight of no more than 5 lbs can be placed inside. Only the caster can see the shimmering opening without detecting magic. As an action an object can inserted or drawn forth. Living creatures cannot be placed inside the object. Touch, 1 object, 1 H / Rank. Scaling: Duration or 5 lbs.
2. Dimensional Storage - When cast on a bag, basket, backpack or other empty, sealable storage item, create a temporary storage space in the "in between". Any object may be placed into the storage space that fits through the opening and which does not exceed either the net weight or volume limit of the created space. Objects can be pulled out of the space as an action by visualizing the object, if the contents are unknown a random object will come to hand. If objects are in the space when the spell expires they will be be ejected from the pocket into the physical storage item, potentially damaging the storage item or objects depending on size limitation. Interior is not breathable. Objects are not in stasis; assume interior is a constant 70 degrees F. Maximum opening size is 2' diameter, stored weight is 100lbs & 25 cubic feet. Touch, 1 Empty sealable storage item, 1 H / Rank. Scaling: Volume (Opening size +1 foot, x2 weight, x2 volume), for example: 3'/200lbs/50cuf, 4'/400lbs/100cuf, 5'/800lbs/200cuf 3. Portable Hole - When cast on a piece of fine fabric cut into a square or circle of no greater than 16 square feet and lying completely flat on a solid surface, it will shimmer and open up into a 5' deep hole of the same dimensions. The hole remains until the fabric is picked up, at which point the fabric reverts to its original appearance. As a full round action the fabric can be reapplied to a smooth surface and the hole will reappear. Anything left in the hole will be stored and carried weightlessly. The hole is a static size, and will retain any oxygen available when closed. The hole will only support up to 500 lbs; if excess is placed in the hole it cannot be rolled up. It cannot be rolled up by someone standing in the hole. Touch, 1 piece of fine fabric, 1 H / Rank. Scaling: Duration 4. Secret Room - When cast on the wall of a permanent structure or smooth, vertical natural feature, a shimmering 5x8 white door with gold handle will appear, adorned only by the magicians sigil. Only the caster is able to open the door, and doing so will reveal an entry of the same dimensions to a plain room with smooth grey walls and floor, dimly illuminated by an undefined light source. The dimensions of the room can be determined at the time of casting, but must accomodate the doorway and not exceed 1000 cubic feet. If the caster enters the room and closes the door, the door vanishes from sight on the outside. Anyone inside the space cannot see or hear anything outside the space. Anyone inside the space can open the door and exit, but if the door closes with the caster inside it immediately vanishes. If the caster is outside the space, the door remains visible for the duration. If the spell ends, the door vanishes revealing an open portal, and the space rapidly shrinks, ejecting anyone or anything through the portal within three rounds before the door and interior vanish. Touch, 1 vertical surface, 1 H / Rank. Scaling: Duration or 500 cubic feet. Note: The door must be cast on an immobile surface. If the original surface begins to move (other than planetary movement), or sustain damage, or is destroyed, the spell terminates and the ejection process begins. The spell can be re-cast by the original caster from the inside. The initial space fills with air when the door is opened, but the air is not replenished otherwise. 5. Dimensional Cottage - When cast on an immobile, flat surface, a door similar to that of Secret Room appears within a white frame, free-standing if the spell is not cast on a vertical surface. It has the same base properties of Secret Room, but the space can be up to 8,000 cubic feet and arranged however the caster desires at the time of casting; it can be divided up into internal rooms, segmented by up to a dozen matching grey doors, and the rooms can be adorned with furniture and bedding all in a functional and comfortable design - but all "crafted" from vaguely grey wood-like material and soft bedding. It can include a kitchen, filled with standard cooking implements including a vented stove, but wood or coal would need to be provided. The caster can "memorize" his desired design and repeat it on each casting. None of the internal objects can be removed - any taken through the door simply evaporate into grey smoke. Nothing can remain behind when the spell expires, nor can the point of entry be relocated. Touch, 1 surface, 1 H / Rank. Scaling: Duration or 1000 cubic feet. Humans breath .2 cubic feet of air per minute Body weights to approximate cubic feet 50 lbs 1 100 lbs 1.5 150 lbs 2.5 200 lbs 3 250 lbs 4 300 lbs 5 350 lbs 5.5 400 lbs 6.5 |
| Dimensional Travel | 1. Location Store - Caster creates a mental beacon of his exact location that he can use to transport to with certain other spells. He can store one location per rank in Spellcraft, and he can choose to "forget" a location and learn another one when casting this spell. Type: Self, Range: Close, Casting Time: 1 Minute, Duration: Permanent.
1. Location - Know the direction and distance to a location caster has stored, as long as it is on his current plane. Type: Self, Duration: 1 Minute / Rank, Scaling: Duration 2. Dimensional Step* - As an action (or Reaction), the caster can vanish and reappear nearby. He cannot move through solid objects, but he can move around creatures. He can change his facing as part of the spell. Type: Self, Range: Short 3. Dimensional Hop - Caster can transport himself instantly to another location that he can see within range OR a location that he has stored if it is also in range. He can change his facing as part of the spell. Type: Self, Range: Long, Duration: Instant, Scaling: +50 Feet or +1 willing being in direct contact with the caster. 4. Dimensional Return - Caster can transport himself instantly to another location that he has stored within range. He can bring with him up to one person per Force that he is holding hands with or who is otherwise directly touching him (they could have their hands on him). Each person must be no greater than one-size category larger than the caster. If any person is unwilling, or if the caster doesn't want a specific person to come, he must compare his spell attack roll to their Intelligence. For each person that he succeeds on, he gets to choose if they come or not. For each person that he fails on, they get to choose. If the number of people touching him exceeds his limit, willing people come first. In the case of ties, roll Luck to see who comes. Type: Self, Range: 100 Miles / Force, Duration: Instant, Scaling: 1000 Miles / Force. 5. Dimensional Jaunt - As Dimensional Return, but caster can jump to another dimension that he has not stored. This is a very risky choice; he must have a clear description of his destination and then make a DL20 Local Knowledge check for the destination. If he fails this check and the spell succeeds he will be off-target. If he succeeds on the knowledge check, he must then make a DL20 spell check to complete the spell. If he fails the spell check, the spell fails. As per dimensional return, he can take with him one person per Force using the same parameters of that spell. Type: Self, Range: 1000 Miles / Force, Duration: Instant Off Target To determine where the magician arrives, use the off-target table and divide (approximately) the distance traveled by 20, then multiply that value by the amount failed by and find a spot that distance away in the direction rolled on the chart. If there are positive and negative points of arrival in that area, the Magician can make a DL20 Luck check to land in the better location, which of course means another Mishap results in the worst location. On a Knowledge Mishap, the GM can use the above calculation and automatically select the worst possible point of arrival, the GM could make any accompanying travelers also make DL20 Luck checks or find themself separated from the Magician on arrival by 1d20 units of distance from the original calculation, or rely on GM Fiat to send the Magician and other travelers somewhere else entirely as fits the story. Example: A magician attempts to Teleport 1,000 miles to a place he has not stored. He doesn't have local knowledge for it, so he rolls a knowledge check and gets a 16. 1,000 / 20 is 50 miles, and he missed the check by 4 so he is 200 miles off target. He rolls 1-20 on the off-target chart, gets a 5, indicating he is 200 miles Northeast of where he wanted to go. Fortunately, that doesn't put him in the ocean this time, but he is somewhere far off in the wilderness. The GM has him make a Luck check next, to see if he is near the fishing village, maybe in the dark forest, or perhaps in that monster lair... |
| Disease Lore | 1. Detect Disease - Caster can focus on a specific creature or small area (5' diameter) and detect the presence of a disease. This will reveal if an person, animal, monster or object is diseased itself or otherwise contagious. Indirect, Close Range, Scaling 5' Radius.
2. Analyze Disease - Caster learns the type and details of a disease that he has detected with Detect Disease, including its level. Indirect, Close Range. 2. Resist Diseases - The target of this spell gains +5 to their body resistance against any disease for the duration (even if they are already diseased). If the caster has previously analzyed the disease, the target instead gains a +10 versus that specific disease. This spell does not cure any of the ill-effects that already happened, but instead increases the chance of staving off future effects. Indirect, Close Range, 10 Minutes / Rank, Scaling: Duration. 3. Neutralize Disease - Caster can neutralize a disease that he has analyzed. If the target is an unwilling creature, he must also succee on a spell attack. The DL for the disease is 10 plus the level of the Disease, i.e. a 5th level Disease would be DL15 to neutralize. While this immediately stops the harmful effects of a disease, it does not cure any injury previously done by it. This spell can only be cast once per instance of the disease (specific infection) per day. Direct, Close Range, Scaling: Number of targets. 4. Cure Disease - As Neutralize Disease, but if successful, all subject is cured of the disease and all ill effects are removed, save for restoring missing body parts (for example, if the subject lost body parts from leprosy). 5. Make Whole - As Cure Disease, but the subject is fully restored to health, and any ill-effects from any number of diseases are cured, including restoring lost body parts, blindness, etc. |
| Dispel Magic | 1. Dispel Magic - Caster can focus on an active spell in range that he is aware of. This will not affect 'waiting' spells such as Glyphs or Wards, nor will it affect curses or enchanted items. Caster than rolls his spell attack against a target DL of 15+spell level. For each level that this spell is cast that is greater than the target spell, the caster gains one edge, but for each level this spell is cast lower than the spell the caster loses one Edge. The caster gains an additional edge if he is dispelling his own spell. Scaling: Spell Level.
2. Spell Protection - Target Person gains +5 to their Spell defense against spell attacks. Range: Touch, Target: 1 Person, Duration: 1 M / Rank, Scaling: 1 Person or Duration. 3. Unward - Caster can focus on a visible glyph and attempt to dispel it. He must make a spell attack, DL 15+spell level. This spell grants a bonus edge on the roll. If successful, the target glyph is erased. If the caster fails by less than five, nothing happens. Failure by five or more has a 50% chance of triggering the glyph with the caster as the target. 4. Protection Sphere - As Spell Protection, but caster creates a 15' diameter sphere, centered on her. Anyone standing in the sphere gains +5 Spell defense against spells cast against them from outside the sphere. Range: Self, Duration: 1 R / Rank, Scaling: 10' or +5 defense. 5. Disenchant - Caster holds a magic item and attempts to remove its enchantments. This process takes 1 minute per power level of the item of intense focus as the caster wrestles with the enchantments, after which he makes a spell attack roll against DL20+power level of the item. Legendary items or sentient items may have additional bonuses at the GM's discretion. If successful, the energy stored in the item is released in a 5' burst around the caster; anyone adjacent to the caster takes force damage equal to the power level of the item from the burst. On a critical success the magician successfully absorbs the blast instead and releases it harmlessly, regaining 1 lost magic per power level. On a near success, the magician takes X burn damage to their hands and drops the item. On a failure they are knocked back 5' and take X force damage, also dropping the item. On a critical failure the damage the caster takes two times X and the caster cannot try again on that item or ever attune to it again. Target: 1 enchanted item, Touch, ritual taking 1 Minute / Power level of target item. |
| Doppleganger | 1. Study Target - You focus your attention on a person within range, using the spell to memorize and store every detail about them, from their appearance, voice and mannerisms. Only one person per Force can be stored in this way; stored persons can be "forgotten" to make room for another. Type: Indirect, Range: Close, Duration: Permanent
1. Voice Alteration - You can change your voice to match that of a target you have studied. It is a very good copy of their voice. This spell grants the caster plus one Edge on mimicry and acting checks to impersonate the target. Type: Self, 10 Min / Rank, Scaling (Duration) 2. Face Alteration - You can change your face to match that of a target you have studied. It is a very good copy of their face. This spell grants the caster plus one Edge on acting checks to impersonate the target. This spell does not alter the caster's body; if the target's body type is substantially different than the casters, anyone familiar with the target would gain an edge to their perception check to detect the fake. Type: Self, 10 Min / Rank, Scaling (Duration) 3. Body Alteration - You can change your body to match that of a target you have studied. It is a very good copy of their body. This spell grants the caster plus one Edge on acting checks to impersonate the target. This spell does alters the caster's face and voice; This spell grants the caster plus one Edge on mimicry and acting checks to impersonate the target. Type: Self, 10 Min / Rank, Scaling (Duration) 4. Imitation - You can change your body to match that of a target you have studied. It is a perfect copy of the target, including the modification of all physical stats for the duration; the spell aids in all aspects of acting like the target, including movements and speech patterns. This spell grants the caster plus two Edge on acting checks to impersonate the target versus any friends or acquaintances, but only one Edge against anyone who shares close intimacy with the target (such as their spouse/lover). Type: Self, 10 Min / Rank, Scaling (Duration) 5. - Doppelganger - This spell must be cast on a living person, and to complete the spell that person must die before the duration expires. Upon their death, treat this as Imitation with a permanent duration. In addition, the caster absorbs roughly 50% of the target's memories. Only the closest friends, relatives, or partners have a chance of suspecting that the caster is not the original person. Each week spent in the target's form, the caster "remembers" 1% more of the target's memories but loses 1% of their own. If enough time goes by and the caster reaches 50% memory loss, they should work with the GM to determine what skills and mental stats that person had, and at what point they begin to lose their spell casting knowledge and possibly changing character sheets. This spell can be cast as a reversal up until that point. If reversed, the caster will transform back into their original form over the course of 1 minute, and they will be in a confused state as their memories separate from each other and the original target's memories fade; treat this as being at minus two Edge to any action. There will be 1% of the original target's memories that periodically haunt the caster for several weeks before fading completely. Type: Touch, 1 Round / Rank, Permanent. |
| Earth Mastery | 1. Earthbolt - Conjure a 6" ball of elemental Earth that you immediately project at a nearby target for 1-6+Force magic/crush damage. Directed, Medium Range, Scaling Range or Attack size (1-8, 1-10, 1-12)
2. Earthen Spikes - Conjure a 3' tall spike of stone out of the ground beneath an opponent. Treat this as a directed attack that does 1-8 piercing damage. Each round as an action, cast can raise another spike at which time the previous one crumbles to dust. When the spell expires the last spike crumbles. This spell only functions on exposed, unworked earth or stone. Direct, Short Range, 1 Round / Rank. 3. Elemental Ball - Conjure a 1' ball of elemental earth and direct it at a target. On impact it explodes, sending a burst of elemental debris into the area inflicting 1-12+Force crushing damage to the target space, plus 1-6+Force crushing damage to adjacent spaces, and 1-3+Force crushing damage to targets 2 spaces away; damage is calculated separately against all target's defense bonuses. If caster misses their target, the GM can determine where the ball impacts (if the ball reaches its range, it will explode there). Damage is applied to combatants and objects alike, potentially destroying small objects in the area. Caster can target objects, floors or walls. Roll to hit a specific spot within the range (DL 1 per 5'). Small objects or moving inanimate objects will have higher DL's set by the GM. Directed, Medium Range, Scaling: 5' Radius or +3 damage range or Range. 4. Stoneskin - Caster coats his body in a 1/4" thick layer of elemental earth. This grants the caster DR(F) against all direct damage. Stoneskin does not impede the caster's movement and stacks with armor. Range - Self, Duration 1 Round/Rank. 5. Earthblast - Conjure a cone of elemental Earth from two outstretched hands. It extends in a line 50' long, 15' wide at the end and 5' wide in the space adjacent to the caster. Caster makes a single attack roll and compares the results to to the DB's of all the targets in the cone. All targets in the center line take 1-24+Force magic/crush damage. The last five spaces on each side of the line take 1-12+Force magic/crush damage. All objects in the blast take the same damage and are pushed 1' per point of damage that they take. Directed, Range: 50' / 10 spaces |
| Earth Nodes | 1. Detect Earth Node - Caster concentrates and sense the direction and distance to the nearest Earth Node within range if there is one. Target: Self, Range: 100' / Rank, Duration: Instant
2. Remember Node - While standing within the radius of an Earth Node caster commits the precise location of the Earth Node to memory for the purpose of other spells on this list. Caster can store 1 node per rank in Arcane Knowledge, and can choose to "forget" a stored Node when casting this spell. Target: Self, Duration: Instant 3. Earth Travel - Caster, while standing in an Earth Node, can along with one additional person per Force in direct contact with him teleport to another Earth Node that they have stored within range. Caster must first succeed on a DL20 Arcane Knowledge check and then succeed at the spell. Determine how far the caster was trying to travel and divide that distance by 20. For each point less than the Arcane Knowledge check, multiply that by the divided distance to determine an off-target amount; then roll on the off-target table to obtain a distance, and find the nearest Earth Node in that direction and distance to determine where the caster arrives. On a critical failure of the Arcane Knowledge, the GM will multiply the distance by D20 to determine the location without revealing this to the player. Target: Self, Range: 10 Miles / Rank. Duration: Instant 4. Earthbound - Caster, while standing in an Earth Node, can extend and form a temporary arcane bond with the Node to draw forth power. For the duration of this spell, while remaining in the Node, caster can power his spells expending only 50% of the normal magic. Target: Self, Duration: 1 Minute / Rank. 5. Summon Guardian - Caster, while standing in an Earth Node, can call forth a guardian of the earth to either protect the node from attackers or to seek an answer. Earth guardians come in many shapes and sizes; most will be earth elementals, but the GM can define any number of earth guardians. The total spell roll for this spell should be used as a guide for the power level of the summoned guardian or guardians. Guardians should appear in 5 rounds. If called to defend the node, they will fight whatever is threatening the node or the caster but will retreat if badly injured (25% health remaining), and this spell cannot be used again at the same node for 10 days; if the threat is defeated, the earth guardians will return to the earth. If called to answer a question, the GM will need to appraise the nature of the question and the probability that an earth guardian that has access to vast knowledge of the earth through an interconnected web of Ley Lines might know it but also consider how very specific or niche the question is. Use the base roll as percentage target for unlikely question, then multiply that by 1, 2, 3, 4 or 5 depending on if you decide if it is not likely, somewhat likely, likely, very likely or extremely likely, then make the player rolls percentile and must roll less than or equal to the target number. Target: Self, Range: Earthnode, Duration: Varies. |
| Elemental Walls | 1. Wall of Air - Conjure an elemental wall of air at a targeted point. A churning, hazy mass of wind will spring up and spread in a line 10' wide, 10' tall and 2' thick. Air walls are stationary but can be placed anywhere in range, and do not need to rest on a surface. Anyone trying to pass through must make a DL15 Athletics check or be buffeted back out. Success requires one additional movement point to pass through. Each additional foot in thickness increases the DL by 5. A critical failure results in falling prone. Melee attacks through the wall are at minus one Edge, Ranged attacks are at minus two Edge; this increases by an Edge per scaled thickness. Walls can be shaped into arcs (DL10), erratic lines (DL15) or even into a circle (DL20). Self, Range: Medium, Duration: 1 Round/Rank, Scaling 10’ divided between width or height, or 2’ thickness.
2. Wall of Water - Conjure an elemental wall of water at a targeted point. A swirling wall of water spring up and spread in a line 10' long, 10' tall and 2' thick. Water walls must rest on a solid surface less than 45 degrees steep and can rest on water with waves smaller than 1' tall. Anyone trying to pass through must succeed on a DL20 Athletics check or be knocked back taking 1-6+Force crush damage. Each additional foot of thickness increases the DL by 5. Success costs one movement point per scaling of thickness. Melee attacks through the wall are at minus two Edge, Ranged attacks are at minus three Edge; this increases by an Edge per scaled thickness. Elemental walls can be shaped into arcs (DL10), erratic lines (DL15) or even into a circle (DL20). Self, Range: Medium, Duration: 1 Round/Rank, Scaling 10’ divided between width or height, or 2’ thickness. 3. Wall of Fire - Conjure an opaque elemental wall of fire and direct it at a targeted point. A wall of the fire will spring up and spread in a line 10' wide, 10’ tall and 2' thick. Walls of fire walls must rest on a solid surface less than 45 degrees steep. Anyone passing through the wall will take 12+Force fire damage (minus their DR), +6 for each additional scaling of thickness. Elemental walls can be shaped into arcs (DL10), erratic lines (DL15) or even into a circle (DL20). Self, Range: Medium, Duration: 1 Round/Rank, Scaling 10’ divided between width or height, or 2’ thickness. 4. Wall of Ice - Conjure an elemental wall of ice and direct it at a targeted point. A wall of ice will spring up and spread in a line 10'/F long, 5'/F tall and 1'/F thick. Ice walls must rest on a solid surface less than 45 degrees steep. Ice walls are solid, 75% opaque and impassible. They can be broken through. It takes 50 points of damage to breach per 2’ of thickness; slashing and piercing weapons must make breakage checks each round. Elemental walls can be shaped into arcs (DL10), erratic lines (DL15) or even into a circle (DL20). Self, Range: Medium, Duration: 1 Round/Rank, Scaling 10’ divided between width or height, or 2’ thickness. 5. Wall of Earth - Conjure an elemental wall of earth and direct it at a targeted point. A wall of earth will spring up and spread in a line 10'/F long, 5'/F tall and 1'/F thick. Earth walls must rest on a solid surface less than 45 degrees steep. Earthwalls are solid, packed clay and opaque and impassible. They can be broken through. It takes 100 points of damage to breach per 2’ of thickness; slashing and piercing weapons must make breakage checks each round. Elemental walls can be shaped into arcs (DL10), erratic lines (DL15) or even into a circle (DL20). Self, Range: Medium, Duration: 1 Round/Rank, Scaling 10’ divided between width or height, or 2’ thickness. |
| Emotions | 1. Courage - Target's resolve strengthens in the face of danger. He gains +1 Edge on Morale checks and +5 to his Spell defense against Fear spells or effects. Close, One Person, 1 Minute / Rank, Scaling (Duration)
2. Confidence - Target is filled with confidence, charm and sexual energy; any Influence skill checks made directly using seduction or sexual wiles gain +1 Edge for the duration. Close, One Person, 1 Minute / Rank, Scaling (Duration) 3. Fear - You cause great fear to well up in your foe, demoralizing them. They are immediately shaken, and are at minus one edge to all actions. NPC's must make morale checks or flee, running away from the caster for the duration, but they will not intentionally place themself into greater harm. If the attack roll beats the target's Spell defense by 5, they automatically fail their morale check. PC's will be shaken, but are not forced to flee. Indirect, Short Range, 1 Minute/Rank. Scaling: Number of Targets. 4. Laughter - You cause the target to laugh uncontrollably, as if they had heard or seen the funniest thing in their life. They are not helpless, but they cannot take any actions other than movement, dodges, or parries. Their laughter will be loud, and may draw attention situationally. Indirect, Close Range, 1 Round/Rank. Scaling: Number of Targets, Range. 5. Terror - The target becomes terrified of the caster, imagining they see in him one of their greatest fears. The target will run away from the caster on their next turn at their fastest pace seeking a place to hide and cower. They will continue to run until finding a suitable place. If the attack roll beats the target's Spell defense by 5, the target instead immediately drops into a fetal position and whimpers in fear and is helpless. At 10 or more, the target soils themself and begins a panic attack; each round there is a 5% chance they go into cardiac arrest. If the caster rolls a Natural 20 and the attack beats the targets spell defense by 10 or more, the target goes into cardiac arrest and dies in 3 rounds. Indirect, Close Range, 1 Round/Rank. Scaling: Duration, Number of Targets. |
| Familiar | 1. Bind Familiar (Unbind) - Caster performs an hour-long ritual on a diminutive, tiny or small animal or insect. The creature must be within three feet of the caster and cannot be hostile. As part of the ritual, a small portion of the caster's Spirit (1 Spirit) is transferred permanently into the familiar (this will not heal unless the familiar is slain or the bond is severed). Upon completion, the familiar will become permanently loyal to the caster, and the two of them will always know the direction and distance to each other.
This ritual can be cast in reverse, severing the bond. Once severed, the creature returns to normal and can never be re-bonded with the caster. Target: 1 Diminutive, Tiny, or Small Animal, Permanent (Ritual). As a magician grows in power, so does their familiar. For each level of Force a magician, has, the familiar gains one point of intelligence and increases their health points one size category (they remain the same physical size), up to medium size health points. 2. Share Senses - For the duration of this spell, caster can close their eyes and both see and hear through their familiar's senses, while dampening their own senses. While concentrating, caster is at minus one Edge to hear around them. If their familiar goes out of range the spell is cancelled. Type: Indirect, Range: Close (to cast) then 100' / Rank, Duration: 1 Minute / Rank, Concentration. 3. Exert Control - As Share Senses, but the caster assumes complete control over their familiar. 4. Recall Familiar - Caster summons their familiar to their side. If their familiar is within range, it is teleported next to the caster. Type: Indirect, Range: 100' / Rank, Duration: Instant. 5. Revive Familiar - If their familiar is slain within the last 1 Minute / Rank and the body is not destroyed (it must not have taken greater than twice its negative constitution), caster can transfer their own life energy into their dead familiar, healing 5 health points per 1 Spirit transferred into it per round until its health points are above zero. Type: Touch, Duration: 1 round per 5 health points restored. |
| Fate Weaving | 1. Twist Fortune - Caster subtly interferes with probability around a creature. For the duration, the caster can spend one of his own Luck points to give -1 Edge to any check the target attempts.
Range: Close, Target: 1 creature, Duration: 1 Round / Rank, Scaling: Duration 2. Borrowed Luck - Caster siphons a sliver of fortune from another creature. The target loses 1 point of Luck and the caster gains 1 temporary Luck point (may only be spent during the spell’s duration). Luck stolen this way cannot reduce the target below 0. Range: Close, Target: 1 creature, Duration: 1 Round / Rank, Scaling: Duration 3. Ill Omen - Caster marks a creature with misfortune. The next time the target spends a Luck point, it costs 2 Luck points instead of 1. If the target has no Luck points, the next failed roll instead becomes a critical failure (if applicable). Once triggered, the spell ends. Range: Medium, Target: 1 creature, Duration: Until triggered or 1 Hour / Rank, Scaling: Duration 4. Lock Fate - Caster interferes with destiny itself. For the duration the target cannot spend or gain Luck points. Any spell or effect that would grant bonus Luck points fails. Range: Medium, Target: 1 creature, Duration: 1 Hour / Rank, Scaling: Duration 5. Rewrite Outcome* - Caster reaches into the weave of probability and forcibly alters a recent outcome. Immediately after a roll is made within range, the caster may spend any number of their own Luck points to force a reroll and the target must roll that many times and take the highest or lowest result as determined by the caster; the target is not able to further spend their own Luck to modify the outcome. This spell may draw attention from fate-aligned forces and should never be subtle. Range: Close, Target: 1 roll made this round, Duration: Instant, Scaling: None |
| Fire Mastery | 1. Fire Bolt - Conjure a 6" ball of elemental fire and immediately project it at a target for 1-6+Force magic/fire damage. Directed, Medium Range, Scaling Range or Attack size (1-8, 1-10, 1-12)
2. Elemental Weapon - Conjure elemental fire and coat a melee weapon with it. On a hit, the weapon inflicts an equal amount of fire damage (maximum 6). Does not affect the balance, reach or use of the weapon, unless the attacker's form involves touching the blade (such as half-swording). If the wielder strikes themself, they take the elemental damage in addition to the normal damage. Touch, Duration 1 Round/Rank, Scaling +6 max dmg. 3. Elemental Ball - Conjure a 1' ball of elemental fire and direct it at a target. On impact it explodes, sending a burst of elemental fire into the area inflicting 1-12+Force to the target space, plus 1-6+Force damage to adjacent spaces, and 1-3+Force damage to targets 2 spaces away; damage is calculated separately against all target's defense bonuses. If caster misses their target, the GM can determine where the ball impacts (if the ball reaches its range, it will explode there). Damage is applied to combatants and objects alike, potentially destroying small objects in the area. Caster can target objects, floors or walls. Roll to hit a specific spot within the range (DL 1 per 5'). Small objects or moving inanimate objects will have higher DL's set by the GM. Directed, Medium Range, Scaling: 5' Radius or +3 damage range or Range. 4. Immolation - Caster conjures elemental fire and immolate themself with it. Fire radiates from their body, doing 12+Force fire damage to anyone in close combat, or 6+Force to anyone adjacent to them; this damage is reduced by the target's armor DR. Any natural attacks from a non-adjacent space also suffer 6+Force damage. This spell does not damage any items or equipment that the caster is wearing or holding but does affect any objects in the radius. While immolated, the caster is immune to damage from the selected elemental type. If the caster moves into range of an opponent that is unable to retreat, they immediately take the elemental damage and continue to do so each round that they take an action while in range. If a target starts their turn in the range and immediately moves out they take no damage. If they take an action before moving, they take full damage. Range/Self, Duration 1 Round/Rank, Scaling +6 dmg or increase Radius 5' (12/6/3). 5. Dragonfire - Conjure a devastating cone of elemental fire from two outstretched hands. It extends in a 50' long line, 15' wide at the end and 5' wide in the space adjacent to the caster. Caster makes a single attack roll and compares the results to to the DB's of all the targets in the cone. All targets in the center line take 1-24+Force magic/fire damage. The last five spaces on each side of the line take 1-12+Force magic/fire damage. Dragonfire is the purist form of magic fire, and overcomes non-draconic fire resistance, fire shields and immolation. Creatures slain are reduced to ash. All objects in the blast take the same damage. Directed, Range: 50' / 10 spaces Note: The center line is the line of spaces extending directly outward from the caster through the middle of the cone. All other affected spaces are side lines.
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| Flight | 1. Float* - As a reaction to falling, caster can immediately stop her acceleration and reduces her speed to 30 feet per round if cast on the round the fall begins. If caster is already mid-fall, this spell decelerates the caster at the same rate of normal acceleration. For extreme falls, five rounds of falling results in terminal velocity, in which case this spell takes five rounds to decelerate to the float speed. The spell ends when the caster lands on a solid surface. Self, Concentration.
2. Levitate - Lift yourself and up to 25% of your weight off the ground. Each round you can ascend or descend vertically up to 5'/Rank. If your concentration is broken the spell is lost and you immediately fall. Self, 1 Round/Rank, Concentration. 3. Air Walk - Caster is able to walk at his base pace on air itself. He can ascend and descend as though climbing stairs, or walk horizontally across empty space. He must stay upright. If the air is turbulent, he will need to make an Athletics check against the DL set by the GM. If he is knocked prone, he will fall, but assuming he did not strike the ground he could stand up on his next turn with a DL10 Athletics check. For longer falls, this spell provides 50'/Round of deceleration. Self, 1 Minute / Rank, Concentration, Scaling (Duration) 4. Fly - Caster can imbue an inanimate object with the ability of flight. Caster can sit on the object and direct its movement with concentration. The object can fly in any direction at the rate of 50'/Round, or remain in a static position, but any round that the caster doesn't concentrate results in it slowly falling at the rate of 30'/Round. If it is already falling when this spell is cast, this spell provides 50'/Round of deceleration. If the caster is knocked unconcsious, the object will continue to float straight down until it comes to rest on a solid object. If this spell is dispelled, it proceeds to fall normally as per the rules for falling. Touch, one object weighing up to 10lbs/F, 1 Minute / Rank, Concentration, Scaling: Duration 5. Soaring - As per Fly, but with a movement rate of 250'/Round. The object cannot turn greater than 45 degrees if it moves over 100' in the round, nor can it turn greater than 90 degrees if it moves over 50' in the round. The spell can only accelerate and decelerate 50'/round. The object can also remain in a static position, but any round that the caster doesn't concentrate results in it slowly falling at the rate of 30'/Round. If it is already falling when this spell is cast, this spell provides 50'/Round of deceleration. If the caster is knocked unconcsious, it will continue to float straight down until it comes to rest on a solid object; it would still only decelerate at 50'/round, it would just be in a downward arc. If this spell is dispelled, it proceeds to fall normally as per the rules for falling, though it would still move half its last speed in the same direction that it was going before the fall becomes completely vertical. If the object and caster collide with a solid object at top speed, he would be moving at approximately 80 f/s. For simplicity sake, treat it as a fall equal to 1/3 of the caster's speed at the point of impact. Touch, 1 object weighing up to 10bls/F, 10 Minutes / Rank, Concentration. |
| Fog | 1. Fog - Dense fog forms, quickly emanating out from the targeted point over the round. With adequate space it will fill an area 10' tall and 25' in diameter. In enclosed areas it will fill an equal amount of volume, filling any spaces as it spreads. The fog is opaque. Anyone at the edge of the fog gains partial cover (minus one Edge to hit), anyone more than one space from the edge is not visible. The fog will remain stationary unless there is a breeze, in which case it will move 5' per 10 mph per round in the direction of the wind. Range: Medium, Area of Effect: 25' Diameter, Duration: 1 Round / Rank., Scaling: 10' Diameter
2. Directed Fog - As Fog, but each round the caster spends an action and concentrates he can cause it to move 10' in any one direction. He can use this to counteract any breezes up to 20 mph. Range: Medium, Area of Effect: 25' Diameter, Duration: 1 Round / Rank (Concentration optional), Scaling: 10' Diameter 3. Choking Fog - As Fog, but at the start of each round the caster makes one new spell attack against everyones Body Defense. Any creature that starts their turn in the fog that the attack succeeded on begins choking and gagging, putting them at minus 1 Edge to all actions. Range: Medium, Area of Effect: 25' Diameter, Duration: 1 Round / Rank., Scaling: 10' Diameter 4. Grasping Fog - As Fog but it appears as a churning mass, and at the start of each round the caster makes one new spell attack against everyones Parry Bonus. Any creature that starts their turn in the fog that the attack succeeded on is grappled and unable to move that turn by grasping tendrils. Range: Medium, Area of Effect: 25' Diameter, Duration: 1 Round / Rank., Scaling: 10' Diameter 5. Death Fog - As Directed Fog but it appears as inky blackness, and at the start of each round the caster makes one new spell attack against everyones Charisma. Any creature that starts their turn in the fog that the attack succeeded on takes one Spirit Loss. Range: Medium, Area of Effect: 25' Diameter, Duration: 1 Round / Rank., Scaling: 10' Diameter |
| Glyphs | 1. Detect Glyph - Caster concentrates and detects the presence and quantity of any Glyphs within medium range; to the caster only they will glow briefly to identify their location as long as the caster has line of sight. Target: Self, Range: Medium, Duration: Instant
2. Analyze Glyph - Caster concentrates and learns the name of the spell of a Glyph he can see within medium range. Target: Self, Range: Medium, Duration: Instant 3. Inscribe Glyph - Caster can inscribe a Glyph of a 1st level spell he knows onto a solid immobile surface that weighs at least 1,000 lbs. Only one glyph can be inscribed per object, unless that object is something large and contiguous, in which case they must be at least 25' apart. Inscribing a glyph must consume powdered orichalcum or gems worth 200 silver per level of the spell multiplied by how many times a day it will activate. Inscribing the Glyph takes 1 minute per level of the spell inscribed. As part of inscribing the Glyph, the caster must also infuse one point of their Spirit, upon which they set the trigger parameters of the glyph. Triggers can be time intervals or specific times of day, specific actions within range (25'), specific words within range, simply moving into range, touching the glyph, or a combination thereof. Glyphs cannot be "self" spells, cannot use logic, cannot identify specific creatures or perform pattern recognition, or make any decisions other than the above listed criteria. Inscribing a glyph is permanent. The glyph will trigger as many times per day as it is enchanted to do based upon the criteria, up to once per round, but it will not trigger again on the same target who is fulfilling the criteria a second time. For example, if the the glyph is set to trigger on a person coming within 10', once triggered if that person remains within 10' it does not trigger again unless they leave the range, then step back into it. If a second person entered the range it would trigger, possibly affecting the first person again, depending upon the spell stored. Spells that target a person can be set to target the trigger person OR to have a specific non-variable target set - such as shoot lightning straight down a hall when someone gets within 25'. If a glyph is inscribed on a suitably sized object, and that object despite its weight is later moved, the glyph will discharge in a blast of force doing F per spell level to anyone within 10' of the glyph; all raw materials are destroyed in the blast. Target: 1 surface no less than 1000 lbs, Range: Touch, Duration: Permanent, Scaling: Level of the Spell 4. Reset Triggers - Caster can reset the triggers on a Glyph within range. If it was not created by the caster, he must analyze the glyph first, then using this spell make a spell attack roll against 20+spell level of the glyph, and if successful this will drain one Spirit. Casting this spell creates a visible energy link between the caster and the glyph as their spirit drains. If the spell attack fails, the glyph is triggered on any available target(s) in range regardless of the original parameters (unless it has no more daily uses), but the caster does not lose the spirit except on a critical failure. Range: Medium, Target: Analyzed Glyph, Duration: Permanent 5. Erase Glyph - Caster can erase a Glyph within range. This requires a spell attack roll against the glyph, DL20+spell level. On a success the glyph releases a blast of force (as if it had been move as specific above), after which it and the original materials are destroyed. On a critical success the glyph does not explode. On a failure the glyph is triggered if it has remaining daily uses. On a critical failure, the glyph sends force feedback into the caster doing 3 HP per level of the stored spell. Range: Medium, Target: 1 Glyph, Duration: Permanent.
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| Gravity Law | 1. Location Lock - Caster locks a creature or object in place. Either requires 100lbs/Rank in force to move. Creatures standing on a solid surface can treat this as a drag, while flying creatures would use lift. Creatures suffer –1 Edge on Athletics and Acrobatics checks involving movement or balance. Range: Close, Target: 1 creature or object, Duration: 1 Round / Rank, Scaling: Duration or 100lbs/Rank.2. Gravity Well - Caster creates a localized pull toward a point they can see. Creatures in the area must succeed on a DL20 Athletics check or be pulled 5’ toward the center at the start of their turn. Creatures that reach the center are considered grappled while they remain within the area. Range: Medium, Target: 10’ radius area, Duration: 1 Round / Rank, Scaling: Area or Duration
3. Reverse Gravity - Gravity in a defined area inverts. Creatures and unsecured objects fall upward until they strike a solid surface or reach the top of the area; treat this as a fall if striking a ceiling. When the spell ends, gravity reasserts itself normally, again treated as a fall. Range: Medium, Target: 10’ radius, 20’ height area, Duration: 1 Round / Rank, Scaling: Area or Duration 4. Pin to the World - Caster dramatically increases gravity’s pull on a creature or object, slamming it into the nearest solid surface. The target is knocked prone and pinned. Each round as a combined action, the target may attempt a DL25 Athletics check to break free. Range: Medium, Target: 1 creature or object, Duration: 1 Round / Rank, Scaling: Duration 5. Crushing Singularity - Caster creates a point of overwhelming gravity that attempts to collapse everything nearby toward it. Every round at the start of their turn, creatures in the center take 6 crushing damage each round. All creatures in the radius not in the center must succeed on a DL25 Athletics check or be pulled 10' toward the center; all movement away from the center is reduced by 2. Objects may buckle, crack, or collapse at the GM’s discretion. Range: Medium, Target: 15’ radius area, Duration: 1 Round / Force, Scaling: Duration or Area |
| Healing Hands | 1. Heal Injuries - Lay your hand upon a living animal, monster, or person and heal 6+Force in HP. This will not remove the penalties from wounds unless the total healing amount is equal to or greater than the wound damage. It will stop the bleeding from one wound if the wound is not obstructed. Up to half the healing amount can go to stopping blood loss in lieu of restoring health points. For example, if the subject has 10 health points of damage, and is bleeding at 2 per round, and the heal spell cures 7, it will cure the 2 bleeding and 5 points of damage. Had the subject been bleeding 4 per round, it would stop 3 bleeding and cure 4 health points. Touch, 1 Animal, Monster or Person.
2. Stun Recovery* - Target Person immediately recovers from 3+Force stun damage and can act normally on their next action if all of their stun is removed. Touch, Scaling +1 additional target touched. 3. Heal Wounds - As Heal Injuries but restores 12+Force in HP. 4. Greater Healing - As Heal Injuries but restores 18+Force in HP. 5. True Healing - As Heal Injuries but restores 24+Force in HP. |
| Herb Lore | 1. - Identify Herb - Caster can identify the properties of one magic herb. Self, Range: Touch, Duration: Instant
2. - Locate Herb - Caster can locate a specific herb that he knows within range or one that he has used Identify Herb on; he immediately knows the direction and distance. Self, Range: 50' / Rank. Scaling 50' / Rank. 3. - Preserve Herb - Caster can preserve a magic herb for the duration. It maintains its potency, and begins wearing off once the spell expires. Individual herbs can only be preserved once. Range: Touch, Target: 1 magic herb, Duration: 1 Day / Rank, Scaling: 1 Herb. 4. - Enhance Herb Potency - This allows the caster to enhance an herb so that it can be split into two doses. Range: Touch, Target: 1 Herb 5. - Greater Herb Location - As Locate Herb, but the range is 1 Mile / Rank. |
| Homonculous | 1. Create Homonculous - The caster can bind himself to a homonculous that he creates; this ritual requires a pot or cauldron, two pounds of fat from an animal or child, along with its heart, mixed with water and a number of reagents. The pot must be set to gently simmer for 2 hours a day, and then sit covered until the next day, repeating the process for a week. He must be able to cast this spell daily on the contents of the pot, each casting taking 2 hours, during which time he adds his own fresh blood to the pot (1 HP that only heals with rest). On the 7th day the contents must be brought to a boil at the end of the 2 hours and then removed from the flame. He must then reach his hands into the scalding water (taking 4 burn damage), his cry of pain joining with the creature he brings into the world.
From then on, the caster and his homunculus instinctively know the direction and distance to each other. They gain the ability to communicate basic concepts (I'm hungry, danger is coming). The caster can give the homunculus simple commands. If the homunculus is killed, the caster takes 1/2 the homunculus's health points in damage and loses an edge on all actions for two weeks, after which he recovers and can create another homunculus. The base range for controlling his homunculus is 500'. If the caster is slain, the homunculus will immediately begin melting, turning into a cooling pile of melted fat in 6 rounds. See Homunculus in the creature's section. Target: Self / Homunculus, Duration: Permanent Ritual 2. Extend Senses - The caster can concentrate and see and hear through the homonculous's senses. The caster is able to mentally direct the homonculous while he is connected in this way as long as he concentrates and the homonculous stays within 50' / Rank. Target: Self/Homonculous, Range: Close, Duration: 1 Minute / Rank, Concentration, Scaling: Duration. 3. Extend Power - Caster creates a temporary arcane conduit between himself and his homonculous. If he can see his homonculous, he can cast any spell other than Self spells as if he were casting from the homonculous. If he subsequently casts Extend Senses, he can then cast spells from the point of view of the homonculous. Target: Self/Homonculous, Range: Touch, Duration: 1 Minute / Rank, Scaling: Duration. 4. Extend Life - Caster creates a temporary life conduit between himself and his homonculous. For the duration of the spell, any damage inflicted upon the homonculous is split with the caster. Target: Self/Homonculous, Range: Touch, Duration: 1 Minute / Rank, Scaling: Duration 5. Mortal Coil - As Extend Power, but the caster can channel arcane energy via touch into the homunculus. As an action, he can cause the homunculus to detonate in a 25' diameter explosion. Roll one spell attack and apply to all targets in range, 1-12 force / sonic damage. If caster does not trigger the blast before the spell expires, nothing happens - but the homunculus will know what the caster did and express moodiness/displeasure with the caster for the next day unless mollified. Target: Self/Homunculus, Range: Touch, Duration: 1 Minute / Rank or until discharged, Scaling: Duration |
| Ice Mastery | 1. Icicle - Conjure a 6" icicle of elemental Ice that you immediately project at a nearby target for 1-6+Force magic/piercing/cold damage. Directed, Medium Range, Scaling +1 to 3-10+F.
2. Elemental Weapon - Conjure elemental cold and coat a melee weapon with it. On a hit, the weapon does an equal amount of Cold damage (maximum 6). This spell does not affect the balance, reach or use of the weapon, unless the attacker's form involves touching the blade (such as half-swording). If the wielder themself, they cold damage in addition to the normal damage. Touch, Duration 1 Round/Rank, Scaling Increase maximum by +6 dmg. 3. Elemental Ball - Conjure a 1' ball of elemental cold and direct it at a target. On impact it explodes, sending a burst of shattering ice into the area inflicting 1-12+Force magic/cold/piercing to the target space, plus 1-6+Force damage to adjacent spaces, and 1-3+Force damage to targets 2 spaces away; damage is calculated separately against all target's defense bonuses. If caster misses their target, the GM can determine where the ball impacts (if the ball reaches its range, it will explode there). Damage is applied to combatants and objects alike, potentially destroying small objects in the area. Caster can target objects, floors or walls. Roll to hit a specific spot within the range (DL 1 per 5'). Small objects or moving inanimate objects will have higher DL's set by the GM. Directed, Medium Range, Scaling: 5' Radius or +3 damage range or Range. 4. Hailstorm - This spell only works outdoors or inside very large caverns and requires at least 20% humidity and the outside temperature to be less than 90 degrees. When cast, a dark cloud forms over the area, fifty feet above the ground and ten feet tall. The next round on the caster's turn, violent hail falls in the area for the duration of the spell. Visibility is reduced by 50% and all perception checks are at minus one edge; anyone in the area will be pelted by large hail (roll separate attacks, +10, 1-8 bludgeoning damage). Small natural fires will be quenched immediately; large campfires will be quenched in five rounds, and bonfires in ten rounds. On the fourth round the ground grows slick with ice, hampering movement. Anyone moving more than one space in the area must succeed on a DL10 Athletics check or fall prone. The cloud itself blocks line of sight but slowly lightens over the duration until it dissipates at the end of the spell, after which the fallen hail stones and ice evaporate. Indirect, Range: Long, Area of Effect: 45' Diameter, Duration: 1 Round / Rank, Scaling: 20' Diameter or 1-12 damage. 5. Dragonfrost - Conjure a cone of elemental cold from two outstretched hands. It extends in a 50' long line, 15' wide at the end and 5' wide in the space adjacent to the caster. Caster makes a single attack roll and compares the results to the DB's of all the targets in the cone. All targets in the center line take 1-24+Force magic/cold damage. The last five spaces on each side of the line take 1-12+Force magic/cold damage. Dragonfrost is the purist form of magic cold, and overcomes non-draconic cold resistance, Ice shields and immolation. Creatures slain are flash frozen and may topple and break situationally. All objects in the blast take the same damage. Directed, Range/10' per Force. |
| Illusions | 1. Illusory Sounds - Caster can cause any sounds, including voices he is familiar with, to emanate from a 10' diameter within range. During the casting round, the caster "programs" the sounds by creating them in his mind and expressing them with his intention. The sounds will play on a loop for the duration, with a single-playthrough being one round unless the caster continues to concentrate. Each additional round of concentration increases the sound loop by one round. The sounds can be as quiet as a whisper or as loud as shout (approximately 100 dB). They can be a scene (chirping birds, insects, the sound of wind in a tree, rustling in a bush, talking voices, growling animals, part of a song, etc.) as long as the caster has direct knowledge of the sounds/voices and can imagine them.
Any perception checks to discern the sounds are not real are made against the caster's spellcraft check. Close Range, 10' Diameter illusion, Duration: 1 Minute / Rank (Concentration optional), Scaling: Duration or 10' Diameter or Loudness*. Loudness: Illusory Sounds can be scaled up one time, increasing the dB up to 150. This can create a literally deafening area of sound, blocking out all other noises. All perception rolls to hear are at minus two edge. Each round a creature is in the area that is set to very loud sounds will result in temporary hearing impairment. Treat this as them being at minus one edge to hear anything for 10 minutes per round exposed to 125 dB or greater. 2. Illusory Scene - Caster can create an illusory scene in a 10' diameter within range. During the casting round, the caster "programs" the scene by creating it in his mind and expressing it with his intention. The scene will play on a loop for the duration, with a single-playthrough being 3 seconds, unless the caster continues to concentrate. Each round of concentration increases the loop by one round. The scene can be of anything the caster is familiar with; a rearing creature, static objects, a pacing person, etc. The scene is overlayed on top of what is actually there, and can be used to obscure other real objects. The scene is visual only. Any perception checks to discern the scene is not real are made against the 20+spell level. Close Range, 10' Diameter illusion, Duration: 1 Minute / Rank (Concentration optional), Scaling: Duration or 10' Diameter. 3. Illusion - This spell combines the effects of Illusory Scene and Illusory Sounds with a base diameter of 20'. Close Range, 20' Diameter illusion, Duration: 10 Minutes / Rank (Concentration optional), Scaling: Duration or 20' Diameter. 4. Greater Illusion - As Illusion, but caster can add the property of touch to his scene. Illusory Touch causes anyone to interact with the scene to "feel" the illusion. They must make a perception check against the illusion, and if they fail, the illusion feels real to them as long as their interaction with the scene doesn't "break" the scene. For example, if the scene were a simple illusionary wall, the wall would feel like a wall of the expected texture. However, if the person interacting with the wall struck the wall, their blow would overcome the touch properties and would pass through it. Illusions cannot cause physical harm, and the touch property can only exert responsive force equivalent to a firm touch of a medium-sized creature [for specificity - about 5 Newtons or 1.12 pound-force]. Close Range, 40' Diameter illusion, Duration: 1 Minute / Rank (Concentration optional), Scaling: Duration or 40' Diameter. 5. Illusory Terrain - As Greater Illusion, but the entire area of the illusion that is real can be concealed/altered. This doesn't change what is there, only how it is perceived. It can include movements of air, the sensation of rain (so far as to cause people to think they are wet), along with taste and smell. Illusonary food can be created end even eaten (without actual effect). Close Range, 80' Diameter illusion, Duration: 10 Minutes / Rank (Concentration optional), Scaling: Duration or 80' Diameter. |
| Invisibility | 1. Blur - Target becomes indistinct and blurry, making them more difficult to hit with attacks. Sight-based Directed attacks are at minus one Edge. Target: 1 Person, Range: Close, Duration: 10 Rounds, Scaling: Duration 1 Round / Rank
2. Displacement - Target appears to be offset from their actual location, variably by one to three feet, making them more difficult to hit with directed attacks. Sight-based Directed attacks are at minus two Edge. Target: 1 Person, Range: Close, Duration: 1 Round / Rank, Scaling: Duration. 3. Invisibility - Target becomes invisible, including anything they are wearing or holding as long as the objects are within six inches of their body. Weapons or held objects longer then six inches will be visible, as will bags or backpacks that are bulkier than six inches. If the target of the spell remains motionless, they are completely undetectable through sight. However, if they move, the invisibility field creates a shimmer that can be spotted in normal light with a DL20 Perception check. The DL increases by 5 in low light and by 10 in complete darkness, unless the observer has the means to see in the dark. Invisibility does not conceal the target from thermal vision, nor does it block sound or hide visible signs of passage (such as walking on sand or snow). Invisible targets holding weapons and engaged in combat are at minues one Edge to hit. Target: 1 Person, Range: Close, Duration: 1 Minute / Rank, Scaling: Duration. 4. Invisibility Field - Spell can be cast on a Person or Object that fits within the area of effect. It creates a 15' diameter field centered on the target. All beings in the field are invisibile to anyone outside the field. Unlike Invisibility, the field covers anything worn or held, regardless of size, as long as it fits within the field. If part of an object is jutting out of the field (such as a long spear), only the part that extends outside of the field is visible. Anyone stepping into the field can immediately becomes invisible also, and can then see who is in the field. Target: 1 Person or Object, Range: Close, Duration: 1 Minutes / Rank, Scaling: 10' Diameter. 5. Mass Blur - As Blur but affects 1 Person per Force, all within Close range. Duration 1 Round / Rank. |
| Item Lore | 1. Identify - Caster focuses on an item in range and determines if it is magical and if so, what power level the item is. Range: Close, Target: 1 item, Duration: Instant.
2. Item Lore - Caster learns what spells are embedded in a magic item. Range: Close, Target: 1 item, Duration: Instant 3. Item Owner - Caster gains a clear vision of the person most recently attuned to the item, and if that person is alive and attuned, knows when they last held it and to what purpose. Range: Close, Target: 1 item, Duration: Instant 4. Item Creator - Caster gains a clear vision of both the sigil of the enchanter and their name (if multiple enchanters learn each of them), along with when the item was created. Range: Close, Target: 1 item, Duration: Instant 5. Delving - Caster learns the purpose of the item (if there is one), along with brief visions of any significant events the item was ever a part of (GM's discretion) and more specific details of where the item has been or what it was used for over the last Day / F. Range: Close, Target: 1 item, Duration: Instant |
| Light Ways | 1. Project Light - Caster causes a beam of light to spring from his palm, illuminating a line of bright light out to fifty feet, with five feet of dim light on all sides of the path. He can close his palm stopping the beam, but his closed fist will still radiate dim light in his space alone. Self, 10 Min / Rank, Scaling [Duration]
2. Illumination - Caster creates a non-movable 15-foot diameter uniform area of yellow or white light, surrounded by an additional 10' of dim light. The light is not blinding and does not count as sunlight. Indirect, Close, 25' Radius, Duration 10 Minutes / Rank, Scaling: Duration 3. Daylight - Caster touches an object, or his focus item, and causes it to glow brightly in warm yellow daylight. The light will be uniform and radiates from the point touched in a 15-foot radius of bright light, 10-foot radius of light, and an additional ten feet of dim light. Any creatures affected by natural light would be affected by this spell. The light also bathes the central area in gentle warmth, which would raise the temperature in the area of effect by one degree per round, up to ten degrees warmer, but no more than 80 degrees maximum. Touch, 25' Radius, Duration 1 Minute / Rank, Scaling: Duration 4. - Beacon - Caster causes an intense beam of light to spring from his palm, illuminating a line of bright light out to fifty feet/rank, with 10 feet of light around it and an additional 10 feet of dim light on all sides of the path. He can close his palm stopping the beam, but his closed fist will still radiate bright light in his space and five feet of dim light all around him. He can shine the light into the night sky and it would be visible for miles. Shining the light into someone's face will be blinding. Treat this as a directed spell attack; if successful, the target is blinded for one turn, plus 1 per 5 over their defense bonus. Self, 1 Round / Rank, Scaling: 50 feet per rank. 5. - Radiance - Caster emits blinding daylight 100 feet in all directions. Roll one Indirect spell attack; all creatures in the radius that have unprotected natural vision are blinded for one round plus 1 per five points failed. This spell is treated as natural daylight for the purpose of vulnerabilities. Any creatures that resist the spell but remain in the radius are at minus one Edge to any actions that require sight. Any creatures that are blinded and leave the area of effect can act normally on their next turn. Targeting any creatures or objects within the area of effect from outside are at minus one Edge. Indirect, 100' Radius, Duration 1 Round / Force, Scaling 50' Radius. |
| Linguistics | 1. Communication - Caster can focus on a single person that is speaking or has spoken to him, and for the duration can say basic words to communicate ideas. He will only understand portions of any responses, but should be able to ask for simple directions. 25% of miscommunication. Target (Self), Close Range, Duration 1 Minute / Rank, Concentration.
2. Tongues - Caster can focus on a speaker, or speakers, who are speaking a single language that he does not know. While concentrating, this spell translates their language in his mind allowing him to understand their speech as if he knew their language. This does not grant him the ability to speak or write their language. Target (Self), Close Range, Duration 1 Minute / Rank, Concentration, Scaling: Duration or Additional Language. 3. Speech - Caster can focus on a speaker, or speakers, who are speaking a single language that he does not know. While concentrating, this spell translates their language in his mind allowing him to understand their speech as if he knew their language and to speak it like a non-native speaker. This does not grant him the ability to write their language. 10% chance of miscommunication. Target (Self), Close Range, Duration 1 Minute / Rank, Concentration, Scaling: Duration or Additional Language. 4. Greater Speech - Caster can focus on a speaker, or speakers, who are speaking one or more languages that he does not know. While concentrating, this spell translates their languages in his mind allowing him to understand their speech as if he knew their languages and to speak to any of them like a non-native speaker. This does not grant him the ability to write their language. 10% chance of miscommunication. Target (Self), Close Range, Duration 1 Minute / Rank, Concentration, Scaling: Duration or Additional Language. 5. Fluency - As Speech, but caster is fluent in the language and speaks exactly like a native speaker with no chance of miscommunication. Target (Self), Close Range, Duration 1 Minute / Rank, Concentration, Scaling: Duration or Additional Language. |
| Magic Locks | 1. Seal/Unseal - Caster holds an envelope shut, or presses flat a paper folded in half, or two pieces of paper together (such as two pages in a book), or something very similar and fragile, and casts this spell. The pages are effectively glued together and cannot be separated or otherwise opened; any attempt to do so will only result in destroying the pages. A faintly glowing image of the caster's sigil is visible on the objects with Arcane Sight. A caster can always unseal their own seal by casting this spell; other casters can unseal with this spell, but must make a spell attack again the spell, DL15+Spell Level, and the caster gains or loses edge if their spell is higher or lower than the target spell. Target: 2 pages or similar material, Range: Touch, Duration: 1 Day / Rank, Scaling: Duration
2. Lock/Unlock Portal - Caster can magically seal a door, window, container or other physical portal with an opening less than 20 sq. ft. The DL to magically unlock the portal is the DL of the spell (15+spell level) and the caster gains or loses edge if their spell is higher or lower than the target spell. The caster can always unlock her own locks with this spell. A faintly glowing image of the caster's sigil is visible on the objects with Arcane Sight Target: 1 Portal <=50 sq. ft., Range: Touch, Duration: 1 Day / Rank, Scaling: Duration. 3. Seal/Unseal Object - As Lock/Unlock, but this can seal tight any object that is "openable" but not defined as a portal. This could include books, puzzles, levers or dials, or any small object with a moveable part. It can only seal a stationary object at the time of casting. Target: 1 object no greater than 20 lbs. Range: Touch, Duration: 1 Day / Rank, Scaling: Duration or 20 lbs. 4. Seal Greater Portal - As Lock/Unlock Portal but it can seal any portal with a physical door or lid with an opening up to 200 sq. ft. Target: 1 Portal <=50 sq. ft., Range: Touch, Duration: 1 Day / Rank, Scaling: Duration. 5. Bind Object - Caster touches one object that weighs up to 5 lbs per Rank and binds it in place. The object cannot be moved in any way without applying a great deal of force. The object must be stationary at the time of casting, and if held when cast, will remain in place free-floating in the air. A bound object will support up 1000 lbs; if more weight is applied the object will move 1' per round per 50 lb increment over 1000. Moving the object manually requires a DL20 Athletics check (and leverage) which results in moving the object 1' plus 1' per 5 over the DL per round. Target: 1 object no greater than 5 lbs/Rank. Range: Touch, Duration: 1 Minute / Rank |
| Magic Tattoos | 1. Animated Tattoo - Using specially prepared inks worth 100 sp per six square inches, the caster draws a tattoo on the target's body. He must still make a tattoo artistry check. The process takes the standard artistry time based on the size plus 50% more time to visualize the animation. Once complete, the wearer of the tattoo can concentrate on the tatoo and it will animate based on the pattern determined by the artist.
As an example, a tattoo of a dragon might rear up and flap its wings. It will not move about the targets body, but will animate within the specific area that the tattoo was created. Type: Touch, Range: Touch, Material Component: Enchanted Inks, Duration: Permanent 2. Tangible Tattoo - Using specially prepared inks worth 200 sp per six square inches, the caster draws a tattoo on the target's body. He must still make a tattoo artistry check. The process takes the standard artistry time based on the size plus 50% more time to visualize the animation. Once complete, the wearer of the tattoo can spend one action and "remove" the tatoo from his body and into his hand. An outline of the tattoo remains where the tattoo was, and a three dimension object of the tattoo will appear. The object will not have special properties, i.e. it won't be magical for the purposes of doing damage, and will otherwise look like the tattoo that was drawn. The tattoo can only be removed once per day, and can remain detached for up to an hour, after which it turns into colored smoke and immediately reappears on the target's body. It can also be reattached by pressing the object onto the skin as an action, where it is then reabsorbed. As an example, a tattoo of a jeweled dagger could be removed and used as a weapon. Or a pair of lockpicks, or any other mundane item desired.Type: Touch, Range: Touch, Material Component: Enchanted Inks, Duration: Permanent 3. Transfer Tattoo - Casting this spell and touching a person, living or dead within 1 hour, along with a willing target person, will transfer an enchanted or normal tattoo from one to the other. The placement of the tattoo is determined by the caster, and once placed cannot be moved. Target(s): Two touched, Range: Touch, Duration: Permanent 4. Spell Tattoo - This spell works the exact same as enchanting a magic item. Caster must have the appropriate inks and ingredients, including orichalcum or ground gems, the source spell, spirit investment, and a willing target. The process takes the same time as enchanting an item; constant and daily spells can be embedded, but must be tied to an actual tattoo (created during casting). Type: Direct, Range: Touch, Duration: Permanent 5. Living Tattoo - Similar to Tangible Tattoo, the caster/artist draws a tattoo of a specific animal that he can see within short range that the target has a connection to. The tattoo must be at least 6 sq inches in size for medium-sized or smaller animals, and 12 sq inches for large animals. Upon completion, the caster must touch both subjects, and the animal will turn into colored smoke and be absorbed by the tattoo. At this point, treat the tattoo as an animated tattoo, except it animates on its own randomly. The animal is unaware of the passage of time. As a combined action, the tattooed person can touch the tattoo and speak a word of extraction, upon which the animal will reform next to them. Releasing and rejoining with their animal costs one power and requires touching the animal. If the animal dies, their spirit permanently joins with the tattoo, and from then on it reverts to only being an animated tattoo. Type: Touch, Range: Touch, Material Component: Enchanted Inks, Duration: Permanent |
| Mending | 1. Mend Leather - Caster can hold any item made of leather, and upon casting this spell she can mend a 1" tear per turn. This will affect nearly any type of worked leather. The repaired areas on simple colored items will be seamless, but complex colored items will have a small blended line where the repair was made. This spell does not create leather; it can however apply patches if provided. Type: Touch, Target: 1 held leather item, Duration: 1 Round / Rank, Concentration.
2. Mend Wood - Caster can repair splinters and cracks in worked wood, or joins together broken wood that was previously one piece. This spell will not join together boards that were not previously in one piece. The caster must hold each piece, and each turn can mend a six-inch break in up to a one inch board; larger pieces can be repaired over additional turns. If time is critical, you can calculate repairs at about six square inches a turn. This spell will not replace missing pieces. Additional, this spell can be used to remove warps in wood using the same area calculation per turn. It cannot be used to break or warp wood, only mend. Type: Touch, Target: 1 held/touched wooden item, Duration: 1 Round / Rank, Concentration. 3. Mend Ceramics/Stone - Caster can repair shatters and cracks in worked clay, ceramics and stone that was previously in one piece. The caster must hold each piece, and each turn can mend about twelve square inches of broken stone or ceramics; larger pieces can be repaired over additional turns. This spell will not replace missing pieces, but if the pieces are all gathered together it will assemble them into the correct spots. For example, if all the pieces of a shattered ceramic pot are collected together, this spell will take them all and reassemble them. If there are missing pieces, they will remain missing. Previous cracks will have slightly perceptible lines, but the joins will be as strong as the original condition. Type: Touch, Target: 1 held/touched ceramic/stone item, Duration: 1 Round / Rank, Concentration. 4. Mend Metal - Caster can repair dents, cracks and breaks in items made of worked metal. This can be used to restore broken weapons, repair damaged steel armor, or any other item made of metal. Caster must be touching the broken item, and must have the original pieces. In the case of broken weapons and armor, this spell repairs one point of damage each turn. For items without points, assume it can repair up to twelve-square inches worth of damage each turn. Type: Touch, Target: 1 held/touched metal item, Duration: 1 Round / Rank, Concentration. 5. Make Whole - Caster can repair/restore a broken item. Casting this spell is a 1+ action; any item that has all of its original pieces within range will be restored. The item must be less than 1 cubic feet / rank, and can be have any amount of complexity. this spell does not replace missing material nor does it provide needed components. For example, if the caster were attempting to repair a machine with cogs and gears, but the machine would not function without oil, the spell would not provide the oil. It will otherwise seamless attach broken or shattered pieces, removed scratches and dents, clean stains, etc. Type: Indirect, Range: Close, Target: 1 Item less than 1 cubic / ft per level. |
| Mental Focus | 1. Awaken - Target immediately awakens from natural sleep and is fully alert. Type: Indirect, Range: Close, Target: 1 Person
2. Awaken II - Caster must beat the DL of the target sleep spell; if successful, target person immediately awakens from magical sleep and is fully alert. This does not overcome sleep induced by curses. Type: Indirect, Range: Close, Target: 1 Person 3. Clarity of Mind - Target experiences intense focus and clarity of mind; any Knowledge skill checks gain +1 Edge for the duration. Touch, One Person, 1 Round / Rank, Scaling (Duration) 4. Stimulant - Target person gains plus two Edge to perform any physical activity (not attacks). These bonus Edge will balance out with any negative Edge from wounds (if the person was at minus two Edge this spell effectively sets them to no penalties). Range: Touch, Target: 1 Person, Duration: 1 Round / Rank. 5. Feel No Pain - Target person ignores all penalties from wounds or fatigue and is immune to Stun damage. If brought below zero HP they are not downed and can continue to function normally BUT each round of activity inflicts one point of damage (if the subject of the spell stops acting completely for a round, they do not lose HP that round). If they reach their negative constitution, they die immediately. Regardless of how many HP or Fatigue they start with, the target is Exhausted when this spell ends. Range: Touch, Target: 1 Person, Duration: 1 Round / Rank. |
| Mental Intrigue | 1. Lie* - Caster can speak one lie to the target; they will believe the lie to be true unless presented with proof of the contrary, upon which time they will know that you lied to them. [Anyone presenting proof must roll an Influence check against the original caster's roll; the GM may award +1 Edge if definitive proof of the lie is available.] This spell is cast as a swift action when making contact with the target. The verbal component is embedded into whatever the caster says, the movement is the act of touching. Caster must still be touching his focus item to avoid any casting penalties. This spell will only work once per person per day. Touch ,Instant, One creature, Permanent
2. Question* - Caster can ask one question of the target; they will answer the question truthfully; if the information is something they don't want to reveal (deeply personal or incriminating), they will answer as accurately and briefly as possible, and they will know magic was involved. This spell is cast as a swift action when making contact with the target. The verbal component is embedded into whatever the caster says, the movement is the act of touching. Caster must still be touching his focus item to avoid any casting penalties. This spell will only work once per person per day. Touch ,Instant, One creature 3. False Memory* - Caster can speak one false memory to the target; they will believe the memory to be true unless presented with absolute proof of the contrary, upon which time they will know that magic was involved. [Anyone presenting proof must roll an Influence check against the original caster's roll; the GM may award +1 Edge if definitive proof of the lie is available.] This spell is cast as a swift action when making contact with the target. The verbal component is embedded into whatever the caster says, the movement is the act of touching. Caster must still be touching his focus item to avoid any casting penalties. This spell will only work once per person per day. Touch, Instant, One creature, Permanent 4. Forget* - Target permanently forgets the previous 1 minute / Force. This may result in them being confused/disoriented, depending on what they were doing. Touch, Instant, One creature, Permanent 5. Remember* - As Forget, but caster can immediately begin explaining what "actually" happened in the missing time and the target believes it to be true unless it is fundamentally out of character for them (harming friends, committing certain crimes, etc.) At the GM's discretion, if the new truth is believable, no additional roll is necessary, if the new truth is unlikely, the caster must make a DL20 Influence check at plus one Edge to sell their story within the spell duration, after which the new "memories" will all seem real and permanent to the target. Type: Touch, Target: 1 Person, Duration 1 Round / Rank, Permanent |
| Might and Body | 1. Great Strength - Target gains +1 Strength. Range: Touch, Duration: 10 M / R, Scaling: +1 Strength
2. Great Dexterity - Target gains +1 Dexterity. Range: Touch, Duration: 10 M / R, Scaling +1 Dexterity 3. Great Constitution - Target gains +1 Constitution. Range: Touch, Duration 10 M / R, Scaling +1 Constitution. 4. Physical Resistance - Target gains Resistance to one damage type (Slashing, Crushing, Piercing, Cold, Fire, Electricty, Acid) as determined by the caster. Range: Touch, Duration 10 M / R, Scaling: Duration 5. Impervious - As Physical Resistance, but target gains Immunity to the damage type. Range: Touch, Duration: 1 R / R, Scaling: Duration
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| Mind's Eye | 1. Mind Store - Caster can store the mental pattern of the target. They can only have one mind stored at a time, and can use the mind store as the target for specific other spells. If the spell fails, the target is aware that the caster attempted a spell on them. Indirect, Target: 1 Person, Range: Close, Duration: 1 Day / Rank, Scaling: 1 additional mind
1. Senses - Caster can select one sense of a Person he has Mind Stored within range and experience it himself. Vision allows the caster to see through the eyes of a target. The caster cannot see their own surroundings while remote viewing. Hearing also the caster hear what his target hears. Smell allows the caster to smell what the target smells. Touch allows the caster to experience muted tactile sensations (for example, if the target is very cold, the caster would feel a chill on his skin, but the caster couldn't feel fine details if the target is manipulating an object. If the target wasn't a willing target of the original Mind Store, the caster must succeed on an Indirect spell attack. Failure means the means the target is aware someone tried to enter their mind, and they shake it off. A failure of 5 or more breaks the mind store. On a critical failure, the target gets a brief vision of the caster, and if they know or have seen the caster before they recognize them. If they don't know the caster, they could attempt a sketch or describe the caster to another person, but the vivid memory will quickly fade. Indirect, Target: 1 Mind Store, Range: 100 Feet / Rank, Duration 1 Round / Rank, Concentration, Scaling: 1 additional sense or Duration. 2. Finding - Caster knows the direction and distance of a target that he has mind stored. As Senses, this is an Indirect attack. Indirect, Range: 1 Mile / Rank, Duration: 1 Round / Rank, Concentration, Scaling: Duration 3. Thoughts - Caster reads the thoughts of a Mind Stored target. As Senses, this is an Indirect attack. Indirect, Range 1 Mile / Rank, Duration 1 Round / Rank, Concentration, Scaling: Duration. 4. Telepathy - Caster can mentally speak with a target that he has mind stored, sending and receiving a conversation with them. As Senses, this is an Indirect attack if the Mind Stored target was unwilling. Indirect, Range 1 Mile / Rank, Duration: 1 Round / Rank, Concentration, Scaling: Duration |
| Moving Ways | 1. Landing* - Target Person can safely land after falling up to 10'/ Rank. Falls greater then the limit are reduced by the spell. Multiple, separate falls are possible if made within the duration, but the combined safe falls are limited to the maximum amount. This spell can be cast as a Reaction. Indirect, Target: 1 Person, Range: Medium, Duration: 1 Round/Rank.
2. Leaping - Target Person can make either a vertical leap up to 5'/Rank or a Horizontal leap up to 10'/Rank, or a combination thereof, or multiple leaps within the duration not to exceed the total. Range: Close, Target: 1 Person, Duration: 1 Round/Rank. 3. Spider Crawl - Target Person can climb any solid surface as long as at least one arm and one leg are touching the surface at a time. They can move at their walking pace. Range: Close, Target: 1 Person, Duration: 1 Round / Rank. 4. Surface Running - Target Person can run on any horizontal or vertical wall, floor, or fluid (not on a ceiling/upside down). If they stop running on a vertical surface or on a fluid they immediately fall or sink as appropriate. They can transition between surfaces as available. They can move at their normal running speed, even if running vertically up a wall. Range: Close, Target: 1 Person, Duration: 1 Round/Rank. 5. Movement Mastery - Target Person can use any of the effects from Landing, Leaping, Spider Crawl and Surface Running interchangeably every round for the duration with the only caveat being the effective limit for each separate effect is cumulative for the duration of this spell - for example if cast at 20 ranks, the target can fall a total of 200' within the total duration, not 200' each round. Target: 1 Person, Range: Close, Duration: 1 Round / Rank. |
| Nature's Gifts | 1. Sweetberry - Caster touches a small to medium-sized plant, bush or shrub and whispers to it the need for sustenance. Whether or not the plant is naturally berry-producing, over the next minute it will sprout and bear 6+Force plump berries of various natural colors. If the berries are eaten, each berry will heal 1 health point and provide nourishment equal to one Food. The berries, picked or not, will wilt, sour and lose their potency in eight hours. This spell can only be cast on the same plant once per day. While the berries will sustain a creature, they do little to alleviate hunger. Touch, Target: 1 Plant, Duration: 1 Hour / Rank, Scaling 2d4 berries or Duration.
2. Tree Skin - Target's skin thickens and turns into tree bark with random leafy protrusions. This increases his weight by 25%, but does not affect his carrying capacity. The target is at minus one edge to any actions that require fine motor skills (crafting, painting, picking locks, etc.), but he gains natural DR3. Range: Touch, Target: 1 Person, Duration 10 Minutes / Rank, Scaling: Duration or +1 DR. 3. Entangle - Grass, plants, bushes, trees or any available living flora in the area suddenly sprout tangling vines up to two-feet long. The Spell Attack counts as the grappling attack against any creature on the ground or in a tree within the area of effect using the grappling rules. Anyone so entangled cannot move, and can spend an action to break free. The area is difficult to move through and reduces movement by 1 space; anyone who starts their turn in the area or enters the area immediately suffers a grappling attack. If they are already grappled they can becomed pinned. The caster must make a new Spell Attack roll each round. Indirect, Range: Medium, Target: 25' Diameter vegetation, Duration: 1 Round / Rank, Scaling: 20' Diameter 4. Tree Merge - Caster can "step into" a tree with a diameter at least as large as his waist. His body merges with the tree, becoming formless within it. He cannot see, but is dimly aware of movement around the tree, and he can hear muffled noises and voices (Perception -2 Edge). He can rest and sleep for as long as his spell lasts. He can step out of the tree as an action, ending the spell early at any point. If the tree is damaged, the caster experiences dull pain, and starts taking damage equal to 1 pt per 5 that the tree suffers. If the tree is toppled or cut down, the caster is ejected from it and takes 6 damage of the type delivered to the tree in the process. Target: Self, Range: Touch (Tree), Duration: 1 Hour / Rank 5. Tree Step - Using his next action the caster can "step into" a tree and then on his next turn "step out" of another tree within the range of the spell. Both trees must have a diameter at least as large as his waist. If there isn't a destination tree available, he must step out of the starting tree with his next action. Target: Self, Range: Long, Duration 1 R, Scaling: Duration or 200' |
| Nature's Ways | 1. Chameleon - Target person and all worn items at the time of casting begin to blend their colors to match the environment. This only functions in "nature" and not within buildings, underground, or in an urban environment. Target gains plus one Edge to Stealth and Stalking checks. Target: 1 Person, Range: Close, Duration: 1 Minute / Rank, Scaling: Duration or 1 Person.
2. Leave No Trace - Target of the spell leaves minimal trace of their passing, and cannot be tracked with a Tracking spell. The spell does not render them undetectable as they move, and interactions with their environment happen as normal (i.e. they leave footprints as they step, but then with each passing step their traces are erased). This will not prevent invisible creatures from being noticed as they walk. If the target is damaging the environment as they walk (such as crunching leaves or breaking reeds), the spell does not repair any damage but instead "cleans up" after the target as best it can. Any natural tracking efforts are made at minus one edge against the DL of this spell (15+spell level). Range: Touch, Target: 1 Person, Duration: 10 Minutes / Rank, Scaling: Duration or 1 Person. 3. Constricting Vines - Caster causes three sturdy vines to erupt from natural earth and wrap around a single creature. The caster's roll counts as the effective grappling attack against any one creature on the ground using the grappling rules. Each vine gets a separate attack. If at least one is successful, the target is grappled and unable to move. Each additional vine grapples another appendage (roll randomly). At the start of the caster's next turn, for each vine currently grappling the target, the vines begin constricting. Roll a +5 Strength attack for each vine with +1 Edge for grappling the target, inflciting1-6 damage per vine. The vines can be cut with slashing weapons; they have Reach 10, 10HP, DB16 but are vulnerable to slashing and fire. If the target breaks free and gets out of reach of the vines, the vines will retract into the earth on their next turn. Target: 1 Target, Range: Medium, Duration: 1 Round / Rank, Scaling: +1 vine. 4. Plant Facade - Target person looks like a plant/bush/small tree of the caster's choosing, roughly the same size as the target. This is an illusory effect and only conceals held/worn objects at the time of casting. The Perception DL to notice the illusion is 20+spell level, but the observer would need to be in close range. If the target is observed moving, the observer would know something was amiss, but would still see a walking bush for example. If the target makes an attack, the facade is broken. Target: 1 Person, Range: Close, Duration: 10 Minutes / Rank, Scaling: Duration or 1 Person. 5. Nature Facade - As Plant Facade, but target person can look like any plant, animal, or natural formation (such as a boulder) up to twice the size category of the target person. It does not grant any physical abilities or natural sounds (such as the ability to roar for example), but as long as the caster has seen the creature or object, the illusion is convincing. The DL to realize the subject is fake is 20+spell level, or 15+spell level if the person acts against the nature of what they are pretinding to be. Someone who beats the DL doesn't "see through the illusion", they only know it isn't real. If the target makes an attack, the facade is broken. Target: 1 Person, Range: Close, Duration: 10 Minutes / Rank. |
| Oaths | 1. Witness Oath - When two or more people willingly swear an oath in the caster’s presence, the caster may mark the vow, placing his sigil invisibily on each of their hands. If either party breaks the vow within the duration, the spell ends and the other party immediately knows that the oath was broken. Range: Touch, Target: 2 willing people, Duration: 1 Week / Rank or until fulfilled, Scaling: Duration
2. Seal Oath - As Witness Oath, but the consequence of breaking the oath causes immediate agony, resulting in 6+Force HP in damage. The other party immediately knows that the oath was broken. Range: Touch, Target: 2 willing people, Duration: 1 Week / Rank or until fulfilled, Scaling: Duration 3. Brand the Oath breaker - As Witness Oath, but the consequence of breaking the oath causes immediate agony, resulting in 6+Force HP in damage and a permanent brand will burn into their hand to show that they are an oath breaker. The other party immediately knows that the oath was broken. Range: Touch, Target: 2 willing people, Duration: 1 Week / Rank or until fulfilled, Scaling: Duration 4. Swear Loyalty - As Witness Oath, but the caster need only touch a primary party. Up to one other participant per spellcraft rank can raise this arms while swearing loyalty, and they will all be bound to the primary party. Only the primary target is aware of any oath breaking. Range: Touch / Medium, Target: Minimim 2 willing people up to 1 person / Rank, Duration: 1 Week / Rank or until fulfilled, Scaling: Duration 5. Binding Decree - As Seal Oath, but both parties are bound to the Oath with a Geas. Neither are able to willingly or intentionally break the oath. If somehow the oath is broken by an action against their will or otherwise subverted, that party suffers 12+Force HP in damage. The other party immediately knows that the oath was broken. Range: Touch, Target: 2 willing people, Duration: 1 Week / Rank or until fulfilled, Scaling: Duration |
| Object Warding | 1. Waterproof Ward - Caster inscribes a rune of waterproofing on a small object (10lbs or less) OR on a 2'x2' surface. The object or surface will not be damaged by water, even if it is made of paper. If exposed to water, it will easily shed off. The enchantment takes one hour to cast and requires one material component. Touch, Permanent, Material Required, Scaling (10lbs or 2'x2', each increment requires an additional component cost)
2. Fireproof Ward - Caster inscribes a rune of fireproofing on a small object (10lbs or less) OR on a 2'x2' surface. The object will not easily be damaged by fire (DR10), even if it is made of paper. If exposed to fire the heat and flame simply spread around it. The enchantment takes one hour to cast and requires one material component. Touch, Permanent, Material Required, Scaling (10lbs or 2'x2', each increment requires an additional component cost) 3. Arcane Ward - Caster inscribes a rune of magic warding on a small object (10lbs or less) OR on a 2'x2' surface. The object will not easily be affected by any spell and gains a spell defense of 25. The enchantment takes 10 minutes to cast. Touch, Permanent, Material Required, Scaling: 10lbs or 2'x2' 4. Disappear / Reappear - Caster causes an object weighing 25 lbs. or less to disappear. The object is shunted into an interdimensional space. A faint link to the item acts as an anchor to the location the item was at; this shows up via a reveal spell as a glowing pinpoint. This spell can also be used to reappear an object that has been disappeared within range that the caster has revealed (or that he disappeared himself). The spellcraft check must beat the disappearing check for this spell to work. If successful, the object reappears in the exact spot it was at. If reappearing an object that he disappeared, the caster gains one edge to the roll. If any creature or object occupies the same space, the reappearing object is harmlessly shunted to the nearest available space. Close, 1 Year, one object 25lbs or less, Scaling (25lbs) 5. Indestructible Ward - As Arcane Ward, but applies Arcane Ward, Fireproof Ward, Waterproof Ward, and grants the object a hardness of 10 against physical damage. Touch, Permanent, Material Required, Scaling (10lbs or 2'x2', each increment requires an additional component cost) |
| Paralysis | 1. Slow - Target becomes slowed and feels as if they were walking through mud. They reduce their movement rate by 50%, and on their turn they can only take a single action preventing them fom taking any 1+ actions, but they can use their single action as a reaction. Type: Indirect, Range: Close, Target: 1 Being, Duration: 1 Round / Force
2. Immobilize Animal - This spell immobilizes an unintelligent animal for the duration. The creature will stand in place, unable to step in any direction, but will maintain its balance, any arms or other appendages hanging loosely at its sides. It remains aware, and can turn its head slightly, but cannot move enough to threaten or bite anyone. Close, Indirect, 1 animal, 1 Round / Force, Scaling (Number of targets) 3. Immobilize Person - As Immobilize Animal but affects people. 4. Immobilize Monster - As Immobilize Animal but affects monsters. 5. Immobilize True - As Immobilize Animal but affects monsters and people. |
| Plant Lore | 1. Identify Plant - Caster immediately knows the nature of the target plant, including its current health and ailments, health benefits and toxicity, and optimal growing requirements. Self, Target: 1 plant, Immediate.
2. Mend Plant - Caster can mend a damaged or sick non-magical plant up to large size. This cures 12 HP if the plant has HP, otherwise assume that it can repair most damage to a natural plant. Target: 1 plant, Immediate. 3. Grow Plants - For the next 24 hours, all plants within range will grow at 20x their normal rate. The plants will consume the expected amount of resources (such as water). Indirect, Target: All plants in 25' diameter centered on caster, Duration: 24 hours. Scaling: 10' diameter. 4. Rapid Growth - As Grow Plants, but a single plant of any kind will grow at 100x its normal rate over the next 24 hours. Touch, 1 plant, Duration: 24 hours 5. Greater Growth - As Rapid Growth, but a single plant of any kind will grow a years worth in size over the next 24 hours. Touch, 1 plant, Duration: 24 hours. |
| Poison Lore | 1. Detect Poison / Venom / Toxin - Caster can focus on a specific object, creature or small area (5' diameter) and detect the presence of poison, venom or another toxin. This will reveal if an animal is venomous, a plant is poisonous, or if poison/toxin exists in the area in general. Concentrating on the same target for an additional round allows for analysis of the toxin and reveals the type of poison/venom/toxin and its level. Indirect, Close, 1 target or 5' radius area, Duration: 1 Round / Rank, Concentration. Scaling: 5' Radius.
2. Apply Poison - Caster can safely apply a poison he has analyzed, either to food, an object, or a weapon as the situation fits without risk to himself. The poison will stay safely adhered to the weapon for the duration or until transferred to a target. Target: Self & 1 Poison, Range: Touch, Duration: 10 Minutes / Rank, Scaling: Duration 3. Contact Poison - Caster can apply a poison that he possesses to his skin that he has Analyzed, that would normally be transferred through contact. He can attempt to touch an opponent or strike them. If he succeeds, he transfers the poison. If he doesn't touch someone within the duration of the spell, he loses the poison. Target: Self, 1 Venom, Duration: 10 Minutes / Rank, Scaling: Duration 4. Venomous - Caster can safely put a venom that he has Analyzed into his mouth that would normally be transferred through a bite; it is absorbed and stored in the roof of his mouth. For the duration of the spell he can attempt to bite an opponent. If successful, fangs spontaneously protrude and inject the poison into his target. If he doesn't bite someone within the duration of the spell, he loses the poison. Target: Self, 1 Venom, Duration: 10 Minutes / Rank, Scaling: Duration 5. Render Inert - Caster makes an indirect spell attack against the creature's Body defense. This spell renders any venom or poison production by a creature inert for the duration, including any that the creature has already produced. This includes toxic secretions, gas, spit, injectable venom, etc. If the creature relies on toxins for survival this may put it at risk. Indirect, Range: Medium, Target animal or monster, 1 day per rank. |
| Poison Resistance | 1. Resist Poison - The subject of this spell gains +5 to their Body Defense to resist poisons/venoms. This will not cure any existing effects, only help prevent future effects for the duration. Range: Touch, Target: 1 Person or Animal, Duration: 10M/F. Scaling: 10M/F or +5 Body.
2. Neutralize Lesser Poison/Venom/Toxin - Caster can focus on a specific object, creature or small area (5' diameter) that contains a lesser (5th level or less) poison, venom or toxin. If the target is a venomous creature, he must roll against its Body defense. This spell will affect one medium-sized creature, two small creatures, four tiny creatures, and any number of diminutive creatures as long as they are all in the same area of effect. If cast on an area or a willing target, the DL is 10 plus the level of the poison/toxin, i.e. an 5th level poison/toxin would be DL15 to neutralize. As long as the target doesn't immediately replenish itself, the poison/toxin is inert. If cast on a venomous creature, their venom is also inert, but would replish naturally in 24 hours (unless specified differently in the creature description). If the toxin is part of a larger area (such as an enclosed toxic body of water), it would proceed to mix together with the remaining toxic part. This spell could be cast repeatedly to cleanse a larger area, with the GM adjudicating the results. While this immediately stops the harmful effects of a poison, it does not cure any injury previously done by it. Close, 1 Poison/Venom/Toxin, Scaling (5' diameter increase, target creature size increase) 3. Neutralize Greater Poison/Venom/Toxin - as Lesser Poison/Venom/Toxin but affects 6th to 10th level. Close, 1 Poison/Venom/Toxin, Scaling (5' diameter increase, target creature size increase) 4. Neutralize Deadly Poison/Venom/Toxin - as Lesser Poison/Venom/Toxin but affects 11th+. Close, 1 Poison/Venom/Toxin, Scaling (5' diameter increase, target creature size increase) 5. Poisonous Delivery - As Neutralize Deadly Poison/Venom/Toxin, but instead of neutralizing it, the caster absorbs it into his own body or into another willing person that he is touching. At one point before the spell expires, the person containing the poison can transfer the poison via a ranged spit attack (range 2 /10') or through direct contact (biting, kissing, licking). The poison is treated as contact, regardless of its original nature, but otherwise has all of the same properties and begins making poison attacks against the target. If the poison is not expelled within the duration, it immediately takes effect on the person containing the poison, triggering a poison attack. Close, 1 Poison/Venom/Toxin, Duration 10 Minutes / Rank, Scaling: Duration |
| Power Words of Body | 1. Mute* - Target is suddenly unable to speak or make vocal sounds of any kind. They can breathe normally. Indirect, 1 Person, Range: Close, Duration 1 Round / Rank, Scaling: Range or Duration
2 Blind* - Target is suddenly completely blind. Their eyes appear uninjured, but simply are not functioning. Indirect, 1 Person, Range: Close, Duration 1 Round / Rank, Scaling: Range or Duration 2. Deaf* - Target is suddenly unable to hear at all. This affects their ability to speak normally, and they will seem to be shouting when they talk along with garbling some of their words. Indirect, 1 Person, Range: Close, Duration 1 Round / Rank, Scaling: Range or Duration 3. Paralyze Limb* - A single limb on your target becomes immediately paralyzed. It will hang limp and useless; any items held by the limb are dropped. If a leg is the target, bipedal targets are at 50% movement and quadrapeds are at 75% movement. If used against a shield arm, the shield is useless. Indirect, 1 Person, Range: Close, Duration 1 Round / Rank, Scaling: Range or Duration 4. Choke* - Your power word causes the target's windpipe to close up. They cannot breathe or speak. If they don't perform any actions, they will remain conscious for a number of rounds equal to their constitution score. For each round of exertion, subtract two (this includes defending themselves from attacks). Once they reach zero, they pass out. Once unconscious, the spell expires, but they will not awaken unless roused by someone else for 6 rounds. Sustaining an injury will awaken them. Indirect, 1 Person, Range: Close, Duration 1 Round / Rank, Scaling: Range or Duration 5. Bleed* - Target begins bleeding through his pores and orifices at the rate of 1 per turn. This spell can be countered by any magical healing that beats the DL of the original attack, although the same spell by the same caster cannot be retried, otherwise it runs its course. Indirect, 1 Person, Range: Close, Duration 1 Round / Rank. |
| Power Words of Force | 1. Hesitation* -Your power word distracts the target, and they fail to take the action that they were about to and lose it. This spell can be cast as an interrupt. Hesitation will only work once per day per person. Indirect, Range: Close
2. Trip* - Your power word can trip any medium-sized or smaller bipedal target that is moving faster than a walk within range. They immediately fall prone into the space that they were heading next. Quadrapeds can be tripped, but the caster must beat their Spell defense by ten. This spell does not affect flying or swimming targets, and only works oncer per being per day. Indirect, Range: Close 3. Spin* - Medium-sized or smaller Target suddenly spins in place and is facing the other direction. They will be off balance until their turn, and any attempts to tackle them or otherwise knock them off their feet are at plus one edge. This only works oncer per being per day. Indirect, Range: Close 4. Vibrate* - Your power word causes a single item weighing less than 50 pounds to furiously vibrate. Unattended items have a spell defense of 10; the vibration will cause them to loudly and violently jiggle around on whatever surface they are sitting on. This could cause items to fall off of a shelf or table, suspended items will gyrate, and breakable items (such as glassware, porcelain and the like) have a 50% chance of shattering each round. Held items require a normal indirect attack. At the start of their turn, anyone holding a vibrating item must make an Athletics check against the spell DL or they drop the item. Attacks made with a vibrating weapon are at minus 1 Edge. Each item can only be affected by this spell once per day. Indirect, Target one item <50lbs, Range: Close, Duration: 1 Round / Rank, Scaling: Range or Duration. 5. Shatter* - Your power word causes a single item weighing less than 50 pounds to shatter into pieces. Non-magic items have a spell defense of 15; magic items have a defense of 20+power level and will not work on magic items greater than 5 PL. Roll indirect attack; items sustain breakage for each point over their defense. Indirect, Target one item <50lbs, Range: Close, Duration: Permanent, Scaling: Range or 50 lbs. |
| Power Words of Pain | 1. Cramp* - A random limb violently cramps putting the target at minus one Edge to all actions for one round, plus one round per 5 over their Body defense. Cramp will only work once per day per person. Indirect, Range: Close.
2. Bleeding Injury* - A bleeding injury opens up on a random body location. Target takes bleeding 1. Bleed will only work once per day per person and can be stopped normally. Indirect vs Body Defense, Target: 1 Person, Range: Close, Duration: 1 Round / Rank. 3. Wounding* - Target sustains a one point wound on a random body location. Wounding will only work once per day per person and can be healed magically. Indirect vs Body Defense, Target: 1 Person, Range: Close, Duration: Permanent 4. Spirit Drain* - Targets sustains one point of Spirit loss, plus one per 5 over their Charisma. Spirit drain will only work once per day per person. Indirect vs Charisma, Target: 1 Person, Range: Close, Duration: Permanent (heals normally). 5. Deadly Wound* - As Wounding, but target takes a 3 point wound. Indirect vs Body Defense, Target: 1 Person, Range: Close, Duration: Permanent |
| Reading Mastery | 1. Speed Read - Caster can read a book or stack of scrolls at 10x his normal rate. Without this spell, a character with a 10 Intelligence can read an average of 100 words per minute. Each additional point increases that speed by 50 wpm. Subtract 10 from 100 for each value below 10, so an Intelligence of 7 would be 70 wpm. Target: Self, Range: Close, Duration: 1 Minute / Rank, Scaling: Duration.
2. Recall - Caster can immediately recall the details of a page of text that he has read within the last day. The memory is clear enough that he could immediately begin writing out the text if he concentrates on the memory. If interrupted, the memory of the details will remain as if they had just read it, but he will not be able to write it verbatim again without casting the spell. Target: Self, Range: Self, Duration: 1 Round / Rank, Scaling: Duration 3. As Speed Read, but caster can also analyse the text at 20x his normal rate. He learns the name of the author (if possible), the intent of the work and a clear understanding of any concepts the author is trying to convey. If there are encoded messages in the text, the caster identifies their existence, but this spell does not decode them. Target: Self, Range: Close, Duration: 1 Minute / Rank, Scaling: Duration. 4. Find Answers - Caster must clearly think of a topic or specific question; each round as a combine action he can touch one book and know if the book contains information on the topic/question. As a separate action he can open the book to the first page that discusses said topic. He can continue to touch books and open them in any combination for the duration. Target: Self, Range: Close, Duration: 1 Minute / Rank 5. As Speed Read, but caster can analyse the text at 100x his normal rate (essentially flipping through the pages of of some volumes.) Target: Self, Range: Close, Duration: 1 Minute / Rank, Scaling: Duration. |
| Reveal Magic | 1. Reveal Magic - The caster senses the presence of all active spells (but not what spell) and enchanted items within range. On his first turn he will know the direction of each item or spell, and approximate distance. Using an action and concentrating on his next turn, he can focus on a specific item and get the exact distance. If the item is visible, he will see it illuminated in his view. If it is hidden, he can approach the location, and on his third turn know precisely where the item is. He can continue to move about, homing in on each item or spell. Range - Short, Duration 1 Minute / Rank, Concentration. Scaling Range.
2. Reveal Magic Properties - The caster must focus on a specific item or spell that he has revealed. He immediately knows the name of the active spell or spells embedded in an item. This does not reveal curses. Indirect, Target: 1 magic item or spell revealed, Range - Short. 3. Reveal Command Words - The caster must focus on a specific item that he has revealed. With a successful spell attack against DL15+spell level he learns any command words to activate item powers and what spells they trigger. Indirect, Target: 1 magic item revealed, Range - Short. 4. Reveal Arcane Residue - The caster senses the presence of magic residue left behind from recently cast spells. Residue will appear as luminescent patches of lights and colors with brightness indicating the power of the spell and how long ago it was cast (in hours). Using an action and concetrating on a specific residue, the caster can determine the level of the spell and how long ago it was cast. He can continue to concentrate on a specific residue for another round to reveal the spell name. Spell residue will linger for about 1 hour per level. Indirect, Range Short, Duration 1 Minute / Rank, Concentration. Scaling: Range 5. Reveal Sigil - The caster must focus on a specific item, spell, or spell residue that he has revealed, with the spell attack DL equal to 15+the original caster level. If successful, the caster reveals the original caster's sigil. He can use this information to identify who the caster is if he has previously learned the sigil, or if he comes across it in the future. Some famous magicians may be readily identifiable by their sigils (Symbology check & DL based upon how famous the GM determines them to be). Indirect, Range Short, Duration 1 Minute / Rank, Concentration. Scaling: Range |
| Runes | 1. Prepare Rune Paper- Caster prepares a sheet of paper, papyrus, or vellum to hold a level 1 Glyph. Runes in this context are temporary versions of Glyphs and are fundamentally unstable. Once the writing surface is prepared, a spell caster has until the duration expires to write the Glyph of a spell that they know of this level or lower. This will then function similar to a Glyph; the trigger will always be that the person holding the paper must touch the Glyph as an action. The stored spell will then activate. As per Glyphs, they can never be "self" spells, and the target of the spell is determined by the person touching the Glyph. Any attack rolls use activator's spell attack skill. As soon as the spell is cast, the rune paper turns to ashes. If the spell is not cast within the duration of the Prepare spell, it also burns up, releasing the spell energy harmlessly. Target: 1 piece of paper, papyrus, or vellum. Duration: 1 Day / Force.
2. Prepare Lvl 2 Rune Paper 3. Prepare Lvl 3 Rune Paper 4. Prepare Lvl 4 Rune Paper 5. Prepare Lvl 5 Rune Paper. |
| Sanctuary | 1. Bind/Unbind Sanctuary - Caster performs an hour-long ritual to either store or unstore his sanctuary. A sanctuary must be a personal space with meaning to the caster. Only one sanctuary can ever be stored at the same time. Caster always knows the direction and distance to his sanctuary. Type: Self, Range: Close, Casting Time: 1 Hour, Duration: Permanent
2. Return Home - Caster can teleport himself and up to a medium load of inaminate objects worn or held safely to his sanctuary. Type: Self, Range: 1 M / F, Duration: Instant, Scaling: Distance 3. Greater Return - As Return Home, but Caster can take with him 1 being per Force, no greater than medium-sized or smaller, who are all in direct contact with him. Type: Self, Range: 1 M / F, Duration: Instant 4. There and Back - As Return Home, but after 1 Round / Force, he immediately teleports back to the location he left. Type: Self, Range: 1 M / F, Duration: Instant, Scaling: Distance 5. Prepared Escape* - As Return Home, but upon casting this spell it becomes delayed based upon a specific trigger; this can be a perceived action, command word, or event, including health related events such as being knocked unconscious or even slain. The spell takes the full time to initially cast, but triggers as an immediate reaction. It will only trigger once. Type: Self, Range: Self, Duration: 1 H / L |
| Shock Mastery | 1. Shock Bolt - Conjure a small ball of elemental electricity that you immediately direct at a nearby target for 1-6+Force magic/electricity damage, Scaling Range or Attack size (1-8, 1-10, 1-12)
2. Elemental Weapon - Conjure an element and coat a melee weapon with it. The element radiates from the weapon, doing an equal amount of Lightning damage (maximum 6). This spell does not affect the balance, reach or use of the weapon, unless the attacker's form involves touching the blade (such as half-swording). If the wielder fumbles and strikes themself, they would be subjected to the elemental damage in addition to the normal damage. Touch, Duration 1 Round/Rank, Scaling +6 max dmg. 3. Lightning Bolt - Release a burst of magical lightning in a 50' straight line. Anyone in the line can use a Reaction to Dodge. Caster rolls a single attack. All targets in the line take 1-10+Force lightning damage. Range/Medium, Scaling +3 damage range or Range. 4. Immolation - Caster conjures elemental lightning and immolate themself with it. Fire radiates from their body, doing 12+Force electricity damage to anyone in close combat, or 6+Force to anyone adjacent to them; this damage is reduced by the target's armor DR. Any natural attacks from a non-adjacent space also suffer 6+Force damage. This spell does not damage any items or equipment that the caster is wearing or holding but does affect any objects in the radius. While immolated, the caster is immune to damage from the selected elemental type. If the caster moves into range of an opponent that is unable to retreat, they immediately take the elemental damage and continue to do so each round that they take an action while in range. If a target starts their turn in the range and immediately moves out, they take no damage. If they take an action before moving, they take full damage. Range/Self, Duration 1 Round/Rank, Scaling +6 dmg or increase Radius 5' (12/6/3). 5. Chain Lightning - Caster releases a burst of magical lightning at a single target within range. The caster makes one Directed attack. If the attack hits, the bolt will then leap to the next nearest target within 10' using the same attack roll. The attack will continue to jump to the next target. If multiple targets are the same distance, prioritize metal armor, then Luck, then roll randomly to see who is struck. The attack will continue until it has struck 1 target/Rank, there are no further targets, or misses a target. Targets take 1d12+Force Electricity damage. It will not attack the same target twice. Other than the initial target, the caster has no control over additional targets. Directed, Medium Range |
| Sigils | 1. Leave Sigil - Caster touches a flat surface, transferring an invisible image of their sigil onto the surface. The sigil will remain for the duration unless erased, and is visible to Arcane Sight or reveal spells. Target: flat solid surface, Range: Touch, Duration: 1 Day / Rank, Scaling: Duration, Prerequsitie: Create Sigil
2. Leave Message - Caster inscribes his sigil on a flat surface using a medium of choice and casts this spell. The sigil will glow, and he must begin speaking a message aloud. The message is auditory only, and must be 10 seconds long or less. Once ten seconds expires, the sigil fades, but remains visible. When any person comes within ten feet of the sigil (line of sight rules apply), the sigil will glow and emit a recording of the caster's message. This will repeat any time a person comes within the range, including if they step away and then step back close again. The message will repeat any number of times within the duration. Target: flat solid surface, Range: Touch, Duration: 1 Hour / Rank, Scaling: Duration 3. Sigil of Warding - Caster inscribes his sigil onto a flat surface at least 2 square inches across on a fixed, immobile object or on an object weighing at least 100 bls. Immediately after inscribing the sigil, he can cast another spell and embed it into the sigil. He then sets the initial parameters of the sigil. A sigil can be set to trigger on proximity (no more than 10 feet from the sigil, and must have line of sight) or on an action. It can be triggered by any person or creature, or the trigger can be set to creature types (such as a dog, or demon, or humanoid). It cannot be set to a specific person, but it can be set to trigger on specific criteria that the sigil could "see", such is "a man with a red shirt". It cannot divine things it cannot see, such as "a man with a ring in his pocket", and it cannot make deductions. The sigil will not trigger if it has a visible condition and an invisible person approaches, but if the trigger is an approaching person, it will trigger. It cannot detect or trigger on incorporeal creatures. It can trigger on specific actions, such as opening a door, chest or drawer. It could also trigger on "drawing a sword", but if the person approached with a sword already drawn this would not trigger the sigil. If there is room for ambiguity, the sigil may trigger 50% of the time. The sigil can be temporarily disabled by speaking a command word, set by the caster at the time of casting. Speaking the command word just outside of the trigger area will disable the sigil for 30 seconds. Note on line of sight: If the sigil is behind a door, and the trigger is set to area and someone approaches the door from the other side, it does not trigger. If the door is subsequently opened, as soon as the sigil has line of sight, it would trigger. Once triggered, the sigil expires. A sigil can be detected with Arcane Sight (DL15) or Reveal Ward. Touch, 1 Hour / Rank, Scaling [Duration] 4. Erase Sigil- Caster touches a revealed sigil or other magical writing (up to one page). Make a spell atack against 15+spell level; The sigil or writing is immediately erased. A magician automatically succeeds at erasing their own sigil. Range: Touch, Target: 1 sigil, Duration: Instant. 5. Sigil of Binding - As Leave Sigil; Caster places his sigil upon an object. For the duration he can spend an action to think about the item and know the direction and distance to it. Additionally, anyone attempting to harm the caster with a bound item (a weapon for example) would find the object uncooperative, causing minus two Edge to any attacks. As one more option, the caster may place his sigil upon the forehead of a person and he gains the same benefit as an item, including making it more difficult for them to harm him in any direct fashion. The subject must be still for the binding. If they are unwilling, they must be pinned or otherwise restrained or unconcious, and he must succeed on an indirect attack against their Spell defense. Range: Touch, 1 Object or Person, Duration: 1 Day / Rank. |
| Sleep | 1. Sleep - Target suddenly becomes extremely drowsy and will sit or lie down, close their eyes and drift off to sleep. Targets in the middle of strenous activity have a +5 to save against this spell, and targets in peril, or in a situation that falling asleep would put them in danger will stay awake, but in both these cases they will be at minus one edge to perception checks. Targets will be in enchanted sleep for the duration, after which they can be awakened normally. Medium Range, Indirect, 1 Round / Rank, 1 Person
2. Slumber Party. As Sleep, 1 Person / Force. 3. Deep Slumber. As Sleep. Duration 1 Hour / Rank. 4. Stillness - Caster or Target Person enters a trance-like state so complete that he appears to be dead, except by the closest of scrutiny (DL20 Medicine). While in the trance he needs only 10% of the normal oxygen, and breathing is barely detectable. While in the trance he heals at twice the normal rate. He can be immediately awakened by a predetermined command word whispered or said aloud to him; other than that, violent shaking or personal injury gives him a DL20 perception check at minus three edge to awaken. Indirect, Touch, 1 Hour / Rank. Scaling, Duration*. *Note, the spell does not sustain the target with food or drink; most people will die after 3 days of no water. See environmental rules. 5. Stasis - As Stillness but the the target goes into magical stasis. They do not need food or drink, and most normal bodily functions will be suspended, but they will still require air, though their breathing will be so shallow it is nearly imperceptable (DL15 Medicine / DL20 Perception). This spell will encase the sleeper in an invisible 1" protective barrier that maintains a thin layer of protection that will keep away insects/vermin and prevent plant life from growing over them. It will not protect them from other dangers or attacks, neither will it protect them from temperatures below 0 or greater than 120 degrees. The caster can choose an external condition or command word that will cause the target to awaken, but nothing else will work other than dispelling the spell. Indirect, Touch, 1 Day / Rank. Scaling: Duration. |
| Solid Passing | 1. Merging - Caster can "merge" with a solid object large enough to contain his body. It takes the full round to merge, after which the caster is only dimly aware of the outside. Loud noises and voices would be muffled, impacts to the object would be louder. Merged person is unable to take any actions while merged. It takes one round to unmerge from the same spot, ending the spell. If the caster doesn't unmerge before the spell expires, he is forcefully ejected and takes 1d20 impact damage. Target: 1 Person, Range: Touch, Duration: 1 M / R.
2. Passing - Caster can briefly merge with an inanimate surface and pass through it out the other side. He experiences a dragging sensation throughout his body as he slowly moves through it a rate of 1' per round; he is dimly aware of the matter he is passing through and can hear muffled noises if loud enough to penetrate the object. If his spell expires while he is inside an object, one of two things happen. If he is within one foot of the nearest surface, he is ejected and takes 1-20 impact damage. If he is greater than one foot from the surface, his body is immediately vaporized, destroying anything he has on him. Powerful magical items can make a check to survive; roll and add the item's power level against DL20. On a success, the item is intact but encased in the object wherever the caster was last. Target: 1 Person, Range: Touch, Duration: 1 R/Rank 3. Weaken Solid - Caster can weaken an area of solid material, functionally reducing its HP by 50%. This would making breaking the object significantly easier (such as a door), or it could cause walls to crumble, pillars to potentially collapse, or any other consequences. Indirect, Range: Close, Target: 1 cu ft / rank, Duration: Permanent 4. Tunnel - This spell creates a tunnel through any solid material 5' wide, 5' tall, and 1' deep per rank. The tunnel is in a straight line, and forms at the rate of 5' per round. The target area must be wide enough and tall enough to accomodate the tunnel, but there is not minimum depth but the spell ends if the tunnel hits a void. The material is shunted into the "In Between" and is lost for good. Certain materials get a magic defense (enchanted materials such as mithril) as do walls or objects warded against magic. This otherwise willy only tunnel through solid stone, earth/ore, sand, solid blocks of metal, massive trees, etc. It will not tunnel through "creations" - it won't tunnel through a giant engine or pile of chains or anything manufactured other than cut stone. Target: Solid object, Range: Close, Duration: 1 Round / Force, Concentration. 5. Destroy Solid - This spell turns a contiguous solid, non-living material of any kind into shards or pebbles, blasting a hole in the process. The spell will hit the solid target with force, destroying 1 cu. ft per rank. If there is space in the direction of the blast, the material is projected forward, striking anyone or thing in the path and inflicting 1-12 damage to those in the first adjacent space, and 1-6 damage in the secondary space. If the object depth exceeds the blast, the material is instead blasted back and out, doing the same amount of damage. Wood is reduced to splinters, stone to gravel, metal to metal shards, etc. The material is not lost or removed, just scattered across 15 to 20 feet from the blast area. The radius cannot be shaped into irregular patterns - only a sphere or cuboid. Caster must beat the spell defense of enchanted or warded solids, and magic items are immune. Directed, Range: Medium, Target: 1 cu. ft. solid material / rank, Duration: Instant. |
| Sound Mastery | 1. Silent Passing - Target person can move without making a sound, but they also cannot speak. Any noise generated within one foot of their body is muted; targets gain +1 Edge to Stealth and Stalking checks. Target: 1 Person, Range: Close, Duration: 1 Minute / Rank. Scaling: 1 Person or Duration.
2. Silence - Create a static area of complete silence; no sounds will enter the area, and no sounds can be generated inside of it. Any spell casting that uses verbal components would be penalized as if there were none. Indirect, Range: Medium, Area of Effect: 15' Diameter, Duration: 1 Round / Rank, Scaling: Duration or +10' diameter. 3. Sound barrier - As Silence, but sounds are only prevented from passing into our out of the radius. People inside can speak normally to each other, people outside cannot hear inside the barrier. Indirect, Range: Close, Area of Effect: 15' diameter, Duration: 1 Minute / Rank, Scaling: Duration or +10' diameter. 4. Greater Silent Passing - As Silent Passing, but caster can target 1 Person per Rank. Target: 1 Person/Rank, Range: Close, Duration: 1 Minute / Rank. Scaling: Duration. 5. Shaped barrier - As Sound barrier, but caster can create barriers within range up to a total of 1000 sq. ft shaped as desired. Indirect, Range: Medium, Area of Effect: 1000 sq. ft, Duration: 1 Round / Rank, Scaling: Duration |
| Spell Mastery | 1. Ready Spell - After casting this spell, the next spell cast within the duration becomes stored as a glowing ember in the caster's hand. The Magician can then cast that spell again as a single action within the duration of the Ready Spell, but cannot cast any other spells until the readied spell is cast. If the readied spell is not cast before the duration expires, it goes off on its own with the caster as the target or center point for area spells. Range: Self, Duration: 1 Minute / Rank, Scaling: Duration
2. Quiet Spell - After casting this spell, the next spell cast within the duration can be cast without verbal components without losing an Edge. This only affects the first spell cast, after which this spell immediately ends. Self, 1 Round / Rank, Scaling (Duration) 3. Combined Spells - Once in the duration of this spell, the Magician may cast two spells (1st through 3rd level) simultaneously at the same target. The casting time is the longer of the two spells (if different), and the magic cost is the combined cost. Only one spell attack roll is made, but on a critical failur make two separate mishap rolls. Target: Self, Duration: 1 Minute / Rank. 4. Quick Thinking - The next 1st through 4th level spell cast during the duration of this spell can be cast as a single action or as a reaction. If a higher level spell is cast, this spell immediately expires. Range: Self, Duration: 1 Minute / Rank, Scaling: Duration 5. Greater Combination - As Combined Spells, but can be 4th or 5th level. Target: Self, Duration: 1 Minute / Rank. |
| Spirit Binding & Banishment | 1. Spirit Snare - Caster manifests spectral bindings that grapple a visible spirit or incorporeal entity, slowing its movement and limiting its ability to phase, flee, or act freely. On success, target spirit is grappled. Use grappling rules but attacking with Spell Attack. Range: Close, Target: 1 spirit or incorporeal entity, Duration: 1 Round / Rank, Scaling: Duration
2. Anchor Spirit - As Spirit Snare, but the target spirit is not grappled, it is anchored in its current location, preventing it from phasing, retreating to the Netherworld, or passing through solid matter. Each round as a combined action the spirit may attempt to break free with a spell attack roll. If it succeeds, the spell ends. Range: Medium, Target: 1 spirit or incorporeal entity, Duration: 1 Round / Rank, 3. Bind to Vessel - Caster binds a snared or anchored spirit into a prepared vessel (enchanted container). Once bound, the spirit is aware but unable to act or escape. Breaking the vessel releases the spirit immediately, as does opening the vessel. Range: Close, Target: 1 spirit or incorporeal entity, Duration: Permanent 4. Banish Spirit - Caster forces a spirit back into the Netherworld, severing its manifestation in the physical world. If successful, it is unable to return to the physical world for 24 hours. Range: Close, Target: 1 spirit or incorporeal entity, Duration: Instant 5. Sever Manifestation - Caster violently tears a spirit’s connection to the physical world. The spirit suffers 12+Force psychic damaged and is banished to the Netherworld. If successful, it is unable to return to the physical world for 30 Days. Range: Close, Target: 1 spirit or incorporeal entity, Duration: Immediate
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| Spirit Communion | 1. Summon Minor Spirit - Caster summons a minor spirit of a chosen category (animal, place, ancestral, or conceptual) into a prepared circle. The spirit manifests visibly but remains bound to the circle’s terms. The caster may ask specific, direct questions. The spirit must respond, though answers may be cryptic, symbolic, incomplete, or intentionally misleading. The spirit cannot lie outright unless it succeeds on a contested check against the caster’s Spellcraft. Range: Close, Target: 1 spirit within a prepared circle, Duration: 1 Minute / Rank, Scaling: Duration
2. Summon Major Spirit - Caster summons a major spirit of a chosen category (animal, place, ancestral, or conceptual) into a prepared circle. The spirit manifests visibly but remains bound to the circle’s terms. The caster may ask specific, direct questions. The spirit must respond, though answers may be cryptic, symbolic, incomplete, or intentionally misleading. The spirit cannot lie outright unless it succeeds on a contested check against the caster’s Spellcraft. Range: Close, Target: 1 spirit within a prepared circle, Duration: 1 Minute / Rank, Scaling: Duration 3. Summon Greater Spirit - Caster summons a greater spirit of a chosen category (animal, place, ancestral, or conceptual) into a prepared circle. The spirit manifests visibly but remains bound to the circle’s terms. The caster may ask specific, direct questions. The spirit must respond, though answers may be cryptic, symbolic, incomplete, or intentionally misleading. The spirit cannot lie outright unless it succeeds on a contested check against the caster’s Spellcraft. Range: Close, Target: 1 spirit within a prepared circle, Duration: 1 Minute / Rank, Scaling: Duration 4. Compel Revelation - Caster attempts to forcibly extract an answer from a summoned spirit. The spirit must attempt a contested check against the caster’s Spellcraft. On success: the spirit must answer the question truthfully to the best of its understanding. On failure: the spirit may answer falsely, evasively, or symbolically, but the caster knows the answer is unreliable. Regardless of outcome, the spirit becomes hostile or resentful, and future social dealings with the spirit begin with it as unfriendly, while interactions within the spirit world could be dangerous for the caster. Range: Close, Target: 1 spirit within a prepared circle, Duration: 1 Question, Scaling: 1 Question. 5. Spirit Pact - Caster binds a spirit into a formal pact, defining specific services, duration, and terms. The pact creates an ongoing obligation between both parties. Neither are able to willingly or intentionally break the oath. If somehow the oath is broken by an action against their will or otherwise subverted, that party suffers 12+Force HP in damage. The other party immediately knows that the pact was broken and is release from any obligation. Range: Close, Target: 1 spirit within a prepared circle, Duration: 1 Week / Rank or until Pact fulfilled.
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| Spirit Summons | 1. Summon Spirit - Caster can summon one of his bound animal spirits. It will manifest in a shimmering but opaque version of its original self. Its body is solid, comprised of spectral force, but also appears to be constantly swirling and shifting, with glowing blue eyes. If summoned during combat, it can act on the caster's next initiative (not the round it was summoned). The caster can direct the spirit with mental or verbal commands. The spirit is physically capable of performing any task or attack that it would have been able to do in life. The spirit has the base stats as its living self, but gains resistance to non-magical physical attacks and and is immune to fear, stun, and bleeding. If brought to zero health it immediately dissipates and cannot be summoned again the same day. If the spirit or caster move out of range, the spirit dissipates. When summoned, it must appear within 20 feet of the caster. Caster can only have one spirit summoned at a time. Target: Self, Duration: 1 M / R, Concentration, Range: 20' / Rank, Scaling: Duration
2. Summon Spirit II - As Summon Spirit, but caster can summon a second spirit at the same time. 3. Summon Spirit III - As Summon Spirit, but caster can summon a third spirit at the same time. 4. Summon Spirit IV - As Summon Spirit, but caster can summon a fourth spirit at the same time. 5. Summon Spirit V - As Summon Spirit, but caster can summon a fifth spirit at the same time.
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| Stonecraft | 1. Shape Stone - Caster touches stone and may mold up to a 2’x2’x2’ volume as if it were soft clay, smoothing, carving, or reshaping it. The stone hardens instantly when released. Range: Touch, Target: Stone, Duration: 1 Round / Rank, then Permanent, Scaling: 4 cu. ft
2. Raise Pillar - Stone erupts from a stone surface, forming a solid pillar up to 10’ tall and 3’ wide. Can be used to lift objects, block passages, or create elevation. Range: Close, Target: Ground, Duration: 1 R / R (after which it crumbles into chunks), Scaling: 10' Height or Duration. 3. Stone to Mud - Stone in a 10’x10’ area becomes thick, unstable mud, 2' deep. Creatures in the area may sink or fall prone. DL15 Athletics to move through each space, failure results in getting stuck, critical failure fall prone. The mud slowly re-hardens after the duration ends. Range: Close, Target: Stone, Duration: 1 Minute / Rank, Scaling: 10' Area 4. Seal Passage - Caster fuses stone surfaces together, sealing a doorway, tunnel, or crack seamlessly up to 10x10x2. Requires 200 pts of damage to breach. Range: Touch, Target: Stone opening, Duration: 10 Minutes / Rank, Scaling: x2 area or x2 depth (increasing to 400 pts) or Duration. 5. Command the Bedrock - Caster reshapes stone structures: creating or collapsing tunnels, raising walls, or sculpting terrain. Range: Close, Target: 10'x10'x10' Stone, Duration: 1 R/R then Permanent, Scaling: 10' cubic Area
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| Storm Calling | 1. Gathering Clouds - Caster calls heavy storm clouds to form overhead. Over the course of six rounds the area becomes dimly lit, winds pick up, and distant thunder is audible. This spell establishes a storm state, enabling higher-level Stormcalling effects. Range: Long, Target: 100’ radius area, Duration: 10 Minutes / Rank, Scaling: 100' Area or Duration
2. Driving Rain - Caster intensifies the storm, unleashing torrential rain. Visibility reduced to short range. Open flames are extinguished. Ranged attacks suffer –1 Edge. Within one minute, terrain becomes slick or muddy at GM discretion. Range: Long, Target: Storm area, Duration: 1 Minute / Rank, Scaling: Duration 3. Thunderhead - Requires Gathering Clouds to be active for one full round. The storm becomes electrically charged. Each round, chance lightning strikes somewhere within the storm. All creatures present roll Luck checks, with the lowest result taking the strike; creatures in metal armor or on high ground roll at -1 Edge. Creatures already struck gain +1 Edge on their next roll (cumulative). If the lowest roll is 5 or greater, the lightning strikes a random structure. Roll +10 Directed attack doing 1d12+Force electricity damage on a hit. Range: Long, Target: Storm area, Duration: 1 Minute / Rank, Scaling: Duration 4. Gale Front - Requires Gathering Clouds to be active for one full round. Caster unleashes violent, storm-driven winds up to 60mph. Creatures must succeed on DL15 Athletics checks to move without falling. Flying creatures must succeed on DL20 Flying checks or be blown off course or grounded. Structures, ships, and siege engines may take damage. This effect stacks dangerously with existing wind or terrain hazards. At the beginning of each turn, roll +10 attacks per creature or non-stone structure, inflicting 1-10 damage. Structures take a point of structural damage per their size. Range: Long, Target: Storm area, Duration: 1 Minute / Rank, Scaling: Duration 5. Tempest Ascendant - Requires Gale Front to be active for one full round. Caster drives the storm into a full natural disaster. Choose one: Flash flooding Widespread lightning Hurricane-force winds Structural collapse risk The storm becomes self-sustaining for the duration and will persist after the caster stops concentrating for 1d20 minutes. Range: Extreme, Target: Storm area (up to 500’ radius), Duration: 10 Minutes / Rank, Scaling: Area
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| Telekinesis | 1. Throw Object - Caster can point at an inanimate object within range and then telekinetically throw it at a creature or a target. The object must weigh 5 lbs or less. This is a directed attack. The DL to strike a specific spot in range varies by size (Tiny DL20, Small DL15, Medium DL10, larger than that it hits assuming the spell works). The attack defaults to 1-6+Force bludgeoning damage but could do piercing or slashing depending upon what the caster throws. Directed Attack, Range - Short, Scaling 5lbs and 1-8/1-10/1-12 damage or Range.
2. Toss Up - Caster makes a sweeping motion and tosses a person or object weighing less than 20 lbs / Rank into the air, either 10' vertically or 5' vertically and 10' horizontally in the direction of her choice. Inanimate objects require a DL10 check. As a reaction the target can roll acrobatics against the attack roll to avoid taking damage from the fall and falling prone. Treat as a fall. Range Short, Scaling Range or +10lbs / Rank. 3. Bind - Point at your foe and wrap them in cords of force, binding either two arms or two legs. This is treated as a grapple using the caster's Spell Attack Bonus against the target's Strength The caster can concentrate to maintain the grapple, making an additional check each round to take control and potentially pin the target. The target can spend their turn to break free of the grapple using the grappling rules. If the target breaks the grapple, the spell ends. Indirect, Range Short, Concentration 1 Round / Rank. Scaling, second pair of limbs. 4. Levitate Object/Person - Caster makes a sweeping motion and lifts a person or object weighing less than 50 lbs / Rank into the air up to 10' vertically and holds them there; on subsequent rounds caster can move the target an additional 10 feet horizontally or vertically. Indirect, Range Short, Duration 1 R/R, Concentration. Scaling Range or +25lbs / Rank. 5. Greater Throw - As Throw Object, but object must weigh 50 lbs. or less and the damage increase to 1-20+F. Range - Medium, Scaling: Range. |
| Tracking | 1. Footprints - Caster focuses on a five-foot diameter area. If a person walked through that area within the last ten minutes, their footprints will appear as glowing images on the ground where they passed. If there are multiple sets in the area, they will all appear. The caster can proceed to move his focus in five-foot increments, either following a set of tracks or searching for additional ones; as he shifts his focus, the previous area of revealed prints will vanish. The footprints will appear on any solid or semi-solid material (such as mud), but will not appear on water, nor will they appear if the target was not walking on their feet. If the target walked through shallow water, the foot prints will appear on the surface that they walked on. The caster cannot track flying or incorporeal creatures, but invisibility does not affect this spell if the invisible person was walking. Self, Close, 1 Minute / Rank, Concentration, Scaling: Duration
2. Tracing - Caster must have some element of their target; lock of hair, piece of clothing with their scent, or possibly an item used frequently. While standing at an approximate point of origin, perform a 1 minute ritual, and if both parts of the ritual are present, a small orb appears and begins tracing along the path of the target. It will not outpace the caster, but will move as fast as the caster moves. If the caster is not able to follow after the orb it will halt (such as reaching water if the target left on a boat). The orb will remain motionless for up to a minute before the spell ends. Target: Self, Duration: 10 M / Rank, Concentration. 3. Mapping - As Tracing, an element of the target is required, along with a map that includes the area where the target is, and something small and mobile, such as a marble, pendulum, etc. The target must also be alive and within range. Caster performs a one minute ritual and the object device will move on the map to where the target is. This counts as a scrying spell for the purpose of counterspells. Target: Self, Duration: 1 R / R, Concentration, Range: 1 Mile / Rank, Scaling: Range 4. Finding - Caster must have a precise description or picture of an object, creature, or person. Caster performs a one minute ritual. If the object is within range, caster senses the direction and distance to the object. This spell counts as scrying for counterspell purposes. Target: Self, Duration: 1 H / R, Range: 10 M / Rank 5. Know Location - As Finding, but caster knows where the location is, and recieves a clear vision of the location, such that they could sketch it with the appropriate medium and skill. Target: Self, Duration: Instant, Range: 100 M / Rank, Scaling: Distance: Doubled |
| Undead Mastery (Taboo Magic) | 1. Immobilize Undead - This spell immobilizes an unintelligent undead creature for the duration. The creature will stand in place, unable to step in any direction, but will maintain its balance, any arms or other appendages hanging loosely at its sides. It remains aware, and can turn its head slightly, but cannot move enough to threaten or bite anyone. Indirect, Target: 1 Undead Monster, Range: Close, Duration: 1 Round / Rank, Scaling: Duration or Number of Targets.
2. Command Undead - When cast on unintelligent undead creatures, they immediately cease whatever they are doing and begin following your command. If they were previously under the influence of another caster, you must beat that caster's spell from their command spell or your spell fails. Unintelligent undead cannot perform complex tasks or make any kinds of judgement calls. At most, the command cannot exceed three words (Guard that door, Carry this bag, Follow me, Attack them!). They will continue to follow the last command until the spell expires. They have no sense of self-preservation, and will perform suidical tasks. Note: If this spell expires, undead will revert to doing whatever they were doing previously (standing around, shuffling about) and will immediately attack anyone they come across, even the caster unless the caster was also the creator. Undead will only ever have affinity for their creator. This spell will not work on intelligent undead. Indirect, Target: 1 Undead Monster, Range: Close, Duration: 1 Round / Rank, Scaling: Duration or Number of Targets. 3. Immobilize Greater Undead - This spell immobilizes any undead creature for the duration. The creature will stand in place, unable to step in any direction, but will maintain its balance, any arms or other appendages hanging loosely at its sides. It remains aware, and can turn its head slightly, but cannot move enough to threaten or bite anyone. If normally able to, the creature can still talk. Indirect, Target: 1 Undead Person or Monster, Range: Close, Duration: 1 Round / Rank, Scaling: Duration or Number of Targets. 4. Command Greater Undead - As Command Undead but it works on undead of any intelligence. Indirect, Target: 1 Undead Person or Monster, Range: Close, Duration: 1 Round / Rank, Scaling: Duration or Number of Targets. 5. Bind Undead - As Command Undead, but caster takes permanent control over an unintelligent undead monster. It will follow the casters commands indefinately, and will never intentionally harm the caster. The caster can bind a total number of levels of undead up to their Spellcraft ranks. Any undead unbound will resume their previous nature/activities; this will also happen immediately upon the caster's death. Indirect, Target: 1 Undead Monster, Range: Close, Duration: Permanent. |
| Warding Ways | 1. Privacy Ward- When cast in a room no greater than 200 sq. ft (up to 10' tall) this spell lines the floor, wall, and ceiling with a privacy barrier that muffles sounds so that anyone outside the barrier has difficulty understanding speech. Those inside hear no difference; those outside listening at the door for example would be at minus two Edge on Perception checks to eavesdrop (DL15). They could hear that there were noises and conversation, but not make out the words. Indirect, 200 sq. ft room, 10 M / Rank. Scaling: 200 sq. ft or Duration.
2. Clairvoyance Ward - As Privacy ward, but this spell prevents any caster to see or hear into or out of the room using Clairvoyance magic. Indirect, 200 sq. ft room, 10 M / Rank. Scaling: 200 sq. ft or Duration. 3. Passing Ward - As Privacy ward, but this spell prevents any caster to move into or out of the room using Passing/Merging magic that would let them move through the wall, ceiling, or floor. Indirect, 200 sq. ft room, 10 M / Rank. Scaling: 200 sq. ft or Duration. 4. Dimensional Ward - As Privacy ward, but this spell prevents any caster to move into or out of the room using Dimensional magic. Indirect, 200 sq. ft room, 10 M / Rank. Scaling: 200 sq. ft or Duration. 5. Gating Ward - As Privacy ward, but this spell prevents any caster to move into or out of the room using Gating magic. Indirect, 200 sq. ft room, 10 M / Rank. Scaling: 200 sq. ft or Duration. *A Note on enchanting rooms. These spells can be embedded into a room or larger structure via scaling by storing the spells in Warding stones. Each stone must be "set" into the wall or floor in a permanent fashion (mortared for example), and otherwise follow the enchanting rules. Entire castles could be warded piece by piece in this manner - it would be expensive, but possible. |
| Water Mastery | 1. Water Bolt - Conjure a small ball of elemental water that you immediately direct at a nearby target for 1-6+Force magic/bludgeoning damage. Directed, Range: Medium, Scaling: Range or Attack size (1-8, 1-10, 1-12)
2. Gush - Conjure a gush of water from your hand or focus item. It sprays out in a twenty-five-foot line, pushing creatures or objects away. Caster makes a Directed attack; Each struck target is moved away by one foot over the target's Defense Bonus. Any target that would have been forced to move but is obstructed,is then knocked prone. The water dissapears at the end of the round. Directed, Range: Medium, Scaling: +10 feet. 3. Mist - Conjure a shimmering mist in the area. The mist is comprised of water particles and is completely opaque. The mist expands out from the targeted point (DL10) filling a circular area ten feet tall. If cast within an enclosed space, it will go through cracks, under doors and around corners. If scaled for area, increase the radius by 20' per level. The mist will drift in the direction of the wind. Indirect, Range: Medium, Duration 1 Round / Rank, Area of Effect: 45' Diameter x 10' Tall, Scaling: 20' Diameter or Duration. 4. Thunderstorm - This spell only works outdoors or inside very large caverns, and requires at least 20% humidity. A dark cloud forms over the area, fifty-feet above the ground (and ten feet tall). The next round, torrential rain falls in the area for the duration of the spell. Visibility is reduced by 50%; anyone in the area will be soaked in two rounds. Small natural fires will be quenched immediately; large campfires will be quenched in five rounds, and bonfires in ten rounds. If the ground is exposed dirt, it turns to mud in two rounds and hampers movement. The cloud itself blocks line of sight, but slowly lightens over the duration until it dissipates with the last drop of rain. All ranged and thrown attacks in the area are at minus one Edge. Indirect, Range: Long, Area of Effect: 10' Diamter / Rank, Duration: 1 Round / Rank, Scaling: Duration or Area of Effect - 20' / Rank. 5. Water Spout -This spell only works on water or natural ground (not worked stone). A powerful burst of water erupts from the ground, 10' wide, spraying 50' into the air. Any creature or object above the spout weighing 500lbs or less will be lifted 50' and ejected out in a random direction, upon which they are subjected to an equal falling distance. For every increment of 100lbs over 500, reduce the height lifted by 10'. If the duration of the spell is longer than 1 round, anyone at thet top with a Reaction can attempt a DL20 surfing/sledding check to stay on the water spout each round, temporarily preventing their fall, but when the spell ends they would still fall then. Indirect, Range: Long, Area of Effect: 10', Duration: 1 Round, Scaling: Duration, Area 10', or Height +10' / 100 lbs. |
| Watery Depths | 1. Water Breathing - Gills form on the neck of the target person, and for the duration they can breathe water and air interchangeably. There are still limits to how deep a person can swim, and this spell does not provide darkvision or warmth. Assume the maximum depth of swimming with this spell to be 1,000 feet. Anoxic water is unbreathable, as the spell is still extracting oxygen from the water. Target: 1 Person, Range: Close (Indirect), Duration: 10 M / Rank, Scaling: 1 Person
2. Water Movement - Target Person's hands and feet become webbed, granting them a swim speed equal to their walking speed. This does not grant the swimming proficiency, but does add plus 1 Edge to swimming checks. Target: 1 Person, Range: Close (Indirect), Duration: 10 M / Rank, Scaling: 1 Person 3. Air Bubble - Create a hemisphere of fresh air surround by a thin layer of force, the bottom of which provides firm footing. The sphere is pressurized and keeps the water out, but is permeable to intentional passing. The bubble does not confer protection to anyone leaving the bubble at depth, other than assume that the person is pressurized. Even still, anyone leaving the bubble below 1,000 feet without magic protection will likely die. The bubble must be created in water, but the top can be exposed to allow for "boarding". The bubble is not useful out of water, and will not keep out toxic clouds or gases. The bubble does not recycle the air. Bringing the bubble to the surface for a minute fully replenishes the air, otherwise assume that there are 60 man-hours of air available before people begin to succumb to CO2 poisoning; this far exceeds the duration of the spell, but even if the spell is extended, it does not replenish the air. If the caster concentrates they can move the bubble in any direction within water at a rate of 30' per round, otherwise it remains stationary unless the caster is knocked unconscious, killed, or goes beyond 200' from the bubble, upon which time the bubble will ascend at that speed and then "burst" at the surface of the water, ending the spell. The bubble can descend to a maximum depth of 2,000 feet before collapsing. Assume that each round there is an X% change the bubble collapses, where X is the depth beyond 2000. The bubble has a defense score equal to the casting level (15+level), no DR, and will sustain 5 HP per rank before the spell fails and collapses. If a large crushing force is applied to the bubble, it will squeeze in up to 5' per round before popping on round 3. Range: Close (Indirect), 15' Hemisphere Air Bubble, Duration: 10 M / R. Note: Man-hours are the total hours of air available, which would be divided by the number of passengers. 10 people would consume all the oxygen in 6 hours. After the 60 hours are consumed, there are 10 additional man-hours of low O2 / increasing CO2. At this point all occupants find it increasingly difficult to function (minus one Edge for each total hour consumed, DL10 Conditioning check every 30 minutes to stay conscious, once unconscious, DL10 Conditioning check to stay alive. Asphyxiation occurs for all occupants when the last oxygen is exhausted). 4. Air Corridor - Similar to Air Bubble, this creates a motionless corridor (flat bottom, rounding ceiling), 5' wide, 6' tall, and 5' long per rank. A corridor can only be entered/exited at the ends, and has the same defensive strength as Air Bubble. It can be be curved, with each 5' length curving 45'. Air Corridor also does not create air. It cannot be created without one end connecting to an open source of air; it will not create a vacuum, but will extend to the limit of the available air source, which may require adjudication. If it is severed from its original air source, assume that each 5' section starts with 10 man-hours of air. Range: Close, 5' wide, 6' tall and 5' long per rank tunnel of air, 1 M / R. 5. Great Depths - As Water Breathing and Water Movement combined. Target Person is encased in a thin layer of protective force that allows for swimming down to a depth of 2,000 ft. before collapsing. Assume that each round there is an X% change the protective layer collapses, crushing the person, where X is the depth beyond 2000. Close (Indirect), Duration: 1 Hour / Force, Scaling: 1 Person or increase Duration +1 Hour. |
| Weapon Runes | 1. Prepare Object - Caster weaves a temporary enchantment on a non-magical item, enhancing it so that it will hold a Rune spell. The item does not detect as a magic item, but the spell can be detected. No more than five runes can be placed on an object. The object must have a flat surface as part of its construction, and must weigh at least one pound for reach rune to be inscribed upon it. Type: Touch, Range: Touch, Target: 1 Object, Duration: 1 Hour / Rank, Scaling: Duration
1. Weapon Rune - Caster can place a temporary magic rune on a weapon that has been prepared using Prepare Object. The weapon gains +1 to attack and counts as a magic weapon for bypassing damage resistance but not for breakage. Type: Touch, Range: Touch, Target: 1 Object, Duration: 1 Hour / Rank, Scaling: Duration 2. Parry Rune - Caster can place a temporary magic rune on a weapon that has been prepared using Prepare Object. The weapon gains +2 to Parry reactions, but doesn't counts as a magic weapon for bypassing damage resistance or for breakage. 3. Changing Rune - Caster can place a temporary magic rune on a weapon that has been prepared using Prepare Object. The weapon can change into another weapon of similar length but not necessarily similar weight, such as a longsword could change into a warhammer; The rune can be activated as an action by the wielder by touching the rune. The weapon doesn't count as a magic weapon for bypassing damage resistance or for breakage. The weapon reverts to its original form if the spell expires. Type: Touch, Range: Touch, Target: 1 Object, Duration: 1 Hour / Rank, Scaling: Duration 4. Returning Rune - Caster can place a temporary magic rune on a weapon that has been prepared using Prepare Object. The weapon gains the returning property, but doesn't counts as a magic weapon for bypassing damage resistance or for breakage. Type: Touch, Range: Touch, Target: 1 Object, Duration: 1 Hour / Rank, Scaling: Duration 5. Deadly Rune - Caster can place a temporary magic rune on a weapon that has been prepared using Prepare Object. The weapon threatens a critical threat on 18-20, but doesn't counts as a magic weapon for bypassing damage resistance or for breakage. |
| Wind Mastery | 1. Breeze - Caster causes a light breeze to blow in the direction he points. The breeze affects the full area of the spell, equivalent to 10 MPH. This will clear the area of non-replenishing fog, smoke or other gases in two rounds. The breeze continues to blow for the duration with the caster as the epicenter. Medium, 1 Round / Rank, Scaling (Range, Duration)
2. Gust / Still Wind - Cause a strong breeze to blow in the direction caster points. The gust affects the full area of the spell, equivalent to 30 MPH. This will clear the area of non-replenishing fog, smoke or other gases on the same turn. The gust continues to blow for the duration with the caster as the epicenter; Alternatively, the spell can be used to counter wind in the area of effect up to 30 MPH. Medium, 1 Round / Rank, Scaling (Range, Duration, Intensity +30 mph) 3. Mist Form - Caster and all of his equipment, up to three loads, turn into a white opaque mist, roughly the same volume as his physical form. While in mist form the caster can "see" in any direction he focuses on, and can slowly move in any direction. He can reshape his mist body, and is able to go through holes or cracks as small as 1/2" wide. He cannot attack or cast spells, but he gains an edge on stealth checks; he can fly at 50' per round (approx. 11 miles/hour), but he is affected by any wind and can be blown about. While in mist form he is invulernable to mundane weapons, and is unaffected by rear and flanking bonuses. He retains his defense score, but has no armor. Magic weapons do 1/2 damage, non-elemental damaging spells also do 1/2 damage, but elemental spells damage him normally. If he is downed or killed, the spell ends and he falls from wherever he is at. Type: Self, Duration: 1 Minute / Rank, Scaling (Duration) 4. Air Stop - Cause all natural or magical created winds to bypass the radius of effect as if it were an impassible object; only winds in excess of 250 MPH will penetrate, reducing their strength through the radius by 250 MPH. This does not prevent debris or objects from flying into the area. Type: Self, Area of Effect: 10' Diameter / Rank, Duration: 1 Round / Rank 5. Tornado - Cause a tornado to form on the first round, 25' diameter at the base, 50' diameter at the top and 100' tall. After the first round, the caster determines the direction that it moves, but it will not double back on itself. The tornado has a movement speed of 25 (Combat 5) and a rotation of 125 MPH. Poorly constructed wooden structures will be destroyed, sturdy wood structures will suffer d100% damage to the struck areas, and stone structures will suffer d20% structural damage and d100% roof damage to the struck areas, increasing the damage by 5% each sustained round; small carts / wagons will be lifted and thrown 3d20 feet taking 3d20 damage. Any creature caught in the path must make a DL20 Athletics check or be swept off their feet and into the vortex, taking a +10-bludgeoning attack each round for 1-12 damage. Every round after the first there is a 50% chance the creature will be ejected and thrown 5d20 feet - treat this as a fall of the same height. Any creature not swept off their feet continue to take the damage from being battered by wind and debris. Type: Self, Range: Medium, Duration: 1 Round / Rank, Concentration. |
| Wizard Staff | 1. Wizard Light - Caster causes the tip of their staff to illuminate from that of a candle to a glowing light that fills a 5'+10'/Force diameter area. Self, Range: Touch (staff), Duration: 10 M / Rank.
2. Extend Staff - Caster causes the staff to grow up to a length of 10' / Force as desired. This renders it useless to fight with, but it can be used to lift them up, stretch across a gap, reach something at a difference, potentially pole vault, or whatever creative use this may provide. The staff will be sturdy enough to hold 150 lbs / F (it will lift that much up when extended, or hold that much weight if used to walk across). The caster can return the staff to its normal size as an action, ending the spell. Self, Range: Touch (staff), Duration: 10 M / Rank.3*. Recall Staff - Caster causes her staff to fly to her outstretched hand. There must be a straight line from the staff to the Magician. If the line is obstructed, the staff will slam into the intervening barrier, making a 5+Force Melee attack. If the damage is enough to remove the barrier, the staff will continue to the magician's hand. If not, it will clatter to the ground. Self, Range: Long, Target (staff), Duration: Instant. 4. Barrier Staff - Caster slams the butt of his staff down and calls forth a barrier of arcane force, centered on her staff with a 10' Diameter / Force (or less if desired). The barrier blocks all spells and movement through it in either direction, and will sustain 25 HP / Force of damage before collapsing. Self, Range: Touch (staff), Duration: 1 Round / Rank. 5. Staff of Might - Caster fills their staff with Magic, causing it to glow as per Wizard Light at the maximum light (this is not optional). For the duration, in addition to its base damage, the staff inflicts an additional amount of Force damage equal to twice the base damage with each hit (the Force damage is not multiplied on a critical). For example, an attack that does 5 base damage would also inflict 10 Force damage. Any medium or smaller creature also sustains an automatic knockback of 5' plus 1' over the DB from the blow. Self, Range: Touch (staff), Duration: 1 Round / Rank.
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| Words of Pain | 1. Agony - Caster points at a person and inflicts agony upon them, causing 1-6+Force damage from wracking pain. Indirect, Range: Close, Target: 1 Person, Duration: Instant, Scaling: 1-8/1-10/1-12 damage or number of targets.
2. Exhaustion - Caster points at a creature and causes it to grow tired. It immediately suffers ld3+1 points of Fatigue which appear as motes of energy being drawn out of them and into the caster. The caster gains the points for himself, reducing his own fatigue. Excess points are lost. Indirect, Range: Close, Target: 1 Person, Duration: Instant, Scaling: Number of targets. 3. Stunning Blast - Caster projects a ray of energy at a Person and knocks the wind out of them. Target suffers 1-6 stun. Directed Range: Close, Target: 1 Person, Duration: Instant, Scaling: 1-8 Stun. 4. Wounding Blast - Caster projects a ray of energy at a Person and inflicts a 1-12+Force damage and they suffer a wound (roll for hit location) (caster can choose Piercing, Slashing, or Crushing); if the damage is enough to also inflict a wound, the target would suffer two wounds. Directed, Range: Close, Target: 1 Person, Duration: Instant, Scaling: 1-16 damage. 5. Wracking Blast - As Wounding Blast but also inflicts +Force Fatigue and Stun. |
| Written Secrets | 1. Hidden Page - Caster touches a non-magical page of text (in a book or scroll). The page will appear to become blank; he can then write on the page using a suitable pointing object, including his finger. He can fill the page with any writing he desires. When he release the page, his arcane writing will vanish, and the original contents will reappear. Range: Touch, Target: 1 "page", Duration: 1 Day / Rank, Scaling: Duration
2. Reveal - Caster can focus on a book or scroll, or on 5' x 5' surface. In the case of a book, if there are one or more magic pages present, they will glow, allowing him to flip to the page and see the hidden contents. If the specified 5'x5' surface has a sigil or glyph, they will likewise glow and become visible to anyone present. Range: Close, Target: 1 book, 1 scroll, 1 5x5 surface, Duration: 1 Round / Rank, Scaling: Duration 3. Read Language - Caster can focus on written text that is in a language that he does not know but would be familiar with (i.e., a modern tongue widely spoken or close derivation of). The text will rearrange in his mind, allowing him to read and comprehend what it says for the duration. This only works on one language, and does not allow him to speak or write in that language. This does not work on magical scripts, nor does it aid in reading or learning spells. Range: Close, Target (Self), Duration: 1 Minute / Rank, Scaling: Duration or Number of simultaneous languages. 4. Decipher - Caster can focus on written text that he is able to read, within which is a written code. The code can be of any type. This spell will attempt to decipher the code, revealing to the caster the nature of the code and the hidden text. Success is not guaranteed; the GM must set a difficulty of the code, with the spell casting check used to roll against the target. If one or more elements of the code are already known to the caster, this check may be rolled with bonus Edge. If the spell fails it may not be attempted again for 24 hours unless new information about the code is discovered. Range: Close, Target: 1 book, 1 scroll, 1 5x5 surface, Duration: 1 Round / Rank, Scaling: Duration 5. Dead Tongues - As Read Language, but the spell can decipher any language with a degree of accuracy. The more of the language present, the better the results. The spellcraft check is rolled against the DL of the work, with the Translation proficiency providing a bonus Edge. 1 page or less = DL25, 5 pages or less = DL20, 50 pages or less = DL 15, 100 pages or less DL10, 1000 pages or less DL5. Range: Close, Target: 1 book, 1 scroll, 1 5x5 surface, Duration: 1 Round / Rank, Scaling: Duration |