Difference between revisions of "Book:Spells"

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(Fire + Earth)
(Slime + Verdance)
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* <del>Time Stop</del>
 
* <del>Time Stop</del>
 
* Treelimb
 
* Treelimb
 +
===Slime===
 +
* Acid Armament
 +
* Acid Ball
 +
* Acid Blood
 +
* <del>Acid Rain</del>
 +
* <del>Adder's Kiss</del>
 +
* <del>Clog</del>
 +
* <del>Congeal/Liquify</del>
 +
* Corrosive Cage
 +
* Corrosive Cure
 +
* Ectoplasmic Form
 +
* Glue
 +
* Grease
 +
* <del>Poison</del>
 +
* <del>Rust/Corrode</del>
 +
* Slick Missive
 +
* Snot Rocket
 +
* Summon Elemental
 +
* <del>Tentacles</del>
 +
* <del>Tongue Tie</del>
 
===Sound===
 
===Sound===
 
* Alarm
 
* Alarm
Line 134: Line 154:
 
* Sleep – Bed time
 
* Sleep – Bed time
 
* Slow – Remove Action Points
 
* Slow – Remove Action Points
 +
===Verdance===
 +
* <del>Awaken Tree</del>
 +
* Bless
 +
* <del>Control Plants</del>
 +
* <del>Enervate</del>
 +
* <del>Enlarge</del>
 +
* <del>Grow</del>
 +
* Haste
 +
* <del>Photosynthesis</del>
 +
* <del>Root</del>
 +
* Rose's Fury
 +
* Safe Haven
 +
* Treelimb
 +
* Treestride
 +
* <del>Treetalk</del>
 +
* <del>Youth</del>
 
===Ward===
 
===Ward===
 
* Attack Ward – Keep 'em away
 
* Attack Ward – Keep 'em away
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==Spells==
 
==Spells==
 +
===Acid Armament===
 +
{{:Acid Armament}}
 +
===Acid Ball===
 +
{{:Acid Ball}}
 +
===Acid Blood===
 +
{{:Acid Blood}}
 
===Alarm===
 
===Alarm===
 
{{:Alarm}}
 
{{:Alarm}}
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===Copycat===
 
===Copycat===
 
{{:Copycat}}
 
{{:Copycat}}
 +
===Corrosive Cage===
 +
{{:Corrosive Cage}}
 +
===Corrosive Cure===
 +
{{:Corrosive Cure}}
 
===Cure===
 
===Cure===
 
{{:Cure}}
 
{{:Cure}}
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===Ear to the Ground===
 
===Ear to the Ground===
 
{{:Ear to the Ground}}
 
{{:Ear to the Ground}}
 +
===Ectoplasmic Form===
 +
{{:Ectoplasmic Form}}
 
===Electric Fence===
 
===Electric Fence===
 
{{:Electric Fence}}
 
{{:Electric Fence}}
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===Frost Brand===
 
===Frost Brand===
 
{{:Frost Brand}}
 
{{:Frost Brand}}
 +
===Glue===
 +
{{:Glue}}
 +
===Grease===
 +
{{:Grease}}
 
===Haste===
 
===Haste===
 
{{:Haste}}
 
{{:Haste}}
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===Rocket Boots===
 
===Rocket Boots===
 
{{:Rocket Boots}}
 
{{:Rocket Boots}}
 +
===Rose's Fury===
 +
{{:Roses Fury}}
 +
===Safe Haven===
 +
{{:Safe Haven}}
 
===Shock Therapy===
 
===Shock Therapy===
 
{{:Shock Therapy}}
 
{{:Shock Therapy}}
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===Sleep===
 
===Sleep===
 
{{:Sleep}}
 
{{:Sleep}}
 +
===Slick Missive===
 +
{{:Slick Missive}}
 
===Slow===
 
===Slow===
 
{{:Slow}}
 
{{:Slow}}
 
===Smoke Signal===
 
===Smoke Signal===
 
{{:Smoke Signal}}
 
{{:Smoke Signal}}
 +
===Snot Rocket===
 +
{{:Snot Rocket}}
 
===Snow Plow===
 
===Snow Plow===
 
{{:Snow Plow}}
 
{{:Snow Plow}}
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===Treelimb===
 
===Treelimb===
 
{{:Treelimb}}
 
{{:Treelimb}}
 +
===Treestride===
 +
{{:Treestride}}
 
===Up in Smoke===
 
===Up in Smoke===
 
{{:Up in Smoke}}
 
{{:Up in Smoke}}

Revision as of 15:03, 2 April 2011

Each spell contains the following information.

Expoint Cost
The number of Expoints you must spend to learn the spell.
Action Points
The number of AP it takes to cast the spell.
Target
What is the recipient of the spell's effects?
  • No target – The spell just happens and there's no special target
  • Self – The spell affects the caster
  • Creature(s) – The spell affects a creature or creatures.
  • Object – The spell affects an inanimate object. Sometimes the spell can only target certain kinds of objects, such as things that are metal, or things that are made of ice.
  • Area – The spell affects an area and anything within it.
Distance
How far away the caster can be from the target
  • Contact – Must touch target
  • Near – 15ft. per school rank
  • Medium – 50ft. per school rank
  • Far – 150ft. per school rank
Time
The amount of time the spell's effects last. It could be none (if it's instantaneous), several rounds, days, or forever. Sometimes this is dependent on the number of ranks the caster has in the school, sometimes it's dependent on the spell level.
Casting Attribute
The the caster uses to make the Spell Attack roll.
Save
The save which is allowed to the target.

List of Spells

Earth

  • Boulderball
  • Diamondback
  • Dig
  • Earthquake
  • Ear to the Ground
  • Embrace of Gaeis
  • Encase in Stone
  • Harden/Soften Earth
  • Meteor
  • Petrify
  • Rock and Roll
  • Rock Rehab
  • Shatter
  • Stoneswim
  • Summon Elemental
  • Wall of Stone
  • Weapon of Earth

Electricity

  • Ball Lightning
  • Call Storm
  • Control Current
  • Electric Fence
  • Lightning Bolt
  • Lightning Brand
  • Live Wire
  • Rubber Soul
  • Ride the Lightning
  • Seven Thunders
  • Shock Therapy
  • Shocking Personality
  • Summon Elemental

Fire

  • Blackflame
  • Control Fire
  • Eternal Fire
  • Fireball
  • Fire Brand
  • Fire Healing
  • Firestorm
  • Firewall
  • Flare
  • Immolate
  • Pixie Flame
  • Rocket Boots
  • Smoke Signal
  • Summon Elemental
  • Up in Smoke

Ice

  • Cold Compress
  • Cold Hearted
  • Conjure Ice
  • Encase in Ice
  • Flash Freeze
  • Frost Brand
  • Ice Wall
  • Iceberg
  • Morse Cold
  • Snow Plow
  • Snow Shoes
  • Snowball
  • Snowdrift
  • Summon Elemental

Manipulation

  • Blackflame
  • Body of the Elements
  • Control Element
  • Copycat
  • Fly
  • Lock
  • Morph Other
  • Petrify
  • Rubberflesh
  • Shapeshift
  • Shrink/Enlarge
  • Strip
  • Time Stop
  • Treelimb

Slime

  • Acid Armament
  • Acid Ball
  • Acid Blood
  • Acid Rain
  • Adder's Kiss
  • Clog
  • Congeal/Liquify
  • Corrosive Cage
  • Corrosive Cure
  • Ectoplasmic Form
  • Glue
  • Grease
  • Poison
  • Rust/Corrode
  • Slick Missive
  • Snot Rocket
  • Summon Elemental
  • Tentacles
  • Tongue Tie

Sound

  • Alarm
  • Amplify
  • Banshees Wail
  • Brown Note
  • Cacophony
  • Commanding Voice
  • Deafness/Muteness
  • False Sound
  • Hush
  • Lullaby
  • Song of the Sirens
  • Sonic Boom
  • Sound Ward
  • Thunder

Status

  • Bless – Bonuses to all rolls
  • Blindness/Deafness/Muteness – Make people unable to either see, hear, or speak.
  • Confuse – Make an enemy go a little bonkers
  • Cure – Remove physical effect spells
  • Curse – Penalties to all rolls
  • Disenchant – Remove enchantments
  • Haste – Add Action Points
  • Paralyze – Keep a person from moving
  • Petrify – Turn a creature to stone
  • Poison – Magically poison a creature
  • Remove Paralysis – Get rid of magic paralysis
  • Sicken – Penalties due to illness
  • Sleep – Bed time
  • Slow – Remove Action Points

Verdance

  • Awaken Tree
  • Bless
  • Control Plants
  • Enervate
  • Enlarge
  • Grow
  • Haste
  • Photosynthesis
  • Root
  • Rose's Fury
  • Safe Haven
  • Treelimb
  • Treestride
  • Treetalk
  • Youth

Ward

  • Attack Ward – Keep 'em away
  • Death Ward – Don't die so easily
  • Divination Ward – Shut prying eyes
  • Entrapment Ward – Stay free
  • Karma Ward – When you get hurt, so do they
  • Mental Ward – Immunity to Mind Control
  • Missile Ward – Avoid arrows, bullets, and the like
  • Movement Ward – Keep a person from moving
  • Poison Ward – Immunity to poison
  • Portation Ward – Portation spells cannot work
  • Sound Ward – Silence is golden
  • Spell Ward – Stop magic entirely

Spells

Acid Armament

This is a slime spell 

See Elemental Weaponry.

Acid Ball

This is a slime spell 

See Elemental Blast.

Acid Blood

This is a slime spell 

See Dangerous Body.

Alarm

This spell has a warding essence This spell can be powered by any element This is a sound spell 
Rarity 1 Distance Near
AP 4 Lasts One day per rank
Target Area Save

The mage makes a bargain with a minor elemental to keep watch over a place for a brief time. Any sentient creature who enters the alarmed area with a Disposition of neutral or worse towards the mage trips the alarm. When the mage and the elemental make their agreement, they also decide on the means of notification; the elemental may notify the mage about intruders telepathically, leaving the warded location and notifying the mage in person, or by making a loud noise at the location being watched. As long as the spell is in effect, the elemental continues to report intrusions. The size of the alarmed area is dependent on the Intensity.

When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each.

Intensity Effects

  1. 10 foot radius (room)
  2. 25 foot radius (campsite)
  3. 50 foot radius (house)
  4. 100 foot radius (mansion)
  5. 300 foot radius (fortress)

Amplify

This spell has a dynamic essence This is a verdance spell This is a sound spell 
Rarity 1 Distance Near
AP 4 Lasts One minute per school rank
Target Area Save
Counter Hush

Crank it up! The mage sends magical energy into the actual sound waves coming out of an object or area, in effect reaching in and pumping up the volume. This effect doesn't cause the sound to be any louder, instead it increases the distance the sound can cover. This spell is cast on an area, and covers a radius of 5 feet per school rank. It can be centered on a creature or object, and wherever the center goes, the Amplified effects go with it. The effect of this spell is that any Perception checks made to hear the sounds are at a reduced difficulty (so in effect, some distance penalties are removed).

Intensity Effects

  1. Perception DL −2
  2. Perception DL −4
  3. Perception DL −6
  4. Perception DL −8
  5. Perception DL −10

Banshee's Wail

This is a sound spell 

See Sudden Death.

Blackflame

This spell has a illusory essence This is a fire spell 
Rarity 1 Distance Near
AP 4 Lasts One hour per spell rank
Target Object (fire) Save N/A

The mage calls upon the spirit of fire to cease all light output from a fire, and effectively making the fire black, but still giving off appropriate heat and causing damage. This is useful if the mage wishes to stay warm but not attract attention in the wild. The amount of fire that the mage can affect is dependent on the Intensity.

Intensity Effects

  1. A torch
  2. A campfire
  3. A large bonfire
  4. A house fire
  5. A forest fire

Bless

This spell has a stygian essence This is a light spell This is a status spell 
Rarity 3 Distance Near
AP 4 Lasts Two rounds per rank
Target Creature Save Mettle
Counter Curse

This spell bestows supernatural luck and competence on a target, giving the target's attempts at tasks a greater chance of succeeding. The target gains a bonus on actions to attack, cast, defend, and make skill checks.

Intensity Effects

  1. Target gains +2 bonus
  2. Target gains +4 bonus
  3. Target gains +6 bonus
  4. Target gains +8 bonus
  5. Target gains +10 bonus

Blindness/Deafness/Muteness

This spell has a stygian essence This is a dark spell This is a status spell 
Rarity 3 Distance Near
AP 4 Lasts Level dependent
Target Creature Save Mettle

The mage chooses one of the ailments offered by this spell and forcibly applies it to a creature. See the Life and Death chapter for information on these conditions.

Intensity Effects

  1. One round
  2. Encounter
  3. Day
  4. Week
  5. Permanent

Body of the Elements

Gallows.svg
This spell has a unknown essence This is a manipulation spell 
Rarity 2 Distance N/A
AP 4 Lasts One round per school rank
Target Self Save N/A

Each time you learn this spell, it applies to a different element. (Immolate, Diamondback, Body of Water, Juggernaut, Mister Mist, Ectoplasmic Form, Shocking Personality, Body of Ice). See individual descriptions of these spells for further details. When casting any of these spells, you may use your ranks in either the respective elemental school or your ranks in Manipulation; whichever is higher.

Intensity Effects

Boulderball

This is a earth spell 

See Elemental Blast.

Brown Note

This spell has a illusory essence This is a dark spell This is a sound spell 
Rarity 2 Distance Near
AP 4 Lasts 1 round per spell rank
Target Area Save Sanity

The mage conjures a host of simultaneous sounds, that when mashed together form a cacophonous noise that shatters the concentration of a target, and startles them. A target who fails the save takes the penalties listed below for the duration of the spell and 2 rounds afterwards. This spell effects an area of 20 feet in radius.

Intensity Effects

  1. −2 to Perform and any spellcasting with a spoken component. Deafened.
  2. −4 to Perform and spellcasting. Deafened.
  3. −6 to Perform and spellcasting. Deafened and stunned.
  4. −8 to Perform and spellcasting. Deafened and stunned.
  5. −10 to Perform and spellcasting. Deafened, stunned, and wide-eyed.

Cold Compress

This is a ice spell 

See Elemental Healing.

Cold Hearted

This is a ice spell 

See Hardened Body.

Commanding Voice

Gallows.svg
This spell has a unknown essence This is a sound spell 
Rarity 2 Distance Near
AP 4 Lasts Two rounds per school rank
Target Creature Save Mind Control

The sound mage magically enhances his or her voice, rendering all commands that are issued to other creatures absolute. The target of the spell must be able to understand your language. You don't need to see their identification; these are not the Gyr Golems you're looking for.

Intensity Effects

  1. The mage can issue one word commands (“sleep”, “leave”, “sneeze”, etc.)
  2. The mage can issue two word commands (“drop that”, “attack her”, “sit down”, etc.)
  3. The mage can issue three word commands (“give me that”, “sheathe your sword”, etc.)
  4. The mage can issue a one-sentence command (“Stay here and make sure he doesn't leave”)
  5. The mage can issue a command of any length and detail, including sequential instructions.

Control Element

Gallows.svg
This spell has a unknown essence This is a manipulation spell 
Rarity 1 Distance N/A
AP 4 Lasts Two rounds per school rank
Target Object (element) Save

Each time you learn this spell, it applies to a different element. (Control Fire, Dig, Control Water, Gust, Warp Metal, Mould, Ice Sculpt, Control Current). See individual descriptions of these spells for further details. When casting any of these spells, you may use your ranks in either the respective elemental school or your ranks in Manipulation; whichever is higher.

Intensity Effects

Control Fire

This spell has a dynamic essence This is a fire spell 
Rarity 1 Distance Near
AP 4 Lasts Two rounds per spell rank
Target Object (fire) Save

The mage calls upon the spirit of a fire to conform to his or her will. The mage can control the shape and heat of an existing fire. The mage can fan the flames increasing the size of the fire to a maximum of twice its original size or completely extinguish it. The size of fire controlled is determined by the Intensity.

Intensity Effects

  1. A torch
  2. A campfire
  3. A large bonfire
  4. A house fire
  5. A fire the size of a city block

Copycat

This spell has a mutative essence This is a water spell 
Rarity 3 Distance Contact
AP 4 Lasts 1 hour per rank
Target Creature Save Resilience

The mage alters himself or a willing target to duplicate the physical appearance of another humanoid, right down to the the sound of their voice and the smell of their hair (…creepy). The mage does not gain any of the original's memories or knowledge, so the mage must act or bluff his or her way out of sticky situations. This spell does not grant the ability to cause any significant changes to physiology: the target creature must be within 2 steps of Size of the intended form (e.g. it's impossible to disguise a firna as a juren).

Intensity Effects

  1. +4 Disguise
  2. +8 Disguise
  3. +12 Disguise
  4. +16 Disguise
  5. +20 Disguise

Corrosive Cage

This is a slime spell 

See Elemental Field.

Corrosive Cure

This is a slime spell 

See Elemental Healing.

Cure

Pylon.svg This rule simply needs tweaking. It may be almost perfect, or it may need a bit of work. It's half-way in between sexy and in need of overhaul. Leave any ideas on the Talk page, please!
This spirit art is in the way of the form This is a augmenting spirit art 
Rarity 1 Distance Contact
AP 4 Lasts N/A
Target Creature Save Mettle

The radiant power of life which spring forth from the soul of a healer can purge the body of unnatural intrusions. A spirit artist who performs this art can remove the blinded, deafened, or muted condition, regardless of whether the condition was imposed by natural causes, a magic spell, or a spirit art. Cure can also remove any biological threat such as poison, drugs, or illness.

This spirit art cannot remove the blinded, deafened, or muted condition imposed by a fault purchased by the affected creature.

Concentration Effects

The Size of the creature or object this spirit art can affect depends on the level of Concentration.

  1. Size −1 and below
  2. Size 1 and below
  3. Size 3 and below
  4. Size 5 and below
  5. Any Size creature

Curse

This spell has a stygian essence This is a dark spell This is a status spell 
Rarity 3 Distance Near
AP 4 Lasts Two rounds per spell rank
Target Creature Save Mettle
Counter Bless

The Dark Mage can forecast misfortune and woe upon a target, causing that target's attempts at tasks to be cursed to fail abysmally. The target takes a penalty on actions to all rolls. The degree of the Curse depends on the Intensity.

Intensity Effects

  1. Target takes −2 penalty
  2. Target takes −4 penalty
  3. Target takes −6 penalty
  4. Target takes −8 penalty
  5. Target takes −10 penalty

Deafness/Muteness

This spell has a stygian essence This is a dark spell This is a sound spell 
Rarity 3 Distance Near
AP 4 Lasts Level dependent
Target Creature Save Mettle

The mage chooses one of the ailments offered by this spell and forcibly applies it to a creature. See the Life and Death chapter for information on these conditions.

Intensity Effects

  1. One round
  2. Encounter
  3. Day
  4. Week
  5. Permanent

Diamondback

This is a earth spell 

See Hardened Body.

Dig

This is a earth spell 

See Shift Element.

Disenchant

This spell has a compulsory essence This is a light spell This is a status spell 
Rarity 3 Distance Contact
AP 4 Lasts N/A
Target Creature Save

The mage can dispel the mental enchantments done by a spell with a Compulsory essence. Disenchant can be cast on any creature currently suffering the effects of a Compulsory spell. The opposite powers cancel each other out, and the Compulsory spell immediately ends.

This spell cannot be used to counter a Compulsory spell being cast.

Intensity Effects

The Disenchant spell must be cast at the same Intensity or higher as the Compulsory spell to be countered.

Ear to the Ground

This is a earth spell 

See Elemental Messenger.

Ectoplasmic Form

This is a slime spell 

See Fluid Body.

Electric Fence

This is a electricity spell 

See Elemental Field.

Embrace of Gaeis

This spell has a mutative essence This is a verdance spell This is a earth spell 
Rarity 3 Distance N/A
AP 60 Lasts From casting time until an hour after inside creatures awake
Target N/A Save

Calling upon the forces of magic for aid, the mage requests a safe haven for rest and recovery. The earth opens up and envelops the mage (and at certain Intensities, a number of his allies). The mage is effectively absorbed into an enclosed cave. The cave has enough oxygen to sustain those inside for an entire night, as well as food in the form of edible fungi, lichens, and roots. Phosphorescent vegetation provides soft light and the entire space is warm. After a full night's rest, the occupants find an open entranceway to leave. Once all occupants leave, the ground reseals itself. If the occupants do not leave within an hour of waking, they risk being buried alive as the cave reseals itself. The amount of people that can fit in the cave is dependent on the Intensity.

Intensity Effects

  1. The mage alone
  2. The mage and an extra being
  3. The mage and three beings
  4. The mage and six beings
  5. The mage and ten beings

Encase in Ice

This is a ice spell 

See Stay Put.

Encase in Stone

Crashtestdummy.svg This rule simply needs to be tested. It may be almost perfect, or it may need a bit of work. We think it's pretty good, but it hasn't been really tested. Leave any feedback on the Talk page, please!
This spell has a mutative essence This is a earth spell This is a status spell 
Rarity 4 Distance Near
AP 4 Lasts Permanent
Target Creature Save Resilience

The mage turns a creature into solid rock. Only creatures composed of organic matter can be affected by this spell (e.g. flesh, wood, chitin). A mage can petrify a creature whether it be living, dead, or undead. For the target, this process seems like falling asleep. If a petrified creature is Reverted, any damage sustained while petrified persists. Any person that takes their HP in damage while petrified dies, and any attempts to Revert the spell will fail. The size of the targeted creature depends on the Intensity.

Intensity Effects

  1. Size −2 and below (how do you think they make garden gnomes?)
  2. Size 0 and below (most humanoids)
  3. Size 3 and below (…and the horse they rode in on)
  4. Size 6 and below (T. Rex? more like T. Rocks!)
  5. Any size creature (how they really built the Colossus of Rhodes)

Eternal Fire

This spell has a illusory essence This is a fire spell 
Rarity 1 Distance Near
AP 4 Lasts Permanent
Target Object (flammable) Save

The mage calls upon the spirit of fire to create an illusory ever-burning flame, one that consumes no oxygen and gives off no heat, just simply flickering firelight. Burning torches in dungeons are prime examples of Eternal Fire spells. This spell requires an object on which to cast the flame – one that would normally be required for a mundane fire (for instance, a candle, a torch, etc.) This fire lasts until Counterspelled.

Intensity Effects

  1. Create a candle-sized flame
  2. Create a torch-sized flame
  3. Create a small cooking fire-sized flame
  4. Create a campfire-sized flame
  5. Create a bonfire-sized flame

False Sound

This spell has a illusory essence This is a dark spell 
Rarity 1 Distance Medium
AP 4 Lasts 1 round per rank
Target Area Save Lucidity

This spell creates an illusion to distract opponents: sight, sound, smell, or any combination of the three. Anything the caster imagines can come to life. So long as they concentrate on it, the caster can even change the illusion as they see fit while the spell persists. Any targets within an area of a 5 foot radius per rank must make a Lucidity save. A target that passes its save doesn't perceive the illusion at all (and confusion will set in as its friends ask "Hey, did you see that?"). The idea is that if a target believes a false sight or sound, they will be at a disadvantage to notice other things, taking a penalty to subsequent Perception checks. "Huh? What was that noise? Better go check it out."

Intensity Effects

  1. A minor distraction, like mice squeaking, or a bird flying past. Targets take −2 to Perception checks.
  2. A moderate distraction, like smelling the garbage behind a tavern, or a dog barking. Targets take −4 to Perception checks.
  3. A strong distraction, like an apparition floating down a hallway, or many people singing. Targets take −6 to Perception checks.
  4. A very strong distraction, like a militia marching by, or a whiff of rotting flesh. Targets take −8 to Perception checks.
  5. An inescapable distraction, like a clap of thunder, a roaring dragon, or the local drunk screaming and running nude across the town green. Targets take −10 to Perception checks.

Fire Brand

This is a fire spell 

See Elemental Weaponry.

Fire Healing

This is a fire spell 

See Elemental Healing.

Fireball

This is a fire spell 

See Elemental Blast.

Firewall

This is a fire spell 

See Elemental Field.

Flare

This spell has a dynamic essence This is a fire spell This is a light spell 
Rarity 1 Distance Far
AP 4 Lasts N/A
Target N/A Save Stamina

The mage calls upon the spirit of fire to bring forth a burst of fire and light. The mage can use this Flare to signal friends, or blind foes, or even cover your escape. The flare may be launched into the sky as a signal or ignited at close range. The intensity of the flare is dependent on the Intensity.

Intensity Effects

  1. Create a finger-sized signal flare, visible at a distance of 1 mile at night. If not launched, causes an annoying green blob in the vision of everyone with their eyes open (onlookers lose 1 AP for one round).
  2. Creates a bottle-sized signal flare, visible at a distance of 10 miles at night. If not launched, it blinds everyone with their eyes open for two rounds.
  3. Creates a basketball-sized signal flare, visible at a distance of 20 miles at night. If not launched, blinds everyone with their eyes open for 30 seconds.
  4. Creates a torso-sized signal flare, visible at a distance of 50 miles at night. If not launched, it blinds everyone with their eyes open for one minute.
  5. Creates a bolder-sized signal flare, and can be seen from 100 miles. If not launched, it blinds everyone with their eyes open for five minutes.

Fly

This spirit art is in the way of the step This is a journeying spirit art 

Rarity 1 Distance Self
AP 4 Lasts 1 minute per rank
Target Self Save

The spirit artist can take to the skies and travel on thin air by soaring along the fabric of spirit power that blankets the universe. Those who perform this spirit art can hover in place and move in any direction at their normal movement Speed.

If the duration of this spirit art elapses while the performer is airborne, he drifts to the ground at a safe speed. If the effects are removed by the Realign or the Ground spirit art, he plummets to the earth and takes normal falling damage.

Concentration Effects

Each level of Concentration grants a higher bonus to Dash checks while airborne.

  1. +4 bonus to Dash
  2. +8 bonus to Dash
  3. +12 bonus to Dash
  4. +16 bonus to Dash
  5. +20 bonus to Dash

Frost Brand

This is a ice spell 

See Elemental Weaponry.

Glue

This is a slime spell 

See Stay Put.

Grease

This is a slime spell 

See Field Trip.

Haste

This spell has a stygian essence This is a verdance spell This is a status spell 
Rarity 2 Distance Medium
AP 4 Lasts Two rounds per rank
Target Creature Save Mettle
Counter Slow

The mage lights a fire under somebody's rear and makes them a celerity celebrity. In all regards, the target speeds up: mentally and physically. To the target, the world seems to be slowed down. While Hastened, the target gains additional Action Points relative to the Intensity.

Intensity Effects

  1. +1 Action Point
  2. +2 Action Points
  3. +3 Action Points
  4. +4 Action Points
  5. +5 Action Points

Harden/Soften Earth

This spell has a mutative essence This is a earth spell 
Rarity 1 Distance Near
AP 4 Lasts N/A
Target Earth Save

The mage wills a mass of earth, whether solid rock or gooey mud to either soften or harden respectively. When softened, the earth has the consistency of watery mud, which is extremely slippery. If the mage hardens soft earth with creatures inside, they'll be trapped but not crushed. If entirely submerged, they'll suffocate. The type of material that can be liquefied or solidified depends on Intensity. The area that can be affected is 10 foot radius and 1 foot depth per school rank (so a mage with 5 ranks could melt a 50 foot radius that is 5 feet deep).

Intensity Effects

  1. The mage can turn mud to sand or dirt and vice versa
  2. The mage can turn mud to shale and vice versa
  3. The mage can turn mud to hard stone and vice versa
  4. The mage can turn mud to granite and vice versa
  5. The mage can turn mud to crystal and vice versa

Hush

This spell has a dynamic essence This is a ruin spell This is a sound spell 
Rarity 1 Distance Near
AP 4 Lasts One minute per spell rank
Target Area Save
Counter Amplify

Turn that Guns n' Butter Down! Just the opposite of the sound spell Amplify, Dampening a sound magically draws energy from the sound waves of an object or area, in effect reaching in and turning down the volume. This effect doesn't cause the sound to be any quieter, instead it decreases the distance the sound can cover. This spell is cast on an area, and covers a radius of 5 feet per school rank. It can be centered on a creature or object, and wherever the center goes, the Hushed effects go with it. The effect of this spell is that any Perception checks made to hear the sounds are at a greater difficulty (so in effect, distance penalties are increased).

Intensity Effects

  1. Perception DL +2
  2. Perception DL +4
  3. Perception DL +6
  4. Perception DL +8
  5. Perception DL +10

Ice Wall

This is a ice spell 

See Barrier.

Immolate

This is a fire spell 

See Dangerous Body.

Lightning Bolt

This spell has a dynamic essence This is a electricity spell 
Rarity 3 Distance Far
AP 4 Lasts N/A
Target Creature Save Guard Roll

The mage chooses a creature in the distance where a bolt of lightning strikes. On a critical success for the Attack Roll, this bolt arcs to a nearby creature (and futher arc for subsequent critical successes). Anyone within this field of lightning must make a Guard roll to avoid damage. If a creature is struck by the bolt, it takes a small amount of damage and is slowed by the paralytic properties of the electricity. The creature is considered Stunned and acts last in the initiative order.

Intensity Effects

  1. +2 Spell Attack (Electricity)
  2. +4 Spell Attack (Electricity)
  3. +6 Spell Attack (Electricity)
  4. +8 Spell Attack (Electricity)
  5. +10 Spell Attack (Electricity)

Lightning Brand

This is a electricity spell 

See Elemental Weaponry.

Live Wire

This is a electricity spell 

See Elemental Messenger.

Lock

This spell has a mutative essence This is a electricity spell This is a metal spell 
Rarity 2 Distance Near
AP 4 Lasts 2 rounds per rank
Target Object Save

Keep your enemies at bay or open the door from your easy chair. The mage uses the flows of magnetism to shut and seal or unlock and open any lock, latch, or entranceway. Doors and windows aren't the only things that can be locked or unlocked — manacles, chests, a portcullis, gate, or drawbridge are also prime candidates for this spell.

As a defensive (locking) spell, each level of Intensity grants a bonus to the Casting Roll. The result of the roll determines the Machinery DL needed to bypass the lock. As an offensive (unlocking) spell, the spell must be cast at the same Intensity as the lock in place (non-magical locks count as Intensity 1) and instantly undoes it.

When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each. If this spell is cast using the Metal element, the locking mechanism or entranceway must be metallic.

Intensity Effects

  1. +2 to Machinery DL versus opening. Can be used to automatically unlock non-magical locks, and magic locks of Intensity 1.
  2. +4 to DL. Can be used to unlock magic locks of Intensity 2.
  3. +6 to DL. Can be used to unlock magic locks of Intensity 3.
  4. +8 to DL. Can be used to unlock magic locks of Intensity 4.
  5. +10 to DL. Can be used to unlock magic locks of Intensity 5.

Lullaby

This spell has a stygian essence This is a ruin spell This is a status spell 
Rarity 2 Distance Medium
AP 4 Lasts 1 minute per rank
Target Area Save Mettle

The mage makes a call to Mr. Sandman to escort targets to the land of nod. Creatures targeted by this spell are slapped by magic that instantly exhausts them and forces them to fall into peaceful sleep. Creatures capable of standing and sleeping (e.g. horses) fall asleep where they stand, but for the most part, the target will fall down, releasing anything carried. Sleep is cast on an area, and any vulnerable creatures within must save or pass out. A target creature must fit entirely in the area of effect (e.g. you're not gonna fit an elephant into that 5′ circle, friend). Any creature immune to the unconscious condition can't be sedated by this spell.

Intensity Effects

  1. 5 ft radius
  2. 10 ft radius
  3. 15 ft radius
  4. 20 ft radius
  5. 25 ft radius

Mental Ward

This spell has a warding essence This is a electricity spell 
Rarity 2 Distance Contact
AP 4 Lasts 1 minute per spell rank
Target Creature Save

This spell grants a creature a mind of steel. The recipient of a Mental Ward is immune to any Compulsory spell.

Intensity Effects

The Intensity at which Mental Ward is cast is effective against charms of the same Intensity or lower.

Morse Cold

This is a ice spell 

See Elemental Messenger.

Remove Paralysis

This spell has a mutative essence This is a status spell This is a light spell 
Rarity 3 Distance Contact
AP 4 Lasts N/A
Target Creature Save Resilience

The mage can hit the undo button on spells with a Mutative essence. Revert can be cast on any creature currently suffering the effects of a Mutative spell. The opposite powers cancel each other out, and the Mutative spell immediately ends.

The power of this spell is meant to return a creature to its original form, so it only works on spells which alter a creature, not transport it (Return to Sender is what Banish is for). Additionally, this spell cannot be used to counter a Mutative spell being cast.

Intensity Effects

The Revert spell must be cast at the same Intensity or higher as the Mutative spell to be countered.

Ride the Lightning

This is a electricity spell 

See Elemental Portation.

Rock and Roll

This is a earth spell 

See Elemental Portation.

Rock Rehab

This is a earth spell 

See Elemental Healing.

Rocket Boots

This spell has a mutative essence This is a fire spell 
Rarity 2 Distance Contact
AP 4 Lasts 1 minute per rank
Target Creature Save Resilience

The fire mage expels his inner mana, shooting out jets of fire from the bottom of his feet and hands. If the mage is in flight when the spell ends, the spell is dispelled, or the effect is subject to a Spell Ward, he plummets to the ground, taking 1 point of damage per foot fallen (subject to a Guard Roll). While the Fly spell lets the mage float gently to the ground, Rocket Boots allows for no such protection. Instead, it allows for a greater bonus to Dash checks.

Intensity Effects

  1. +4 bonus to Dash. The target needs to take a 10 foot running start to take off. The target tilts his or her body to the side to turn.
  2. +8 bonus to Dash. As Intensity 1, but the target can take off at will.
  3. +12 bonus to Dash.
  4. +16 bonus to Dash. As Intensity 3, but the target can hover.
  5. +20 bonus to Dash. The target has full maneuverability and can move in any direction, including backwards or to the side.

Rose's Fury

This is a verdance spell 

See Dancing Whips.

Safe Haven

This spell has a mutative essence This is a verdance spell This is a earth spell 
Rarity 3 Distance N/A
AP 60 Lasts From casting time until an hour after inside creatures awake
Target N/A Save

Calling upon the forces of magic for aid, the mage requests a safe haven for rest and recovery. The earth opens up and envelops the mage (and at certain Intensities, a number of his allies). The mage is effectively absorbed into an enclosed cave. The cave has enough oxygen to sustain those inside for an entire night, as well as food in the form of edible fungi, lichens, and roots. Phosphorescent vegetation provides soft light and the entire space is warm. After a full night's rest, the occupants find an open entranceway to leave. Once all occupants leave, the ground reseals itself. If the occupants do not leave within an hour of waking, they risk being buried alive as the cave reseals itself. The amount of people that can fit in the cave is dependent on the Intensity.

Intensity Effects

  1. The mage alone
  2. The mage and an extra being
  3. The mage and three beings
  4. The mage and six beings
  5. The mage and ten beings

Shock Therapy

This is a electricity spell 

See Elemental Healing.

Shocking Personality

This is a electricity spell 

See Dangerous Body.

Sicken

This spirit art is in the way of the form This is a eroding spirit art 

Rarity 1 Distance Medium
AP 4 Lasts 2 rounds per rank
Target Creature Save Vitality

The spirit artist grabs at the threads of fate bound to a creature and yanks hard. The target's body is wracked with shooting pain and waves of nausea. Sicken keeps the target physically subdued for its duration, potentially knocking them out cold.

Concentration Effects

The creature picks up an illness. Each level of Concentration increases the severity.

  1. Severity 1: blocking 1 stage of the Knockout Track
  2. Severity 2: blocking 2 stages of the Knockout Track
  3. Severity 3: blocking 3 stages of the Knockout Track
  4. Severity 4 blocking 4 stages of the Knockout Track
  5. Severity 5: blocking 5 stages of the knockout Track

Sleep

This spell has a stygian essence This is a ruin spell This is a status spell 
Rarity 2 Distance Medium
AP 4 Lasts 1 minute per rank
Target Area Save Mettle

The mage makes a call to Mr. Sandman to escort targets to the land of nod. Creatures targeted by this spell are slapped by magic that instantly exhausts them and forces them to fall into peaceful sleep. Creatures capable of standing and sleeping (e.g. horses) fall asleep where they stand, but for the most part, the target will fall down, releasing anything carried. Sleep is cast on an area, and any vulnerable creatures within must save or pass out. A target creature must fit entirely in the area of effect (e.g. you're not gonna fit an elephant into that 5′ circle, friend). Any creature immune to the unconscious condition can't be sedated by this spell.

Intensity Effects

  1. 5 ft radius
  2. 10 ft radius
  3. 15 ft radius
  4. 20 ft radius
  5. 25 ft radius

Slick Missive

This is a slime spell 

See Elemental Messenger.

Slow

This spirit art is in the way of the hand This is a dampening spirit art 

Rarity 1 Distance Medium
AP 4 Lasts 2 rounds per rank
Target Creature Save Mettle

The spirit artist reconfigures a creature's flow of qi to throttle the life force within, imposing slowed responses and snail-like speed. As a result, the hindered creature takes much longer than the rest of us to perceive events, make decisions, and complete actions.

Concentration Effects

Each level of Concentration deprives the target of additional Action Points.

  1. −1 Action Point
  2. −2 Action Points
  3. −3 Action Points
  4. −4 Action Points
  5. −5 Action Points

Smoke Signal

This is a fire spell 

See Elemental Messenger.

Snot Rocket

This is a slime spell 

See Elemental Portation.

Snow Plow

This is a ice spell 

See Shift Element.

Snowball

This is a ice spell 

See Elemental Blast.

Snowdrift

This is a ice spell 

See Elemental Portation.

Song of the Sirens

This is a sound spell 

See Befriend.

Sonic Boom

This is a air spell 

See Elemental Onslaught.

Sound Ward

This spell has a warding essence This is a ruin spell This is a sound spell 
Rarity 3 Distance Medium
AP 4 Lasts One minute per spell rank
Target Area Save

When Sound Ward is cast on an area, anything that would normally cause sound in that area does not. Sounds entering the warded area from outside dissipate as soon as they reach the ward. As soon as people or objects leave a Sound Warded area, they resume making sounds. The radius of the ward is based on the Intensity.

Intensity Effects

  1. 5 feet
  2. 10 feet
  3. 15 feet
  4. 20 feet
  5. 25 feet

Spell Ward

This spell has a warding essence This is a ruin spell 
Rarity 4 Distance Medium
AP 4 Lasts 2 rounds per spell rank
Target Area Save

The area covered by a Spell Ward is completely immune to Magic spells of the Intensity cast and lower (for instance, an Intensity 3 Spell Ward negates all Intensity 3 spells, but not Intensity 4 or 5). A Spell Ward can only be removed by casting Nullify Magic. A Spell Ward covers an area of 10 foot radius per school rank (e.g. a caster with 5 ranks in this spell can cast a 50-foot radius Spell Ward). Magic objects and active spells temporarily cease to function while in a Spell Ward, however they resume functioning normally when the spell ends or when they leave the area of effect. A creature who is inside of a Spell Ward cannot cast spells. A Spell Ward can be centered on a creature or object, and wherever the center goes, the Spell Ward goes along with it.

Intensity Effects

The Intensity at which Spell Ward is cast is effective against spells of the same Intensity or lower.

Stoneswim

This is a earth spell 

See Phasing.

Strip

This spell has a mutative essence This is a electricity spell This is a metal spell 
Rarity 2 Distance Near
AP 4 Lasts N/A
Target Creature Save Resilience

The mage uses powerful electromagnetism to forcibly and quickly snatch an object from a creature's possession. This can be used to deprive someone of their clothes, backpack, armor, sword, shield, kitten, or lunch (uneaten). The mage makes an Attack Roll using the Magic weapon skill. If the target fails its Dodge Roll, the mage makes a Casting Roll, and the target makes a Resilience save. If multiple layers of armor are worn, the spell must be cast for each of them. For instance, a character can wear brigandine over mail. If the mage casts the spell once, the brigandine is removed leaving the mail armor; casting a spell a second time will remove the mail armor as well. Undoing the fasteners on a suit of armor or other worn object causes it to be completely removed during the round in which the spell is cast. Magic armor and similar objects can add their magic enchantment bonus to the creature's Resilience roll.

If cast from the Metal school, this spell is known as This is a metal spell  Unbuckle. A metal mage can undo ties that bind: buckles, buttons, snaps, zippers, and other metal fastenings. This can be used to deprive someone of a worn item so long as the fasteners that hold these objects in place, or the objects themselves are metallic. Many pieces of clothing are held on with metal fasteners, as well (however, this is up to the poverty level, availability of metals to the culture, etc.) This spell cannot be used to open locks, doors, or latches nor can it be used on non-metallic fastenings (such as leather lacing).

Intensity Effects

  1. +1 bonus to the Casting Roll
  2. +2 bonus
  3. +3 bonus
  4. +4 bonus
  5. +5 bonus

Summon Elemental

This spell has a transportive essence This spell can be powered by any element 
Rarity 2 Distance Near
AP 4 Lasts 2 rounds per spell rank
Target N/A Save Resilience

The mage makes extra-dimensional contact with an elemental. If the roll fails, the elemental doesn't appear. If the roll is botched, the elemental comes after the mage! Elementals, like all summoned entities, can be Banished back to their origin.

When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each.

Intensity Effects

  1. Summon Least Elemental
  2. Summon Lesser Elemental
  3. Summon Greater Elemental
  4. Summon Major Elemental
  5. Summon Arch-Elemental

Thunder

This spell has a dynamic essence This is a electricity spell This is a sound spell 
Rarity 2 Distance Far
AP 4 Lasts N/A
Target Area Save Stamina

The mage summons a blast of noise with his or her commanding presence. It rumbles the area, causing deafness and knocking creatures to the ground. A harmless flash of light accompanies this devastating effect. Creatures in the area must save against Deafness and make a Gymnastics check against the spell roll to keep from falling down under the shock of the sound waves. Deafness lasts one hour per spell rank.

Intensity Effects

  1. 10 foot radius
  2. 20 foot radius
  3. 30 foot radius
  4. 40 foot radius
  5. 50 foot radius

Treelimb

This is a verdance spell 

See Hardened Body.

Treestride

This spell has a transportive essence This spell can be powered by any element 
Rarity 4 Distance Self
AP 4 Lasts N/A
Target Self Save

The mage calls upon an elemental to grant him instantaneous passage between two points (e.g. bed to privy, around battlefields, road trips). The mage vanishes in a way characteristic of the element involved. For instance, a water mage is liquefied and falls to the ground with a splash, evaporating, and reappearing at the destination with a spray of water. An electricity mage is struck by a bolt of lightning from the sky or ceiling and similarly strikes the ground at the destination.

A mage can cast this spell using any of the listed elements, but must buy Elemental Skill ranks in each. Every elemental school has a nickname for this spell.

This is a fire spell  Up in Smoke This is a ice spell  Snowdrift This is a earth spell  Rock and Roll
This is a air spell  Airwalk This is a slime spell  Snot Rocket This is a metal spell  Steel Away
This is a electricity spell  Ride the Lightning This is a water spell  Water Slide This is a verdance spell  Transplant
This is a ruin spell  Wasting Away This is a light spell  Traveling Light This is a dark spell  Fly by Night

Intensity Effects

The distance the spell can cover is dependent on the Intensity.

  1. 50 feet
  2. 500 feet
  3. 1 mile
  4. 10 miles
  5. 100 miles

Up in Smoke

This is a fire spell 

See Elemental Portation.

Wall of Stone

This is a earth spell 

See Barrier.

Weapon of Earth

This is a earth spell 

See Elemental Weaponry.