Difference between revisions of "Book:Spells"
(Fire + Earth) |
(Slime + Verdance) |
||
Line 104: | Line 104: | ||
* <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 | ||
Line 149: | Line 185: | ||
==Spells== | ==Spells== | ||
+ | ===Acid Armament=== | ||
+ | {{:Acid Armament}} | ||
+ | ===Acid Ball=== | ||
+ | {{:Acid Ball}} | ||
+ | ===Acid Blood=== | ||
+ | {{:Acid Blood}} | ||
===Alarm=== | ===Alarm=== | ||
{{:Alarm}} | {{:Alarm}} | ||
Line 179: | Line 221: | ||
===Copycat=== | ===Copycat=== | ||
{{:Copycat}} | {{:Copycat}} | ||
+ | ===Corrosive Cage=== | ||
+ | {{:Corrosive Cage}} | ||
+ | ===Corrosive Cure=== | ||
+ | {{:Corrosive Cure}} | ||
===Cure=== | ===Cure=== | ||
{{:Cure}} | {{:Cure}} | ||
Line 193: | Line 239: | ||
===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}} | ||
Line 219: | Line 267: | ||
===Frost Brand=== | ===Frost Brand=== | ||
{{:Frost Brand}} | {{:Frost Brand}} | ||
+ | ===Glue=== | ||
+ | {{:Glue}} | ||
+ | ===Grease=== | ||
+ | {{:Grease}} | ||
===Haste=== | ===Haste=== | ||
{{:Haste}} | {{:Haste}} | ||
Line 253: | Line 305: | ||
===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}} | ||
Line 261: | Line 317: | ||
===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}} | ||
Line 289: | Line 349: | ||
===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
See Elemental Weaponry.
Acid Ball
See Elemental Blast.
Acid Blood
See Dangerous Body.
Alarm
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
- 10 foot radius (room)
- 25 foot radius (campsite)
- 50 foot radius (house)
- 100 foot radius (mansion)
- 300 foot radius (fortress)
Amplify
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
- Perception DL −2
- Perception DL −4
- Perception DL −6
- Perception DL −8
- Perception DL −10
Banshee's Wail
See Sudden Death.
Blackflame
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
- A torch
- A campfire
- A large bonfire
- A house fire
- A forest fire
Bless
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
- Target gains +2 bonus
- Target gains +4 bonus
- Target gains +6 bonus
- Target gains +8 bonus
- Target gains +10 bonus
Blindness/Deafness/Muteness
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
- One round
- Encounter
- Day
- Week
- Permanent
Body of the Elements
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
See Elemental Blast.
Brown Note
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
- −2 to Perform and any spellcasting with a spoken component. Deafened.
- −4 to Perform and spellcasting. Deafened.
- −6 to Perform and spellcasting. Deafened and stunned.
- −8 to Perform and spellcasting. Deafened and stunned.
- −10 to Perform and spellcasting. Deafened, stunned, and wide-eyed.
Cold Compress
See Elemental Healing.
Cold Hearted
See Hardened Body.
Commanding Voice
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
- The mage can issue one word commands (“sleep”, “leave”, “sneeze”, etc.)
- The mage can issue two word commands (“drop that”, “attack her”, “sit down”, etc.)
- The mage can issue three word commands (“give me that”, “sheathe your sword”, etc.)
- The mage can issue a one-sentence command (“Stay here and make sure he doesn't leave”)
- The mage can issue a command of any length and detail, including sequential instructions.
Control Element
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
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
- A torch
- A campfire
- A large bonfire
- A house fire
- A fire the size of a city block
Copycat
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
- +4 Disguise
- +8 Disguise
- +12 Disguise
- +16 Disguise
- +20 Disguise
Corrosive Cage
See Elemental Field.
Corrosive Cure
See Elemental Healing.
Cure
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! |
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.
- Size −1 and below
- Size 1 and below
- Size 3 and below
- Size 5 and below
- Any Size creature
Curse
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
- Target takes −2 penalty
- Target takes −4 penalty
- Target takes −6 penalty
- Target takes −8 penalty
- Target takes −10 penalty
Deafness/Muteness
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
- One round
- Encounter
- Day
- Week
- Permanent
Diamondback
See Hardened Body.
Dig
See Shift Element.
Disenchant
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
See Elemental Messenger.
Ectoplasmic Form
See Fluid Body.
Electric Fence
See Elemental Field.
Embrace of Gaeis
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
- The mage alone
- The mage and an extra being
- The mage and three beings
- The mage and six beings
- The mage and ten beings
Encase in Ice
See Stay Put.
Encase in Stone
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! |
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
- Size −2 and below (how do you think they make garden gnomes?)
- Size 0 and below (most humanoids)
- Size 3 and below (…and the horse they rode in on)
- Size 6 and below (T. Rex? more like T. Rocks!)
- Any size creature (how they really built the Colossus of Rhodes)
Eternal Fire
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
- Create a candle-sized flame
- Create a torch-sized flame
- Create a small cooking fire-sized flame
- Create a campfire-sized flame
- Create a bonfire-sized flame
False Sound
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
- A minor distraction, like mice squeaking, or a bird flying past. Targets take −2 to Perception checks.
- A moderate distraction, like smelling the garbage behind a tavern, or a dog barking. Targets take −4 to Perception checks.
- A strong distraction, like an apparition floating down a hallway, or many people singing. Targets take −6 to Perception checks.
- A very strong distraction, like a militia marching by, or a whiff of rotting flesh. Targets take −8 to Perception checks.
- 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
See Elemental Weaponry.
Fire Healing
See Elemental Healing.
Fireball
See Elemental Blast.
Firewall
See Elemental Field.
Flare
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
- 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).
- 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.
- 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.
- 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.
- 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
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.
- +4 bonus to Dash
- +8 bonus to Dash
- +12 bonus to Dash
- +16 bonus to Dash
- +20 bonus to Dash
Frost Brand
See Elemental Weaponry.
Glue
See Stay Put.
Grease
See Field Trip.
Haste
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 Action Point
- +2 Action Points
- +3 Action Points
- +4 Action Points
- +5 Action Points
Harden/Soften Earth
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
- The mage can turn mud to sand or dirt and vice versa
- The mage can turn mud to shale and vice versa
- The mage can turn mud to hard stone and vice versa
- The mage can turn mud to granite and vice versa
- The mage can turn mud to crystal and vice versa
Hush
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
- Perception DL +2
- Perception DL +4
- Perception DL +6
- Perception DL +8
- Perception DL +10
Ice Wall
See Barrier.
Immolate
See Dangerous Body.
Lightning Bolt
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
- +2 Spell Attack (Electricity)
- +4 Spell Attack (Electricity)
- +6 Spell Attack (Electricity)
- +8 Spell Attack (Electricity)
- +10 Spell Attack (Electricity)
Lightning Brand
See Elemental Weaponry.
Live Wire
See Elemental Messenger.
Lock
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
- +2 to Machinery DL versus opening. Can be used to automatically unlock non-magical locks, and magic locks of Intensity 1.
- +4 to DL. Can be used to unlock magic locks of Intensity 2.
- +6 to DL. Can be used to unlock magic locks of Intensity 3.
- +8 to DL. Can be used to unlock magic locks of Intensity 4.
- +10 to DL. Can be used to unlock magic locks of Intensity 5.
Lullaby
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
- 5 ft radius
- 10 ft radius
- 15 ft radius
- 20 ft radius
- 25 ft radius
Mental Ward
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
See Elemental Messenger.
Remove Paralysis
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
See Elemental Portation.
Rock and Roll
See Elemental Portation.
Rock Rehab
See Elemental Healing.
Rocket Boots
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
- +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.
- +8 bonus to Dash. As Intensity 1, but the target can take off at will.
- +12 bonus to Dash.
- +16 bonus to Dash. As Intensity 3, but the target can hover.
- +20 bonus to Dash. The target has full maneuverability and can move in any direction, including backwards or to the side.
Rose's Fury
See Dancing Whips.
Safe Haven
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
- The mage alone
- The mage and an extra being
- The mage and three beings
- The mage and six beings
- The mage and ten beings
Shock Therapy
See Elemental Healing.
Shocking Personality
See Dangerous Body.
Sicken
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.
- Severity 1: blocking 1 stage of the Knockout Track
- Severity 2: blocking 2 stages of the Knockout Track
- Severity 3: blocking 3 stages of the Knockout Track
- Severity 4 blocking 4 stages of the Knockout Track
- Severity 5: blocking 5 stages of the knockout Track
Sleep
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
- 5 ft radius
- 10 ft radius
- 15 ft radius
- 20 ft radius
- 25 ft radius
Slick Missive
See Elemental Messenger.
Slow
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 Action Point
- −2 Action Points
- −3 Action Points
- −4 Action Points
- −5 Action Points
Smoke Signal
See Elemental Messenger.
Snot Rocket
See Elemental Portation.
Snow Plow
See Shift Element.
Snowball
See Elemental Blast.
Snowdrift
See Elemental Portation.
Song of the Sirens
See Befriend.
Sonic Boom
See Elemental Onslaught.
Sound Ward
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
- 5 feet
- 10 feet
- 15 feet
- 20 feet
- 25 feet
Spell Ward
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
See Phasing.
Strip
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 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 bonus to the Casting Roll
- +2 bonus
- +3 bonus
- +4 bonus
- +5 bonus
Summon Elemental
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
- Summon Least Elemental
- Summon Lesser Elemental
- Summon Greater Elemental
- Summon Major Elemental
- Summon Arch-Elemental
Thunder
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
- 10 foot radius
- 20 foot radius
- 30 foot radius
- 40 foot radius
- 50 foot radius
Treelimb
See Hardened Body.
Treestride
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.
Up in Smoke | Snowdrift | Rock and Roll | |||
Airwalk | Snot Rocket | Steel Away | |||
Ride the Lightning | Water Slide | Transplant | |||
Wasting Away | Traveling Light | Fly by Night |
Intensity Effects
The distance the spell can cover is dependent on the Intensity.
- 50 feet
- 500 feet
- 1 mile
- 10 miles
- 100 miles
Up in Smoke
See Elemental Portation.
Wall of Stone
See Barrier.
Weapon of Earth
See Elemental Weaponry.
- Attributes
- Slime Spells
- Sexy
- Warding-essence Spells
- Sound Spells
- Spells with a target of Area
- Spells with a distance of Near
- Spells with a rarity of 1
- Dynamic-essence Spells
- Verdance Spells
- Illusory-essence Spells
- Fire Spells
- Spells with a target of Object (fire)
- Stygian-essence Spells
- Light Spells
- Status Spells
- Spells with a target of Creature
- Spells with a rarity of 3
- Dark Spells
- Deprecated pages
- Unknown-essence Spells
- Manipulation Spells
- Spells with a target of Self
- Spells with a distance of N/A
- Spells with a rarity of 2
- Earth Spells
- Ice Spells
- Spells with a target of Object (element)
- Mutative-essence Spells
- Water Spells
- Spells with a distance of Contact
- Needs Tweaking
- Spirit arts in the way of the form
- Augmenting spirit arts
- Spirit arts with a target of Creature
- Spirit arts with a distance of Contact
- Spirit arts with a rarity of 1
- Compulsory-essence Spells
- Electricity Spells
- Needs Testing
- Spells with a rarity of 4
- Spells with a target of Object (flammable)
- Spells with a distance of Medium
- Spells with a distance of Far
- Spirit arts in the way of the step
- Journeying spirit arts
- Spirit arts with a target of Self
- Spirit arts with a distance of Self
- Spells with a target of Earth
- Ruin Spells
- Metal Spells
- Spells with a target of Object
- Eroding spirit arts
- Spirit arts with a distance of Medium
- Spirit arts in the way of the hand
- Dampening spirit arts
- Air Spells
- Transportive-essence Spells
- Spells with a distance of Self