Book:Spells
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
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
- Blindness/Deafness/Muteness
-
Confuse - Cure
- Curse
- Disenchant
- Haste
-
Paralyze -
Petrify - Poison
- Remove Paralysis
- Sicken
- Sleep
- Slow
Spells
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.
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
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.
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.
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
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.
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.
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
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
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
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.
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
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
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
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
- Attributes
- 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
- Stygian-essence Spells
- Light Spells
- Status Spells
- Spells with a target of Creature
- Spells with a rarity of 3
- Dark Spells
- Illusory-essence Spells
- Spells with a rarity of 2
- Deprecated pages
- Unknown-essence Spells
- 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
- Spells with a distance of Contact
- Spells with a distance of Medium
- Ruin Spells
- Mutative-essence Spells
- Eroding spirit arts
- Spirit arts with a distance of Medium
- Spirit arts in the way of the hand
- Dampening spirit arts
- Air Spells
- Electricity Spells
- Spells with a distance of Far