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
Air
-
Air Whip - Airwalk
- Blast
- Bubble
-
Cloud Step -
Call Storm - Control Winds
-
Darkcloud - Fly
- Healing Wind
- Mister Mist
- Nauseating Breeze
- Pheromones
- Run Like the Wind
- Scent
- Suffocate
- Summon Elemental
- Summon Fog
-
Twister - Wind Wall
- Whispering Wind
- Weapon of Wind
Charm
- A House Divided
-
Backlash - Befriend
-
Brainwash -
Dominate - Enchant
- Enrage
-
Enthrall -
Insanity -
Link Fates - Marionette
-
Morale -
Reverse Polarity -
Stupefy - Sudden Death
- Suggest
Conjuring
- Barrier
- Circle of Defiance
-
Conjure Element - Conjure Food
- Costume
- Create Object
- Darkness
- Ghost Armor
- Light
-
Request Animal - Simulacrum
- Store Object
-
Summon Ally - Summon Elemental
-
Summon Weapon/Armor - Web
Dark
- Corrupt
- Curse
- Darkness
- Disease
- Feign Death
-
Health Drain - Inflict Pain
-
Insanity -
Mana Drain -
Mask Aura -
Parasitic Weapon - Sadism
- Steal Strength
- Steal Soul
- Sudden Death
-
Summon Zombie -
Torrent of Blood
Earth
- Boulderball
- Diamondback
- Dig
-
Earthquake - Ear to the Ground
- Encase in Stone
- Harden/Soften Earth
-
Meteor -
Petrify - Rock and Roll
- Rock Rehab
- Safe Haven
-
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
Illusion
- Blur
-
Figment - Invisibility
- Larger than Life
-
Mask Aura - Masquerade
- Mirror Image
- Mislead
- You and What Army
Light
- Flare
-
Laser - Light
Manipulation
- Blackflame
- Body of the Elements
- Control Element
- Copycat
- Fly
- Lock
-
Morph Other -
Petrify -
Rubberflesh -
Shapeshift -
Shrink/Enlarge - Strip
-
Time Stop - Treelimb
Metal
- Acupuncture
-
Alchemist's Dream - Cannonball
-
Curse of the Smith - Dance of Steel
-
Full Metal Jacket - Juggernaut
- Lock
-
Master of Magnetism - Melt
- Pass Through Metal
-
Ricochet -
Rust - Steel Stockade
- Steelshape
- Steelslide
- Steelspeech
- Summon Elemental
-
Summon Metal Weapon/Armor - Unbuckle
- Weaponsmith
Perception
- Comprehend Language
-
Detect Charm -
Dis Illusion - Enhance Senses
- Farsight
- Foresight
- Hear Thoughts
- Infrared Eyes
- Nightvision
- Prophecy
-
Read Aura - Scent
-
See Invisibility - See Magic
-
Them Bones - X-Ray Vision
Portation
- Banish
- Contingent Jump
- Elemental Portation
-
Invitation Only - Lock
-
Portation Ward - Portkey
- Quick Portal
- Teleport
- Teleport Circle
Ruin
-
Age -
Aura of Decay -
Ashes to Ashes - Curse
- Dirt and Dust
-
Entropic Sphere - Erode Spirit
- Nullify Magic
-
Rusty Caress - Scar
-
Shatter -
Summon Void - Slow
-
Thirst - Wilt
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
Water
- Babbling Brook
- Body of Water
-
Call Storm - Calm/Enrage the Sea
-
Control Water -
Curse Water -
Deluge -
Driving Rain - Drown
-
Float - Heat/Cool Water
- Healing Water
-
Hose - Metamorphose Liquid
- Pool Shark
-
Rain Dance - Summon Elemental
-
Thirst - Wall of Water
- Waterball
- Water Slide
- Water Walk
- Weapon of Water
Spells
A House Divided
Rarity | 2 | Distance | Near |
---|---|---|---|
AP | 4 | Lasts | 2 rounds per spell rank |
Target | Creature | Save | Mind Control |
Like a house of cards, one's enemies will crumble if the support falls. This spell alters the target's perception of friend and foe. By physically and psychologically cordoning off an enemy from his/her allies, the mage makes friends of enemies.
Intensity Effects
- The target will always subconsciously attempt to move in the opposite direction of allies. The target will not abandon the fight simply because of this: they simply wish to fight alone.
- The target is struck with "friendship amnesia" and thinks his former allies are strangers, with a neutral disposition towards them.
- The target is rendered completely oblivious to the cries and actions of comrades. The target still hears and sees everything going on in the fight, but it is glossed over without consideration.
- The target turns against his/her allies and counts them amongst his/her enemies. The target will believe in his/her mind that their allies have gone over to the wrong side! In game terms, this means that the target will attack former comrades as well as other enemies, with no preference to either except who poses the most immediate threat.
- The target turns against his/her allies and believes their former enemies friends. Essentially the target simply begins to fight for the opposing side for the duration of the spell. No amount of talking can make the target snap out of the spell before it ends.
Acupuncture
See Elemental Healing.
Acid Armament
See Elemental Weaponry.
Acid Ball
See Elemental Blast.
Acid Blood
See Dangerous Body.
Airwalk
See Elemental Portation.
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
Babbling Brook
See Elemental Messenger.
Banish
Rarity | 2 | Distance | Medium |
---|---|---|---|
AP | 4 | Lasts | N/A |
Target | Creature | Save | Resilience |
With a commanding voice, the mage undoes the binding spells of summoning, and banishes a summoned creature back to its original location. Anything the creature held that did not come with it drops to the ground. (For instance, if a person was summoned, grabbed a sword, and was banished, the sword would fall to the ground; however if the person came with the sword, it would disappear as well).
Intensity Effects
The mage must match the Intensity of Banish to the Intensity of the summon spell; so an Intensity 4 Summon spell can only be countered by an Intensity 4 Banish.
Banshee's Wail
See Sudden Death.
Barrier
Rarity | 1 | Distance | Near |
---|---|---|---|
AP | 4 | Lasts | 2 rounds per school rank |
Target | N/A | Save |
The mage conjures a massive wall of a solid element to block the tricks of others. The Health Points of the wall varies by Intensity. The wall can be dismissed at will. When the spell expires, the wall crumbles. The wall can be attacked and smashed through by opponents using spells or bludgeoning weapons (the wall uses the Casting Roll of the mage for its Guard Rolls). Slashing and piercing weapons take a −4 penalty to attack the wall. The wall is especially susceptible to the attacks of the opposite element, which deal double damage. Ice is opposed by fire, earth is opposed by air, metal is opposed by slime. The wall is 20 feet high, 40 feet wide, and 1 foot thick, and it can be made into any shape the mage wishes, but it is not mobile.
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. In the ice school, it's called Ice Wall. To earth mages, it's Stonewall. Metal mages refer to it as Steel Stockade. In the verdance school, it's called Brier Patch.
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.
Ice Wall | Stonewall | Steel Stockade | |||
Briar Patch |
Intensity Effects
- 20 HP
- 40 HP
- 60 HP
- 80 HP
- 100 HP
Befriend
Rarity | 1 | Distance | Near |
---|---|---|---|
AP | 4 | Lasts | 1 hour per rank |
Target | Creature | Save | Virtue |
Bonds of the soul are resilient and powerful indeed. This spirit art forges a transient link of friendship between two spirits. Creatures targeted by Befriend are temporarily compelled to sympathize with a creature chosen by the spirit artist (including herself). An opponent in combat whose Disposition is improved to at least neutral will cease hostilities.
Concentration Effects
The level of Concentration determines the strength of the bond one can forge.
- Improves Disposition by one level
- Improves Disposition by two levels
- Improves Disposition by three levels
- Improves Disposition by four levels
- Improves Disposition by five levels
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
Blast
Rarity | 1 | Distance | Far |
---|---|---|---|
AP | 4 | Lasts | N/A |
Target | Creature/Object | Save | Guard |
One can wield the very life force inside oneself as a ranged weapon, and combat foes with tangible concentrations of ballistic spirit energy. Make an Attack Roll using the spirit weapon style. If the target fails its Dodge roll, the spirit artist makes a Focus Roll and the target makes its Guard Roll.
Concentration Effects
The bonus this spirit art grants to the Focus Roll depends on the level of Concentration.
- +6 bonus to the Focus Roll
- +12 bonus to the Focus Roll
- +18 bonus to the Focus Roll
- +24 bonus to the Focus Roll
- +30 bonus to the Focus Roll
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
Blur
Rarity | 1 | Distance | Self |
---|---|---|---|
AP | 4 | Lasts | 2 rounds per rank |
Target | Self | Save |
The mage's outline and shape becomes blurry to the naked eye, making attempts to hit her in combat much more difficult.
Intensity Effects
The mage receives a bonus to Evasion Rolls dependent on the Intensity.
- +2 bonus to Evasion
- +4 bonus
- +6 bonus
- +8 bonus
- +10 bonus
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
Body of Water
See Fluid Body.
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.
Bubble
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 | 3 | Distance | Medium |
---|---|---|---|
AP | 4 | Lasts | 10 minutes per spell rank |
Target | Area | Save |
The air mage conjures an airtight, and for that matter, anything-tight bubble of invulnerability around creatures or objects with an unlimited air supply. The bubble may not be penetrated by attacks from outside nor may attacks from inside reach outside. Sound is dampened to near silence through the bubble. The bubble cannot be punctured or shattered by anything but magic, meaning attack spells and magic weapons. The bubble is at the command of the air mage and may be levitated and moved at the mage's normal speed. The creatures or objects inside the bubble are subject to nothing that an outside force could effect. The air mage may "pop" the bubble at will, whereupon anything inside is subject to the natural laws of the world once again.
Intensity Effects
- Large enough to fit 1 humanoid creature
- 2 creatures
- 3 creatures
- 4 creatures
- 5 creatures
Cannonball
See Elemental Blast.
Circle of Defiance
Target | Area | Ritual Points | 10 |
---|---|---|---|
Requirements | Time, Wealth, Mana | ||
Oppositions | Sacrifice |
Harnessing the ancient power of protection and safety, this ritual provides an invisible barrier that can protect or entrap. Those performing the ritual construct an intricate circular diagram on the ground, using whatever means and materials necessary. Typically, the inscriptions and runes involved in this ritual are recorded using chalk, powdered gems, or even drawn in the dirt with a stick. Those performing the ritual can choose whether the circle allows movement in but not out (a capturing circle), or allows movement out but not in (a protective circle). Nothing harmful or living can penetrate the barrier (including fabricated creatures), however this ritual does not prevent Transportive magic or the Teleport Special Power.
The circle is permanent, however, once the inscriptions of the circle are disturbed, the power of the ritual disappears (a capturing circle can only be destroyed from the outside; a protective circle can only be destroyed from the inside).
In practical terms, the circle is actually a sphere, the outer perimeter of which is 10 feet from the center. Those performing the ritual can choose to enlarge the Circle of Defiance in increments of 10 feet. Each increment costs double the Ritual Points of the one before it. So for example, a 20 foot radius circle would cost 20 Ritual Points, but a 30 foot radius circle would cost 40.
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.
Comprehend Language
Rarity | 1 | Distance | Near |
---|---|---|---|
AP | 4 | Lasts | 10 minutes per spell rank |
Target | Creature | Save |
The targets become skilled linguists in a particular written and/or spoken language. The targets will be able to converse in or read languages which they have never seen or heard before. Targets receive a bonus to Translate, depending on the Intensity.
Intensity Effects
- +4 to Translate
- +8 to Translate
- +12 to Translate
- +16 to Translate
- +20 to Translate
Conjure Food
Rarity | 1 | Distance | Near |
---|---|---|---|
AP | 4 | Lasts | N/A |
Target | N/A | Save |
A mage with this spell can seemingly conjure sustenance out of thin air. The food may taste and look very much real, but it contains none of the expected nutritional value. Creatures consuming this pretend food stave off the effects of Knockout penalties from starvation, but must eventually consume some real nourishment or die. The food remains and rots just like real food of the type would.
Intensity Effects
The amount of food depends on the Intensity, the quality depends on the cook.
- One solid meal for one person
- 5 people. Dysfunctional family conversation included!
- 10 people
- 15 people
- 20 people
Contingent Jump
Rarity | 3 | Distance | N/A |
---|---|---|---|
AP | 4 | Lasts | N/A |
Target | Self | Save |
As a failsafe to escape danger, long ago a mage created the Contingent Jump spell in order to save his ugly hide. This spell allows a mage to specify trigger conditions that result in his or her instant departure to a familiar location. As long as the Contingent Jump is active on a mage's person, the mana used to cast the spell are unavailable for use.
Intensity Effects
- The mage can only give a vague description of desired trigger conditions consisting of one word statuses (hurt, dirty, drugged, etc.). The mage will end up anywhere within a mile of the intended location. Because of the vague conditions, the spell may activate at inopportune moments. This Intensity takes two rounds after the conditions have happened to enact. For instance, Sir Bedevere states that whenever he becomes hurt he wishes to return home. He was accidentally returned when an insult was thrown at him.
- As per Intensity 1, but the chances for the terms to be misconstrued are lessened.
- The mage can give clearer details regarding the trigger conditions, but nothing too complicated (mortally hurt, suffocating but not choking, drowning and not drinking, falling not slipping). The mage will end up within 50 yards of the intended location. This Intensity takes one round after the conditions have happened to enact.
- As per Intensity 3, but the spell activates immediately.
- The mage can issue a lengthy description of desired trigger conditions and is transported exactly where intended. For instance, Beld the Bard wishes to be whisked away to his palace of beautiful women whenever he feels himself become emotionally attached to anyone (he frequently makes the visit, even outside of these conditions).
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
Control Winds
Rarity | 1 | Distance | Far |
---|---|---|---|
AP | 4 | Lasts | N/A |
Target | Air | Save | Stamina |
Mother nature takes orders from no one, but good advice never hurt anyone. With this spell the mage takes existing wind conditions and softens or exaggerates their effects. The spell can be cast indoors or outdoors. When winds are augmented, arrows miss their mark, ships will sail faster, and creatures can be thrown to the ground. The wind can be directed at one individual as well as be modified. Creatures must roll Stamina to avoid the effects of the strengthened wind, moving one foot for each point of difference between the Casting Roll and their save. If creatures defending from a gust of wind botch their save roll, they move one step down the Knockout Track in addition to being thrown.
Intensity Effects
- Winds increased: Ranged attacks take −1, +2 to Casting Roll; Winds decreased: nullify a breeze
- Winds increased: Ranged attacks take −3, +4 to Casting Roll; Winds decreased: nullify moderate winds
- Winds increased: Ranged attacks take −5, +6 to Casting Roll; Winds decreased: nullify strong winds
- Winds increased: Ranged attacks take −10, +8 to Casting Roll; Winds decreased: nullify storm winds
- Winds increased: Ranged attacks take −20, +10 to Casting Roll; Winds decreased: nullify hurricane winds
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.
Corrupt
Rarity | 1 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | N/A |
Target | Creature | Save | Mind Control |
The Dark Mage, after spending some quality get to know you time with a target, begins to weave spells around him/her and corrupt their minds, turning them more like the Dark Mage.
Intensity Effects
- The Dark Mage can input an additional item into the character's motivation.
- The Dark Mage can input an additional item into the character's personality.
- The Dark Mage can input an additional item into the character's alignment.
- The Dark Mage can input an additional item into the character's motivation and personality.
- The Dark Mage can input an additional item into the character's alignment, motivation, AND personality.
Costume
Rarity | 1 | Distance | Near |
---|---|---|---|
AP | 4 | Lasts | 1 hour per spell rank |
Target | N/A | Save |
The mage magically summons a disguise for himself or another person — clothes, wigs, false beards, spectacles, and the like. Whereas the Masquerade spell from the Illusion school is insubstantial, a Costume from Conjuring is completely real. Instead of making a Disguise check, the costume-wearers use the Casting Roll.
Intensity Effects
- A normal set of clothing and appropriate equipment for one person
- The same as Intensity 1 but for two people
- Disguises for three people
- Disguises for four people
- Disguises for five people
Create Object
Rarity | 3 | Distance | Near |
---|---|---|---|
AP | 4 | Lasts | N/A |
Target | N/A | Save |
This spell is the meat and potatoes of conjuring (however, a different spell is required to summon meat and potatoes). This spell summons single, nonliving, material objects out of thin air (in the absence of thin air, thick air will do). The object remains indefinitely.
Intensity Effects
- Small object (a lockpick, a dagger, a rock)
- Medium object (a longsword, a wooden chest, a saddle)
- Large object (a door, a throne, a rowboat)
- Oversized object (a wagon or cart, a yacht, a merchant's stand)
- A complex object with working parts (a gun, a grandfather clock, a wind-up toy soldier)
Cure
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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
Dance of Steel
See Dancing Whips.
Darkness
Rarity | 1 | Distance | Medium |
---|---|---|---|
AP | 4 | Lasts | 1 round per spell rank |
Target | Area | Save | |
Counter | Light |
The mage summons a spherical area of complete and utter inky blackness. The spell devours any light emitted within its area of effect, and blocks any light outside from getting in — so not even Infrared Eyes can help you. Creatures within this field of darkness which rely on sight (even those that are capable of seeing in the dark) are treated as being Blind, and take −8 to pretty much any combative action (except for those with the Blind-Fighting trump).
Intensity Effects
The size of the field is dependent on the Intensity.
- 5 ft radius
- 10 ft radius
- 15 ft radius
- 20 ft radius
- 25 ft radius
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.
Dirt and Dust
Rarity | 1 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | N/A |
Target | Object (remains) | Save |
The mage sifts through the remains of a person or object, and using this spell gleans information about the history of the object or person in the form of memory-like scenes. The vividness of the scenes increases per Intensity as follows.
Intensity Effects
- Can catch brief, visual glimpses of scenes.
- Sound as well as sight are available with the flashes.
- Smell is included as well.
- Touch and taste are included.
- The mage is immersed in the scene and can stay as long as he desires and experiences all five senses. The mage is essentially a ghost and will not be able to change events, only view them.
Disease
Rarity | 4 | Distance | Self |
---|---|---|---|
AP | 4 | Lasts | N/A |
Target | Self | Save |
The dark mage becomes a carrier for a horrible disease. The type of disease spread is dependent on the Intensity (see the Life and Death chapter for information on diseases), and the mage may pick any disease of the appropriate level to spread. While the mage can only carry the disease for a single attack, the disease will lie dormant indefinitely until delivered. To infect a creature, the mage must make a hand-to-hand attack against the target (the infection must be delivered by a bite, kiss, scratch, etc.) After a successful attack, the mage makes a Casting Roll to determine the disease's DL. If the target succeeds at its first Vitality check, the disease is ineffective; failure results in immediate infection and those icky body aches.
Intensity Effects
- Level One Disease
- Level Two Disease
- Level Three Disease
- Level Four Disease
- Level Five Disease
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.
Drown
See Asphyxiate.
Ear to the Ground
See Elemental Messenger.
Ectoplasmic Form
See Fluid Body.
Electric Fence
See Elemental Field.
Elemental Portation
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
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)
Enchant
This spell is too powerful. Other spells exist to do much the same thing.
Rarity | 1 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | 1 hour per school rank |
Target | Object | Save | N/A |
One item of the caster's choice becomes imbued with magical energies which can last for many hours. If placed on a weapon or shield, the bonus is added to the Attack and Parry rolls with it. If place on armor, the bonus is added to the wearer's Guard Roll. If placed on an item, the bonus is added to the main function of the item (e.g. thieves' lock picks grant this bonus to Machinery checks).
Intensity Effects
- +1
- +2
- +3
- +4
- +5
Enhance Senses
Rarity | 2 | Distance | Self |
---|---|---|---|
AP | 4 | Lasts | 10 minutes per rank |
Target | Self | Save |
One or more of the mage's senses become supernaturally accurate. Depending on the element used when casting, the mage receives a bonus to Perception for sight and/or sound, and a bonus to Search for scent (which allows you to track).
Take care, though, because effects that target the senses affect a mage under this spell even more so. A mage with enhanced senses takes −4 to saves against anything which target those senses. A mage with enhanced sight will be at a disadvantage to Flare, for example. A mage with enhanced smell will be at a disadvantage to Nauseating Breeze, and so on.
A mage can cast this spell using any of the listed elements, but must buy magic element ranks in each. When cast from the Air school, only the sense of smell is boosted, and so only the bonus to Search applies. When cast from the Light school, only the sense of sight is boosted, so only the bonus to Perception (for visual stimuli) applies. When cast from the Earth school, only the sense of hearing is boosted, so only the bonus to Perception (for auditory stimuli) applies. When cast from the Verdance school, all three senses are boosted.
Intensity Effects
The strength of the bonus gained depends on the Intensity.
- The mage gains a +2 bonus to the relevant sense(s)
- The mage gains a +4 bonus
- The mage gains a +6 bonus
- The mage gains a +8 bonus
- The mage gains a +10 bonus
Enrage
Rarity | 1 | Distance | Near |
---|---|---|---|
AP | 4 | Lasts | 1 hour per rank |
Target | Creature | Save | Virtue |
The spirit artist incites a creature to enmity and violence by upsetting its spiritual calm. Creatures targeted by Enrage become temporarily repulsed by another creature of the spirit artist's choosing (including himself). If the target fails its save, the bonds of friendship strain under the weight of its rising ire. A creature whose Disposition is worsened to hostile will take up arms and fight.
Concentration Effects
The degree to which alliances can be suspended depends on the level of Concentration.
- Worsens Disposition by one level
- Worsens Disposition by two levels
- Worsens Disposition by three levels
- Worsens Disposition by four levels
- Worsens Disposition by five levels
Erode Spirit
See Demoralize.
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.
Farsight
Rarity | 2 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | One minute per spell rank |
Target | Object (reflective) | Save | Mettle |
Ever get the feeling you're being watched? Using this spell, a mage can perceive a remote location, creature, or item as if he was there with it. If the mage wants to view a particular creature or an item held by a creature, the creature gets a Mettle save to block out the mage, but they may not be aware they're getting screen time. An observed creature gets the feeling they're being watched with a DL 15 Clairvoyance check, and a DL 20 check will alert them it's magic. The mage can also simply choose a distance and direction ("500 miles north") and see that area.
The distance able to be seen depends on the Intensity. In order to activate this spell, the mage must have a reflective surface available such as a mirror, a glass ball, or a placid lake through which the remote sights and sounds are transmitted.
Intensity Effects
- The mage can scry on a target at a distance of up to 1 mile
- The mage can scry on a target at a distance of up to 10 miles
- The mage can scry on a target at a distance of up to 100 miles
- The mage can scry on a target at a distance of up to 1,000 miles
- The mage can scry on any target, anywhere in the world.
Feign Death
Rarity | 2 | Distance | Self |
---|---|---|---|
AP | 4 | Lasts | Intensity-dependent |
Target | Self | Save | Lucidity |
The mage effectively puts himself into stasis, appearing as though he were dead. The spell is good enough to fool anyone at first glance, and even heart checks, listening for breath, etc won't be able to tell the difference. The length of time the death can be feigned depends on the Intensity. The mage has a limited awareness of the events happening around him. The mage rests while in this state as if he was asleep. When the spell is first cast, the mage makes a Casting Roll. Anyone who checks if the mage is dead is welcome to a Lucidity check against the Casting Roll.
Intensity Effects
- One minute
- One hour
- One day
- One week
- As long as the caster desires
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
Foresight
Rarity | 4 | Distance | Self |
---|---|---|---|
AP | 4 | Lasts | One round per spell rank |
Target | Self | Save |
The mage gains a supernatural sixth-sense about incoming danger to his or her person. Before an event occurs, the mage gets some sort of feeling or warning to indicate foreboding doom. The specifics of the spell are dependent on the Intensity.
Intensity Effects
- The mage gets a bad feeling when danger is about to befall him or her. The mage gains a +1 bonus to his or her Defense Roll and Reaction checks.
- The mage is fairly certain of exactly what will happen moments before it occurs. The mage gains a +2 bonus to his or her Defense Roll and Reaction checks.
- The mage is almost positive of impending doom. The mage gains a +3 bonus to his or her Defense Roll and Reaction check.
- The mage is alerted to a specific threat before it occurs. The mage is never caught wide-eyed, and further gains a +4 bonus to his or her Defense Roll and Reaction checks.
- The mage can mentally perceive a danger just before it happens, and the mage gains a +5 bonus to his or her Defense Roll and Reaction checks.
Frost Brand
See Elemental Weaponry.
Ghost Armor
Rarity | 1 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | 1 hour per school rank |
Target | Creature | Save |
The recipient of this handy spell is endowed with a glowing nimbus that resembles full-bodied translucent armor. This cloak of protection grants a bonus to the target's Guard Roll. The nimbus is completely weightless and doesn't hamper movement in any way. The target can already be wearing armor and gain the effects of this spell; the bonus instilled by this spell even applies to attacks where armor might be ignored.
Intensity Effects
- +1 to Guard Roll
- +2 to Guard Roll
- +3 to Guard Roll
- +4 to Guard Roll
- +5 to Guard Roll
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
Healing Water
See Elemental Healing.
Healing Wind
See Elemental Healing.
Hear Thoughts
Rarity | 2 | Distance | Self |
---|---|---|---|
AP | 4 | Lasts | Two rounds per spell rank |
Target | Self | Save | Mind Control |
The mage gains the ability to violate the private sanctum of nearby minds and pull out useful bits of information. He can weed through the synapses of a person's conscious thought, and intercept the electrical impulses that fly between. The mage can read minds up to 5 feet away per spell rank. Usually, creatures subject to this spell have no idea they're being read. Only creatures with minds have thoughts; plant creatures, animate objects, and some undead are right out.
Intensity Effects
- The mage can get a general feeling of mood and reaction from a person ("I don't like that," "I am angry!").
- The mage can tell distinct reactions, mood, and when a person is lying ("I hate the man that just walked in," "I am fibbing!")
- The mage can hear surface thoughts. ("I am really hungry," "That girl is hot,")
- The mage can hear more specific thoughts. ("Just wait till they see the magic dagger I've got in my pocket,")
- The mage can weed through a mind and pick out desired information. Searching for information in a specific mind in this fashion takes 6 AP to listen to the thoughts. ("The keys to the chest are in my backpack")
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.
Inflict Pain
Rarity | 1 | Distance | Near |
---|---|---|---|
AP | 4 | Lasts | 1 round per rank |
Target | Creature | Save | Mettle |
The Dark Mage wracks the target with intolerable pain from which he/she cannot escape. The damage done in this manner moves the target along the Knockout Track, but does no lethal damage. The target will likely scream and spasm as pain wracks their body. When the spell ends, the pain goes away and the target reverts to whatever stage on the Knockout Track they previously occupied.
Intensity Effects
- One stage down on the Knockout Track
- Two stages down
- Three stages down
- Four stages down
- Five stages down
Infrared Eyes
Rarity | 3 | Distance | Self |
---|---|---|---|
AP | 4 | Lasts | One minute per spell rank |
Target | Self | Save |
The mage's vision shifts to the infrared spectrum. This spell is useful for detecting heat sources, for example, the number of guards on a parapet at night, the power sources are in a building, or the footsteps of a fugitive through the woods. Neutral objects are dark blue. Depending on their heat output, they appear anywhere from blue or green through yellow, orange, red, or white. Cold objects appear purple or black. Invisible objects and creatures are undetectable by this spell.
Intensity Effects
- 100 ft radius
- 200 ft radius
- 300 ft radius
- 400 ft radius
- 500 ft radius
Invisibility
Rarity | 2 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | 1 minute per spell rank |
Target | Creature/Object | Save |
"You're stark invisible!" The target of this spell becomes completely transparent and all light passes through him. He receives a +8 bonus to Stealth rolls, and catches any combat targets wide-eyed. Once an invisible creature's presence is detected, any offensive combat rolls to harm him take a −8 penalty, as if the combatant were blind. Note that an invisible creature still possesses mass and can be detected through scent, sound, or environmental disturbances (e.g. rain, powder). The See Magic spell will reveal the auras of any invisible creatures and objects cast at the same Intensity. All benefits of invisibility are negated against creatures which do not rely upon sight. Objects which are turned invisible are difficult to find. The GM should set a Search DL which depends on the size of the invisible object.
Intensity Effects
- Invisible, if the mage is knocked into, the victim of a successful attack, or otherwise commits a blunder (e.g. rolls a critical failure), the spell ends.
- Invisible.
- Invisible, may attack normally.
- Invisible, may attack normally, anything the mage picks up becomes invisible.
- Invisible, may attack normally, anything the mage picks up becomes invisible, anyone in contact with the mage become invisible.
Juggernaut
See Hardened Body.
Larger than Life
Rarity | 2 | Distance | N/A |
---|---|---|---|
AP | 4 | Lasts | One minute per school rank |
Target | Self | Save | Guts |
The mage increases his/her size in an illusory manner, seeming larger than he/she really is. In effect, the mage will stay the same size, so if a mage enlarged to the size of a house tries to walk into a small cave opening, the illusion "bends" and onlookers are entitled to a new roll to disbelieve the effects of the illusion. Remember, it only looks like the mage is as big as this.
Intensity Effects
- Trowl style. 12 feet tall.
- Ogre style. 20 feet tall.
- Giant style. 50 feet tall.
- Titan style. 100 feet tall.
- Radioactive lizard. 500 feet tall.
Light
Rarity | 1 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | One hour per spell rank |
Target | Object | Save | |
Counter | Darkness |
Light is cast in order to illuminate one's way. The conjurer chooses a target inanimate item (stone, gem, sword, suit of armor, button, wall, corpse, candle) and imbues it with a radiance that can help in navigating caves and other dark places. The mage can expend an extra magic point at a later time to increase the intensity of the light to a higher level. He or she can also reduce or raise the light to the maximum level for the spell at will.
Intensity Effects
- A weak light is created, enough to light five feet in front of the conjurer
- A good light is created, enough to illuminate an entire small room clearly
- A strong light may be created, enough to illuminate a large hall
- A severe light may be created, enough to cause those looking at the object creating the light to look away. Attacks directed at anyone in possession of the object or close by are at a −2 penalty
- A blinding light may be created, equal to an unveiled desert sun at its zenith. Creatures not protecting their eyes will be blinded until two rounds after the light is extinguished.
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
Marionette
Rarity | 3 | Distance | Medium |
---|---|---|---|
AP | 4 | Lasts | 2 rounds per spell rank |
Target | Creature | Save | Resilience |
This spell takes hold of a Bestial, Humanoid, or Legendary target's body and puts it under the control of the caster. The caster must have one hand free to "puppeteer" the target, as it were, but otherwise is free to act normally. So long as the caster has a free hand to gesture and maintains concentration, the target of the Marionette spell can be commanded to act against his will. The target is at −5 to all physical rolls, as the struggle to maintain bodily control ensues.
Intensity Effects
- One creature
- Two creatures
- Three creatures
- Four creatures
- Five creatures
Masquerade
Rarity | 1 | Distance | Near |
---|---|---|---|
AP | 4 | Lasts | 1 hour per rank |
Target | Creature | Save | Lucidity |
The mage magically fabricates an illusory disguise for a target. Instead of making a Disguise check, the target of this spell uses the Casting Roll, and instead of a Discern check, people viewing the costumes must make a Lucidity check.
Intensity Effects
- +4 to the Casting Roll
- +8 to the Casting Roll
- +12 to the Casting Roll
- +16 to the Casting Roll
- +20 to the Casting Roll
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.
Metamorphose Liquid
Rarity | 2 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | Permanent |
Target | One contained liquid | Save |
Calling upon the ancient Alchemical functions of water, the mage transforms one liquid into another. Whether water into wine, beer into blood, flammable solvents into inert orange juice, or just ranch dressing into oil and vinegar, the mage has access to any non-magical liquid (i.e. not potions) he desires. The amount of liquid transformed is dependent on Intensity.
Intensity Effects
- One goblet.
- One pitcher.
- One tub.
- One fountain.
- One small lake.
Mirror Image
Rarity | 2 | Distance | Self |
---|---|---|---|
AP | 4 | Lasts | Two rounds per spell rank |
Target | Self | Save |
The mage creates the illusion that there are more than one of him. The mirror images look exactly alike to the mage in respect to looks and gear, but are completely insubstantial. If the mirror images are the victim of a successful attack, they disappear with a satisfying pop! To produce the images, the mage needs to look into a reflective surface.
Intensity Effects
- 2 images
- 4 images
- 6 Images
- 8 images
- 10 images
Mislead
Rarity | 3 | Distance | N/A |
---|---|---|---|
AP | 4 | Lasts | 1 minute per school rank |
Target | Self | Save | Lucidity |
You are invisible. However, there is a puppet-illusion you control that looks just like you. The illusion could be standing still reading a book while you wait patiently with drawn sword. Because of the confusion created, the mage gains a + 10 to his/her defense and attacks for the duration, which is based on the Intensity.
Intensity Effects
- one round
- five rounds
- one minute
- ten minutes
- one hour
Mister Mist
See Fluid Body.
Morse Cold
See Elemental Messenger.
Nauseating Breeze
Rarity | 3 | Distance | Medium |
---|---|---|---|
AP | 4 | Lasts | One round per rank |
Target | Area | Save | Vitality |
The mage summons an area of rotten, horrid smells which sicken those unfortunate enough to step inside the bounds of the stench. Anyone inside the area of the spell (5 feet radius per level of Intensity) are unable to take any action besides retch and take a penalty to all checks.
Intensity Effects
- Queasy, moves one step down the Knockout Track
- Nauseated, moves two steps down the Knockout Track
- Vomiting Sporadically, moves three steps down the Knockout Track
- Vomiting Profusely, moves four steps down the Knockout Track
- Fetal Position, collapses on the ground in a nauseated heap
Nightvision
Rarity | 1 | Distance | Self |
---|---|---|---|
AP | 4 | Lasts | Ten minutes per spell rank |
Target | Self | Save |
The mage gains the senses of a nocturnal animal, and sees better in darkness. Note that this spell cannot see through the spell Darkness.
Intensity Effects
- The mage sees as if a full moon and stars are in the sky, even on a cloudy night.
- The mage sees as if carrying a candle, although no light is present.
- The mage sees as if carrying a sizable torch.
- The mage sees as if a bonfire followed behind him.
- The mage sees as if on a bright, sunny day, even in complete darkness.
Nullify Magic
Rarity | 5 | Distance | Far |
---|---|---|---|
AP | 4 | Lasts | N/A |
Target | Spell | Save |
The result of this spell is a field of negative mana. The only purpose of it is to fizzle out opposing magic. It can be used to counterspell any spell being cast or dispel any magic currently in place. See the Magic chapter for more information on the counterspell and dispel actions.
Intensity Effects
The Intensity at which Nullify Magic is cast should equal the Intensity of spell being countered
Pass Through Metal
See Phasing.
Pheromones
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 | Near |
---|---|---|---|
AP | 4 | Lasts | 1 hour per rank |
Target | Area | Save | Virtue |
The mage exudes an exotic mixture of airborne, scentless pheromones which excite other creatures around them. The mage can affect an area of 10 feet in radius per rank.
Intensity Effects
Each level of Intensity of this spell improves or worsens the targets' Disposition.
- Adjust the Disposition of a character one step in either direction.
- Two steps.
- Three steps.
- Four steps.
- Five steps.
Pool Shark
Rarity | 1 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | Ten minutes per spell rank |
Target | Creature | Save |
The mage instills in himself or in another the ability to breathe water as if it were air, as well as improved swimming ability. The manifestation of this spell typically confers gills on the recipient, but incurs no problem with breathing air above water as well. At higher Intensities, additional abilities are gained as well.
Intensity Effects
- +1 to Dash/Might for swimming. Retain ability to speak underwater. No wrinkly fingers.
- +2 to Dash/Might. Retain casting ability.
- +3 to Dash/Might. Gain ability to communicate with aquatic animals.
- +4 to Dash/Might. Gain fins: may move at normal speed underwater.
- +5 to Dash/Might. Gain scales: +1 to Guard Roll.
Portkey
Rarity | 4 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | Permanent |
Target | Object | Save |
The mage binds an elemental to a small object she holds in hand. The next creature or creatures who make contact with the object are taken to the location where the object was originally enchanted. The spell and elemental remain bound to the object until activated.
Intensity Effects
- Normal operation of the spell, anyone who touches the object activates the spell unconditionally.
- The mage can choose one limiting condition for the activation of the spell (for instance, the creature touching the object must know a password)
- The mage can choose two limiting conditions for the activation of the spell (the creature touching the object must know a password and have in their possession a specific item)
- The mage can specify specific individuals who can activate the spell with no conditions
- The mage can decide if a creature can be transported at the instant it touches the object. For instance, Akare touches a magic shoe which acts as a Gate Key, and the Phineas, the caster, is alerted and declines the transport.
Prophecy
This rule needs to become a Ritual! Give it some story flavor text and some mechanics. |
This rule just plain sucks. It needs a complete overhaul in order to be useful. We don't want to deprecate it, so get cracking on a revision, slacker! |
Rarity | 4 | Distance | Self |
---|---|---|---|
AP | 60 | Lasts | N/A |
Target | Self | Save |
Through some supernatural means, the mage receives information in response to a question. The mage can ask one question per spell rank. To cast the spell, the mage must have a mirror, crystal ball, or pool of still water. The GM sets a DL for the question asked set against the mage's Casting Roll. If the roll fails, the mage receives an uncertain response. If a question is asked more than once, it always uses the first roll made for that question. The information revealed about the question depends on the Intensity.
Intensity Effects
- The mage gets one of four feelings (Good, Bad, Both, Nothing) about a particular question
- The mage hears a short answer (five words or less) in his or her own voice
- The mage hears a long answer (a sentence or two) in his or her own voice
- As Intensity 3, but the mage also receives visual flashes as if viewing photos of events surrounding the question
- The mage receives a short but detailed, vivid vision and explanation of a particular question.
Quick Portal
Rarity | 5 | Distance | Contact |
---|---|---|---|
AP | 6 | Lasts | One minute per spell rank |
Target | Geometric opening | Save |
Sometimes a party needs to get out of somewhere — and fast. The mage uses this spell to turn an ordinary doorway, window, open grave, toilet, well, empty picture frame, hole, or other geometric opening into a portal to another location. The destination's distance away is determined by the Intensity. The elemental bound to the opening keeps the portal active until the time expires or after the mage has stepped through, at which point it closes. All portals require a key item; in this instance the mage himself is the key.
Intensity Effects
- The portal exits exactly where the mage intends up to 1 mile away.
- The portal exits exactly where the mage intends up to 10 miles away.
- The portal exits exactly where the mage intends up to 100 miles away.
- The portal exits exactly where the mage intends up to 500 miles away.
- The portal exits exactly where the mage intends up to 1,000 miles away.
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.
Run Like the Wind
Rarity | 1 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | 1 minute per rank |
Target | Creature | Save | Resilience |
The spirit of the wind surrounds the target's body, lifting its weight slightly and quite literally, putting the wind at the target's back. The target moves like the wind, pun very much intended.
Intensity Effects
- +3 bonus to Dash
- +6 bonus
- +9 bonus
- +12 bonus
- +15 bonus
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
Sadism
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 | 3 | Distance | Near |
---|---|---|---|
AP | 4 | Lasts | 1 round per school rank |
Target | Creature | Save | Sanity |
The Dark Mage takes a piece of his sick little mind and implants it in an unwitting victim, causing that person to seek violence to others. The target becomes Confused and gains a bonus to their Damage Rolls based on the Intensity. The target is under magical compulsion to cause others harm and so may not be talked out of violence or moved towards a friendlier disposition.
Intensity Effects
- +1 Hurt
- +2 Hurt
- +3 Hurt
- +4 Hurt
- +5 Hurt
Scar
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 | 3 | Distance | Contact |
---|---|---|---|
AP | 2 | Lasts | N/A |
Target | Object (weapon) | Save | Mettle |
A mage places a vile aura around a held weapon (which could include the mage's own appendages). The mage makes a Casting Roll to determine the effectiveness of the spell, and chooses a weapon to endow. The mage attacks normally with the weapon, and if the target takes damage from the attack, it makes a Mettle save against the Casting Roll. If this save fails, the weapon inflicts a horrendous wound, which festers and stings, and may not be healed normally without powerful outside help. When the wound is healed, it leaves a nasty looking scar which is sure to fade slowly, if at all. Cheer up; chicks dig scars. As soon as damage is dealt, the spell is discharged and the weapon returns to normal (a miss does not discharge the spell; it lingers until harm is done).
Intensity Effects
The amount of tainted damage dealt by a failed save depends on the Intensity.
- 1 point of Tainted Damage
- 2 points
- 3 points
- 4 points
- 5 points
Scent
Rarity | 1 | Distance | Self |
---|---|---|---|
AP | 4 | Lasts | One hour per spell rank |
Target | Self | Save |
The mage gains the ability to smell so keenly that he/she is able to track other creatures and discern the direction to familiar places or objects by scent. The mage may make Search checks to track the movement and location of these things. Effects that attempt to erase a trail by way of scent require a new tracking roll on the part of the mage. Effects that affect creatures with strong senses of smell (such as Nauseating Breeze) may affect a mage under this spell doubly so.
Intensity Effects
- +2 to Search
- +4 to Search
- +6 to Search
- +8 to Search
- +10 to Search
See Magic
Rarity | 1 | Distance | Self |
---|---|---|---|
AP | 4 | Lasts | One round per spell rank |
Target | Self | Save |
To the mage, magic items and effects stand out with a glittery blue glow. The mage cannot see further than his or her normal sight distance. The amount of information the mage can divine from a magic aura is dependent on the Intensity. If a creature or an item has multiple auras due to several active spells, the mage can only identify one per round, but can determine the total number of auras upon first sight. The mage can even see auras on invisible things, so long as the spell is cast at the same Intensity as the Invisibility spell.
Intensity Effects
- Magic items and people under magical effects glow blue
- The mage can identify the Intensity
- The mage can also identify the spell name
- The mage can also identify the skill ranks the caster had in the spell
- The mage can also identify the signature of the caster
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
Simulacrum
Rarity | 4 | Distance | Near |
---|---|---|---|
AP | 4 | Lasts | N/A |
Target | N/A | Save |
A simulacrum is a clone of a person but lacks any of the learned experience of that person. In game terms, a simulacrum retains all of the ability stats of the person, but none of the skills. Additionally, the simulacrum has all physical trumps and faults but no other trumps nor faults. The simulacrum retains the basic personality and reasoning of the person. The mage can program the simulacrum with specific instructions for behavior and decision-making. The simulacrum exists indefinitely but can be dispelled. It will neither age nor die of natural causes. For the entire time the simulacrum exists, the mage who created it is denied the use of the mana involved in the spell. Creating a simulacrum requires a piece of the person to be copied (for instance, a fingernail, a lock of hair, a hand, a tooth, etc.) as well as the construction of a crude dummy that will be transformed. Those trying to discern the simulacrum from the original make their checks against the spell roll.
Intensity Effects
- The simulacrum has 5 health points
- The simulacrum has 10 health points
- The simulacrum has 20 health points
- The simulacrum has 30 health points
- The simulacrum has 45 health points
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.
Steal Soul
Target | Creature | Ritual Points | 100 |
---|---|---|---|
Requirements | Event (new moon), Mana, Wealth |
This vile ritual can only be performed on the night of a new moon. It is used to rip one's very soul from the body and keep it captive. The target must be motionless, and the dark mages performing the ritual must lay hands on them. An extracted soul can only be imprisoned in a phylactery. Once the soul is extracted, the body crumbles into dust. If the phylactery is broken, the soul is freed and passes on.
A mage with ranks in either the Dark or Light elemental skill are able to touch a phylactery and determine if it's housing a soul and even communicate with it. The longer a soul is imprisoned, the more tenuous its grip on reality. Souls imprisoned for decades seem insane. Souls imprisoned for centuries are incomprehensible.
The soul itself has power, and mages who possess trapped souls could tap into very powerful magics indeed.
Steal Strength
Rarity | 2 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | Two rounds per rank |
Target | Creature | Save | Mettle |
The mage channels parasitic magic into a target, sapping their Muscle and bestowing it on the mage's self. This means the target will be down that many Muscle and the Dark Mage will be up that many for the duration. At the end of the spell, both parties' Muscle scores return to normal. The target can never be brought below 0 Muscle in this fashion.
Intensity Effects
The amount of Muscle gained is dependent on the Intensity.
- +/−1 Muscle
- +/−2 Muscle
- +/−3 Muscle
- +/−4 Muscle
- +/−5 Muscle
Steel Stockade
See Barrier.
Steelshape
Rarity | 1 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | 2 rounds per rank |
Target | Object (metal) | Save |
This spell bestows immediate power to shape and sharpen metal weapons and objects to the caster. A steel door could be shaped and fashioned into a shield; a brass candlestick could be made into a dagger; a suit of armor could turn into a cannonball. The spell has limitations however: brass cannot be turned into steel, nor iron into gold. That power lies in the Alchemist’s Dream. Size and complexity of the object is dependent on spell intensity.
Intensity Effects
- Small size, crude or blunt item, such as a club
- Small size, simple or edged item, such as a dagger
- Medium size item, such as a shield, longsword, or a bucket
- Large size item, such as a door, greatsword, or suit of armor
- A very complex or detailed item, such as a clock, statue
Steelslide
See Elemental Portation.
Steelspeech
See Elemental Messenger.
Stoneswim
See Phasing.
Store Object
Rarity | 2 | Distance | N/A |
---|---|---|---|
AP | 4 | Lasts | N/A |
Target | N/A | Save |
The mage calls on a magic coat check of sorts — he makes contact with an elemental and implores it to store an item. The elemental takes possession of the object and stows it amongst the natural flows of mana. The item is no worse for the wear during its stay in the realm of magic, which could be indefinitely (many annoyed elementals have stockpiles of now-dead mages' crap). The mage and the elemental agree on a pass phrase that can be recited to have the object returned. Reciting a return chant takes 2 AP, but incurs no MP cost. A mage can claim another's items using the agreed-upon pass phrase and the original caster's name. Elementals tend not to get involved in property disputes, so the pass phrase should be guarded. Elementals may turn down a deal if the object in question opposes them somehow (e.g. a fire elemental may balk at having to store your frozen daiquiri, and an earth elemental wouldn't be caught dead with your new hang-glider). The size and kind of object that the elemental will take depends on the Intensity.
Intensity Effects
- A small object (keys, a pipe, an ace of spades)
- A medium object (a keg, a sack of money, the evidence against you)
- A large object (a ladder, a battering ram)
- A huge object (a great bronze statue, an outhouse)
- You can store in stasis any living creature (a treasured pet, a crucial witness, an illicit lover)
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
Sudden Death
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 | N/A |
Target | Creature | Save | Mettle |
Counter | Lifesaver |
The mage calls on the most violent and destructive energies and directs them at a target creature. If the target doesn't save, they are rendered impaired, comatose, or dead. This spell literally drains the life right out of them by imposing two or more Death Marks.
Normally, only living creatures can hold Death Marks (i.e. creatures of a bestial, humanoid, legendary, or plantlike nature). When a mage targets an undead creature with this spell, it actually works in reverse and removes “Life Marks” that have been forced upon them (see the “Lifesaver” spell).
As a Spellsong, this spell is known as Banshee's Wail.
Intensity Effects
Each level of intensity hands the target an additional Death Mark.
- Two Death Marks
- Three
- Four
- Five
- Six
Suffocate
See Asphyxiate.
Suggest
Rarity | 1 | Distance | Near |
---|---|---|---|
AP | 2 | Lasts | N/A |
Target | Creature | Save | Mind Control |
The mage redirects the electrical impulses in a creature's brain, rendering a spoken command that is issued to the creature absolute. The target of the spell must be able to hear and understand your language. You don't need to see their identification; these are not the Gear Golems you're looking for.
Intensity Effects
- The mage can issue one word commands (e.g. "sleep", "leave", "sneeze")
- The mage can issue two word commands (e.g. "drop that", "attack her", "sit down")
- The mage can issue three word commands (e.g. "give me that", "sheathe your sword")
- The mage can issue a one-sentence command (e.g. "Stay here and make sure he doesn't leave")
- The mage can issue a command of any length and detail, including sequential instructions.
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
Summon Fog
Rarity | 2 | Distance | Far |
---|---|---|---|
AP | 4 | Lasts | 10 minutes per rank |
Target | Area | Save | Lucidity |
The mage conjures up a thick, illusory fog. It stifles visibility, muffles, and confuses; sounds and sights within the fog are more difficult to notice. The fog spans a radius of 20 feet per spell rank. Any creature within the fog can make a Lucidity save to realize the fog's illusory nature. A successful save will halve the Perception and ranged combat penalties.
Intensity Effects
For each level of Intensity, creatures receive higher penalties to Perception and ranged combat.
- −2 to Perception and ranged Attack Rolls
- −4 to Perception and ranged Attack Rolls
- −6 to Perception and ranged Attack Rolls
- −8 to Perception and ranged Attack Rolls
- −10 to Perception and ranged Attack Rolls
Teleport
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 | 5 | Distance | Contact |
---|---|---|---|
AP | 6 | Lasts | N/A |
Target | Creatures | Save |
The mage rides the flows of magic to a remote location with all his buddies, their equipment, and their pets in tow. The mage can bring along one living creature in addition to himself per spell rank. The mage need not have ever visited the destination to successfully journey there. All of the passengers on the trip need to be in contact with each other when the spell activates.
Intensity Effects
- Up to 100 yards
- Up to a mile
- Up to 10 miles
- Up to 100 miles
- Up to 1,000 miles
Teleport Circle
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 | 5 | Distance | Contact |
---|---|---|---|
AP | 6 | Lasts | N/A |
Target | Creatures | Save |
The mage rides the flows of magic to a remote location with all his buddies, their equipment, and their pets in tow. The mage can bring along one living creature in addition to himself per spell rank. The mage need not have ever visited the destination to successfully journey there. All of the passengers on the trip need to be in contact with each other when the spell activates.
Intensity Effects
- Up to 100 yards
- Up to a mile
- Up to 10 miles
- Up to 100 miles
- Up to 1,000 miles
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
Unbuckle
See Strip.
Up in Smoke
See Elemental Portation.
Wall of Stone
See Barrier.
Waterball
See Elemental Blast.
Water Slide
See Elemental Portation.
Water Walk
Rarity | 2 | Distance | Contact |
---|---|---|---|
AP | 4 | Lasts | 1 hour per rank |
Target | Creatures | Save |
The mage can supercharge a creature's feet, allowing them to traverse impossible substances. Regardless of which material the spell allows the creature to traverse, the creature leaves no tracks and cannot be tracked in its intended direction by scent. Any movement penalties due to terrain are ignored. The exact material depends on the element in question. In the air school, the creature can walk across thin air as if climbing an invisible staircase or crossing an invisible bridge. In the earth school, the creature can traverse sand, mud, gravel, and the like as if it were on a well-paved road. In the ice school, the creature can walk atop snow, slush, and ice with perfect traction. In the water school, the creature can move without issue across lakes, rivers, and ocean waves, unable to fall in.
A mage can cast this spell using any of the listed elements, but must buy magic element ranks in each. Every elemental school has a nickname for this spell.
Snow Shoes | Cleats | Cloud Step | |||
Water Skis |
Intensity Effects
The number of creatures affected by this spell depends on the Intensity.
- One creature
- Two creatures
- Three creatures
- Four creatures
- Five creatures (You can cross the river with all your stuff, your fiancée, her Shetland pony, and all her designer luggage! Might check not included.)
Web
Rarity | 1 | Distance | Far |
---|---|---|---|
AP | 4 | Lasts | 10 minutes per spell rank |
Target | Creature | Save | Thievery |
No one likes to be covered in glue. Nets suck, too. Nets that stick to you are damned awful. This spell sends a wad of netting similar to spider silk at an area, sticking any creatures within. The mage makes an Attack Roll using the Magic weapon skill, and the target of the spell makes a Dodge Roll. If the attack hits, the mage makes a Casting Roll and any victims must make a Thievery check to try to escape the web. The mage who throws the web is immune to its sticky effects. Those caught within the web suffer penalties similar to being entangled in a net (see the Combat chapter). This spell adds a bonus to the Casting Roll for each level of Intensity. The web cannot be burst through using a Might check due to its elasticity.
Intensity Effects
- +2 bonus to Casting Roll
- +4 bonus
- +6 bonus
- +8 bonus
- +10 bonus
Weapon of Earth
See Elemental Weaponry.
Weapon of Water
See Elemental Weaponry.
Weapon of Wind
See Elemental Weaponry.
Weaponsmith
See Elemental Weaponry.
Whispering Wind
See Elemental Messenger.
Wilt
Rarity | 1 | Distance | N/A |
---|---|---|---|
AP | 4 | Lasts | Permanent |
Target | Area | Save |
Flowers wilt at the mage’s command, plants die, nature loses its luster. Any person healing in an area that has been wilted heals at half the normal rate. Moods will shift towards the more unpleasant of the spectrum in these areas, reactions from NPCs will come harsher, and Sidhe will actively seek to leave the area for greener pastures. Ruin and Dark spells receive a +10 circumstance bonus to casting in wilted areas.
Intensity Effects
- 5 square feet.
- 20 square feet.
- 50 square feet.
- 100 square feet.
- 100 square yards.
Wind Wall
See Elemental Field.
X-Ray Vision
Rarity | 2 | Distance | Self |
---|---|---|---|
AP | 4 | Lasts | One round per spell rank |
Target | Self | Save |
What's behind door number three?! The mage's vision passes through solid matter, allowing him or her to view the secrets that lie beyond closed doors, or in locked boxes. Other interesting uses include a medical diagnosis or inspecting a person's wallet inventory. To the mage, solid objects appear very translucent or almost like a wire-frame. The range of the mage's distance varies by Intensity.
Intensity Effects
- 10 ft radius
- 20 ft radius
- 30 ft radius
- 40 ft radius
- 50 ft radius
You and What Army?
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 | 5 | Distance | Self |
---|---|---|---|
AP | 6 | Lasts | 1 minute per rank |
Target | Self | Save | Guts |
Haven't you always wanted a hundred of your friends to show up at your butt-kicking party? Summoning a huge host of allies — even illusory ones — certainly puts you in a favorable position. When this spell kicks off, a multitude of imaginary comrades fly to your aide. They can manifest any way you desire, for instance, a posse of five bloodthirsty buddies pouring through the door, a crowd of archers lining the walls standing up from their hiding places, a trio of enormous fire-breathing monsters dropping from the sky, or a thousand ghostly soldiers appearing from an eerie mist. However you imagine it, the illusion seems completely real to any onlookers. Any creatures within the area of effect who have a neutral or worse disposition to the caster must make a Guts save. Those who fail will flee as fast as their legs will carry them, or surrender and cower pathetically. If anyone attempts to fight the illusion, they're entitled to a Lucidity check to realize they've been duped.
Intensity Effects
- 100 yards
- 250 yards
- ¼ mile
- ½ mile
- 1 mile
- Attributes
- Sexy
- Compulsory-essence Spells
- Ruin Spells
- Spells with a target of Creature
- Spells with a distance of Near
- Spells with a rarity of 2
- Metal Spells
- Slime Spells
- Air Spells
- Warding-essence Spells
- Sound Spells
- Spells with a target of Area
- Spells with a rarity of 1
- Dynamic-essence Spells
- Verdance Spells
- Water Spells
- Transportive-essence Spells
- Spells with a distance of Medium
- Earth Spells
- Ice Spells
- Spirit arts in the way of the voice
- Motivating spirit arts
- Spirit arts with a target of Creature
- Spirit arts with a distance of Near
- Spirit arts with a rarity of 1
- Illusory-essence Spells
- Fire Spells
- Spells with a target of Object (fire)
- Spirit arts in the way of the hand
- Surging spirit arts
- Spirit arts with a target of Creature/Object
- Spirit arts with a distance of Far
- Stygian-essence Spells
- Light Spells
- Status Spells
- Spells with a rarity of 3
- Dark Spells
- Spells with a target of Self
- Spells with a distance of Self
- Deprecated pages
- Unknown-essence Spells
- Manipulation Spells
- Spells with a distance of N/A
- Needs Tweaking
- Warding-essence Rituals
- Light Rituals
- Rituals with a target of Area
- Perceptive-essence Spells
- Electricity Spells
- Portation Spells
- Spells with a target of Object (element)
- Spells with a target of Air
- Spells with a distance of Far
- Mutative-essence Spells
- Spells with a distance of Contact
- Conjuring Spells
- Spirit arts in the way of the form
- Augmenting spirit arts
- Spirit arts with a distance of Contact
- Spells with a target of Object (remains)
- Spells with a rarity of 4
- Needs Testing
- Charm Spells
- Spells with a target of Object
- Spells with a target of Object (flammable)
- Spells with a target of Object (reflective)
- 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
- Spells with a target of Creature/Object
- Illusion Spells
- Spells with a target of One contained liquid
- Spells with a target of Spell
- Spells with a rarity of 5
- Ritual Conversions
- Needs Overhaul
- Perception Spells
- Spells with a target of Geometric opening
- Spells with a target of Object (weapon)
- Eroding spirit arts
- Spirit arts with a distance of Medium
- Dampening spirit arts
- Stygian-essence Rituals
- Dark Rituals
- Rituals with a target of Creature
- Spells with a target of Object (metal)
- Spells with a target of N/A
- Spells with a target of Creatures