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Light : Starburst All friends and enemies are blinded; -4 str/par/dod. Can also be used to light a room. Use just like a strike/dodge. Lasts for 3 rounds. | 1 | | Dark : Darkness | | Avoid: -4 Deflect: -4 Hit: -4 |
Repel Automatic Breakaway; pushes a character away from the caster; d(level *10) + 5 ft. away.Roll under AG to check for knockdown.1d8 damage if the opponent is knocked into something, such as a wall or another character. | 1 | 1d8 Damage Per Level | Gravity | | |
Open Open any lock, untie any knot, or unbar a way into a place otherwise blocked off (this spell will not remove heavy objects that have been put in the way of a path) | 1 | | Seal | | |
Noise : Silence Creates an area that is completely devoid of any noise whatsoever. Any spells reliant on speaking the incantation will not work. Lasts for 10 rounds or 10 minutes. | 1 | | Noise : Boom | | |
Earth : Quake Creates a minor earthquake in the area; roll under AG to check for knockdown, except the caster who is unaffected. | 1 | | Seal | | |
Water : Haze Creates an area of light fog, obscuring vision. All characters in area HAD -2.Lasts for 20 rounds or 20 minutes. | 1 | | Sense : Sight | | Avoid: -2 Deflect: -2 Hit: -2 |
Fire : Ignite target object spouts a flame or is hit for 1 damage; useful for starting campfires. May only light non-living objects. | 1 | 1d1 | Dark : Darkness | | |
Ice : Chill This magic allows a character to manipulate mild sub-zero temperatures. It can be used to freeze water, to cool off overheated characters or objects, etc. It can also be used to inflict up to 1 point of damage, or counter the after-effects of heat-based damage. For example, it cannot counter the spell Fireball, but it can negate the damage inflicted for the several rounds afterwards where the character is considered to be on fire. | 1 | 1d1 | Fire : Ignite | | |
Electric : Zap small jolt of electricty shot at opponent. Does d2 damage | 1 | 1d2 | Earth : Rock Block | | |
Fire : Warm Warms a character who is suffering from frostbite, or who is just chilly. Will keep a character warm for up to fifteen minutes, and can counter after-effects of cold-based magic, but cannot counter the full spell. For example, this spell does not counter Arctic Spear, but will counter the d2 points of cold damage for the ten rounds afterwards. | 1 | | Ice: Cool | | |
Life : Fleshbind allows caster to seal wounds and stop bleeding, internal or external, of target. Target suffers a cumalitve -2 to HAD for 5 rounds while in combat. Also heals 2hp. This spell may not be cast on someone unwilling. | 1 | | | | Avoid: -2 Deflect: -2 Hit: -2 |
Sense : Eagle Sight The ability to see clearly from very far distances; range is about 1 mile. At one mile, the character can make out fine print if necessary. Lasts for 10 rounds or 10 minutes. | 1 | | Light : Blind | | |
Illusion: Simple This spell creates a minor illusion, anything the spellcaster wishes. However, it retains no physical properties of what it represents. For example, a simple illusion of a wall may keep someone from going down an alley, but if they walk up to it, they will be able to walk right through it.The spell is very simple and can be kept in place for quite some time. Duration is equal to IN x Level of Experience in days. So a mage of second level with an 8 IN could make the spell last for 16 days. | 1 | | Dispel Illusion | | |
Shield Creates a shield of whatever variety the spell caster desires. It may be force, ice, fire, or whatever... while the material may be different for each shield, the effects and results are the same. The shield will take 10 points of damage before shattering. It lasts for 3 rounds. Any damage done beyond the 10 points (or whatever is left) continues on to hit the spell caster. The spell is created in a 360 degree radius around the spell caster, effectively enveloping the spell caster in a sphere of whatever material is chosen. The spell caster can magically sense what is happening outside the sphere, regardless of whether the material blocks his line of sight or not. | 1 | | Repel | | |
Spoil This spell will make food and other perishables go rotten immediately. | 1 | | Maintain | | |
Mind : Soothe This spell causes combatants in the area to hesitate, and generally feel more relaxed, and less likely to continue fighting. Characters must roll against their WP attribute. If they succeed, no effect. If they fail, they are likely to stop fighting entirely. Defensive rolls are not penalized, but offensive rolls are penalized with -15. | 1 | | Mind : Ire | | |
Spike The caster shoots out a shard at any one enemy. | 1 | 1d6 | Shield | | |
Scatter Spike A spell that shoots out several shards indiscriminately. All players in combat must roll under their AG to avoid being hit. If they fail, they take spell damage x d3 | 1 | 2d3 | Repel | | |
Noise : Banshee This spell effects everyone within combat range of the caster. Characters are -2 HAD for 3 rounds. | 1 | 1d4 | Noise : Silence | | |
Force: Blast A beam of force that issues from caster, knocking opponent back (20%). Damage is d4 per level | 1 | 1d4 Damage Per Level | Force : Sheild | | |
Force: Arc Similar to Force: Blast, but allows to attack up to three other targets simultaneously, doing knockback of 40%. Damage increases at d2 per level. | 1 | 1d2 Damage Per Level | Force : Sheild | | |
Force : Sheild Surrounds caster with a type of force field, whether square, circular, all around, or directional, preventing ranged attacks from damaging caster and physical damage is halved. Natural Damage reduction is disregarded if damage is granted. Caster may sheild a number of people equal to their level. | 1 | | Force: Blast | | |
Dark : Shadow Walk Allows caster to leap from one shadow to another. Range increases for 1 mile for every level. | 1 | | Dark: Shadow Bind | | |
Ice: Cool slowly lower the temperature of a warm or hot object safetly, preventing shattering or warping. Also good for healing fevers and keeping food from spoiling. | 1 | | Fire : Warm | | |
Dark: Shadow Bind Causes the shadows below target to rise up and bind and slow the target, where percentage of effectability increases 5% per level, starting at %20. | 1 | | Dark : Shadow Walk | | |
Metal Skin Caster's flesh turns to metal or metal plate or metal something, preventing d5 damage per level. | 1 | | Rust | | |
Claws Caster can form claws from their feet or hands, wrists, or even knees that do standard claw damage depending on caster size. Claws may be made from any material or even energy if the caster deems, but they still do standard damage. Special Note: Can only be cast if area where claws are sprouted is not covered by armor stronger than leather, and leather armor or less suffers durabilty and must be repaired or fall apart in 10 days. | 1 | | Revert | | |
Shapeshift Caster can shift their form by one attribute per level. Minor alterations like color, length of hair, iris form, etc, are concidered arbitrary changes.I.E. - grow cat ears lvl 1, tail lvl 2, paws lvl 3, fur lvl 4, shrink to full cat 5 | 1 | | Revert | | |
Hover Caster can float a few inches to a few feet above the ground at will, and move at walking speed. User can also float upwards, making climbing easier. | 1 | | Gravity | | |
Teleport Caster may disappear and reappear 10 feet per level from current position, up, down, forward, back, wherever.Note: Teleporting into a stone wall will kill you. | 1 | | Barrier | | |
Barrier Like a force field, it errects a barrier that prevents movement through the path that is chosen, magical included. | 1 | | Phase | | |
Phase Like teleport, save that caster can move through 10 feet per level of anything as if a ghost.Note: Unphazing into a stonewall will kill you.... | 1 | | Barrier | | |
Construct Allows caster to create various objects and displays that may be used to do d3 damage per level, hold 30 lbs per level. Any weapons created as thus are not subject to bonuses. | 1 | | Demolish | | |
Demolish Allows caster to release raw magical energy at something, breaking down constructs, destroying bonds slowly. Does d5 damage to inanimate objects and can counter Construct damage delt. | 1 | | Construct | | |
Mind : Psychic Force Allows caster to do d3 damage to target per level, and must be line of sight. Negates defenses of armor. | 1 | 1d3 | Mind : Mind Shield | | |
Mind : Mind Shield Prevents d3 damage per level from magical attacks of the Mind category. | 1 | | Mind : Psychic Force | | |
Life: Regen Caster may naturally regenerate d10 hitpoints per level after a fight. | 1 | | Death : Drain | | |
Death : Drain Caster must roll to strike with this spell.Upon successful strike, user drains d 5 hitpoints per level from target. Hit points gotten this way heal caster and can only be done once per target per day. Hitpoint loss to target is only to current hitpoints and not maximum. | 1 | | Life: Regen | | |
Mind: Telepathy This allows a character to talk to another character mind-to-mind. It is not two directional; a character can only transmit, not receive, unless the person also has telepathy. | 1 | | Mind : Mind Shield | | |
Redirect A spell similar to empathy, Redirect allows the caster to send a magical spell directed at them towards another target, but suffers d2 per level of spell redirected. Also, redirect may only be used on spells of caster's level or lower. (i.e. - a level 9 mage cannot redirect a level 10 spell) | 1 | | | | |
Stretch Caster is able to stretch their limbs and body, increasing their range to 2 feet per level. Most effective to grabbing or reaching areas out of place, but could be used for combat as well. Duration of effect is 2 rounds per level, and gives user +1 defense bonus per level and +2 strike per level with melee weapons. | 1 | | | | |
Dense Caster gains mass and cannot be knocked down. Caster gains +2 damage per level to melee and +3 damage reduction per level during combat. Caster also gets a -2 Speed bonus per level, and duration is 3 rounds per level. | 1 | | Stretch | | |
Mind : Aura Caster grants +2 strike /+2 defense /+2 damage bonus to allies per level while caster continues the spell. Duration is always 1, so caster must continually keep the spell running to be effective. | 1 | | Mind : Fear | | |
Mind : Fear Caster grants -4 strike bonus and -2 defense bonus to enemy per level but gives enemey +5 breakaway bonus per level. Duration is always 1, so caster must continually cast spell for it to be effective. | 1 | | Mind : Aura | | |
Sense : X-ray Caster is capable of seeing through 1 layer or 1 foot of material per level. | 1 | | Light : Blind | | |
Sense : Vision Caster is able to see an extra 20 feet per level without difficulty of distance. Light, shadows, haze still affect perception. | 1 | | Light : Blind | | |
Sense : Hearing Caster is able to hear sounds an extra 20 feet per level as if it was right next to them. Whispers, twigs broken, flies buzzing become magnified. | 1 | | Noise : Boom | | |
Sense : Taste Caster is able to detect ingredients or possible poisons without being affected by ill effects. Caster may consume 1 bite/sip per level of the same food or water source. | 1 | | Waste | | |
Sense : Touch Caster is able to detect traps that are activated by touching them without setting them off. Caster is allowed one reroll per level of this spell to keep from setting a trap off. | 1 | | Intangible | | |
Intangible Caster is able to become a ghost like wraith form for 1 round per level, allowing caster to breakaway from combat or automatically succeed from melee and ranged combat that are not magical. Unlike Phase, caster cannot go through things - Things go through caster. | 1 | | Dense | | |
Clean Caster is able to magically remove dirt or residue from targets, inanimate and living. Useful for cleaning, removing blood, keeping that holier-than-though-look. | 1 | | Smudge | | |
Smudge Caster is able to make target dirty, covered in a light dust to heavy globs of mud, whatever is around, instantly. Great for hiding treasures and gives better chance of not being spotted...or lying about where you've really been. | 1 | | Clean | | |
Sense : Invisibility Caster is able to remain invisible as long as they don't move. | 1 | | Sense : Reveal | | |
Sense : Reveal Caster is able to reveal invisible targets around them within a 20 foot radius. | 1 | | Sense : Invisibility | | |
Mimic The caster is able to attempt to mimic a spell or skill they have just previously witnessed. After casting the spell, the caster must make a roll against their INT at a -5 to difficulty. (I.E. - if INT is 9, they must roll a 4 or better to make this roll.) The difficulty decreases by 1 for each level of the caster, and even gives bonuses to learning at higher levels. | 1 | | | | |
Mind : Telekenesis Caster may move, force, push, shove, lift 15 lbs per level of material, living or dead, with their mind. Also, an extra 15 lbs per bonus of the INT score (i.e. - INT of 10 is a +4...so that's 15 + 60 = 75 lbs at lvl 1) | 1 | | Mind : Telekenesis | | |
Light : Will O' Wisps Sprites that attack an enemy for 3 rounds doing d5 per round | 2 | 3d5 | | | |
Noise : Boom Creates a sonic shock that temporarily deafens people in the area; -2 initiative to others if used right before combat. | 2 | | Noise : Silence | | |
Mind : Ire Incite wrath or anger in a target; forces target to attack the appearance of the spellcaster. It is a visually molded spell, based on the appearance of the spellcaster. | 2 | | Mind : Calm | | |
Dark : Darkness Creates an area of darkness. All characters (except for the spell caster) in the area -5 HAD. Characters with enhanced night vision will be unaffected. Lasts for 10 rounds or 10 minutes. Effects a 30 ft sphere around the spell caster or a 30 x 30 foot area of the spell caster's choice (within eyesight). | 2 | | Light : Starburst | | |
Sense : Sight The user can see in any form of sight; X-ray, thermal, magnetic, see the invisable, see auras, see magic, etc. If it exists the caster can see it. Lasts 1 round or 1 minute. | 2 | | Light : Blind | | |
Life : Heal Heals d10 hit points. | 2 | | Death : Pain | | |
Death : Pain Causes target serious pain; 40% chance of falling to the ground in pain and losing next action. | 2 | 2d5 | Life : Heal | | Avoid: -1 Deflect: -1 |
Fire : Imbue Flame target inanimate object becomes surrounded with magical flames / weapons do an additional d3 damage. Lasts for 5 rounds. | 2 | 1d3 | Dark : Darkness | | |
Ice : Freeze Higher form of Chill with range. | 2 | 1d3 | Fire : Ignite | | |
Earth : Rock Block the earth juts up and forms a temporary shield to protect from 20 physical damage for one turn. | 2 | | Open | | |
Earth : Gaia's Spikes stalamites rise from the ground at a terrible speed beneath target doing d6 damage, extra d3 damage if done to prone opponent. Can only target ground based targets. | 2 | 1d6 | Flight | | |
Earth : Encase Magical rock forms around opponents upper and lower body, completely encasing them in rock, preventing movement. The rock may be broken by someone from the inside with a ST of 10 or higher, provided they can roll under their ST. The rock cannot be shattered from the outside.Lasts 3 rounds. | 2 | | Open | | |
Electric : Charge bearer imbues weapon or self with electricity and gives attacks d3 bonus damage, but takes double damage from water and ice attacks. Lasts for 5 rounds. | 2 | 1d3 | Earth : Encase | | |
Detect Magic This spell will enable a spellcaster to detect any magic in the near-immediate area. Effect is generally limited to one object/item per casting. | 2 | | Conceal Magic | | |
Wind : Smoke Caster is able to generate magical smoke from a designated area around caster to enhance chances of breaking away or avoiding being hit. Duration is 2 rounds. | 2 | | Wind : Wind | | Avoid: +5 |
Wind : Wind Caster is able to call wind from any direction to disperse dirt or smoke or even scent. | 2 | | Wind : Smoke | | |
Slick Caster is able to cover a surface with a highly slippery substance, making it difficult to hold onto or run across. If running across a slick surface or catch a slick object, difficulty to AG check is +5. If trying to hold onto something, ST check is increased by +3. | 2 | | Grip | | Breakaway: +10 |
Grip Caster is able to hold onto objects or targets or run across slick surfaces better, lowering difficulty of AG checks by 5 and lowering ST checks by 3. | 2 | | Slick | | |
Sense : Glow Caster is able to illuminate a target with a soft magical glow,allowing it to be seen better by all around. Glow casts no light. | 2 | | Sense : Shadow | | |
Sense : Shadow Caster is able to surround target or object in shadows, making it difficult to see, and completely invisible in the dark, barring light sources directly shone upon target. | 2 | | Sense : Glow | | |
Light : Blind Target gets -5 str/par/dod. Lasts 2 rounds. | 3 | | Sense : Sight | | Avoid: -5 Deflect: -5 Hit: -5 |
Seal Lock a door, box, or close off a path to those who would follow | 3 | | Open | | |
Ice : Iceblast Surrounds target with a thin sheen of ice, preventing movement; needs a strength of 5 or greater to break. | 3 | | Fire : Fireball | | |
Gravity Creates a well of gravity on a target, forcing them to the ground for 5 rounds. Need a ST of 15 to beat the spell, and even then speed is halved. If not broken by ST, the person or target it affects is forced to their knees. They can stand up but cannot move from the spot, or stay on their knees and suffer the penalties as if from knockdown. | 3 | | Repel | | |
Strength Give the caster +10 to their strength stat for 5 rounds or 5 minutes. | 3 | | Weak | ST (Strength): +10 | |
Speed Gives caster +30 to their speed stat for 5 rounds or 5 minutes. | 3 | | Gravity | SP (Speed): +30 | |
Agile Gives the caster +10 to their agilty stat for 5 rounds or 5 minutes. | 3 | | Clumsy | AG (Agility): +10 | |
Weak Gives a target -10 to their ST stat for 3 rounds. | 3 | | Strength | | |
Clumsy Gives a target -10 to their HAD roll for 3 rounds. | 3 | | Clumsy | | Avoid: -10 Deflect: -10 Hit: -10 |
Erosion strength is drawn out from opponent, for 3 rounds | 3 | | Strength | ST (Strength): -10 | |
Earth : Rupture small earthquake near opponent that shatters the ground and explodes it upwards doing d10 damage and 50% knockdown | 3 | 1d10 | Gravity | | |
Light : Daylight Gives area a source of light as if on a bright sunny day. Does damage only to vampires and other creatures effected by daylight. The ball of light will float directly above the magician for roughly 2 minutes, and effects a 10 foot radius around the magician. | 3 | 1d10 | Dark : Midnight | | |
Sense : Stealth sounds from caster are not heard by anyone nearby, and caster is invisible as long as caster does not go faster than a walk. Lasts until caster dispells or takes an action. | 3 | | Sense : Sight | | |
Detect Traps This spell enables the caster to tell whether or not there are any man-made areas of danger in the vicinity. It generally covers a 20 foot radius around the spell caster. | 3 | | Sense : Hide | | |
Dispel Illusion A spell designed specifically to counter simple illusory magics. | 3 | | Illusion: Simple | | |
Evergrip A spell cast upon inanimate objects that allows the object to stick to anything regardless of the surface. Only caster may release object by a word that caster selects. | 3 | | Remove Magic | | |
Remove Magic Allows caster to remove incantations cast upon inanimate objects. Spell being removed must be no higher in level than caster. | 3 | | Noise : Silence | | |
Mind : Interpret This spell allows the caster to speak and understand all languages. Lasts for 1 day per level of spell caster. | 3 | | Mind : Muddle | | |
Maintain The item will never corrode or wither, nor suffer from usual wear or elemental tear. Swords will not rust nor need to be sharpened. When this item is cast in combination with Imbue, on something like, say, a bag or satchel, the contents inside said item will not decay, wither, or otherwise spoil. Food will stay fresh, potions will stay potent, etc. | 3 | | Spoil | | |
Sense : Hide Allows caster to hide a trap in plain sight, magic obscuring it's actual wearabouts to others. | 3 | | Sense : Sight | | |
Leap Caster is able to jump 5 extra feet per level of caster without difficulty. Duration is 3 rounds. | 3 | | Gravity | | |
Flight Allows caster to fly at their rate of SP. Lasts for 30 minutes, 30 rounds. If Caster enters a body of water (river, ocean, lake), the spell is canceled. | 4 | | Gravity | | |
Fire : Fireball A ball of fire is released; roll as normal strike | 4 | 2d8 | Ice : Iceblast | | |
Elemental Shield Blocks one magical or effect from an elemental type spell (i.e. - fireball, iceblast, etc) until next turn. First come first defended against effect. | 4 | | Open | | |
Mind : Empathy Any damage the target inflicts the target's next successful attack does, it suffers as well. Elemental based damage applies (i.e. - casting Empathy on a fire elemental would heal it should it hit you) | 4 | | Life : Heal | | |
Ice : Hail Daggers three shards of ice that fly towards target (not homing), each doing d3 damage and freezes opponent for 2 rounds if maximum damage achieved | 4 | 3d3 | Fire : Flame Wave | | |
Water : Mist a magical hazy fog forms around area giving caster a stealth bonus and increases defence as well as avoiding hits. Lasts for 5 rounds. | 4 | | Wind : Wind Blast | | Avoid: +2 Deflect: +2 Initiative: +4 |
Water : Gush a stream of water jets out from caster doing 5d3 based damage and blinds opponent for 1 round | 4 | 5d3 | Wind : Shear | | |
Wind: Air Blade streams of air race towards opponent, slipping through cracks in armor and clothing (gets direct to hit point regardless of armor, unless the armor is magically created) | 4 | 2d3 | Mind : Calm | | |
Wind : Shear a cold stream of wind that freezes the air around an opponents area, making it harder to breathe. d6 damage for 2 rounds. | 4 | 2d6 | Repel | | |
Electric : Bolt a higher form of Zap that does d6+1 damage and can bounce to next target if more than one doing 3d damage. | 4 | 1d6 | Earth : Rock Block | | |
Vulnerability When cast, the caster must make a successful strike attempt against the opponent. Upon touch, the opponent loses it's DU bonus for 3 rounds. | 4 | | Impervious | DU (Durability): -10 | |
Impervious When cast, the caster or designated target gains +10 DU for 5 rounds. The caster does not get the additional hit points, but -does- get the bonus to damage reduction. | 4 | | Vulnerability | DU (Durability): +10 | |
Death : Acid Caster is able to create an acid that will eat through metal at 10 hp per round, or cause d6 damage to targets on successful ranged strike. An additional d4 damage occurs for 2 more rounds unless doused in some form of water. | 4 | 1d6 | Water : Water | | |
Water : Water Caster is able to create a pure drinkable source of water from magic. Caster should have something to hold the water in else it'll just fall to the floor. | 4 | | Waste | | |
Death : Poison Caster is able to create a poison of various effects, to be dipped by arrows or even poured into a drink. Target will suffer d10 damage per hour. If targets life reaches below half their maximum hitpoints, target will faint. | 4 | | Life : Antidote | | |
Life : Antidote Caster is able to create antidotes for various illnesses and poisons as long as caster knows what to cure, whether by a sample of the poison itself or knowing who or what created it. | 4 | | Death : Poison | | |
Store Caster is able to place objects within a container magically, providing object is no more than 5 times the size of the container. Caster may also place spells in a container to be cast later as traps or other uses. | 4 | | Breach | | |
Trigger Caster is able to cast a spell on an object and activate with but a word or action if prepared for in advance. Caster may store up to a number of spells equal to their level this way as long as the level of the spells does not exceed the caster's level. (i.e. -a caster may store a level 2 and a level 3 spell to be triggered later if caster is a level 5, or five level 1 spells, etc.)Caster may choose situation in which trigger is activated (searched clothing, fainting, etc.) Special Note: GM's must be notified of all Trigger'd spells before they can be used in game. | 4 | | Cancel | | |
Cancel Caster is able to cancel the effects of a spell they just cast, whether to prevent an unneccesary action or triggered spell from going off. Concider it a second chance to prevent you from frying your turkey. This is one of the few spells that only a caster my make on themself and is always autosuccesful. | 4 | | Cancel | | |
Food Caster is able to create enough food for a number of people equal to caster's level. Caster may choose whatever may be served, but spell may only be cast once per day. | 4 | | Waste | | |
Waste Caster is able to cause whole stores of food to become spoiled and infested with insects. | 4 | | Maintain | | |
Mind : Calm Make tranquil and natural or human situation. Calms storms after d5 minutes, or stop area combat for 3 rounds. No one may attack; if the caster attacks the spell is broken. | 5 | | Mind : Ire | | |
Fire : Burning Armor prevents damage from ice attacks up to a total of 20 damage for 4 rounds, prevents slowness in cold, and does 3 damage to attacker if using hand to hand | 5 | | Breach | | |
Fire: Flame Spout a snake of rolling fire issues from caster for d7 damage, with 2 damage for 3 rounds unless target puts self out | 5 | 1d7 | Water : Gush | | |
Fire : Seal of Flame magical incantation set over a target or ground that explodes upon contact or proximity by anyone but the caster itself. If not countered, d40 damage from eruption and knockback, and possible damage to area or target (i.e. - if seal is placed on a book, possible that book may be destroyed if set off) | 5 | 1d40 | Ice : Ice Lock | | |
Ice : Frozen Plate caster's gear becomes encased in a magical sheet of ice preventing damage from a Fire source for 4 rounds / prevents 20 damage | 5 | | Breach | | |
Breach higher form of Open with range to prevent traps from hurting caster. This spell will negate any effects of a trap, effectively making it inert. | 5 | | Seal | | |
Ice : Ice Lock rune of ice that explodes if not countered by spell or successful 90% pick lock skill (must roll 1-10 on a 100 to succeed: skills give bonus, lock picks 5%, and bonus based on Agility stat)d30 amage + 5d per round continual freezing damage until near heat source | 5 | 1d30 | Fire : Seal of Flame | | |
Water : Hard Rain a dark rain falls from the sky, causing grounds to become slippery for all opponents, flight is impossible, and also causing wounds from bladed objects to an additional 2d damage until rain clears. Lasts 6 rounds. | 5 | | Mind : Calm | | Avoid: -2 Deflect: +2 Hit: -3 |
Earth : Stone Bracers caster's garments become encased in magical rock preventing phyiscal damage for 3 rounds | 5 | | Erosion: Water | | |
Earth : Earth Tear a rift races towards opponent or opens the ground between to allow escape. 30% knockdown. If rift reaches opponent, d10 damage + d10 damage if opponent fails balance check | 5 | 1d10 | Seal | | |
Earth : Grounded Bands caster's gear takes on an dull sheen preventing 10 damage for 4 rounds, gives bearer Electrify to weapons, and allows bearer a speed bonus | 5 | | Breach | SP (Speed): +5 | |
Electric : Lockdown magical incantation set over a target or ground that explodes upon contact or proximity by anyone but the caster itself. If not countered, d40 damage from eruption and 50% chance of stun. If full damage occurs, target becomes unconscious. | 5 | 1d40 | Earth : Grounded Bands | | |
Mind : Muddle This spell makes the target unable to communicate intelligibly with anyone for 10 minutes or ten rounds. Hand gestures, telepathy, written signs... nothing makes sense that the target says, nor can the target make any sense of anyone trying to communicate to them. Target cannot engage in cluster combat, cannot cast spells, and suffers -3 H.A.D. and Initiative for their inability to read combat situations. | 5 | | Mind : Interpret | | Avoid: -3 Deflect: -3 Hit: -3 Initiative: -3 |
Rust Metal objects become affected in age and immediately lose half their hit points. Weapons do half damage. Should a weapon do it's full damage, it shatters. | 5 | | Maintain | | |
Sense : Disorient The caster is able to give a target vertigo as well as misdirection, making it harder to strike, tell where they are going, and even run or stand up. Duration of this spell is 5 rounds. | 5 | | | AG (Agility): -3 | Hit: -5 |
Noise : Amplify Caster is able to make their own voice louder, as if yelling in a theatre, or sounds around a specific target increase so that they are unable to hear things correctly from a distance. | 5 | | Noise : Silence | | |
Release Caster is able to remove bonds between two targets, magical or phyiscal, as well as break holds placed upon themselves. | 5 | | Evergrip | | |
Life : Sanctuary Caster is able to give support to allies and themselves by projecting an aura around them, enabling a better chance of not being hit. The duration is 5 rounds, and unlike Aura, does not need to be constantly cast to maintain. Also, placing this spell around one's camp may prevent minor nusiances like critters stealing food, snakes, and whatnot. | 5 | | Death : Taint | | Avoid: +6 Deflect: +6 |
Death : Taint Caster is able to instill a chaotic rush in their allies, causing better chances of striking and speed. Also, can be cast upon inanimate objects and twist their nature to the caster's design, with minor additions of the Fear spell. | 5 | | Life : Sanctuary | | Breakaway: +6 Hit: +6 Initiative: +6 |
Mind : Truth Caster is able to decern the truth from another PC or NPC via WP roll (roll WP or below) or make other's believe that their words are nothing but the truth (roll under WP at -2) for 5 minutes. | 5 | | Mind : Lie | | |
Mind : Lie Caster is able to make other's believe what they hear is a lie. Caster must pick a target, and the people listening to the target must roll under their WP at a -2 to believe the target.) | 5 | | Mind : Truth | | |
Conceal Magic The next spell, and only the next spell, not cluster,the caster uses becomes invisible and soundless if it can be seen or heard. | 5 | | Detect Magic | | |
Electric : Lightning A bolt of lightning is called from the sky, doing d30 damage | 6 | 5d6 | Dark : Darkness | | |
Fire : Flame Wave waves of flame arc out from the caster towards the opponent while racing along the ground striking target | 6 | 3d4 | Earth : Earth Tear | | |
Erosion: Wind (special case: only 1 spell of Erosion: may be learned in any mages life)(touch effect)Durability of stone and wood becomes halved, doing d10 damage to wearer when destroyed | 6 | 1d10 | Counter Erosion : Wind | | |
Erosion: Water (special case: only 1 spell of Erosion: may be learned in any mages life)(touch effect)Durability of leather and clothes becomes halved, doing d10 damage to wearer when destroyed | 6 | 1d10 | Counter Erosion : Water | | |
Erosion: Fire (special case: only 1 spell of Erosion: may be learned in any mages life)(touch effect)Durability of armor becomes halved, doing d10 damage to wearer when destroyed | 6 | 1d10 | Counter Erosion : Fire | | |
Erosion: Earth (special case: only 1 spell of Erosion: may be learned in any mages life)(touch effect)Durability of weapons becomes halved, doing d10 damage to bearer when destoyed | 6 | 1d10 | Counter Eroison : Earth | | |
Erosion: Time (special case: only 1 spell of Erosion: may be learned in any mages life)(touch effect)Durability of non-magical object becomes halved, doing d10 damage. If cast upon a living creature, creature suffers d10 damage and damage is doubled for 3 rounds.Special Note: Only spell that counters Anti-Magic Cloud. | 6 | 1d10 | Counter Erosion : Time | | |
Dark : Midnight A higher form of the Darkness spell that darkens all areas from all sources of light, magic or not. Lasts 10 rounds. | 6 | | Light : Daylight | | |
Shift A spell similar to Shapeshift, but Caster is able to move wounds, adjust their looks (big nose, small nose, more pouty lips, shrink waste, grow muscles) of themselves or others. The effects cannot be detected by magical means, but target will notice things happening.Side Note: Great spell to make money off the Royalty..if you know what I mean) | 6 | | Revert | | |
Revert Caster is able to revert to their true form or others to their true form, undoing all changes magically created. | 6 | | Shift | | |
Accuracy Caster gives themselves a better chance of hitting targets or deflecting blows for 5 rounds as well as an AG bonus of 4. | 6 | | Miss | AG (Agility): +4 | Deflect: +10 Hit: +10 |
Miss Caster is able to give target a lesser chance of hitting the caster for 10 rounds. | 6 | | Accuracy | | Hit: -10 |
Mind : Admire Caster is able to cast a type of animal magnetism upon a target. Other's encountering the target must make a WP roll at a -3 or feel as if the target is their friend or even hero. | 6 | | Mind : Hate | | |
Mind : Hate Caster is able to cast an almost anti-animal magnetism upon a target, as well as giving the target an Mind: Ire spell upon them to all around. Targets around chosen target must make a normal WP roll or else want to strike the target the spell was cast upon. | 6 | | Mind : Admire | | |
Conseal Caster is able to hide objects up to twice the caster's height and twice the caster's width upon their person magically, i.e. - the old under the sleeve trick. | 6 | | Drop | | |
Drop Caster is able to force objects upon a target to slip out of consealed hooks and pouches within an instant. A thieve's must have, as the caster may limit to what is dropped, else everything that is merely hooked or belted becomes loose and falls. (straps come undone, bodices fly open, bullets slip out of belts, etc) | 6 | | Conseal | | |
Counter Eroison : Earth Caster is able to undo the effects of the Eroision : Earth spell or objects effected by erosion by natural earth wear and tear. | 6 | | Erosion: Earth | | |
Counter Erosion : Fire Caster is able to counter the effects of the Erosion : Fire spell or effects done to objects by natural fire (i.e. - burning tapetries become unburnt, burnt food may be made raw again, etc. | 6 | | Erosion: Fire | | |
Counter Erosion : Wind Caster may counter the effects of the Erosion : Wind spell or targets that have been naturally eroded by wind and sunlight (i.e. - maps, keeps food fresher longer. ) Also has the ability to stop winds from blowing around caster at a 30 foot radius. | 6 | | Erosion: Wind | | |
Counter Erosion : Water Caster is able to counter the effects of Erosion : Water or targets eroded by water (i.e. - rust upon ancient locks, water logged tapestries or documents, magical ingridents or rituals rained upon). Also, erects a small field aura around caster to prevent rain or water from touching caster. | 6 | | Erosion: Water | | |
Counter Erosion : Time Caster is able to remove the effects of Erosion : Time if done within one week. Other effects include ability to double the durability of objects only once per target. | 6 | | Erosion: Time | | |
Water: Pressure A force of water with typhoon power rises around opponent attempting to drown them, doing d15 damage, and +2 damage due to suffication until countered or opponent makes successful breakaway roll | 7 | 1d15 | Wind : Vaccum | | |
Wind : Wind Blast Heavy force of wind thrusts itself at opponent from caster's direction, giving knockback. Creatures of greater 10ST recieve d15damage. Flying creatures will be knocked out of the air unless proper magic save is made. | 7 | 3d10 | Wind : Vaccum | | |
Wind : Vaccum a reverse knockback that causes opponents are objects to fly towards caster doing d10 damage as well as causing confusion for 3 rounds. | 7 | 1d10 | Gravity | | Avoid: -5 Deflect: -5 Hit: -5 |
Ruin Completely destroys human-sized inanimate objects such as armor, small carts, wheelbarrows, doors, etc.Larger objects will suffer 5d50 damage, bypassing any DU bonuses for damage reduction. | 7 | | Seal | | |
Life : Deadspeak Caster is able to communicate with the spirit of a corpse as long as the head remains intact. Caster must not be bothered for a few rounds while this occurs. | 7 | | Death : Decompose | | |
Death : Decompose Caster is able to destroy a corpse in any fashion they see fit, the end result making the corpse disappear or become totally useless as to finding out who or what it belonged to. | 7 | | Life : Deadspeak | | |
Sense : Witness Caster is able to see the events through a targets eyes if a memory is recalled as well as see what target sees as if the caster was the target. Spell's duration is 1 hour per point of INT. | 7 | | Sense : Invision | | |
Sense : Invision Caster is able to fill target's mind with a memory or distort what they are seeing to something the caster prefers for an hour per point of INT. | 7 | | Sense : Witness | | |
Wind : Vortex Caster is able to push target through a magical gate and place them 10 miles for every point of INT. Target may make a ST roll to resist at -4. | 7 | | Wind : Gateway | | |
Wind : Gateway Caster is able to create a portal from a place they have been that is 10 miles for every point of INT from their current destination. Portal will stay open for 10 rounds. | 7 | | Wind : Vortex | | |
Fire : Fireshower Caster is able to cause the skies to rain with fire or molten rock for 6 rounds. Characters must make an AG roll or suffer 3d6 damage per round. | 7 | 3d6 | Ice : Hail | | |
Ice : Hail Caster is able to cause frozen water to fall from the sky and pelt down around the caster, while the caster is completely safe. Targets around caster suffer -5 to hit and 2d4 damage for 5 rounds. Prone targets suffer 4d4 damage. | 7 | 2d4 | Fire : Fireshower | | Hit: -5 |
Bomb Caster is able to create a magical explosive that may be tossed and explode upon contact with target or placed upon something and have it explode within 6 rounds at Caster's wish, else explosive goes off, dealing 3d15 to nearest target, and 1d15 to those 10 feet away. | 7 | 3d15 | Diffuse | | |
Diffuse Magical explosives as well as normal explosives become inert. Also, burning substances like oil and tar snuff out and harden. Burning objects around caster are instantly put out. | 7 | | Bomb | | |
Dragon Spirits A higher form of the Will o' Wisps spell, spirits of a dragon terrorize target, giving them -4 to their AG, -5 to hit, and attack target for 1d10 for 3 rounds. | 7 | 1d10 | Banish | AG (Agility): -4 | Hit: -5 |
Banish Caster is able to remove magical constructs or summons from this plane, sending them back to where they were summoned from. When cast upon a door or entrance, may prevent whomever the caster wishes not to go through said entrance. Spell is extremely specific. | 7 | | Cancel | | |
Golem : Fire Caster creates a temporary living creature that they control composed of fire. Golom has 90 HP and takes double damage from water and ice spells, none from fire spells, and half from any other form of attack. The Golom may attack during the Caster's turn OR be used as defense, where all attacks towards Golom are Auto successful. Golom deals out 2d10 damage. | 7 | | Erosion: Water | | |
Golem : Water Caster creates a temporary living creature that they control composed of water. Golom has 120 HP and takes double damage from firespells, none from water spells, and half from any other form of attack. The Golom may attack during the Caster's turn OR be used as defense, where all attacks towards Golom are Auto successful. Golom deals out 2d8 damage, and can knockdown opponents on a roll strike roll of 10 or better. | 7 | | Erosion: Fire | | |
Golem : Earth Caster creates a temporary living creature that they control composed of rock. Golom has 50 HP and takes damage from water spells, none from earth spells, and half from any other form of attack. The Golom may attack during the Caster's turn OR be used as defense, where all attacks towards Golom are Auto successful. Golom deals out 3d10 damage and has a natural resistance to attacks of -5. | 7 | | Erosion: Wind | | |
Golem : Wind Caster creates a temporary living creature that they control composed of Wind. Golom has 200 HP and takes double damage from earth spells, none from wind spells, and normal from any other form of attack. Ranged attacks will not hurt the Wind Golem. The Golem may attack during the Caster's turn OR be used as defense, where all attacks towards Golom are Auto successful. Golom deals out 1d10 damage plus auto knockdown. | 7 | | Erosion: Earth | | |
Wind :Tornado Creates a massive funnel cloud that lasts for 3 rounds. 90% knockdown, 90% breakaway for everyone, d30 + 30 damage to all in the area. | 8 | 1d30 | Mind : Calm | | |
Fire : Fireblast a higher form of the fireball with burning after effects / objects around target also ignite if possibled20 damage + additional d5 damage (continual until put out) | 8 | 1d20 | Ice : Frost | | |
Ice : Frost Sphere frozen orb that barrels towards opponent doing d9 damage + d5 physical + 50% chance of stun if connected | 8 | 1d9 | Fire: Flame Spout | | |
Ice : Frost higher form of IceBlast that does d30 damage, slows opponent and makes magical and non-magical cloth/leather armors brittle (chance of shattering 30%) | 8 | 1d30 | Fire : Fireblast | | |
Riot Caster is able to instill mass choas within a crowd. Similar to Ire in it's aspects, save that Caster may target muliple opponents up to caster's level. | 8 | | Guardian | | |
Guardian Caster is able to impose a kind of comraderie amongst various targets, up to half caster's level, and targets will defend Caster with their lives for 5 rounds before coming out of the effects of the spell. | 8 | | | | |
Collapse Caster uses magical force to pull down a target area upon itself (such as a house or hovel, or even a cave top) causing a collapse. Spell may be delay for 3 rounds by a spell of force. | 8 | | Reinforce | | |
Reinforce Caster may magically increase the ability of a structure to stay up, keeping it sturdy during quakes or explosions until twice it's HP are depleted. | 8 | | Collapse | | |
Float Caster may swim over water without previous training or even just float and move at Caster's will through water or any other liquid for 30 rounds. | 8 | | Submerge | | |
Submerge Caster may go underwater and move as if on dry land for 30 rounds or even swim as if Flight were cast under water. | 8 | | Float | | |
Control Caster imposes will over target (target must roll WP check -4) and target must obey caster's commands that do not directly kill the target for a number of hours equal to Caster's INT bonus X caster's level.) | 8 | | Refute | | |
Refute This spell allows a target to be released from mind control or suggestions by another person, whether good or bad. | 8 | | Control | | |
Merge Caster is able to merge a weapon or piece of armor into their own body or another target, gaining it's temporary hitpoints (which cannot be healed, nor pierced for half damage), or a weapons's damage to hand to hand damage or bite damage. | 8 | | Split | | |
Split Caster is able to seperate magically grafted weapons or armor from targets as well as physically send two targets in opposite directions of each other at INT X d5. | 8 | | Merge | | |
Switch A tricky spell which partners with Switchback for full effectiveness. Caster is able to switch places with another target within line of sight instantly. | 8 | | Switchback | | |
Switchback A compliment of Switch, this spell allows a caster to be placed back where they were if they were magically moved (i.e. - Switch, force knockdown, vortex, gateway, etc). | 8 | | Switch | | |
Grow Caster is able to make themselves grow a30 feet larger and in proportion. | 8 | | Shrink | AG (Agility): -10 DU (Durability): +10 SP (Speed): -10 ST (Strength): +10 | |
Shrink The opposite of Grow, this allows a user to shrink down to the size of a mouse or insect, proportionally. | 8 | | Grow | AG (Agility): +10 DU (Durability): -8 SP (Speed): +20 ST (Strength): -10 | |
Sporos' Way Caster is able to feel the magic of the planet and heal 3d20 hp to a target, Calm upon 50 foot radius around the caster, and Stealth to allies. | 8 | | AtrĂ´tha's Wrath | | |
AtrĂ´tha's Wrath Caster is able to feel the magic of the planet and cause 4d10 damage to a target, Gravity to targets except caster, and Muddle. | 8 | | Sporos' Way | | |
Fire : Solar Guard character's form projects protective armor that prevents ice spells from damaging caster, prevents slowness by cold, creates light, and sustaining warmth up to 15 feet around player. Lasts 10 rounds. | 9 | | Shatter | | |
Ice : Subzero Suit caster's body is surrounded by a chilling aura that prevents damage from magical fire spells and natural fire, 10 damage reduction to physical hits, 3d bonus damage , 5d counter damage to attackers, 15 foot radius around character may slow enemies or friends. Last 10 rounds. | 9 | | Shatter | | |
Shatter higher form of Breach with ability, at caster's discretion, to completely destroy a magical construct of mage's level or lower. Non-magical objects are treated as if Ruin had been cast. | 9 | | Seal | | |
Electric : Bolt Armor Bearer is surrounded by electrical currents, preventing damage from lightening spells and abilities. Opponents are knocked back a few feet if they successfully strike the caster and take d10 damage. Light is provided. Lasts 10 rounds. | 9 | 1d10 | Shatter | | |
Mind : Clairvoyance This spell allows a character a brief glimpse into a possible future. How accurate it is will obviously depend entirely on the Game Master. | 9 | | Light : Blind | | |
Fire : Nova Spear highly damaging lance-like fire projectile that burns through rock and inflicts d50 damage with an additional d10 by cauterizing the wound | 10 | 5d10 | Ice : Arctic Lance | | |
Ice : Arctic Lance an icy form of the Nova Spear with absolute zero temperatures bonus d2 damage for 10 rounds (or until near a flame) | 10 | 5d10 | Fire : Nova Spear | | |
Petrified Gear Caster becomes encased in a thin rock form, giving damage reduction of 20, additional strength and durability at cost of speed and agility, 20 magical hitpoints are also present until spell is canceled/released (sidenote: should HP go below 0 when spell is over, caster becomes unconscious and may die with next successful strike). Lasts for 10 rounds. | 10 | | Erosion: Wind | AG (Agility): -5 DU (Durability): +5 SP (Speed): -5 ST (Strength): +5 | Deflect: +5 |
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