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Dragon Age Spell List

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DRAGON AGE

SPELLS
SCHOOL OF BLOOD
BIND DEMON

SCHOOL: BLOOD TYPE: UTILITY COST: 20+ MP

CASTING TIME: THREE MINUTES TARGET NUMBER: 20

TEST: NONE REQUIREMENT: BLOOD MAGE SPECIALISATION

You have learned to sacrifice the living to summon demons. You spend 3 minutes per person to cast
the spell. Once you slay a person a demon is summoned in their place, though the spell has no effect if
you are killed before the target is sacrificed. The nature of the Demon is determined randomly, although
you can use 5MP to summon a Demon of your choice. The Demon is under your control.

BLEED

SCHOOL: BLOOD TYPE: ATTACK COST: 4 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: CONSTITUTION (STAMINA) VS REQUIREMENT: BLOOD MAGE SPECIALISATION


SPELLPOWER

You make your target bleed dealing 1d6 + Magic penetrating damage. Dying targets that are affected
have their time until death halved. If the subject needs 1 round to bleed to death then they die instantly.
A successful Constitution (Stamina) vs. your Spellpower test negates the effect.

BLOOD ARMOUR

SCHOOL: BLOOD TYPE: DEFENSE COST: 7 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: NONE REQUIREMENT: BLOOD MAGE SPECIALISATION

You use your or an ally’s or an enemy’s blood to create an armour around you. You deal 1d6
penetrating damage which you add to your armour rating for 1 hour. When casting the spell you can
spend an additional 5 MP for every hour you wish to extend the spell’s duration.

BLOOD SACRIFICE

SCHOOL: BLOOD TYPE: ENHANCEMENT COST: 5 MP


CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: NONE REQUIREMENT: 14

You can draw upon the life force of a willing and visible ally within 20 yards to replenish your own
health. This ally must have blood (no golems, for example). You gain 1 Health for each 1 Health lost by
your ally, up to 25. This can result in the subjects death, if reduced to 0 Health. The subject of a blood
sacrifice recovers from the lost Health normally.

BLOOD SLAVE

SCHOOL: BLOOD TYPE: ATTACK COST: 20 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST: WILLPOWER (SELF-DISCIPLINE) VS REQUIREMENT: HEMORRHAGE


SPELLPOWER

One of the most feared powers available to blood mages, this spell allows you to take complete control
of an enemy’s body unless they make a successful Willpower (Self -Discipline) test vs. your
Spellpower. If the subject fails, you may dictate the actions he takes on their next turn. The subject may
attempt a new test to resist you at the start of each of their subsequent turns. Once the target
successfully resists, the spell ends. All attacks made by a target under your control suffer a –2 penalty
(if the target chooses to resist) due to the imprecise nature of your manipulation. Targets without blood
cannot be affected by this spell.

BLOOD WOUND

SCHOOL: BLOOD TYPE: COST: 8 MP


ATTACK

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: CONSTITUTION (STAMINA) VS REQUIREMENT: BLOOD MAGE


SPELLPOWER SPECIALISATION

You make the blood of all enemies within 12 yards of you boil, causing excruciating pain. All targets
take 1d6 + Magic penetrating damage and must make a Constitution (Stamina) test vs. your
Spellpower. Those that fail can only take a minor action on their next turns. Targets without blood or
some similar substance are not affected by this spell. Golems are not affected, for example, while wild
sylvans are affected through their sap. Insubstantial and incorporeal targets like shades and ash
wraiths are also not affected.

HEMORRHAGE

SCHOOL: BLOOD TYPE: ATTACK COST: 15 MP


CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST: CONSTITUTION (STAMINA) VS SPELLPOWER REQUIREMENT: BLOOD WOUND

You take control of a large volume of a target’s blood and force it out through their mouth, nose, and
eyes. unless they succeed at a Constitution (Stamina ) test vs. your Spellpower. If the target fails the
test it takes 4d6 + Magic penetrating damage; if it succeeds it suffers only 2d6 penetrating damage.
Regardless of whether the target succeeds, the horrific nature of this spell may demoralize enemies;
the Imposing Spell stunt only costs 2 SP/MP when used while casting hemorrhage. The target of this
spell must be within 50 yards and visible to you.

MIND INTO FADE

SCHOOL: BLOOD TYPE: UTILITY COST: 5 MP

CASTING TIME: ONE MINUTE TARGET NUMBER: 20

TEST: NONE REQUIREMENT: BLOOD SACRIFICE

You sacrifice a willing or unwilling individual to cast this spell on a willing target. The target enters a
trance state and their spirit enters the Fade consciously for 1 hour after which they wake up. The target
may wake up at any time as free action. While in the Fade though, the individual is vulnerable to
demonic possession.

REMOVE TAINT

SCHOOL: BLOOD TYPE: UTILITY COST: 25+ MP

CASTING TIME: ONE MINUTE TARGET NUMBER: 20

TEST: NONE REQUIREMENT: BLOOD MAGE SPECIALISATION

You can remove the taint from any tainted object. The spell can also be used on a living organism,
including the caster. For each passing day (year for Grey Wardens) after the first the Target Number
increases by 1. The Caster can lower the target number to 15 by channeling the taint to themselves
and thus becoming tainted. The spell can target more than one person or object but the cost increases
by 5 MP per extra person or object.

THOUGHT-TAKING

SCHOOL: BLOOD TYPE: ATTACK COST:15 MP

CASTING TIME: ONE MINUTE TARGET NUMBER: 17

TEST: WILLPOWER (SELF-DISCIPLINE) REQUIREMENT: BLOOD MAGE SPECIALISATION


VS SPELLPOWER
This spell allows a blood mage to probe deep into a target’s thoughts, uncovering their deepest secrets,
desires, and fears. You must touch a target’s forehead and concentrate for one minute, during which
time the target makes a Willpower (Self -Discipline) test vs. your Spellpower. If they succeed, you fail to
penetrate their mind but you may spend another 5 MP to extend the casting time by another minute
and force the target to make the test again. Once a target fails the test, you have access to their mind
and may expend 2 MP to ask the Game Master for the target’s honest answer to a single question. You
may ask a total number of questions equal to your Magic ability, at a rate of one question per minute.
This spell is often quite painful for the target even though it deals no actual damage.

WRACK

SCHOOL: BLOOD TYPE: UTILITY COST: 3 MP

CASTING TIME: ONE MINUTE TARGET NUMBER: 13

TEST: WILLPOWER (SELF-DISCIPLINE) REQUIREMENT: BLOOD MAGE SPECIALISATION


VS SPELLPOWER

You extend faint tendrils of entropic energy into the target of this spell, which must be within 2 yards
while it is cast. So long as you concentrate you can inflict terrible, wracking pain on the subject at will.
The victim must make a Willpower (Self -Discipline ) test vs. your Spellpower to resist answering your
questions or capitulating to your demands. A victim wracked by pain suffers a –3 penalty to all tests
while it persists, though suffers no damage from the spell. You cannot have more than one wrack spell
active at once. Wrack is a favored spell for interrogation, as it causes no real physical harm and leaves
no signs or marks. Some victims injure themselves, and someone with a weak constitution may die
from prolonged use, but otherwise it is far safer and more effective than conventional methods of
torture. Tales of this spell and its use are one of the many reasons people fear blood mages and their
powers.
SCHOOL OF CREATION
ALTER FORM

SCHOOL: CREATION TYPE: UTILITY COST: 10+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST:​ ​NONE REQUIREMENT: SHAPESHIFTER SPECIALIZATION


(JOURNEYMAN)

You can transform into a person the looks and voice of whom you know for a number of minutes equal
to your magic ability. You can spend 3MP for every additional minute.

ARCANE MARK

SCHOOL: CREATION TYPE: UTILITY COST: 1+ MP

CASTING TIME: VARIES TARGET NUMBER: 10

TEST:​ ​NONE REQUIREMENT: NONE

You write a symbol, customised according to your liking, on any surface. The symbol is permanent.
Combining this spell with blood creates the vallaslin. To cast this spell you use 1MP per minute.

BINDING CIRCLE

SCHOOL: CREATION TYPE: DEFENSE COST: 20 MP

CASTING TIME: TWO MINUTES TARGET NUMBER: 20MP

TEST:​ ​NONE REQUIREMENT: ARCANE MARK

You target a demon within 15 yards and cast this spell. If you are not interrupted the demon is trapped
in a circle that spawn beneath it.

CREATE LIFE

SCHOOL: CREATION TYPE: UTILITY COST: 40 MP

CASTING TIME: ONE HOUR TARGET NUMBER: 30

TEST:​ ​NONE REQUIREMENT: MAGIC LIMB, GODHOOD


You create any form of life you can imagine as long as you can imagine their biological form and
function down to the last detail. Creating existing organisms or organisms based on existing ones
reduces the Target Number by 2.

DARKNESS

SCHOOL: CREATION TYPE: UTILITY COST: 10+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST:​ ​NONE REQUIREMENT: NONE

You create a thick dark mist in a radius equal to thrice your magic ability in yards. Subjects inside the
mist suffer a -1 penalty on all attack rolls against those inside the sphere and a -3 on attack rolls for the
targets outside the sphere. Subjects outside the sphere receive a -3 on attack rolls for targets inside the
sphere. Meanwhile both groups gain a +3 bonus to stealth against the other group.

ENLARGE OBJECT

SCHOOL: CREATION TYPE: UTILITY COST: 6 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST:​ ​NONE REQUIREMENT: SHRINK OBJECT

You can enlarge an object up to a number of times equal to your magic ability. You can restore the
object to its true size as a minor action.

FLARE

SCHOOL: CREATION TYPE: ATTACK COST: 10 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 16

TEST:​ ​CONSTITUTION (STAMINA) VS SPELLPOWER REQUIREMENT: LIGHT

You create a bright burst of light that engulfs the area at a distance equal to your Magic ability in yards.
All subjects within 30 yards that can see the light must take a Constitution (Stamina) vs your
Spellpower test to avoid being stunned for a number of rounds equal to your magic ability. If the test is
successful the rounds are halved.

FORM OF THE DRAGON

SCHOOL: CREATION TYPE: UTILITY COST: 25+ MP


CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST:​ ​NONE REQUIREMENT: VICIOUS BEAST FORM

You turn into any type of Dragon for a number of minutes equal to your Magic Ability. You can expend
a 5 extra MP for every minute you wish to extend the spells duration. Returning to your original form is
a Minor Action.

FORM OF THE VARTERRAL

SCHOOL: CREATION TYPE: UTILITY COST: 25+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST:​ ​NONE REQUIREMENT: VICIOUS BEAST FORM

You turn into a Varterral for a number of minutes equal to your Magic Ability. You can expend an extra
5 MP for every minute you wish to extend the spells duration. Returning to your original form is a Minor
Action.

GLYPH OF NEUTRALISATION

SCHOOL: CREATION TYPE: UTILITY COST: 20 MP

CASTING TIME: ONE MINUTE TARGET NUMBER: 17

TEST:​ ​MAGIC (CREATION) VS REQUIREMENT: GLYPH OF REPULSION


SPELLPOWER

The bane of all mages, this magical glyph saps mana from a target and temporarily prevents them from
casting spells. The first enemy that moves within 2 yards of the glyph’s location triggers it. The target
and anyone within 10 yards is drained of 3d6 + Magic MP and must succeed at a Magic (Creation) test
vs. your Spellpower or lose the ability to cast spells for 1d3 rounds. You can maintain a number of
active glyphs of neutralization equal to your Magic ability at any one time. Each glyph is good for only
one use.

GLYPH OF PARALYSIS

SCHOOL: CREATION TYPE: ATTACK COST: 3 MP

CASTING TIME: ONE MINUTE TARGET NUMBER: 10

TEST: CONSTITUTION (STAMINA) VS SPELLPOWER REQUIREMENT: NONE

You trace your fingers on the ground, creating an invisible glyph that holds a charge of magical power.
The first enemy that moves within 2 yards of the glyph’s location triggers it. The target must make a
successful Constitution (Stamina) test vs. Spellpower or become paralyzed for 1d3 rounds. A paralyzed
character can take no actions and has a Defense of 7. You can maintain a number of glyphs of
paralysis equal to your Magic ability at any one time. Each glyph is good for one use.

GLYPH OF PRESERVATION

SCHOOL: CREATION TYPE: UTILITY COST: 1 MP

CASTING TIME: FIVE MINUTES TARGET NUMBER: 10

TEST:​ ​NONE REQUIREMENT: NONE

You draw a faint glyph on the surface of the subject, which can be any piece of dead organic material.
The spell arrests the process of decay for the material, keeping it as fresh as it was when the glyph was
inscribed for a month. A glyph of preservation can be renewed during its duration, which extends its
effects for another month. When the glyph expires the process of decay begins again from where it left
off. The spell is used to preserve foodstuffs, to preserve corpses (for lying in state or dissection), or to
protect valuable items made of wood, paper, or leather.

GLYPH OF REPULSION

SCHOOL: CREATION TYPE: ATTACK COST: 10 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: CONSTITUTION (STAMINA) VS REQUIREMENT: GLYPH OF WARDING


SPELLPOWER

You trace a hasty arcane symbol onto the ground in front of you and strike it with all your might,
causing a wave of force to send enemies within 10 yards reeling. All enemies are pushed 10 yards
away from you and must succeed at a Constitution (Stamina ) or Dexterity (Acrobatics ) test vs. your
Spellpower or be knocked prone.

GLYPH OF SEALING

SCHOOL: CREATION TYPE: UTILITY COST: 3 MP

CASTING TIME: ONE MINUTE TARGET NUMBER: 11

TEST: NONE REQUIREMENT: NONE

You touch any object that closes, from a door or gate to a jar, drawing a faint glyph that connects its
two surfaces. Once the glyph of sealing is complete, the object is held closed and only you or someone
you designated when casting the spell may open it. For anyone else, the only way to open the seal is
by breaking whatever it is inscribed upon, whether smashing open a jar or breaking down a door. The
glyph
lasts until the object is opened, after which it must be recast to seal the object again (assuming it is not
destroyed in the process).
GLYPH OF WARDING

SCHOOL: CREATION TYPE: DEFENSE COST: 5 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: GLYPH OF PARALYSIS

You trace an arcane glyph on the ground where you stand with your hand or staff. Allies within 3 yards
of the glyph of warding gain a +2 bonus to Willpower tests and their Defense against ranged attacks so
long as they remain within the glyph’s area. A glyph lasts until the end of the current encounter. You
can maintain a number of different glyphs of warding equal to your Magic at any one time (although this
does not allow the effects of multiple glyphs of warding to stack on the same target)

GREASE

SCHOOL: CREATION TYPE: UTILITY COST: 7 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: DEXTERITY (ACROBATICS) VS SPELLPOWER REQUIREMENT: NONE

You create a slick of grease covering an area up to 10 yards in diameter anywhere within 30 yards of
you. Anyone within the slick when it is cast, anyone entering the area, and anyone who moves within
the area must make a successful Dexterity (Acrobatics) test against your Spellpower or fall prone at
each of those times, as they apply. Prone characters may crawl normally. The grease created by this
spell is flammable; contact with fire ignites it, immediately causing 1d6 penetrating damage to everyone
in the area. A grease fire burns for rounds equal to your Magic before burning out (which expends the
grease), and those inside the area take 1d6 penetrating damage on their turn each round until they exit
it. A slick that is not burned persists indefinitely, dispersing only in rain, when appropriately provisioned
characters scour it away, or in similar conditions.

GROUP HEAL

SCHOOL: CREATION TYPE: UTILITY COST: 3-9 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: SPIRIT HEALER SPECIALISATION

A number of subjects equal to twice your Magic, all of whom must be within 10 yards of you, regain 1d6
Health per 3 MP spent on the casting (maximum: 3d6 Health for 9 MP). You may make yourself one of
the spell’s subjects.

HASTE
SCHOOL: CREATION TYPE: ENHANCEMENT COST: 10 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: NONE REQUIREMENT: NONE

This spell turns a single ally into a blur on the battlefield, allowing them to move and strike with blinding
speed. The subject gains a +10 bonus to their Speed, treats the Lightning Attack stunt as having a cost
of 4 SP, and may buy the stunt multiple times to make multiple extra attacks in one round. None of
these extra attacks can generate stunt points. Haste only lasts for a single round unless its duration is
extended at a cost of 10 MP per additional round, paid as a free action at the beginning of the caster’s
subsequent turns. You may cast this spell on yourself. The Spell can be cast on multiple allies for a
cost of 5 MP per ally.

HEAL

SCHOOL: CREATION TYPE: UTILITY COST: 1-3 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 10

TEST: NONE REQUIREMENT: NONE

Your touch seals wounds and restores vigor to one wounded target. You can choose to spend up to 3
mana points when you cast this spell. For each mana point spent, the target gets back 1d6 Health. You
can cast this on yourself.

HEROIC AURA

SCHOOL: CREATION TYPE: DEFENSE COST: 6 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: HEROIC OFFENSE

This spell surrounds a subject within 30 yards with an arcane aura that deflects incoming attacks. The
subject gains a +2 bonus to Defense for the rest of the encounter. You can cast this spell on yourself.
Its effects do not stack with those of spells that reset your Defense to be based on your Spellpower,
such as Arcane Shield and Fade Shield.

HEROIC DEFENSE

SCHOOL: CREATION TYPE: DEFENSE COST: 8+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: HEROIC AURA


You surround an ally within 30 yards with bands of protective force that stop all but the most
devastating attacks. The subject gains a +5 bonus to Defense and a +2 bonus to Armor Rating for a
number of rounds equal to half your Magic score. You can extend this duration at the cost of 4 MP per
additional round, paid on the start of your subsequent turns as a free action. You can cast this spell on
yourself. Its effects do not stack with those that adjust your Defense to be based on your Spellpower,
such as arcane shield and fade shield.

HEROIC OFFENSE

SCHOOL: CREATION TYPE: ENHANCEMENT COST: 3 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 11

TEST: NONE REQUIREMENT: NONE

Your touch fills one ally with magical might. Until the end of the encounter, the target gains a +1 bonus
to Strength.

IMBUE ARROW

SCHOOL: CREATION TYPE: UTILITY COST: 2 MP

CASTING TIME: MINOR ACTION TARGET NUMBER: 10

TEST: NONE REQUIREMENT: ARCANE ARCHER SPECIALISATION


(MASTER)

You add the effect of one spell to your arrow which you cast normally. The arrow must be shot or the
spell is expended. The arrow hits a target and transfers the spell along with its normal damage. If the
arrow misses the spell is expended to no effect.
Limitation: The spell must be either elemental, not require physical components and must be able to
merge with the arrow. For instance the spells Firestorm, Cone of cold, Barrier, Stone Fist, Veilstrike
cannot be used with this ability. Talk with your GM about which spells can be used.

INVISIBILITY

SCHOOL: CREATION TYPE: UTILITY COST: 10+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: NONE REQUIREMENT: NONE

You become invisible for a number of minutes equal to your Magic ability. This gives you a bonus equal
to your Magic Score against Perception (Seeing) spells. You can spend an extra 5 MP for every minute
you wish to expand the spell’s duration.
INVISIBILITY SPHERE

SCHOOL: CREATION TYPE: UTILITY COST: 15+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER:

TEST: NONE REQUIREMENT: INVISIBILITY

You choose a target and create a sphere of invisibility around them with a diameter equal to your Magic
ability in yards and for a number of minutes equal to your Magic ability. This gives the target a bonus
equal to your Magic Score against Perception (Seeing) spells. You can spend an extra 5 MP for every
minute you wish to expand the spell’s duration.

LAUGHTER

SCHOOL: CREATION TYPE: UTILITY COST: 1 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 10

TEST: WILLPOWER (SELF-DISCIPLINE) VS SPELLPOWER REQUIREMENT: NONE

A target within 5 yards that fails this test falls on the ground laughing for a number of rounds equal to
your Magic ability. At the start of each round he can take another test to end the effect.

LIFE WARD

SCHOOL: CREATION TYPE: UTILITY COST: 5 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 16

TEST: NONE REQUIREMENT: SPIRIT HEALER SPECIALISATION


(MASTER)

You weave a protective ward of mystic energy around one ally within 6 yards of you, or around
yourself. The first time the target’s Health drops below 10 in this encounter, they immediately regain
2d6 Health. Life ward only works once per casting and it ends at the end of the encounter if not
triggered. A character cannot have more than one life ward on them at the same time.

LIGHT

SCHOOL: CREATION TYPE: UTILITY COST: 2+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 10

TEST: NONE REQUIREMENT: NONE


You make an object or part of a surface emit a light strong enough for you to see in a 3 yard radius for
a number of rounds minutes to your Magic ability. You can expend 1 extra MP for every extra minute
that you want this spell to last.

LUST

SCHOOL: CREATION TYPE: ENCHANTMENT COST: 6 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST:​ ​WILLPOWER (FAITH OR SELF-DISCIPLINE) REQUIREMENT: NONE


VS SPELLPOWER

You fill a target with desire for a certain person or object. The target that fails a Willpower (Faith or
Seld-Discipline) vs your Spellpower test must act on their compulsion.

LARGE ANIMAL FORM

SCHOOL: CREATION TYPE: UTILITY COST: 10+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST:​ ​NONE REQUIREMENT: SHAPESHIFTER SPECIALISATION


(JOURNEYMAN)

You transform yourself into a large animal for a number of rounds equal to your Magic ability. You can
extend the spell for the cost of 3 MP per additional round. You retain your own Cunning,Magic, and
Willpower but otherwise your stats are those of the animal. Black bears, brontos, Mabari war dogs are
examples of large animals. GMs may create similar stats for others.

MAGIC LIMB

SCHOOL: CREATION TYPE: UTILITY COST: 10+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 18

TEST: NONE REQUIREMENT: REGENERATION

You replace one of your or an ally’s lost limbs with a magical limb for a number of hours equal to your
Magic ability. You can extend the duration of this Spell by 1 hour for every extra 2 MP you spend. You
can cast this spell on a target multiple times depending on the number of limbs lost.

MASS REJUVENATION
SCHOOL: CREATION TYPE: UTILITY COST: 10+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: NONE REQUIREMENT: REJUVENATE

You channel healing energy to a number of allies within 10 yards equal to twice your Magic score,
though each subject beyond the first costs an additional 5 MP. You may target yourself. Subjects each
regain 1d6 Health immediately, and another 1d6 Health at the start of their respective turns each round
for a number of rounds equal to your Magic ability.

MENDING

SCHOOL: CREATION TYPE: UTILITY COST: 1 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 10

TEST: NONE REQUIREMENT: NONE

You repair a wounded or damaged object.

MIST

SCHOOL: CREATION TYPE: UTILITY COST: 4+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: NONE REQUIREMENT: NONE

You create a thick mist that lasts for number of rounds equal to your Magic ability. The mist has a
radius up to your Magic ability in yards. All subjects attempting to attack someone outside or inside the
mist take a -2 penalty on their attack. You can extend the duration and/or radius of this spell by 1 round
and yard respectively for 2 MP each.

PERMANENCY

SCHOOL: CREATION TYPE: UTILITY COST: 10 MP

CASTING TIME: MINOR ACTION TARGET NUMBER: 17

TEST: NONE REQUIREMENT: CREATION MAGIC (MASTER)

You make the effects of a spell permanent. The GM decides which spells can be made permanent or
not but consider that spells like Fireball cannot be made permanent.
RECONSTRUCT

SCHOOL: CREATION TYPE: UTILITY COST: 2+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: MENDING

You reconstruct a destroyed item up to the size of a desk the nature of which you know. For every
larger size category the object belongs to the MP and time required triple compared to the previous
one.

REGENERATION

SCHOOL: CREATION TYPE: UTILITY COST: 15 MP

CASTING TIME: ONE HOUR TARGET NUMBER: 15

TEST: NONE REQUIREMENT: CREATION MAGIC (MASTER)

Grievous wounds close and broken bones knit together as you speed up a subject’s natural healing to
accomplish in an hour what would normally take weeks. The subject regains 3d6 + your Magic in
Health and is cured of any major injuries, such as broken bones or damaged organs. Powerful as this
spell is, it cannot be used to reattach severed body parts. It is also unable to cure diseases or
neutralize poisons, though it can counteract some symptoms and repair organ damage suffered.

REJUVENATE

SCHOOL: CREATION TYPE: UTILITY COST: 5 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: HEAL

You channel regenerative energy to an ally within 10 yards. The subject regains 1d6 Health
immediately, and another 1d6 Health at the start of their turn each round for a number of rounds equal
to your Magic ability.

REVIVAL

SCHOOL: CREATION TYPE: UTILITY COST: 5 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: NONE REQUIREMENT: SPIRIT HEALER SPECIALISATION


(JOURNEYMAN)
Your touch helps to restore the fallen. A dying subject adjacent to you immediately regains 10 + their
Constitution + your Magic in Health. Since dying characters cannot take actions, you cannot cast this
spell on yourself.

SHAPE EARTH

SCHOOL: CREATION TYPE: UTILITY COST: 6 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: CREATION MAGIC (JOURNEYMAN)

You can shape and move a mass of sand, earth, or even stone within 6 yards. The spell allows you to
move earthen materials with an effective Strength equal to twice your Magic. The materials do not
levitate, but are pushed or pulled along the ground. The GM determines how fast objects can be moved
based on their mass and your effective Strength. You can also mold objects as if they were soft clay,
shaping them as you direct. The GM may require a Magic (Creation) test if you want to finesse a
particular result, especially if any fine detail is involved. To maintain this spell you must spend 1 MP at
the start of each of your turns. Once you stop maintaining the spell, the materials stay where
they are, subject to the usual natural forces (like gravity). Shaped stone will typically retain its new
shape, so long as it is capable of supporting its own weight.

SHRINK OBJECT

SCHOOL: CREATION TYPE: UTILITY COST: 2 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 10

TEST:​ ​NONE REQUIREMENT: NONE

You can enlarge an object up to a number of times equal to your magic ability. You can restore the
object to its true size as a minor action.

SMALL ANIMAL FORM

SCHOOL: CREATION TYPE: UTILITY COST: 5+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST:​ ​NONE REQUIREMENT: SHAPESHIFTER SPECIALISATION

You transform yourself into a small animal for a number of rounds equal to your Magic ability. You can
extend the spell for the cost of 1 MP per additional round. You retain your own Cunning, Magic, and
Willpower but otherwise your stats are those of the animal. Dogs and falcons are examples of small
animals. GMs may create similar stats for others.
SPELLBLOOM

SCHOOL: CREATION TYPE: UTILITY COST: 8 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST:​ ​NONE REQUIREMENT: GREASE

You conjure a font of magical energy with a 4-yard radius centered anywhere within 50 yards that you
can see, and that lasts for a number of rounds equal to your Magic ability. Each mage, whether ally or
enemy, inside the spellbloom at the beginning of their turn, regains 1d6 MP. As a free action on your
turn you may dispel the bloom to gain a number of SP equal to the rounds of duration remaining on it.
These SP must be used on spell stunts on the same round they are gained. Any unspent points are lost
at the end of your turn.

SPRING

SCHOOL: CREATION TYPE: UTILITY COST: 4 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 13

TEST:​ ​NONE REQUIREMENT: CREATION MAGIC (JOURNEYMAN)

Tracing magical glyphs on natural earth or stone, then striking them with your hand or staff, you cause
a spring to burst forth from the spot, pouring out water at a rate of your Magic in gallons per minute.
The water is fresh, clean, drinkable, and entirely mundane—it pours and evaporates naturally. If the
spring forms in a hollow, it fills to become a pool. You may stop the flow of the spring at any time.
Otherwise, it lasts a number of hours equal to your Magic before stopping of its own accord.

STINGING SWARM

SCHOOL: CREATION TYPE: ATTACK COST: 20 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST:​ ​CONSTITUTION (STAMINA) VS SPELLPOWER REQUIREMENT: SPELLBLOOM

A swarm of biting insects materializes around a single enemy within 30 yards. The subject takes 2d6 +
Magic penetrating damage at the start of each of their turns for a number of rounds equal to half your
Magic ability. They must also succeed at a Constitution (Stamina) test vs. your Spellpower each round
or suffer a –2 penalty to all attacks and spellcasting tests. If the subject dies before the swarm
dissipates, the swarm moves on to another enemy within 20 yards.

SUMMON BEAST
SCHOOL: CREATION TYPE: UTILITY COST: 22 MP

CASTING TIME: ONE HOUR TARGET NUMBER: 17

TEST:​ ​MAGIC (ENTROPY) VS REQUIREMENT: CREATION MAGIC (JOURNEYMAN)


SPELLPOWER

You summon a mundane wild animal from the local area, which remains loyal to you until the next
sunrise or sunset, whichever comes first. The animal understands your spoken commands and follows
them to the best of its ability. Though you may specify the type of animal, the Game Master is the
arbiter of what type of animals are available to answer. Summoned animals do not fight to the death
and are likely to flee when they’ve lost more than half of their Health (at the GM’s discretion) unless you
succeed on a Communication (Leadership) test to keep the beast around, or the animal succeeds on a
Willpower (Morale) test. The TN of these tests depends on how dire the situation is but should rarely be
less than TN 13.

VICIOUS BEAST FORM

SCHOOL: CREATION TYPE: UTILITY COST: 25+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST:​ ​NONE REQUIREMENT: LARGE ANIMAL FORM

You transform yourself into a vicious beast for a number of minutes equal to your Magic ability. You can
extend the spell for the cost of 10 MP per additional minute. You retain your own Cunning, Magic, and
Willpower but otherwise your stats are those of the beast. Giant spiders and drakes are examples of
vicious beasts appropriate for this spell. GMs may create similar stats for others. It is beyond the power
of this spell to grant the caster the form of creatures like high dragons or varterral.
SCHOOL OF ENTROPY
AFFLICTION HEX

SCHOOL: ENTROPY TYPE: ATTACK COST: 7 MP

CASTING TIME: MAJOR ACTION SET: 2 TARGET NUMBER: 14

TEST: MAGIC (ENTROPY) VS REQUIREMENT: VULNERABILITY HEX


SPELLPOWER

You curse a visible target within 30 yards and all other foes within 10 yards of your target. Until the end
of the encounter, those affected by the affliction hex have a –2 penalty to all tests against Spellpower.
A primary target who makes a successful Magic (Entropy) test against your Spellpower suffers only a
–1 penalty and completely negates the effects on the secondary targets. Secondary targets may also
make Magic (Entropy) resistance tests to negate their own penalties entirely, but their individual
successes or failures only affect themselves. It doesn’t matter whether a given target is a primary or
secondary target of an affliction hex; additional castings of the same spell while the original casting’s
duration persists have no effect on the target (see Stacked Spells and Effects).

BESTOW DISEASE

SCHOOL: ENTROPY TYPE: ATTACK COST: 18 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: CONSTITUTION (STAMINA) VS SPELLPOWER REQUIREMENT: SICKNESS

You bestow upon a target a common or rare disease, the symptoms of which you are aware of. The
disease kicks after 24 hours and the subject can transmit it. You cannot use this spell to taint creatures.

CLEANSE

SCHOOL: ENTROPY TYPE: UTILITY COST: 1+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 10

TEST: NONE REQUIREMENT: NONE

You clean a surface or a desired object up to one 1 yard in length. For every extra mana point you
spend the surface cleaned increases in length by 1 yard.

CRUSHING DESPAIR
SCHOOL: ENTROPY TYPE: ATTACK COST: 20 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST: WILLPOWER REQUIREMENT: HORROR


(SELF-DISCIPLINE/COURAGE/FAITH) VS
SPELLPOWER

You cause despair on a target that fails a Willpower (Self-Discipline/Courage/Faith) test vs your
Spellpower. They will attempt to commit suicide in any manner possible. At the start of each turn they
can take another test to negate the effect.

CURSE

SCHOOL: ENTROPY TYPE: ATTACK COST: 15 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 16

TEST: DEPENDS ON THE CURSE REQUIREMENT: BESTOW DISEASE

You curse an enemy with a curse of you choice for 24 hours. You can extend the duration by an extra
day for every 5MP you spend.

CURSE OF MORTALITY

SCHOOL: ENTROPY TYPE: COST: 15 MP


ATTACK

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST: CONSTITUTION (STAMINA) VS REQUIREMENT: DEATH MAGIC


SPELLPOWER

This spell forces a single enemy ever closer to its inevitable death. The subject suffers 2d6 + Magic
penetrating damage initially, and 1d6 + Magic damage at the start of each of their turns. Additionally,
they cannot regain Health by any means. The effects of this curse last for a number of rounds equal to
your Magic ability. If the target makes a successful Constitution (Stamina) test vs. your Spellpower
when the spell is cast, they instead suffer 1d6 penetrating damage per turn and can regain Health as
usual.

DAZE

SCHOOL: ENTROPY TYPE: ATTACK COST: 2 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 11

TEST: WILLPOWER (SELF-DISCIPLINE) VS REQUIREMENT: NONE


SPELLPOWER

You ensorcell one visible target within 10 yards. A target that makes a successful Willpower (Self
-Discipline) test vs. your Spellpower is slightly confused and suffers a –1 penalty on all ability tests until
the beginning of your next turn. A target that fails the test suffers the same penalty and cannot take any
actions on their next turn.

DEATH CLOUD

SCHOOL: ENTROPY TYPE: ATTACK COST: 20+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 21

TEST: CONSTITUTION (STAMINA) REQUIREMENT: CURSE OF MORTALITY


VS SPELLPOWER

You unleash a cloud of entropic energy with a 5-yard radius centered anywhere within 50 yards.
Anyone, be they ally or enemy, who enters the cloud or starts their turn in it suffers 3d6 + Magic
penetrating damage. Targets who make a successful Constitution (Stamina) test vs. your Spellpower
only suffer 2d6 penetrating damage. This spell normally lasts for one round but for 10 MP, paid at the
start of your subsequent turns as a free action, you may extend the duration by an additional round.

DEATH HEX

SCHOOL: ENTROPY TYPE: ATTACK COST: 17 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST: MAGIC (ENTROPY) OR WILLPOWER REQUIREMENT: MISDIRECTION HEX


(MORALE) VS SPELLPOWER

You curse an enemy within 30 yards to suffer mightily from each strike upon them. Until the end of the
encounter, all attacks made against the target gain a +3 bonus, deal +3 damage, and automatically
generate +2 SP on a hit, even if doubles aren’t rolled. The subject can end the effects with a successful
Magic (Entropy) or Willpower (Morale) test vs. your Spellpower, made on its turn. The spell otherwise
ends after a number of rounds equal to your Magic ability.

DEATH MAGIC

SCHOOL: ENTROPY TYPE: ATTACK COST: 7 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: DRAIN LIFE

You draw upon the residual life force of the dying to replenish your own. Any living creature that dies
within 6 yards of you while this spell is active heals damage to your Health equal to the creature’s
Constitution, with a minimum of 1. It cannot bring you above your unwounded Health, however. Death
magic lasts for a number of rounds equal to your Magic ability. This spell and death Iyphon are mutu-
ally exclusive, and cannot be maintained at the same time. Casting one cancels the other.

DECOMPOSE

SCHOOL: ENTROPY TYPE: UTILITY COST: 5 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: NONE REQUIREMENT: ENTROPY MAGIC (JOURNEYMAN)

By tracing mystic glyphs over the subject, which may be any single piece of non-living organic material,
you speed up the natural process of its decay. Once your casting is finished, every second that passes
is the equivalent of a day for the subject. So in a minute’s time, it decays as if two months have passed.
In an hour, it decays nearly ten years! This continues until the object is reduced to dust. You can halt
the decomposition with a glyph of preservation, but the subject decays some ten months in just the time
it takes to cast that spell, and if the glyph of preservation wears off the accelerated decay continues
where it left off, at the same rate. Decompose can’t be dispelled; its effects are permanent.

DISINTEGRATE

SCHOOL: ENTROPY TYPE: ATTACK COST: 25 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 25

TEST: CONSTITUTION (STAMINA) VS REQUIREMENT: DECOMPOSE


SPELLPOWER

This spell can be cast on any object or person. If the person fails the Constitution test then they start
disintegrating, losing health equal to 4d6 + your Magic per round. A disintegrating target dies when they
reach 0 HP.

DRAIN LIFE

SCHOOL: ENTROPY TYPE: UTILITY COST: 4 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: CONSTITUTION (STAMINA) VS REQUIREMENT: NONE


SPELLPOWER

You suck life energy out of a visible target within 10 yards to heal yourself. The target takes 1d6 +
Magic penetrating damage and you are healed by the same amount. Note this only heals damage you
have suffered; it doesn’t give you bonus Health above your normal amount. If the target makes a
successful Constitution (Stamina) test vs. your Spellpower, the penetrating damage is only 1d6.
ENTROPIC CLOUD

SCHOOL: ENTROPY TYPE: ENHANCEMENT COST: 20 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST: MAGIC (ENTROPY) VS REQUIREMENT: MAGIC (ENTROPY) MASTER


SPELLPOWER

The chaos of battle is yours to command as you extend a cloud of entropic energy 20 yards in radius
from your own body. Allies in the cloud enjoy a +2 bonus to all attacks and receive +1 SP on all rolls
that generate stunt points. Enemies in the cloud receive a –2 penalty to all attacks and –1 SP on all
rolls that generate stunt points unless they succeed at a Magic (Entropy) test vs. your Spellpower. This
spell lasts until the end of the encounter.

EVIL EYE

SCHOOL: ENTROPY TYPE: ATTACK COST: 12+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST: MAGIC (SPIRIT) VS SPELLPOWER REQUIREMENT: CURSE

Target gets a penalty of -4 all ability tests for a number of rounds equal to your magic ability. You can
spend an additional 5 MP for every round you wish to extend the spell’s duration.

HALLUCINATION

SCHOOL: ENTROPY TYPE: ATTACK COST: 15 MP

CASTING TIME: ONE MINUTE TARGET NUMBER: 15

TEST: PERCEPTION (HEARING, REQUIREMENT: ENTROPIC MAGIC (JOURNEYMAN)


SEEING OR SMELLING) VS
SPELLPOWER

You conjure, in the mind of a subject within 30 yards, an optical, auditory, and olfactory hallucination
that can appear to be no wider or taller than your Magic ability in yards. Add additional targets for 5 MP
each. Targets must succeed at a Perception (Hearing, Seeing, or Smelling) test vs. your Spellpower to
realize the illusory nature of the sight. “Touching” the hallucination automatically reveals the ruse but
does not end the spell unless you want it to. The hallucination lasts for as long as you spend free
actions to concentrate on it.

HORROR
SCHOOL: ENTROPY TYPE: ATTACK COST: 8 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: WILLPOWER (COURAGE) VS REQUIREMENT: NONE


SPELLPOWER

You unleash spirits of fear on a visible target within 20 yards. Until the target succeeds on a Willpower
(Courage) test vs. your Spellpower, they can do nothing but cower in fear. A target failing the initial test
may try again at the start of each of their turns. You can make this spell affect all enemies in a 10 yard
area around you by spending three times the cost.

INFLICT PAIN

SCHOOL: ENTROPY TYPE: ATTACK COST: 8 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: CONSTITUTION (STAMINA) VS SPELLPOWER REQUIREMENT: NONE

You inflict pain upon a target that deals no damage but stuns them for a number of rounds equal to
your Magic ability. The target makes a new Constitution (Stamina) test at the start of each round to
negate the effect.

INSANITY

SCHOOL: ENTROPY TYPE: ATTACK COST: 20+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19 MP

TEST: WILLPOWER (SELF-DISCIPLINE) REQUIREMENT: HALLUCINATION

You make a target become insane. An insane creature attacks mindlessly in self-defense and takes a
-4 penalty on all tests. The spell lasts for 1 hour. You can spend an additional 5 MP for each extra hour
you want to extend the spell’s duration.

MASS PARALYSIS

SCHOOL: ENTROPY TYPE: ATTACK COST: 22 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 21

TEST: CONSTITUTION (STAMINA) VS REQUIREMENT: MIASMA


SPELLPOWER

You surround each enemy within 20 yards with tendrils of entropic energy, all but locking them in place.
Each target must succeed at a Constitution (Stamina ) test vs. your Spellpower or become paralyzed.
Targets that pass this initial test lose their Dexterity rating from their Speed until they pass the test
again or the spell expires. Paralyzed characters have a Speed of 2 yards per turn, lose their Dexterity
factor to
Defense, and can take no actions, but are not subject to a coup de grace unless they would otherwise
be vulnerable. A paralyzed target makes a new test at the start of their turn each round to shake off the
spell. Effects otherwise persist for a number of rounds equal to your Magic.

MELT

SCHOOL: ENTROPY TYPE: UTILITY COST: 9 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 16

TEST: MATERIAL QUALITY MODIFIER VS SPELLPOWER REQUIREMENT: SHATTER

You target a single object and make it melt completely.

MIASMA

SCHOOL: ENTROPY TYPE: ATTACK COST: 8 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: CONSTITUTION (STAMINA) VS SPELLPOWER REQUIREMENT: PARALYSE

A sickly green mist radiates out along the ground from your feet. All enemies within 10 yards of you at
the start of their turns must make a Constitution (Stamina) test vs. your Spellpower or suffer a –2
penalty to Defense and a –2 penalty to all attacks. Subjects must make this test each turn they begin in
the miasma or upon entering the miasma. This spell lasts one round unless you extend its duration
another round by spending 2 MP as a free action at the start of your subsequent turns.

MISDIRECTION HEX

SCHOOL: ENTROPY TYPE: ATTACK COST: 10 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: MAGIC (ENTROPY) OR WILLPOWER (COURAGE) VS REQUIREMENT: AFFLICTION HEX


SPELLPOWER

Fortune turns against the subject of this spell at every opportunity, making their attacks all but fruitless.
Until the end of the encounter, a single enemy within 30 yards suffers a –2 penalty to attack rolls and
cannot generate stunt points. The subject may make a Magic (Entropy) or Willpower (Courage) test vs.
your Spellpower as a free action at the start of each of their turns to end the spell. Otherwise, the
effects end after a number of rounds equal to your Magic.
PARALYSE

SCHOOL: ENTROPY TYPE: ATTACK COST: 7 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 16

TEST: CONSTITUTION (STAMINA) VS SPELLPOWER REQUIREMENT: WEAKNESS

Ghostly wisps of entropic energy surround an opponent within 30 yards. A target failing a Constitution
(Stamina) test vs. your Spellpower is paralyzed, completely unable to move, while a successful test
means the target’s Speed is cut by one-quarter (rounded in the target’s favor). Both effects last for the
rest of the encounter. A paralyzed target gets a new test at the start of their turn each round. Paralyzed
characters lose the Dexterity bonus to their Defense and can obviously take no actions, but are not
subject to a coup de grace unless they are otherwise unconscious or dying.

PERMANENT CURSE

SCHOOL: ENTROPY TYPE: ATTACK COST: 25 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 20

TEST: DEPENDS ON THE CURSE REQUIREMENT: CURSE

You curse an enemy with a curse of you choice for the rest of their lives.

PREVENT SLEEP

SCHOOL: ENTROPY TYPE: UTILITY COST: 7+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: WILLPOWER (SELF-DISCIPLINE) REQUIREMENT: WEAKNESS

The target cannot sleep for a number of hours equal to your magic ability. You can spend an additional
5 MP for every hour you wish to extend the spell’s duration. A successful Willpower (Self-Discipline)
test negates the effect.

REMOVE VALLASLIN

SCHOOL: ENTROPY TYPE: UTILITY COST: 2 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: NONE REQUIREMENT: NONE

You remove a Dalish Vallaslin.


RIP NAILS

SCHOOL: ENTROPY TYPE: ATTACK COST: 5 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: CONSTITUTION (STAMINA) VS SPELLPOWER REQUIREMENT: NONE

You blacken your targets nails as they burst of his skin causing a local inflammation. The target feels
excruciating pain and drops whatever they are holding, suffering 1d6 + Magic penetrating damage.

SHATTER

SCHOOL: ENTROPY TYPE: UTILITY COST: 6 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: MATERIAL QUALITY REQUIREMENT: NONE


MODIFIER VS SPELLPOWER

You shatter the affected object. Enchanted objects take a +7 bonus to their quality test.

SICKNESS

SCHOOL: ENTROPY TYPE: ATTACK COST: 5+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: CONSTITUTION (STAMINA) VS SPELLPOWER REQUIREMENT: NONE

You sicken a target giving him a headache and stressing him out for a number of rounds equal to your
Magic ability. They receive a -4 bonus on all tests and spend the entirety of the first round vomiting. A
successful Constitution (Stamina) vs your Spellpower test reduces the number of round and penalty to
half and prevents vomiting. You can extend the spell’s duration by 1 round for every 2 MP you spend.
This can only be done when the spell is cast.

SLEEP

SCHOOL: ENTROPY TYPE: ATTACK COST: 15 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST: WILLPOWER (SELF-DISCIPLINE) VS SPELLPOWER REQUIREMENT: DAZE

Enemies within 10 yards of a point you choose within 30 yards of you are overcome with heavy
drowsiness, falling asleep on their feet unless they succeed at a Willpower (Self -Discipline) test vs.
your Spellpower. Targets that fail the initial test may make another test on each of their turns until they
awaken. Sleeping targets have a Defense of 10, but are not subject to a coup de grace. Any damage
immediately awakens a subject.

WAKING NIGHTMARE

SCHOOL: ENTROPY TYPE: ATTACK COST: 20


MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: WILLPOWER (SELF-DISCIPLINE) VS REQUIREMENT: SLEEP, HORROR


SPELLPOWER

You trap a single enemy within 20 yards in a waking nightmare. Until it succeeds at a Willpower
(Self-Discipline ) test vs. your Spellpower, the target falls into a fugue and attacks your enemies to the
best of its ability. A target already asleep when affected by this spell takes a –3 penalty to its initial test.
The target may make another test on each of its subsequent turns until it awakens.

WEAKNESS

SCHOOL: ENTROPY TYPE: ATTACK COST: 3 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 11

TEST: MAGIC (SPIRIT) VS REQUIREMENT: NONE


SPELLPOWER

Your magic drains a visible enemy within 20 yards of energy, making them slower and more sluggish.
The target suffers a –1 penalty to Strength and Dexterity and a –5 penalty to Speed for a number of
rounds equal to the casting roll’s Dragon Die. If the target makes a successful Magic (Spirit) test vs.
your Spellpower, they only suffer the Speed penalty.

WITHER

SCHOOL: ENTROPY TYPE: ATTACK COST: 4+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: NONE REQUIREMENT: SICKNESS

You cause a plant to wither and die. The spell can also affect all plants in a radius of yards equal to
your Magic ability for an extra 5MP
VULNERABILITY HEX

SCHOOL: ENTROPY TYPE: ATTACK COST: 4 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: MAGIC (ENTROPY) VS SPELLPOWER REQUIREMENT: NONE

You curse a visible target within 20 yards, making them more vulnerable to attacks and spells. Until the
end of the encounter, the target suffers a –1 penalty to Defense and a –2 penalty on ability tests vs.
Spellpower. A target that makes a successful Magic (Entropy) test vs. your Spellpower only suffers the
Defense penalty. A character can only be subject to one vulnerability hex at a time.
SCHOOL OF PRIMAL
ELEMENTS
EARTHQUAKE

SCHOOL: PRIMAL TYPE: ATTACK COST: 11+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: STONEFIST


VS SPELLPOWER

The ground bucks and rolls in an area with a 6-yard radius anywhere you choose within 30 yards.
Anyone caught in the area suffers a –2 penalty to Defense and a –5 penalty toSpeed for one round.
They must also succeed on a Dexterity (Acrobatics) test vs. your Spellpower or fall prone. This spell
normally lasts for one round but for 5 MP, paid at the start of your subsequent turns as a free action,
you may extend the duration by an additional round.

ENSNARE

SCHOOL: PRIMAL TYPE: ATTACK COST: 8 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: STRENGTH (MIGHT) VS REQUIREMENT: KEEPER SPECIALISATION


SPELLPOWER (JOURNEYMAN)

You send out tendrils of raw nature magic that pull enemies towards you. You can target a number of
enemies up to your Magic ability who are each within 8 yards of you. Each target must make a
successful Strength (Might) test vs. your Spellpower or be pulled adjacent to you (or as close to
adjacent as terrain and other obstructions allow). Targets that fail the roll and get 1, 2, or 3 on their
Dragon Die also take penetrating damage equal to half your Magic as the tendrils lash and squeeze.

FIRESTORM

SCHOOL: PRIMAL TYPE: ATTACK COST: 35 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 25

TEST: NONE REQUIREMENT: METEOR STRIKE, RIFT MAGE


SPECIALISATION (MASTER)

You summon 15 meteors and smash them at an area the with a diameter of 50 yards within a radius of
150 yards. The strike inflicts 6d6 + your magic in damage to all targets.
METEOR STRIKE

SCHOOL: PRIMAL TYPE: ATTACK COST: 25 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 18

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: STONEFIST, RIFT MAGE


VS SPELLPOWER SPECIALISATION (NOVICE)

You summon a meteor and smash it at an area the with a diameter of 2 yards within a radius of 50
yards. The strike inflicts 5d6 + your magic in damage. The targets can lower this to a 4d6 + Magic if
they succeed a Dexterity (Acrobatics) test vs your spellpower. The target of this spell is knocked prone.

PETRIFY

SCHOOL: PRIMAL TYPE: ATTACK COST: 15 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST: CONSTITUTION (STAMINA) REQUIREMENT: EARTHQUAKE


VS SPELLPOWER

You turn a single target within 30 yards to stone unless they succeed on a Constitution (Stamina) test
vs. your Spellpower.A petrified character gains a +5 Armor Rating, but has their Defense reduced to 7
and may take no actions on their turn. They are not subject to a coup de grace. Petrified subjects may
take no actions except to reattempt their test at the start of their turns until they succeed and overcome
the spell.

ROCK ARMOUR

SCHOOL: PRIMAL TYPE: DEFENSE COST: 3-8 MP

CASTING TIME: 1 MINUTE TARGET NUMBER: 10

TEST: NONE REQUIREMENT: NONE

Your skin becomes as hard as stone and protects you from harm. Rock armor has an Armor Rating
equal to your Magic ability. The spell lasts for 1 hour but its duration can be extended by spending
additional mana points. For each additional MP spent beyond the first 3, rock armor remains in effect
for another hour, to a maximum of 6 hours total. A mage wearing regular armor gains no benefit from
this spell. You can only cast this on yourself.

STONEFIST

SCHOOL: PRIMAL TYPE: ATTACK COST: 3 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 11


TEST: CONSTITUTION (STAMINA) REQUIREMENT: NONE
VS SPELLPOWER

You hurl a magical rock at a visible enemy up to 20 yards away. The rock inflicts 1d6 + Magic
penetrating damage and the target is knocked prone. If the target makes a successful Constitution
(Stamina) test vs. your Spellpower, the spell only inflicts 1d6 penetrating damage and remains
standing.

STONE’S THROW

SCHOOL: PRIMAL TYPE: UTILITY COST: 4 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 13

TEST: NONE REQUIREMENT: ENSNARE

You disappear into the earth or stone under your feet and reappear anywhere within 24 yards, erupting
from below without warning. This is not teleportation; you are traveling through the ground. There must
be uninterrupted earth or stone between your starting and ending points (you could not get from one
wooden rooftop to another with this spell, for example), but most mortar is as good as stone for
traveling within stone structures.

WALL OF EARTH

SCHOOL: PRIMAL TYPE: UTILITY COST: 10 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 18

TEST: NONE REQUIREMENT: EARTHQUAKE

You create a wall of wood and stone with a length and height up to your Magic ability in yards. You can
Spend an extra MP to increase the length/height by one yard. The wall has an armour rating equal to
your magic ability and 40 HP.

WRATH OF THE ELVHEN

SCHOOL: PRIMAL TYPE: ATTACK COST: 3 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 13

TEST: CONSTITUTION (STAMINA) REQUIREMENT: KEEPER SPECIALISATION


VS SPELLPOWER

Earth, wood, plant, and stone lash out against your enemies. While this spell is active, any enemy that
starts its turn within 4 yards of you must make a successful Constitution (Stamina) vs. your Spellpower
test or take penetrating damage equal to half your Magic ability. Spend 2 MP as a free action at the
start of your turn each round to maintain this spell.
BLIZZARD

SCHOOL: PRIMAL TYPE: ATTACK COST: 20+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: DEXTERITY (ACROBATICS) VS REQUIREMENT: CONE OF COLD


SPELLPOWER

This spell conjures forth a blizzard with a 5-yard radius, centered anywhere within 50 yards. Anyone in
its howling winds takes 2d6 + Magic penetrating damage and must succeed at a Dexterity (Acrobatics)
test vs. your Spellpower or slip and fall prone on the accumulating ice. Targets that start their turn in the
blizzard take an additional 1d6 penetrating damage and must make an immediate test to avoid falling
prone. All melee attacks made into or from the blizzard suffer a –2 penalty, all such ranged attacks
suffer a –5 penalty. This spell normally lasts for one round but for 10 MP, paid at the start of your
subsequent turns as a free action, you may extend the duration by an additional round.

CONE OF COLD

SCHOOL: PRIMAL TYPE: ATTACK COST: 15 MP

CASTING TIME: MAJOR ACTION SET: 2 TARGET NUMBER: 17

TEST: CONSTITUTION (STAMINA) VS REQUIREMENT: WINTER’S GRASP


SPELLPOWER

You project a blast of freezing air from your outstretched hands that is 2 yards wide and 8 yards long.
Anyone caught in the blast suffers 2d6 + Magic penetrating damage and a –10 penalty to Speed for a
number of rounds equal to half your Magic ability. Subjects who make a successful Constitution
(Stamina) test vs. your Spellpower only suffer 1d6 + Magic penetrating damage and a –5 penalty to
their Speed for the same duration.

FADE STEP

SCHOOL: PRIMAL TYPE: UTILITY COST: 4+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: NONE


VS SPELLPOWER

You let invisible waves of magic carry you forward, blurring ahead a short distance equal to your magic
ability, passing through enemies unharmed. You can increase the distance travelled by spending 1 MP
per additional yard you wish to travel.
Frost Step: By spending an additional 6 MP you can deal 1d6 penetrating damage to every foe you
pass through. A target can avoid you by succeeding a Dexterity (Acrobatics) test vs your Spellpower.
Energising step: By spending an additional 4 MP you can regain 1d6 Mana by stealing it from every
Mage you pass through. A target can avoid you by succeeding a Dexterity (Acrobatics) test vs your
Spellpower. If a Mage has no mana then they are immune to this effect.

FROST WEAPONS

SCHOOL: PRIMAL TYPE: ENHANCEMENT COST: 6 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: WINTER’S GRASP

The readied melee weapon of all allies within 10 yards of you exude freezing cold, inflicting +2
penetrating damage with each successful attack. The freezing cold lasts for one minute; you can
extend this duration when you cast the spell by spending an additional 3 MP per additional minute you
would like it to last. This spell does not harm the weapons it affects and may be cast on flaming
weapons. Only the additional damage is penetrating.

ICE ARMOUR

SCHOOL: PRIMAL TYPE: DEFENSE COST: 8+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: NONE REQUIREMENT: FROST WEAPONS

You draw on cold magic to protect you from all attacks. You gain a bonus to your armour equal to 2
plus your magic ability (maximum 10) and a -2 penalty on Dexterity for a number of hours equal to your
Magic ability. You can spend 1 MP per round you want to extend the spell. Fire weapons/spells reduce
your Ice armour bonus by 1 per 1d6 of damage they deal, this damage can be healed by spending 1
MP per damage point to the armour as a major action. The armour also reduces the damage of all cold
attacks against it by 1d6.

ICE MINE

SCHOOL: PRIMAL TYPE: ATTACK COST: 14 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: DEXTERITY (ACROBATICS) & CONSTITUTION REQUIREMENT: WINTER’S GRASP


(STAMINA) VS SPELLPOWER

You create a glyph 6 yards in radius anywhere within 50 yards. Anyone, whether ally or enemy, who
enters the mine, or starts their turn in it, suffers 2d6 + Magic penetrating damage and falls prone.
Targets who make a successful Dexterity (Acrobatics) test vs your Spellpower suffer only 2d6
penetrating damage and fall prone. Additionally, any target affected by the spell takes a -4 penalty to
Dexterity until they pass a Constitution (Stamina) test vs your Spellpower. The mine normally last a
single round but you can extend its duration another round by spending 8 MP at the start of your
subsequent turns as a free action.

RAY OF FROST

SCHOOL: PRIMAL TYPE: ATTACK COST: 11+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 13

TEST: CONSTITUTION (STAMINA) REQUIREMENT: WINTER’S GRASP


VS SPELLPOWER

You chill an enemy with a ray of ice dealing 2d6 + Magic penetrating damage unless they pass a
Constitution (Stamina) test vs your Spellpower in which case the damage is lowered by 1d6. The target
also receives a -2 penalty on their Dexterity until they pass the constitution test. You can sustain the
spell by spending an additional 4 MP per round as a major action.

RING OF ICE

SCHOOL: PRIMAL TYPE: UTILITY COST: 10+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: WALL OF ICE

You create a ring of ice with a radius and height up to your Magic ability in yards. You can Spend an
extra MP to increase the radius/height by one yard. The ring has an armour rating equal to your magic
ability and 40 HP. The ring is vulnerable to fire based attacks.

SPEARS OF ICE

SCHOOL: PRIMAL TYPE: ATTACK COST: 19 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: ICE MINE


VS SPELLPOWER

Calling upon the raw elements of creation, you create a glyph up to 2 yards in radius anywhere within
50 yards. Anyone, whether ally or enemy, who enters the mine, or starts their turn in it, suffers 3d6 +
Magic damage and gets impaled by ice spears that rise from the ground. This spell ignores half of the
target’s armour, rounded down. Targets who make a successful Dexterity (Acrobatics) test vs your
Spellpower suffer only 2d6 damage and avoid being stabbed. Those that fail the test must attempt a
Strength (Might) test with a TN of 15 to remove themselves from the spikes. Alternatively, an ally can
perform this test to rescue them.
WALL OF ICE

SCHOOL: PRIMAL TYPE: UTILITY COST: 10 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: NONE REQUIREMENT: WINTER’S GRASP

You create a wall with a length and height up to your Magic ability in yards. You can Spend an extra
MP to increase the length or height by one yard. The wall has an armour rating equal to your magic
ability and 40 HP. The wall is vulnerable to fire based attacks, which ignore half the armour rating.

WINTER’S GRASP

SCHOOL: PRIMAL TYPE: ATTACK COST: 3 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: CONSTITUTION (STAMINA) VS SPELLPOWER REQUIREMENT: NONE

You envelop a visible target within 20 yards of you in a cloud of frost and ice that lasts a number of
rounds equal to your Magic ability. The round you cast it, winter’s grasp inflicts 1d6 + Magic penetrating
damage. While the spell is in effect, the target must make a Constitution (Stamina) test vs. your
Spellpower at the start of each of their turns. If successful, the spell ends. If the test is failed, the target
takes 1d6 penetrating damage and suffers a cumulative –2 penalty to Speed. Those killed by winter’s
grasp are frozen solid and can be torn into pieces as a minor action.
By spending an additional 5 MP you can deal 1d6 penetrating dmg to all targets with 2 yards of the
primary target. The targets keep receiving the effects of the spell if they remain in the area.
Alternatively by spending 8 extra MP you can freeze the target until they succeed the test instead of
reducing their speed.

COMBUSTION

SCHOOL: PRIMAL TYPE: UTILITY COST: 10 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: IGNITE


VS SPELLPOWER

You set an object/area on fire that deals 2d6 + Magic penetrating damage to every person in a radius
up to your magic ability in yards if they fail a Dexterity (Acrobatics) test. Succeeding the test reduces
the damage by 1d6.

FIREBALL

SCHOOL: PRIMAL TYPE: ATTACK COST: 11 MP


CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: FLAMING WEAPONS


VS SPELLPOWER

You throw a mote of fire to a point anywhere within 50 yards, where it erupts into a ball of flame with a
4-yard radius. Anyone caught in the blast takes 3d6 + Magic damage and may be knocked prone;
those who make a successful Dexterity (Acrobatics) test vs your Spellpower remain standing.

FIRE MINE

SCHOOL: PRIMAL TYPE: ATTACK COST: 20 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: FIREBALL/SCORCHING RAY


VS SPELLPOWER

Calling upon the raw elements of creation, you create a glyph 6 yards in radius anywhere within 50
yards. Anyone, whether ally or enemy, who enters the mine, or starts their turn in it, suffers 3d6 +
Magic damage and falls prone. Targets who make a successful Dexterity (Acrobatics) test vs your
Spellpower suffer only 3d6 damage and fall prone. Additionally, any target that leaves the fire mine
continues to burn, taking 1d6 damage at the start of their turn until they succeed on a Dexterity
(Acrobatics) test vs your Spellpower to put out the flames. The mine normally last a single round but
you can extend its duration another round by spending 10 MP at the start of your subsequent turns as a
free action.

FLAME BLAST

SCHOOL: PRIMAL TYPE: ATTACK COST: 3 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: NONE


VS SPELLPOWER

Gouts of blazing fire erupt from your outstretched hands, burning nearby targets. The flame blast is 8
yards long and 2 yards wide. Anyone hit by the blast takes 2d6 +1 damage. Targets that make a
successful Dexterity (Acrobatics) test vs your Spellpower only take 1d6 + 1 damage.

FLAMING WEAPONS

SCHOOL: PRIMAL TYPE: ENHANCEMENT COST: 6 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: FLAME BLAST


The readied melee weapons of allies within 10 yards of you burst into flames, and inflict an additional
1d6 damage with each successful attack. This lasts for one minute; you can extend this duration when
you cast the spell by spending an additional 3 MP per additional minute you would like it to last. This
spell does not harm the weapons it affects and may be cast on frost and lightning weapons.

FLASHFIRE

SCHOOL: PRIMAL TYPE: ATTACK COST: 8 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: NONE


VS SPELLPOWER

You launch a bolt of fire that deals 2d6 + Magic damage. The target must make a Dexterity (Acrobatics)
test vs your Spellpower to lower the damage by 1d6. If the damage isn’t 0 and the target fails the test
they keep suffering 1d6 penetrating damage per round until they succeed the test.

IGNITE

SCHOOL: PRIMAL TYPE: UTILITY COST: 2 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: NONE REQUIREMENT: NONE

You set a flammable object on fire.

MOVING WALL OF FIRE

SCHOOL: PRIMAL TYPE: ATTACK COST: 14+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 16

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: WALL OF FIRE


VS SPELLPOWER

You create a wall with a length and height up to your Magic ability in yards. You can Spend an extra 1
MP to increase the length/height by one yard. Any person that passes through the wall suffers 2d6 +
your Magic damage and must take a Dexterity (Acrobatics) test vs your Spellpower otherwise they
keep suffering 1d6 penetrating damage per round until they succeed the test. The wall moves with a
speed equal to yours until a maximum distance equal to twice your magic ability in yards. You can
spend 1 MP per additional yard you want to add to that distance. The wall lasts for a number of rounds
equal to your magic ability and moving it is a minor action, while ending the spell is a free action.
RING OF FIRE

SCHOOL: PRIMAL TYPE: ATTACK COST: 10+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: WALL OF FIRE


VS SPELLPOWER

You create a ring of size with a radius up to your Magic ability in yards and a height equal to the radius.
You can Spend an extra MP to increase the radius by one yard. Any person that passes through the
wall suffers 2d6 + Magic damage and must take a Dexterity (Acrobatics) test vs your Spellpower
otherwise they keep suffering 1d6 penetrating damage per round until they succeed the test. The ring
lasts for a number of rounds equal to your magic ability and moving it is a minor action, while ending
the spell is a free action.

SCORCH

SCHOOL: PRIMAL TYPE: ATTACK COST: 21+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 20

TEST: CONSTITUTION (STAMINA) REQUIREMENT: COMBUSTION


VS SPELLPOWER

You burn an enemy dealing 4d6 + Magic penetrating damage unless they pass a Constitution
(Stamina) test vs your Spellpower in which case the damage is lowered by 1d6 and the Spell ends
immediately. You can affect multiple targets by spending 10 MP per additional target. The targets
receive an extra 1d6 damage per round until they pass a Constitution (Stamina) vs your Spellpower
test. Once the target reaches 0 HP they are burned into ash.

SCORCHING RAY

SCHOOL: PRIMAL TYPE: ATTACK COST: 10+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: FLASHFIRE


VS SPELLPOWER

You burn an enemy with a scorching ray dealing 2d6 + Magic damage unless they pass a Dexterity
(Acrobatics) test vs your Spellpower in which case the damage is lowered by 1d6. You can sustain the
spell by spending an additional 6 MP per round as a major action.

WALL OF FIRE
SCHOOL: PRIMAL TYPE: ATTACK COST: 10+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: FLASHFIRE


VS SPELLPOWER

You create a wall with a length and height up to your Magic ability in yards. You can Spend an extra
MP to increase the length/height by one yard. Any person that passes through the wall suffers 2d6 +
your Magic damage and must take a Dexterity (Acrobatics) test vs your Spellpower otherwise they
keep suffering 1d6 penetrating damage per round until they succeed the test. The wall lasts for a
number of rounds equal to your magic ability and ending the spell is a free action.

CHAIN LIGHTNING

SCHOOL: PRIMAL TYPE: ATTACK COST: 15+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: CONSTITUTION STAMINA VS SPELLPOWER REQUIREMENT: TEMPEST

Lightning leaps from your outstretched hand or staff to a target of your choice within 30 yards. It then
arcs to up to five secondary targets of your choice within 10 yards of the primary target. You must pay 3
MP for each target beyond the first (declare secondary targets before you roll to complete the spell).
The primary target suffers 3d6 + Magic penetrating damage, while secondary targets each suffer 2d6 +
Magic penetrating damage. Any target that makes a successful Constitution (Stamina) test vs. your
Spellpower reduces their damage by one die (thus the primary target would suffer only 2d6 + Magic
penetrating damage and secondary targets would suffer only 1d6 + Magic penetrating damage).

ENERGY BARRAGE

SCHOOL: PRIMAL TYPE: ATTACK COST: 12 MP

CASTING TIME: MAJOR TARGET NUMBER: 14

TEST: CONSTITUTION (STAMINA) REQUIREMENT: NONE


VS SPELLPOWER

You launch 12 projectiles of fire, electricity or ice towards a target and deal 2d6 + Magic penetrating
damage. Targets that make a successful Constitution (Stamina) test vs. your Spellpower only take 1d6
+ Magic penetrating damage. When selecting fire as the spell’s element, the affected target must pass
the constitution test of the spell or be set on fire and thus receiving an additional 1d6 penetrating
damage per round until they succeed the test. When selecting frost, the target of the spell is chilled and
thus takes a -2 penalty to dexterity until they pass the Constitution (Stamina) test. When selecting
electricity, the target of the spell is briefly stunned, losing their major action unless they pass the
Constitution (Stamina) test.
LIGHTNING BOLT

SCHOOL: PRIMAL TYPE: ATTACK COST: 6 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 16

TEST: CONSTITUTION (STAMINA) REQUIREMENT: SHOCK


VS SPELLPOWER

A bolt of electricity leaps from your outstretched hand or staff to strike a single target within 30 yards.
The bolt inflicts 2d6 + Magic penetrating damage. Targets who make a successful Constitution
(Stamina) test vs. your Spellpower take 1d6 +Magic penetrating damage instead. You can sustain the
spell by spending an additional 4 MP per round as a major action.

LIGHTNING MINE

SCHOOL: PRIMAL TYPE: ATTACK COST: 18 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: CONSTITUTION (STAMINA) REQUIREMENT: ENERGY BARRAGE/CHAIN LIGHTNING


VS SPELLPOWER

You create a glyph of raw electric power 6 yards in radius anywhere within 50 yards. Anyone, whether
ally or enemy, who enters the mine, or starts their turn in it, suffers 3d6 + Magic damage and is stunned
for the entirety of the round, unable to act. Targets who make a successful Constitution (Stamina) test
vs your Spellpower suffer only 3d6 damage and can only take a minor action on their turn. The mine
normally last a single round but you can extend its duration another round by spending 10 MP at the
start of your subsequent turns as a free action.

LIGHTNING STRIKE

SCHOOL: PRIMAL TYPE: ATTACK COST: 21 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 20

TEST: CONSTITUTION (STAMINA) REQUIREMENT: CHAIN LIGHTNING

You strike an enemy with lightning shocking them to their very core. The attack deals 4d6 + Magic
penetrating damage and the target must succeed a constitution test to avoid being stunned for the
entirety of the round. A successful test reduces the received damage by 1d6 and ends the stun effect of
the spell at the begging of the next round. If the target does not succeed the test then they must make
a new test every round to end the effect. The stun effect lasts for a number of rounds equal to half your
magic ability, rounded down.

LIGHTNING WEAPONS
SCHOOL: PRIMAL TYPE: ENHANCEMENT COST: 6 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: SHOCK

The readied melee weapon of all allies within 10 yards of you exude freezing cold, inflicting +2
penetrating damage with each successful attack. The freezing cold lasts for one minute; you can
extend this duration when you cast the spell by spending an additional 3 MP per additional minute you
would like it to last. This spell does not harm the weapons it affects and may be cast on flaming
weapons. Only the additional damage is penetrating.

SHOCK

SCHOOL: PRIMAL TYPE: ATTACK COST: 4 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 13

TEST: CONSTITUTION (STAMINA) REQUIREMENT: NONE


VS SPELLPOWER

Electricity arcs from your hands or the end of your staff, shocking enemies in a 6-yard by 6-yard area.
Anyone in this area takes 1d6 + Magic penetrating damage. Targets that make a successful
Constitution (Stamina) test vs. your Spellpower only take 1d6 penetrating damage.

STATIC CAGE

SCHOOL: PRIMAL TYPE: UTILITY COST: 19 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 18

TEST: CONSTITUTION (STAMINA) REQUIREMENT: WALL OF ELECTRICITY/LIGHTNING


VS SPELLPOWER MINE

You trap enemies inside an electricity field that paralyzes those that try to leave. Targets attempting to
leave receive 2d6 + Magic penetrating damage and are paralysed until they succeed on a Constitution
(Stamina) test vs your Spellpower. Those who succeed the test lower the damage by 1d6 and are not
paralysed but otherwise they cannot exit the cage. Spells and other items can get in and out of the
cage normally. The Spell last for a number of rounds equal to your Magic score and extending it costs
10 MP per additional round.
Ligntning Cage: Static Cage is now powerful enough to hurt or even kill enemies within or trying to
leave its boundaries. Whenever an enemy in the cage takes damage, a lighting bolt strikes them,
dealing an extra 1d6 penetrating damage. This upgrade costs 6 MP
Tethering Cage: Enemies can now leave Static Cage, but take constant 2d6 penetrating damage while
outside its boundaries. This upgrade: costs 6 MP
STATIC CHARGE

SCHOOL: PRIMAL TYPE: DEFENSE COST: 6 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: CONSTITUTION (STAMINA) REQUIREMENT: STORM ARCS


VS SPELLPOWER

You sheathe yourself in lightning while casting spells. Enemies that attempt to interrupt your casting
with attacks are struck by arcs that leave them paralyzed. The arcs deal 1d6 + Magic penetrating
damage and stun the target allowing them only a minor action on their turn until they pass a
Constitution (Stamina) test vs your Spellpower. Succeeding on the test doesn’t reduce the damage.
The spell last for a number of minutes equal to your Magic ability. You can extend the duration of the
spell by spending 1 MP per additional minute you want it to last.

STORM ARCS

SCHOOL: PRIMAL TYPE: DEFENSE COST: 4+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: NONE REQUIREMENT: SHOCK

The storm comes to your aid even without your calling it. When you are in combat, lightning will
periodically strike a random nearby target within 6 yards dealing 1d6 penetrating damage. The spell
lasts for a number of minutes equal to your magic ability. You can extend the duration of the spell by
spending 1 MP per additional minute you want it to last.

TEMPEST

SCHOOL: PRIMAL TYPE: ATTACK COST: 11+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: CONSTITUTION (STAMINA) REQUIREMENT: LIGHTNING BOLT


VS SPELLPOWER

You create a small electrical storm centered anywhere within 40 yards, with a radius of 4 yards.
Anyone in the storm’s area suffers 2d6 + Magic penetrating damage from lightning. Targets that make
a successful Constitution (Stamina ) test vs. your Spellpower only suffer 1d6 penetrating damage.
The storm only lasts a single round, but you may extend its duration another round by spending 10 MP
as a free action at the start of your subsequent turns. If you extend the spell, all creatures in the radius
immediately suffer its effects again.

WALL OF ELECTRICITY
SCHOOL: PRIMAL TYPE: ATTACK COST: 12 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: CONSTITUTION (STAMINA) VS REQUIREMENT: SHOCK


SPELLPOWER

You create a wall with a length and height up to your Magic ability in yards. You can Spend an extra
MP to increase the length/height by one yard. Any person that passes through the wall suffers 2d6 +
your Magic penetrating damage and must take a Constitution (Stamina) test vs your Spellpower
otherwise they are stunned for the round and are unable to take any actions until they pass the test.
Succeeding the test reduces the damage by 1d6 and allows the target to take a minor action on their
turn. The wall lasts for a number of rounds equal to your magic ability and ending the spell is a free
action.

WAVE OF ELECTRICITY

SCHOOL: PRIMAL TYPE: ATTACK COST: 14+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: CONSTITUTION (STAMINA) REQUIREMENT: WALL OF ELECTRICITY


VS SPELLPOWER

You create a wall with a length and height up to your Magic ability in yards. You can Spend an extra 1
MP to increase the length/height by one yard. Any person that passes through the wall suffers 2d6 +
your Magic damage and must take a Constitution (Stamina) test vs your Spellpower otherwise they are
stunned for the round and are unable to take any actions until they pass the test. Succeeding the test
reduces the damage by 1d6 and allows the target to take a minor action on their turn. The wall moves
with a speed equal to yours until a maximum distance equal to twice your magic ability in yards. You
can spend 1 MP per additional yard you want to add to that distance. The wall lasts for a number of
rounds equal to your magic ability and moving it is a minor action, while ending the spell is a free
action.

FLOOD

SCHOOL: SPIRIT TYPE: ATTACK COST: 20+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 20

TEST: NONE REQUIREMENT: THROW WATER

You command the water or create enough water to flood an area the volume of your Magic ability in
cubic yards. You can send an extra 3 MP for each cubic yard you want to flood. The water rise at a rate
of 1 yard a second.
THROW WATER

SCHOOL: PRIMAL TYPE: UTILITY COST: 1 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 10

TEST: NONE REQUIREMENT: NONE

You make a magical attack to hit the target with water.

WAVE

SCHOOL: PRIMAL TYPE: ATTACK COST: 10+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 16

TEST: NONE REQUIREMENT: THROW WATER

You command the sea to make a wave with height in yards equal to your magic ability. You can spend
an extra 2 MP for each yard you want the height to increase.

ELEMENTAL MASTERY

SCHOOL: PRIMAL TYPE: ENHANCEMENT COST: 5 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: PRIMAL MAGIC (MASTER)

You strengthen your ties with the primal forces of the elements. For one minute, you add +2 to the
damage of any Primal attack spell you cast. This includes damage dealt through an intermediary
object, as with flaming weapons and frost weapons. You can extend the spell’s duration when you cast
it by spending an additional 4 MP per additional minute you would like it to last.

IMBUE ELEMENT

SCHOOL: PRIMAL TYPE: UTILITY COST: 1 MP

CASTING TIME: MINOR ACTION TARGET NUMBER: 10

TEST: NONE REQUIREMENT: ARCANE ARCHER SPECIALISATION


(JOURNEYMAN)

You add either electricity or fire or ice to your arrow that deals 1d6 penetrating damage.
PIT

SCHOOL: PRIMAL TYPE: UTILITY COST: 14 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: PRIMAL MAGIC (JOURNEYMAN)


VS SPELLPOWER

You magically carve a pit into the bare earth or nearby stone, up to 4 yards wide by 4 yards deep.
Subjects standing on the affected ground must succeed at a Dexterity (Acrobatics) test vs your
Spellpower or fall prone into the pit. Climbing out of the pit requires a minor action.

SHELTER

SCHOOL: PRIMAL TYPE: UTILITY COST: 2 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: NONE REQUIREMENT: PRIMAL MAGIC (NOVICE)

A glyph traced upon the earth with hand or staff creates a faintly shimmering dome, up to 6 yards
across and up to 3 yards high at the center. The environment within the dome is cool, dry, and
comfortable regardless of the weather outside. Rain, snow, and other minor debris (including falling
leaves, ash, or smoke) are kept out, though fresh air can penetrate the dome, and smoke—such as
from a campfire—can escape. The shelter’s barrier is of no use whatsoever in combat. You can control
the light level within from shade (slightly darker than the outside) to lit as brightly as by a lantern. The
shelter lasts for up to 12 hours, or until you dismiss it. You can only maintain a single shelter at a time.

STONE’S EMBRACE

SCHOOL: PRIMAL TYPE: ATTACK COST: 15 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: STRENGTH (MIGHT) VS REQUIREMENT: PIT


SPELLPOWER

The earth swallows up and traps the feet of a number of enemies up to your Magic ability within 30
yards unless they succeed at a Strength (Might) test vs. your Spellpower. If they fail, they remain
trapped until they succeed at the test as a minor action on their turn.

WARM/CHILL

SCHOOL: PRIMAL TYPE: UTILITY COST: 1-3 MP


CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: NONE REQUIREMENT: PRIMAL MAGIC (NOVICE)

You warm or chill an object or yourself by up to 5 degrees Celsius per mana point spent up to 3
degrees Celsius for a number of minutes up to your magic ability.

WEATHER WEAVING

SCHOOL: PRIMAL TYPE: UTILITY COST: 8 MP

CASTING TIME: ONE HOUR TARGET NUMBER: 16

TEST: NONE REQUIREMENT: PRIMAL MAGIC (MASTER)

You shape and direct the weather in an area with a radius equal to your Magic in miles. You can
choose any natural weather condition normally possible in the area for the given time of year (so you
cannot make it snow in the middle of summer, for example, or rain in the desert). The weather
forms within eight hours of your casting, so generally only limited changes are possible. You can make
it warmer or colder by about 20 degrees Fahrenheit (12 degree Celsius), cause it to rain or snow (or
stop doing so), or make the sky overcast or clear. Multiple castings (and expenditures of mana) over
multiple days can extend the spell’s effect, creating more dramatic shifts in the weather. Note that you
do not control the weather from moment to moment. Once you have set it in motion, it follows its natural
course.

WIND WEAVING

SCHOOL: PRIMAL TYPE: UTILITY COST: 5 MP

CASTING TIME: ONE MINUTE TARGET NUMBER: 14

TEST: NONE REQUIREMENT: PRIMAL MAGIC (NOVICE)

You cause the wind to blow in whatever direction you wish, with force up to a stiff gust: strong enough
to blow out candles and other small open flames, and to scatter light debris like leaves or paper. You
can direct the wind for up to an hour, although changing its direction or intensity requires a major
action each time you do so. Among other things, wind weaving is used to propel sailing vessels without
the need to rely on the often-fickle nature of the weather, and to calm winds that might otherwise prove
disruptive.
SCHOOL OF SPIRITS
AEGIS OF THE RIFT

SCHOOL: SPIRIT TYPE: DEFENSE COST: 20+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: VEIL STRIKE/MARK OF THE RIFT

You turn the Veil itself into a shield that deflects enemy projectiles. The shield has a radius of 5 yards
and a duration equal to your Magic ability in rounds. For the shield launches bolts of spirit energy at all
enemies in a 30 yard radius from you. The bolts deal 2d6 + your Magic in damage. An enemy can
avoid these bolts by making a Dexterity (Acrobatics) test against your Spellpower.

ALTER GRAVITY

SCHOOL: SPIRIT TYPE: UTILITY COST: 18+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19 MP

TEST:​ ​NONE REQUIREMENT: VEIL STRIKE

You use the essence of the Veil to alter the gravity in an area equal to your Magic ability in yards for a
number of rounds equal to your Magic ability. You can extend the radius and/or the duration of the spell
by spending an additional 2 MP for every yard or round you wish to extend the spell. Projectiles
passing through this area receive a -5 penalty to attack and dmg if the gravity is hampering them or a
+5 bonus if the gravity assists them. At the start of each round you can spend an additional 2 MP to
change the gravity’s direction. Targets caught in the area receive a -5 penalty to speed or a +5 bonus
to speed depending on the direction of the gravitational pull.

ANCHOR DISCHARGE

SCHOOL: SPIRIT TYPE: DEFENSE COST: 80 ANCHOR MP

CASTING TIME: FULL ROUND ACTION TARGET NUMBER: 17

TEST: NONE REQUIREMENT: MARK OF THE RIFT

Your anchor discharges magical energy that emits a green light which lights an area with a radius equal
to your Magic ability. You become invulnerable to damage for 1 round but not immune to physical
effects. You can use this ability every 4 rounds.
ANCHOR MELTDOWN

SCHOOL: SPIRIT TYPE: SIDE EFFECT COST: ALL ANCHOR MP

CASTING TIME: FULL ROUND TARGET NUMBER: 0


ACTION

TEST: CONSTITUTION (STAMINA) VS REQUIREMENT: ANCHOR DISCHARGE


SPELLPOWER

The anchor glows violently and constantly builds up magical energy at a rate of 20 + 3d6 + your magic
ability every round regenerating the anchor’s mana (in addition to the normal regeneration method).
When your anchor’s mana exceeds the total of your maximum mana/stamina you are levitated in the air
with the hand that the anchor is on facing upwards. This leads to an explosion that burns all mana the
anchor’s mana and 30 MP of yours along with 25 Stamina. You and everyone in an area equal to twice
your Magic ability in yards receives 4d6 + your Magic penetrating damage and 3d6 + your Magic
penetrating damage respectively and are knocked prone. If you succeed a Constitution (STAMINA) vs
your Anchor’s Spellpower test you suffer 3d6 + your Magic in damage, lose 20 MP and 15 Stamina.
Everyone else must succeed a Dexterity (ACROBATICS) test against the anchor’s Spellpower to
receive only 1d6 + Magic damage. The anchor builds up magical energy only when you are not
bleeding. Each meltdown needs a major action for you to stand up again and delivers excruciating pain
to your hand, forcing you to take a -2 penalty on all tests in this round.

ANIMATE DEAD

SCHOOL: SPIRIT TYPE: UTILITY COST: 12 MP

CASTING TIME: ONE MINUTE TARGET NUMBER: 17

TEST: 17 REQUIREMENT: VIRULENT WALKING BOMB

Potent spiritual energy enters a corpse you touch, causing it to jerk to life at your command. The corpse
remains animate for a number of minutes equal to your Magic ability, or until you release the
enchantment. Use the stats for the skeletons on page 304 for the animated dead. In special
circumstances, the GM may want to devise unique stats instead, to reflect who the corpse was in life.

ANTI-MAGIC BURST

SCHOOL: SPIRIT TYPE: UTILITY COST: 12 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 20MP

TEST: MAGIC (SPIRIT) VS SPELLPOWER REQUIREMENT: ANTI-MAGIC WARD

You dispel all magical effects, both harmful and beneficial, within a 20-yard radius. Make a Magic
(Spirit) test vs. your Spellpower of any affected magic. Make a single roll and apply the results to each
magical effect. Success means you remove the effect, while failure means it is too powerful to be
dispelled. You may remove some effects and not others, based upon the various Spellpower totals.
The GM may rule that some magical effects not created by spells can also be affected by anti-magic
burst, in which case he assigns a Spellpower rating to describe the effect’s potency.

ANTI-MAGIC WARD

SCHOOL: SPIRIT TYPE: ENCHANTMENT COST: 10 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: NONE REQUIREMENT: DISPEL MAGIC

You ward an ally against harmful magic until the end of the encounter, granting them a +5 bonus to all
tests made to oppose or resist Spellpower.

ARCANE BOLT

SCHOOL: SPIRIT TYPE: ATTACK COST: 2 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 10

TEST: DEXTERITY (ACROBATICS) VS REQUIREMENT: NONE


SPELLPOWER

A bolt of arcane energy springs from your hand or your staff and streaks towards a visible target within
30 yards. The arcane bolt inflicts 2d6 damage, with bonus damage equal to the casting roll’s Dragon
Die. If the target makes a successful Dexterity (Acrobatics) test vs. your Spellpower, the spell only
inflicts 1d6 damage.

ARCANE SHIELD

SCHOOL: SPIRIT TYPE: DEFENSE COST: 4 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: NONE REQUIREMENT: ARCANE BOLT

You create an arcane aura around you that deflects attacks. For one round, your Defense becomes
equal to your Spellpower (10 + Magic + Focus). You can extend the spell’s effect when you cast it by
spending 1 MP per additional round you would like it to last.

AURA OF MIGHT

SCHOOL: SPIRIT TYPE: ENCHANTMENT COST: 5 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14


TEST: NONE REQUIREMENT: ARCANE WARRIOR

Magic flows through the Arcane Warrior, giving them a +2 bonus to damage with melee attacks for one
minute.

BARRIER

SCHOOL: SPIRIT TYPE: DEFENSE COST: 2+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST:​ ​NONE REQUIREMENT: NONE

You create a barrier around you or another ally that provides an additional health bar of 1d6 per 2 MP +
Magic health (max 5d6 + Magic) that must be destroyed before the target will take any damage. Barrier
lasts for one minute and is vulnerable to dispel effects. Thus its Spellpower is reduced by 2 when
affected by any dispell spell. If your Magic score is 3 or more you can choose to cast barrier in a 5 yard
radius centered anywhere at a distance equal to your Magic ability in yards at an additional cost of
5MP. The spell affects all allies in that area.

CRUSHING PRISON

SCHOOL: SPIRIT TYPE: ATTACK COST: 15 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: CONSTITUTION (STAMINA) OR REQUIREMENT: TELEKINETIC WEAPONS


STRENGTH (MIGHT) VS SPELLPOWER

You encase one enemy within 20 yards in a contracting cage of force. The spell immediately deals 1d6
+ Magic damage and the target must succeed on a Constitution (Stamina) test vs. your Spellpower or
become immobilized. Immobilized targets cannot move, though they may make attacks and cast spells
through the cage of force. They also take an additional 2d6 + Magic damage at the start of their next
turn and remain immobilized until they pass a Constitution (Stamina ) or Strength (Might ) test vs. your
Spellpower to break free of the cage. Targets that fail a third test take another 3d6 + Magic damage at
the beginning of their next turn and remain immobilized until they break free, but suffer no additional
damage on subsequent turns

DEATH SYPHON

SCHOOL: ENTROPY TYPE: UTILITY COST: 4 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: NECROMANCER SPECIALISATION

You draw upon nearby entropic energy to replenish your own mana. Any living creature that dies within
6 yards of you while this spell is active restores a number of your spent mana points equal to the
Creature’s Magic, with a minimum of 1. It cannot bring you above your normal full complement of mana
points. Death syphon lasts for a number of rounds equal to your Magic ability. This spell and death
magic are mutually exclusive, and cannot be maintained at the same time. Casting one cancels the
other.

DISPEL MAGIC

SCHOOL: SPIRIT TYPE: UTILITY COST: 8 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: MAGIC (SPIRIT) VS REQUIREMENT: SPELL SHIELD OR BARRIER


SPELLPOWER

You remove all magical spell effects from a chosen visible target within 25 yards of you. Roll a test of
your Magic (Spirit) vs. the Spellpower of any affected magic. Success means you remove that magic.
Failure means you do not remove that magic, as it is too powerful. Make a single roll for all magic
affecting the target; you may remove some effects and not others, based on their varying Spellpowers.
The Gamemaster may rule that some magical effects not from spells can be affected by dispel magic,
in which case an effective Spellpower is assigned to represent the effect’s resistance to being
dispelled.

DOWSE

SCHOOL: SPIRIT TYPE: UTILITY COST: 10 MP

CASTING TIME: ONE MINUTE TARGET NUMBER: 17

TEST: NONE REQUIREMENT: SPIRIT MAGIC (JOURNEYMAN)

You extend your senses throughout a 100-yard radius in order to locate a desired object. This spell
may be used to locate any one of a type of item (for example, a nearby source of clean water or the
nearest item of jewelry) or one particular item (for example, the Cauld Creek or your uncle’s lost signet
ring). You must be familiar enough to picture in mind any specific item you intend to find with this spell.
The GM may immediately reveal the location of the object, if it is within range, or grant you 5 SPs to
spend immediately on exploration stunts.

DREAM SENDING

SCHOOL: SPIRIT TYPE: UTILITY COST: 7 MP

CASTING TIME: FIVE MINUTES TARGET NUMBER: 15

TEST: NONE REQUIREMENT: SPIRIT MAGIC (JOURNEYMAN)

You send a dream across the Fade to a particular subject, who must be known to you. When the
subject next dreams, it will be the dream you have sent. You can script the general events of the
dream, including things like conversations, but you do not become aware of the subject’s reactions and
are not truly interacting with them. You can use a dream sending to carry a message or convey
information, or to display imagery meant to incite emotional reactions.Generally, the content of a dream
sending cannot be longer than an hour or so. While the dream may influence the subject’s
decision making (providing a particular omen or key piece of information, for example) it does not exert
any direct power over the subject’s mind or will. Dream sending does not work on subjects that do not
dream, such as dwarves or the Tranquil.

EXTRACT SPIRIT

SCHOOL: SPIRIT TYPE: UTILITY COST: 10 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 25

TEST:​ ​NONE REQUIREMENT: SUMMON SPIRIT, DIVINITY

You can extract the spirit of an individual and choose to set it free or absorb it.

FADE CLOAK

SCHOOL: SPIRIT TYPE: UTILITY COST: 20+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST: NONE REQUIREMENT: KNIGHT ENCHANTER SPECIALISATION


(JOURNEYMAN)

You surround yourself with the magic of the Veil. You are invulnerable for 1 round and can pass
through enemies unharmed. You can extend the duration by spending 2 MP for every additional round
you want the spell to last.

FADE SHIELD

SCHOOL: SPIRIT TYPE: DEFENSE COST: 6 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER:15

TEST: NONE REQUIREMENT: ARCANE SHIELD

Shifting partway into the Fade enhances your arcane defenses. For one round, your Spellpower
increases by +2 and your Defense becomes equal to your Spellpower. You can extend the spell’s
effect when you cast it by spending 2 MP per additional round you would like it to last.
FIST OF THE MAKER

SCHOOL: SPIRIT TYPE: ATTACK COST: 5 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: CONSTITUTION (STAMINA) VS REQUIREMENT: FORCE MAGE SPECIALISATION


SPELLPOWER

You slam your enemies to the ground with magical force. You create a circular blast with a 4-yard
radius that’s centered anywhere within 24 yards that you can see. Those caught in the blast are
knocked prone and take 1d6 penetrating damage. Targets that make a successful Constitution
(Stamina) test vs. your Spellpower are only knocked prone.

FLY

SCHOOL: SPIRIT TYPE: UTILITY COST: 10+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: DEXTERITY (ACROBATICS) REQUIREMENT: LEVITATE

You or an ally can fly for a number of minutes equal to your Magic ability. You can spend an extra MP
point for every minute you wish to extend your flight or that of the ally. If you take damage or are hit you
need to make a Dexterity (Acrobatics) test to remain stable. The TN is determined by the GM.

FORCE FIELD

SCHOOL: SPIRIT TYPE: DEFENSE COST: 10 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 18

TEST: NONE REQUIREMENT: MIND BLAST

You surround a subject within 25 yards (which may be yourself) with a protective field of magical force
that absorbs all damage that would otherwise affect its target. The force field lasts for one round.
During that time, the subject is completely immune to damage, but also cannot move from the spot (the
force field is immobile), make melee or ranged attacks, or give or receive any items. Spells and other
effects that do not cause direct damage,such as daze, mana drain, or vulnerability hex, still affect the
subject normally, and spells pass out of the force field normally. You can extend the spell’s effect when
you cast it by spending 5 MP per additional round you would like it to last.

IGNORE

SCHOOL: SPIRIT TYPE: UTILITY COST: 2+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 18


TEST: PERCEPTION (SEEING/HEARING) VS REQUIREMENT: MEMORY
SPELLPOWER

You spend 2 MP per target you want to affect or individual you want ignored. If they fail a Perception
(Seeing or Hearing) test vs your Spellpower they ignore the actions of a person of your choosing. You
must be able to see that person when casting the spell and the spell ends if the the person harms one
of those affected. The spell lasts for a number of rounds equal to your Magic ability. You can add extra
rounds to its duration at the cost of 1 MP per extra round.

INVIGORATE

SCHOOL: SPIRIT TYPE: ENHANCEMENT COST: 4 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 14

TEST: NONE REQUIREMENT: MANA DRAIN

You emit waves of mana, bolstering your allies. Allies within 10 yards of you get +1 Stamina. You may
spend 1 MP at the start of each of your turns to extend the effects for another round; otherwise they
end at the beginning of your turn.

LEVITATE

SCHOOL: SPIRIT TYPE: UTILITY COST: 5 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: STRENGTH (MIGHT) VS MAGIC (SPIRIT) REQUIREMENT: MIND BLAST

You exert telekinetic force to move an inanimate object as though it were motivated by an invisible pair
of hands. When you cast levitate, split your Magic score as you wish between the effective Dexterity
and Strength the object will have as you manipulate it. Neither can be assigned a value less than 0. If
your Magic is negative, both Dexterity and Strength are automatically 0. You must be able to see the
object in order to manipulate it; the spell ends if it moves out of your vision. You cannot levitate
anything that is both aware and able to animate itself (such as most creatures and characters). You can
move a levitated object with a Speed equal to your (Magic × 3) with a minimum of 1. If you try to wrest
an object from someone’s grasp, its holder may resist by making an opposed Strength (Might) vs.
Magic (Spirit) test. If successful, your spell ends immediately. You may spend 1 MP at the start of your
turn to maintain this spell for another round, otherwise it ends at the start of your turn. Once the spell is
cast, moving the object is typically a minor action, unless you do something like attack with a levitating
weapon, in which case it is a major action. Attack rolls are based on the Strength or Dexterity you
assigned when you cast the spell (depending on the type of weapon or object being animated), save
that you use your Spirit focus rather than the relevant weapon focus. Most objects do damage as
improvised weapons. Weapons do their regular damage if you have that weapon group; otherwise they
do improvised damage.
LIGHT VEILFIRE

SCHOOL: SPIRIT TYPE: UTILITY COST: 2 MP

CASTING TIME: MINOR ACTION TARGET NUMBER: 10

TEST:​ ​NONE REQUIREMENT: NONE

You can light veilfire on a desired torch or place.

LINGERING MARK

SCHOOL: SPIRIT TYPE: UTILITY COST: 21 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST:​ ​MAGIC (SPIRIT) OR REQUIREMENT: NECROMANCER SPECIALISATION,


WILLPOWER (MORALE) VS SPIRIT TALENT (JOURNEYMAN), SPIRIT MARK
SPELLPOWER

Lingering mark is the upgraded version of the spirit mark spell. You mark an enemy within 40 yards so
that spirits will assault them, doing ongoing damage. Until the end of the encounter, the subject takes
2d6 + the Caster’s Willpower Penetrating Damage per turn. The subject can end the effects with a
successful Magic (Entropy) or Willpower (Morale) test vs. your Spellpower, made on its turn. The spell
otherwise ends after a number of rounds equal to your Magic ability. If a target dies while the lingering
mark is on them, their spirit will arise to fight for the caster for a time. The spirit’s intensity and how long
they will fight for the caster is greatly increased over Spirit Mark. The spirit has all the normal statistics
of the deceased but gain +2 bonuses to attack and damage. These spirits ignore the effects of terrain
and normally only magical attacks (spells or hits from magical weapons) can harm them, other attacks
passing through their forms without effect. The spirits fight for the caster for turns equal to the caster’s
Willpower × 2 before they depart.

MAGIC HAND

SCHOOL: SPIRIT TYPE: UTILITY COST: 1-10 MP

CASTING TIME: MINOR ACTION TARGET NUMBER: 10

TEST: NONE REQUIREMENT: NONE

You create a hand made of magic. It lasts for a number of rounds equal to 1+ magic+ mana points
spent and can lift weight (in kilos) equal to 5+ magic+ mana points spent. The hand can also open
doors or perform gestures or transfer objects.

MANA CLASH

SCHOOL: SPIRIT TYPE: ATTACK COST: 10+ MP


CASTING TIME: MAJOR ACTION TARGET NUMBER: 19

TEST:​ ​MAGIC (SPIRIT) VS SPELLPOWER REQUIREMENT: SPELL MIGHT

You sacrifice personal magical reserves to burn out an enemy’s mana. One target within 30 yards
suffers 1d6 + Magic penetrating damage. Additionally, for every 2 MP you spend beyond the initial cost
of this spell, the target loses 2 MP and suffers an additional 1 penetrating damage. If the subject makes
a successful Magic (Spirit ) test vs. your Spellpower, they take no additional damage for the mana drain
but still take the initial 1d6 + Magic penetrating damage and lose the mana you paid to burn. This spell
has no effect on targets without mana.

MANA CLEANSE

SCHOOL: SPIRIT TYPE: DEFENSE COST: 7 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST:​ ​NONE REQUIREMENT: MANA DRAIN

You use your own mana to block that of other casters. For the duration of the encounter, if someone
spends mana points in a 16-yard radius of you, you can spend your own mana points to negate their
spell on a 1-for-1 basis. For example, if another mage spends 4 MP to cast a spell within 16 yards of
you, you can spend 4 MP to negate that spell. If you do not have enough mana points to counter the
entire cost, your spell has no effect. This spell does not reveal which spell the other mage is trying to
cast; only how many MP are being spent to fuel it.

MANA DRAIN

SCHOOL: SPIRIT TYPE: UTILITY COST: 3 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: MAGIC (SPIRIT) VS REQUIREMENT: NONE


SPELLPOWER

You create a parasitic bond with a visible spellcasting target within 30 yards unless the target makes a
successful Magic (Spirit) test vs. your Spellpower. Until the end of the encounter, an affected target
must spend 1 extra mana point each time he casts a spell and each time this happens you gain 1 mana
point.

MARK OF THE RIFT

SCHOOL: SPIRIT TYPE: UTILITY/ATTACK COST: VARIES

CASTING TIME: FULL ROUND ACTION TARGET NUMBER: 10

TEST: STRENGTH (MIGHT) VS REQUIREMENT: ORB OF DESTRUCTION


SPELLPOWER

Your Anchor has its own mana pool which is 100 + 10 times your Magic ability. The anchor absorbs
1d6 of the mana used in an area of 5 yards around you to recharge itself.
You can open and seal Veil Rifts for 10 MP. You and all allies within 100 yards can be conscious and
survive in the Fade physically. If your allies get further from that range they must make a Willpower
(Self-Discipline) test with a target number starting at 1 and rising by 1 every round or die unless they
return to the anchor’s range.
You can expend 100 mana points create a minor rift to pull the enemies in the Fade. You create a
circular area of force with a 6-yard radius that’s centered anywhere within 30 yards of you. Those
caught inside must make a successful Strength (Might) test vs. your Spellpower or be pulled in the
Fade. Those caught in this area also receive damage equal to your Magic in d6. Those killed are
sucked into the Fade but drop everything they are holding. Affected enemies cannot run, have their
Speed reduced by 6, and suffer a –2 penalty to attack and spell casting rolls for 1 round. Those that
pass the test are not moved but do suffer a –1 penalty to attack and spell casting rolls for 1 round.

MEMORY

SCHOOL: SPIRIT TYPE: UTILITY COST: 6 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 16

TEST: WILLPOWER (SELF-DISCIPLINE) VS SPELLPOWER REQUIREMENT: MIND BLAST

You touch a target and cause them to either forget or recall a specific memory. You can remove a
memory within a number of hours of the event in question equal to your Magic, but the spell can restore
a memory of any age, so long as it is the memory of an event the subject actually experienced. The
subject makes a Willpower (Self -Discipline) test against your Spellpower to resist losing a memory, but
there is no test to restore a lost memory. The GM decides on the appropriate length of the affected
memory, but it should generally concern a single incident or experience no longer than the caster’s
Magic in hours (and likely much less).

MIND BLAST

SCHOOL: SPIRIT TYPE: ATTACK COST: 3 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 12

TEST: STRENGTH (MIGHT) VS SPELLPOWER REQUIREMENT: NONE

You create a circular blast of telekinetic force with a 2 yard radius that’s centered anywhere within 50
yards that you can see. Those caught in the blast are knocked prone and cannot take a major action on
their next turn. Targets that make a successful Strength (Might) test vs. your Spellpower are only
knocked prone. In either case, any prepared actions are lost.

OPEN/CLOSE
SCHOOL: SPIRIT TYPE: UTILITY COST: 1 MP

CASTING TIME: MINOR ACTION TARGET NUMBER: 8

TEST: NONE REQUIREMENT:

You can open and close doors, windows, etc from a distance of up to 15 yards. You must be able to
see the door.

POSSESS

SCHOOL: SPIRIT TYPE: ATTACK COST: 0 MP

CASTING TIME: MINOR ACTION TARGET NUMBER: 0

TEST:​ ​WILLPOWER (FAITH OR REQUIREMENT: DEMON/DIVINITY


SELF-DISCIPLINE) VS SPELLPOWER

You possess your target. Ending the possession is a minor action. Turning the target into an
abomination is possible and requires a major action.

PREVENT ATTACK

SCHOOL: SPIRIT TYPE: ATTACK COST: 5 MP

CASTING TIME: MINOR ACTION TARGET NUMBER: 10

TEST:​ ​WILLPOWER (FAITH OR REQUIREMENT: SPIRIT MAGIC (MASTER)


SELF-DISCIPLINE) VS SPELLPOWER

You can cast this Spell on any target that decides to attack you or intends to do so. If they fail a
Willpower (Faith or Self-Discipline) vs your Spellpower test then they stop still and don’t attack you.

PULL OF THE ABYSS

SCHOOL: SPIRIT TYPE: ATTACK COST: 8 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: STRENGTH (MIGHT) VS REQUIREMENT: FORCE MAGE SPECIALIZATION,


SPELLPOWER TELEKINETIC BURST / RIFT MAGE SPECIALISATION,
SEAL VEIL.

You use telekinetic force/ create a minor rift to cluster your enemies together and slow them down. You
create a circular area of force with a 6-yard radius that’s centered anywhere within 30 yards of you.
Those caught inside must make a successful Strength (Might) test vs. your Spellpower or be pulled to
the center of the area (or as close as terrain and other obstructions allow). Affected enemies cannot
run, have their Speed reduced by 6, and suffer a –2 penalty to attack and spell casting rolls for 1 round.
Those that make the test are not moved but do suffer a –1 penalty to attack and spell casting rolls for 1
round.

REPULSION FIELD

SCHOOL: SPIRIT TYPE: DEFENSE COST: 6+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 16

TEST: STRENGTH (MIGHT) VS REQUIREMENT: FORCE FIELD


SPELLPOWER

This spell surrounds you with a field of energy that pushes foes away from you. Every other round, at
the end of your turn, beginning on the round you cast the spell, a wave of repulsive energy surges out.
Enemies within 6 yards must make a successful Strength (Might) test vs. your Spellpower or be
pushed 4 yards away from you and knocked prone. To maintain this spell you must spend 1 MP at the
start of each of your turns, even on the rounds when no wave surges out. You may not cast this spell
twice in order to generate a wave each round.

RESURGENCE

SCHOOL: SPIRIT TYPE: UTILITY COST: 20 MP

CASTING TIME: FULL ROUND TARGET NUMBER: 22


ACTION

TEST: NONE REQUIREMENT: KNIGHT ENCHANTER SPECIALISATION


(MASTER)

You call on benign spirits to restore you and your allies for continuing the fight. All party
members are healed to full health, including those who have fallen unconscious, and a glyph
around you provides ongoing healing to the party for the spell's duration. The spell lasts for a
number of rounds equal to your magic and the targets heal a number of health points equal
your magic per round.

SEAL VEIL RIFT

SCHOOL: SPIRIT TYPE: UTILITY COST: 21

CASTING TIME: ONE MINUTE TARGET NUMBER: 20

TEST: NONE REQUIREMENT: VEIL STRIKE

You seal a Veil Rift.


SIMULACRUM

SCHOOL: SPIRIT TYPE: ATTACK COST: 0 MP

CASTING TIME: FREE ACTION TARGET NUMBER: 0


UPON REACHING 0 HEALTH

TEST: NONE REQUIREMENT:

If you go down to 0 Health during a fight, a spirit appears by your body for a number of turns
equal to your Magic or until the fight ends. This simulacrum takes on your form and can cast
any spells you know for no mana cost. You are not considered to be dying while the
simulacrum is protecting you, but you cannot be healed until the spirit returns to the Fade.
The simulacrum cannot be damaged.

SPELL MIGHT

SCHOOL: SPIRIT TYPE: ENHANCEMENT COST: 11 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: NONE REQUIREMENT: MANA CLEANSE

You channel deep reserves of magical energy, granting yourself +2 to Spellpower and gaining +2 SP
on all rolls that generate stunt points until the end of the encounter. While under the effects of this spell,
each additional spell you cast costs an additional 2 MP. You may end this spell as a free action at the
beginning of your turn.

SPELL SHIELD

SCHOOL: SPIRIT TYPE: DEFENSE COST: 4 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 13

TEST: NONE REQUIREMENT: NONE

You use your own magical power to protect yourself from the spells of others. The spell shield lasts a
number of rounds equal to your Magic ability. During that time any spell (helpful or harmful) cast on you
has no effect, but you must spend mana points equal to the spell’s base mana cost (not counting
deductions for spell stunts or talents). An arcane bolt cast at you would cause no damage, for example,
but you would have to spend 2 MP (the spell’s mana cost). If it’s a spell that affects multiple targets,
you are not affected but others are as normal. If you do not have enough mana points left to pay the
cost, the spell shield ends and the spell affects you as normal.
SPELL WISP

SCHOOL: SPIRIT TYPE: UTILITY COST: 3 MP

CASTING TIME: ONE MINUTE TARGET NUMBER: 11

TEST:​ ​NONE REQUIREMENT: NONE

You summon a small wisp that floats near you for up to an hour and boosts the power of your spells.
While the wisp is aiding you, you gain a +1 bonus to your Spellpower. The wisp itself is insubstantial
and cannot be attacked or touched.

SPIRIT ARROW

SCHOOL: SPIRIT TYPE: UTILITY COST: 1 MP

CASTING TIME: MINOR ACTION TARGET NUMBER: 14

TEST: NONE REQUIREMENT: ARCANE ARCHER SPECIALISATION


(JOURNEYMAN)

You create arrow with spirit magic that allows it to pass through walls. It must be used immediately.

SPIRIT BLADE

SCHOOL: SPIRIT TYPE: UTILITY COST: 8 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 13

TEST: NONE REQUIREMENT: KNIGHT ENCHANTER SPECIALISATION

You create a sword made of the essence of the Fade. The weapon deals the damage of a longsword
plus your Magic and ignores 50% of the opponent’s armour.. If casting this spell if the casting test
exceeds the opponent’s defense you can strike them. You also use your Magic instead of your strength
when making attacks with this weapon. The weapon lasts for a number of rounds equal to your Magic
ability. It can be dismissed as a Minor Action. It also provides a +1 bonus to Defense.

SPIRIT FORM

SCHOOL: SPIRIT TYPE: UTILITY COST: 10 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: NONE REQUIREMENT: DIVINITY

Your Spirit exits your body. Stats must be created along with your GM.
SPIRIT MARK

SCHOOL: SPIRIT TYPE: ATTACK COST: 18 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: MAGIC (SPIRIT) OR WILLPOWER REQUIREMENT: NECROMANCER


(MORALE) VS SPELLPOWER SPECIALISATION, DEATH SIPHON

You mark an enemy within 30 yards so that spirits will assault them, doing ongoing damage. Until the
end of the encounter,the subject takes 1d6 + the Caster’s Willpower Penetrating Damage per turn. The
subject can end the effects with a successful Magic (Entropy ) or Willpower (Morale ) test vs. your
Spellpower, made on its turn. Otherwise the spell ends after a number of rounds equal to your Magic
ability. If a target dies while the Spirit Mark is on them, their spirit will arise to fight for the caster for a
brief time. The spirit has all the normal statistics of the deceased, but they ignore the effects of terrain,
and only magical attacks (spells or hits from magical weapons) can harm them. Other attacks pass
through their forms without effect. The spirits fight for the caster for turns equal to the caster’s
Willpower before they depart.

SPLIT ARROW

SCHOOL: SPIRIT TYPE: UTILITY COST: 2 MP

CASTING TIME: MINOR ACTION TARGET NUMBER: 16

TEST: NONE REQUIREMENT: SPIRIT ARROW

You can use 2 MP to make a spirit copy of your arrow up to a number of copies equal to your Magic
ability. Each arrow deals 1d6 + your magic ability damage and all arrows are used at once when you
shoot. These arrows ignore half of the opponent’s armour.

SUMMON SPIRIT

SCHOOL: SPIRIT TYPE: UTILITY COST: 20 MP

CASTING TIME: FIVE MINUTES TARGET NUMBER: 20

TEST: NONE REQUIREMENT: SPIRIT MAGIC TALENT

You summon a single spirit of your choice.

TELEKINETIC BURST

SCHOOL: SPIRIT TYPE: ATTACK COST: 5 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15


TEST: STRENGTH (MIGHT) VS SPELLPOWER REQUIREMENT: FIST OF THE MAKER

The readied melee weapons of all allies within 10 yards of you pulse with arcane force. Affected
weapons inflict bonus damage equal to your Magic ability. Any attack made with an affected weapon
that generates stunt points may treat the Pierce Armor stunt as costing 1 fewer SP. (This can be
combined with other effects, such as the level 2 Rogue stunt bonus, to reduce the cost of the stunt to 0
SP.) The enchantment lasts for one minute, but you can extend the duration when you cast the spell by
spending an additional 6 MP for each extra minute you would like it to last. This spell does not harm the
weapons it affects and may be cast on weapons currently subject to the spells frost weapon and
flaming weapon.

TELEKINETIC WEAPONS

SCHOOL: SPIRIT TYPE: ENHANCEMENT COST: 8+ MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: NONE REQUIREMENT: FORCE FIELD

You create a circular burst of force with a 4-yard radius that’s centered anywhere within 24 yards that
you can see. Those caught inside must make a successful Strength (Might) test vs. your Spellpower or
be thrown to the nearest edge of the burst and knocked prone. Targets may take damage from terrain
and hazards depending on the situation. A burst that sends enemies flying into a wall inflicts 1d6
damage if the wall is wood and 2d6 damage if the wall is stone, for example. The GM determines what
damage, if any, is applied. Those that make the test are not moved but are still knocked prone.

TELEPORT

SCHOOL: SPIRIT TYPE: UTILITY COST: 10 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 16

TEST: NONE REQUIREMENT: SPIRIT MAGIC (MASTER)

You can travel anywhere within a radius equal to 10 + your Magic Score in yards

VEIL STRIKE

SCHOOL: SPIRIT TYPE: ATTACK COST: 5 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 15

TEST: CONSTITUTION (STAMINA) REQUIREMENT: RIFT MAGE SPECIALISATION

You recreate your own fist from the essence of the Fade and strike enemies in an area, weakening
they. The Veil turns in a circular blast with a 4-yard radius that’s centered anywhere within 24 yards that
you can see. Those caught in the blast are knocked prone and suffer 1d6+Magic penetrating damage
and –2 penalty to their Dexterity and Strenght by a number of turns equals your Magic. Targets that
make a successful Constitution (Stamina) test vs. your Spellpower only suffer damage and are knocked
prone.

VIRULENT WALKING BOMB

SCHOOL: SPIRIT TYPE: ATTACK COST: 13 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 17

TEST: CONSTITUTION (STAMINA) REQUIREMENT: WALKING BOMB

You infect the blood of a target within 10 yards with deadly magical venom. When first cast, this spell
immediately deals 2d6 + Magic penetrating damage. The subject must then make a Constitution
(Stamina) test vs. your Spellpower at the start of each of its turns. If it succeeds, the spell ends. If
it fails, the target suffers another 1d6 + Magic penetrating damage. If the target dies while virulent
walking bomb is still in effect, it explodes in a shower of gore, dealing 2d6 damage to anyone within 4
yards. Subjects caught in this blast must succeed at a Constitution (Stamina) test vs. your Spellpower
–2 or become secondary targets of this spell, suffering 1d6 + Magic penetrating damage on each of
their turns until they succeed on the test. Secondary targets do not infect additional targets.

WALKING BOMB

SCHOOL: SPIRIT TYPE: ATTACK COST: 4 MP

CASTING TIME: MAJOR ACTION TARGET NUMBER: 13

TEST: CONSTITUTION (STAMINA) REQUIREMENT: NONE

You infuse the blood of an opponent within 10 yards with a corrosive poison. The round you cast it,
walking bomb inflicts 1d6+1 penetrating damage. While the spell is in effect, the target must make a
Constitution (Stamina) test vs. your Spellpower at the start of each of their turns. If successful, the spell
ends. If the test is failed, the target takes another 1d6+1 penetrating damage. Should the spell’s
damage reduce the target’s Health to 0, they explode in a spray of blood, flesh, and bones. Anyone
within 4 yards of the exploding victim takes 2d6 damage.

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