Compendium / Spells
Spells
277 spells in total. Page 1 of 6.
Absence: Black Hole
MasterElemancyAttr: IntAction: MajorMP 12Range: All Creatures / 10 mTargets: SelfRemove the air surrounding yourself pulling in all creatures within 10 m that fail the Str (Might) test vs your spellpower, airbrone creatures automatically fail. All creatures pulled in are dealt 4d6 arcane damage.
Absence: Concussion Blast
AdeptElemancyAttr: IntAction: MajorMP 8Range: 20 mTargets: 1 Target / 4 mYou create a localized vacuum at your target drawing in massive amounts of air generating an implosion at their location dealing 3d6 arcane absence damage to all creatures caught in the blast
Absence: Event Horizon
NoviceElemancyAttr: IntAction: MajorMP 5Range: 5 mTargets: SelfCreate a field of absence energy in a 5 m area around you. All foes caught within the Event Horizon must pass a TN 13 Hrt (Spirit) test or their Accuracy and Perception tests are at disadvantage while within the effects of the spell.
Absence: Gravitas
AdeptElemancyAttr: IntAction: MajorMP 7Range: 20 mTargets: 5 m radiusManipulate the gravitational forces within a targeted area. Choose to either increase or decrease the gravity's pull. If increased, creatures and objects within the area have their movement speed reduced by half, and jumping or climbing becomes nearly impossible. If decreased, movement becomes floaty and uncontrolled, making creatures who move to continue in the direction of movement until they exit the spell area. The altered gravity does not cause direct damage but significantly hampers mobility and actions.
Absence: Gravstrike
MasterElemancyAttr: IntAction: MajorMP 14Range: 30 mTargets: 1 TargetConcentrate the essence of absence into a potent, focused beam directed at a single target. Gravstrike tears at the very fabric of the target's existence, dealing 7d6 arcane absence damage, and reducing 2 random attributes by 1 for one round.
Absence: Nebula's Embrace
AdeptElemancyAttr: IntAction: MajorMP 5Range: 20 mTargets: 5 mCreate a swirling nebula of absence energy that disorients and confuses all within it. All creatures in the area suffer disorientation, causing a -1 penalty to Accuracy, Dexterity, and Perception, and breaking concentration on spells.
Absence: Nullmark
NoviceElemancyAttr: IntAction: MinorMP 5Range: 10 mTargets: 1 TargetSet a Nullmark on a target and reduce one of their attribute scores by 2 as long as the spell is active. You may only have 1 Nullmark on a single target at a time.
Absence: Reject Element
NoviceElemancyClass: NullomancerAttr: IntAction: MinorMP 3Range: 1 m radiusTargets: SelfWhile you are concentrating on this spell, you must declare a single element to reject from your body. This element will be repelled at a distance of 1 m away from you. (notes: The conservation of momentum will apply if water, ice, earth, metal, or air is chosen. This means you will repel yourself from the ground for example, and may be launched backwards if enough of an element moves towards you. This may result in you taking recoil/whiplash damage and may break your concentration. Selecting metal will only repel iron weapons. )
Absence: Silence of the Void
MasterElemancyAttr: IntAction: MinorMP 10Range: up to 15 m radiusTargets: SelfCreate a 15-meter maximum radius zone of perfect silence centered on your location. All sound is nullified, and creatures within the zone cannot cast spells that require verbal components or communicate audibly. All creatures that are attempting to sneak within this zone gain +3 to Dex (Stealth) tests.
Absence: Vacuum Chamber
MasterElemancyClass: NullomancerAttr: IntAction: MajorMP 14Range: 25 mTargets: 1 Target / 3 mPlace yourself or a foe in a 3 m diameter vaccuum chamber. (You can control if you want to keep the air in or out). On their turn, a trapped target must make an opposed End (Stamina) test vs your spellpower or take 3d6 arcane damage (this TN decreases by 2 every turn they are trapped). On the trapped target's turn, they must make Str (Might) test vs your spellpower or they are trapped and cannot make any more actions. You may also cast this spell on yourself to survive in deep space, underwater, or in any other dangerous environment for up to 1 hour. At the end of the hour you will run out of oxygen and take 3d6 arcane damage every minute.
Absence: Vacuum Slap
NoviceElemancyAttr: IntAction: MajorMP 4Range: TouchTargets: 1 TargetSlap a target with the concentrated power of a vacuum in the palm of your hand. Deals 3d6 arcane absence damage. The target must make a TN 13 End (Pain Res) test or be knocked prone.
Absence: Voidbound
AdeptElemancyClass: NullomancerAttr: IntAction: MinorMP 6Targets: SelfAlign yourself with the emptiness of the void. Until your next turn your other Elemancy: Absence spells have their range increased by 1.5x and you gain +3 arcane armor.
Air: Absorb Air
NoviceElemancyClass: AeromancerAttr: IntAction: MinorMP 3Range: 1 m radiusTargets: SelfWhile you are concentrating on this spell, you absorb air and are immune to all damage and the negative effects of air and wind. Additionally, while this spell is active you will float in the air and are able to move at a speed of 1 meter.
Air: Aerial Ascent
AdeptElemancyAttr: IntAction: MajorMP 6Range: 5 mTargets: Self or 1 TargetLaunch yourself or a nearby (5 m) target 10 m into the air. For every 2 you roll above the target number, increase height by an additional 5 m. Every 5 m the target falls they take 1d6 physical damage. See the creature size table for TN changes for exceptionally large or small creatures.
Air: Breath of Fresh Air
AdeptElemancyClass: AeromancerAttr: IntAction: MinorMP 6Targets: SelfEmbrace the freedom of the wind. Until your next turn your other Elemancy: Air spells have their range increased by 1.5x and you recover 2 HP per turn.
Air: Cyclone Spear
AdeptElemancyAttr: IntAction: MajorMP 6Range: 20 mTargets: 1 TargetUnleash a spiraling spear of concentrated wind towards a target, dealing 3d6 arcane air damage and pushes the target back 3 meters.
Air: Howling Tempest
MasterElemancyAttr: IntAction: MajorMP 12Range: 35 mTargets: 3 m radiusSummon hurricane force winds to blow towards your foes in a 3 m radius of wind. Winds can blow down on them dealing 5d6 physical damage and pinning foes to the ground, or it can be used blow them away dealing falling damage when they land (distance launched is determined by the mass/volume table. The base distance is 50m for a 1kg or 1 L object, subtracting 10m for each step up on the table (the average person will be thrown 15 m). Targets pinned must roll Str (Might) vs your spell test result to free themselves.
Air: Shifting Currents
AdeptElemancyAttr: IntAction: MajorMP 6Targets: SelfGenerate swirling winds around your person, confusing and disrupting enemy attacks. Gain +1 evasion with an additional +1 for every 2 you roll higher than the target number. (max +4 evasion)
Air: Skybreaker
MasterElemancyAttr: IntAction: MajorMP 15Range: 2 mTargets: 1 TargetGenerate a tornado centered around your fist and punch towards a single target for massive damage. This Skybreaker punch deals 10d6 arcane air damage and knocks the target prone.
Air: Stormcaller's Domain
MasterElemancyAttr: IntAction: MajorMP 10Targets: 50 mCommand the winds to summon a fierce gale over a large area. This spell creates a powerful windstorm that whips around debris, creates temporary barriers of swirling air, and generates disorienting gusts. Within the storm's radius, movement speed is halved, and Perception tests are at a disadvantage. Additionally, projectiles fired from archery and firearm weapons suffer a -5 penalty to hit their targets. The caster is immune to these effects.
Air: Tailwind
NoviceElemancyAttr: IntAction: MajorMP 3Targets: All Creatures / 5 x 20 mGenerate a gust of wind in the direction of your choosing, projectiles coming into the wind have -2 penalty to hit. Tailwind also increases/ decreases movement speed by 2x of any creature attempting to pass through. While concentrating, the spell is centered around your position in an area of effect of 5x20 m in the direction of your choosing. (this direction can be changed once per turn as long as you maintain concentration)
Air: Wind Bullet
NoviceElemancyAttr: IntAction: MajorMP 5Range: 10 mTargets: 1 TargetFire a compressed air projectile that inflicts 2d6 arcane wind damage. Targets must pass a TN 13 (Dex) Balance test or are knocked prone.
Air: Windwalk
MasterElemancyClass: AeromancerAttr: IntAction: MinorMP 1Targets: SelfYou generate centralized bursts of air below you allowing you to fly in straight lines through the air at will. The speed at which you can move is equal to the amount of MP you spend on casting the spell.
Air: Zepher's Whisper
NoviceElemancyAttr: IntAction: MinorMP 3Targets: 3 m radiusCloak yourself in a subtle aura of wind that muffles your movements and voice, granting you and your allies that stay within the wind +3 to Dexterity (Stealth) tests.
Alchemical Formulae
NoviceArcanophysicsClass: AlchemistAttr: IntMP 1Targets: 2 m radiusDraw an alchemical formulae on the ground to allow you to greatly enhance your alchemical arcana. (gain +2 towards other transmutations, and when standing in the formulae, you can maintain the transmutations without concentration.) Takes at least 5 minutes to draw. Likewise everything inside of the alchemical formulae is protected as if by a ward from any outside arcana. The ward strength is equal to the TN you rolled for drawing the formulae. If the formulae is physically altered the formulae is broken.
All or Nothing
MasterMysticismClass: Gambler of FateAttr: WisAction: MinorMP 7Targets: SelfThe next roll you make within 5 minutes after casting this spell will be considered to automatically pass, as long as the TN is below a 21, and will grant doubles points. The GM will roll a single dice for you when you decide to use the effects of this spell. Whatever the result of the GM's die will determine your doubles points, however if the die lands on 1, the roll is considered to fail miserably. (This spell will only work for things that are physically possible for you to do)
Animalistic Allowance
NoviceLife WeavingAttr: WisAction: MinorMP 3Range: 15 mTargets: 1 CreatureYou may replace up to 2 attribute scores of yours with the corresponding attribute scores of a tamed creature within range during the duration of this spell.
Animalistic Exchange
MasterLife WeavingAttr: WisAction: MajorMP 8Range: 20 mTargets: 1 CreatureYou and any tamed or willing creature you cast this on combine all stats and gain the cumulative total of all attribute scores and focuses.
Ascended Transformation
MasterLife WeavingClass: ShapeshifterAttr: WisAction: MajorMP 10Targets: SelfFully transform into a creature of your imagination. You must still have spent a great deal of time meditating on your desired outcome. (Mass is conserved)
Bag of Holding
NoviceMysticismAttr: WisAction: MinorMP 2Targets: SelfOpen an extradimensional rift in the shape of a bag. This "bag" has an interior space considerably larger than its outside dimensions, and the bag's entrance can expand to an area of 3x3m. The interior of the bag can hold up to 3 cubic meters. A living creature cannot survive in the bag.
Bane of Unliving
MasterLife WeavingAttr: WisAction: MajorMP 14Range: 10+ mTargets: UndeadHarm all undead around you by 4d6+ hrt arcane damage in a radius of 10 m + (5 m for every 2 above target number). You may concentrate to continue dealing damage over time. The effects of this spell may also result in the undead creature's final absolution.
Bark Skin
AdeptLife WeavingAttr: WisAction: MinorMP 6Range: 15 mTargets: Self or 1 AllyProtect the skin of yourself or a target with magically enhanced bark, granting +2 physical armor and +4 arcane armor (stacks with armor being worn). If casting on a target, you must be within 15m and in contact with plants from the same soil.
Bass Boost
AdeptArcanophysicsAttr: IntAction: MajorMP 6Range: 50 mTargets: All Creatures / 5 mUse infrasonic wave pulses to disorient, incapacitate, and potentially cause unvoluntary evacuation of the target's last meal. You may target an area of 5m diameter, and all creatures within this area must succeed an End (Stamina) test or they lose their some or all of their actions on their next turn. If a creature rolls a 12 or lower, they lose a major action and 16 or lower they lose a minor action on their next turn.
Beast Sight
AdeptLife WeavingAttr: WisAction: MinorMP 3Range: 20 mTargets: 1 CreatureYou may share your senses and perception with a tamed or willing creature. See through their eyes, hear what they are hearing, feel what they are feeling, etc.
Beast Summoning
NoviceLife WeavingClass: BeastmasterAttr: WisAction: MajorMP 2Range: VariesTargets: VariesSend out a call to all animals/creatures in a radius of your Beastmaster level in miles. You can limit this call to one species if you wish. These animals are not under your control and act according to their own nature. The Test Result determines which animals heed your call.
Beast Tongue
NoviceLife WeavingAttr: WisAction: MajorMP 2Targets: SelfAllows you to freely communicate with and understand all animal/creature languages for 1 hour. A higher test result will allow for a more sophisticated conversation. Some species require higher test rolls to communicate with.
Beat Frequency
NoviceArcanophysicsAttr: IntAction: MajorMP 5Range: 20 mTargets: 1 TargetForm an interference pattern aimed towards your target. The location at which your target is at receives maximum amplitude interference and takes 3d6 arcane damage.
Blood Boil
AdeptLife WeavingClass: Blood MageAttr: WisAction: MajorMP 9Range: 20 mTargets: 1 TargetDirectly target the blood within a target casuing it to writhe and bubble. Deals 4d6 arcane damage.
Blood Manipulation
AdeptLife WeavingClass: Blood MageAttr: WisAction: MajorMP 1Range: 25 mTargets: VariesAbility to freely manipulate fresh blood that is not within a target's body. See the Mass/Volume table for TN and MP costs. This spell can also be used to accellerate bleeding of an enemy. If the spell is cast to draw more blood out of a target the spell deals 3d6 arcane damage, this has a TN of 15 and MP cost of 6.
Blood Rite
AdeptLife WeavingClass: Blood MageAttr: WisAction: MajorMP 8Range: 20 mTargets: 1 TargetRestore the blood of a willing target to mitigate blood loss. Healing the target for 3d6 hp. If you heal a dying ally, they are stabilized at 1hp instead of recieving health. Characters that receive any form of magical healing cannot benefit from magical healing again until they take additional damage.
Blood Stasis
MasterLife WeavingClass: Blood MageAttr: WisAction: MajorMP 14Range: 15 mTargets: 1 TargetTarget the fresh blood within a living creature to artificially cause the blood to coagulate. Doing so deals 5d6 arcane damage to the target and robs them of their movement action for as long as you maintain concentration. You may target specific body parts with this spell. See the targeting table for increased TN and effects.
Bone Armor
AdeptMysticismClass: Necromancer - BoneAttr: WisAction: MajorMP 8Range: 5 mTargets: Self / 1 TargetConjure a mystical armor made of bone that envelops either your body or the body of a skeleton you have animated. This armor is distinctly visible to those around you, potentially influencing their reactions and interactions with you due to its ominous and skeletal appearance. When this spell is active, it bestows an additional +4 bonus to both Physical and Arcane Armor ratings. Notably, this enhancement synergizes with any other armor currently worn, effectively stacking its protective benefits atop existing defenses.
Bone Shard
NoviceMysticismClass: Necromancer - BoneAttr: WisAction: MajorMP 3Range: 15 mTargets: 1 TargetFire a shard of conjured bone. Deals 2d6 physical damage with a range of 15m. You may increase the damage of this shard by 1 for every 1 HP you drain from a Skeleton you crontrol that is adjacent to you.
Bones of the Fallen
MasterMysticismClass: Necromancer - BoneAttr: WisAction: MajorMP 18Targets: 15 mImmediately raise all of the skeleton's in a 20 m radius of you, including those who have fallen in battle. You must still have the MP required to maintain your skeleton soldiers otherwise they will collapse again at the end of your turn.
Brain Blast
MasterLife WeavingAttr: WisAction: MajorMP 14Range: Psychic ContactTargets: 1 TargetPsychicly assualt a target you are in psychic contact with dealing 8d6 arcane damage to their psyche. This may leave irreprible brain truama to a weak willed individual. (this cannot physically kill someone, and cannot be used in conjuncture with Telepathy)
Bubble Loop
AdeptArcanophysicsAttr: IntAction: MinorMP 6Targets: Self / 50+ m3Form a 50 cubic meter illusory bubble around an area of your choice. Spend up to 5 minutes preparing to cast the bubble recording the sights and sounds of your choosing. From the moment the bubble is cast an audio visual loop is played for an equivalent time that it took you to cast the bubble to those present inside the bubble. Increase the size of the bubble by 5 cubic meters for every +2 above the target number you roll when casting. Those inside the bubble must roll a TN 14 Per test to notice they are in the bubble. Increase the Per TN by 1 for every minute spent casting the bubble.
Buff
NoviceLife WeavingAttr: WisAction: MinorMP 3Range: 15 mTargets: 1 TargetChoose one of the following to cast on an ally. A) increase movement speed by 2, B) increase damage dealt by 2, C) Increase defense by 1
Buff Self
NoviceLife WeavingAttr: WisAction: MinorMP 4Targets: SelfInvigorate your body to increase one Aspect by 1 stage for as long as you maintain concentration.
Carnal Burst
MasterMysticismClass: Necromancer - FleshAttr: WisAction: MajorMP 1Range: VariesTargets: VariesSupercharge your corpse army to explode in a cloud of fetid gore. You may choose as many zombies as you like within range. Each zombie that bursts will result in this spell costing MP equivalent to the sum of the MP cost of maintaining the bursting zombies. Each zombie that bursts deals 3d6 physical damage, and 3d6 arcane poison damage to all creatures within 5m of the zombie. Corpse Golems that burst deal the same arcane poison damage over an increased area, and deal more physical damage over an increased area. Increase the physical damage by 1d6 and range of the burst and poison by 1 m for each additional zombie used to create the bursting corpse golem.
Cash Out
AdeptMysticismClass: Gambler of FateAttr: WisAction: MajorMP 5Targets: SelfThe next roll you make in the next 10 min after casting this spell will be guarenteed to be a 15, no extra bonuses apply.