Compendium / Spells
Spells
277 spells in total. Page 2 of 6.
Clairvoyance
AdeptMysticismAttr: WisAction: MinorMP 5Targets: SelfIndicates the general direction of the subject of your desire that you are focused on. You are also aware of how close you are to your goal. Test result based on familiarity with the target.
Color Spray
AdeptArcanophysicsAttr: IntAction: MajorMP 3Range: 30 mTargets: 1 TargetShine an array of colored light of every wavelength. This disorients the foe lowering their attack and defense by 2 until your next turn. Foes without eyes are immune.
Complete Transformation
AdeptLife WeavingClass: ShapeshifterAttr: WisAction: MinorMP 6Targets: SelfTransform your entire body into a creature that you have studied. (Mass is conserved)
Conjure Element
NoviceElemancyAttr: IntAction: MinorMP 2Targets: SelfCreate a small amount (1 kg or 1 L) of your element to manipulate and use as you see fit. Effects vary by element. Requires the corresponding elemancer specialization. Regarding the quantity of element summoned, choose the value that would result in less of the element.
Conjure Tool
NoviceMysticismAttr: WisAction: MajorMP 1Targets: SelfBind a tool, weapon, armor, object, vehicle, or structure to your will and conjure it from wherever it is located. A number of objects equal to your INT attribute can be stored. The TN to summon and MP cost is based on the Mass/Volume table. (If you gain this spell as a Spellsword you may only conjure your weapon for a TN of 11, and MP cost of 3. You do not need your arcane nucleus to cast this spell.) (if you gain this spell as a Warlock, you may conjure a tool that once belonged to your Patron. GM's discretion for the target number based on what strength of tool you are trying to summon)
Conjure Vehicle
MasterMysticismAttr: WisAction: MajorMP 9Targets: 1 VehicleConjure an aerial, aquatic, or land vehicle constructed from your mind. The shape and form of the vehicle is always the same and is unique to each caster. The vehicle cannot be powered independantly, and requires your concentration to drive. This vehicle has hp = to your hp. This summoned vehicle will disappear after 24 hours. (GM discretion for balancing of vehicles)
Cordyceps Volukinesis
AdeptLife WeavingClass: ShamanAttr: WisAction: MajorMP 1Range: 20 mTargets: VariesYour spores can infect living Insectoid Creatures. The target number for this spell varies by the size and quantity you wish to control. A controlled Insectoid can live up to 7 days once infected. If you fail to control a specific Insectoid, they will become immune to your spores, and eventually spread that immunity to others of their species they come into contact with. MP cost = 1/2 the target number (rounded down). Threat Level / Target Number Minor / 12 Moderate / 15 Major / 18 Dire / 21 Legendary / ???
Create Ammunition
NoviceMysticismAttr: WisAction: MinorMP 5Targets: SelfSummon mundane ammunition such as arrows, bolts, or energy cells. These items disappear after 24 hours if not used. Select one of the following quantities to be summoned for each spell instance. 3 Arrows 2 War Arrows 3 Bolts 3 Small Energy Cells (SEC) 2 Energy Cells (EC) 1 Large Energy Cells (LEC)
Create Light
NoviceArcanophysicsAttr: IntAction: MinorMP 1Range: 5 m diameterTargets: SelfCreate a ball of light tinted to whatever color you desire. This light follows you around as long as you maintain concentration. It only shines light around you about 5 m diameter
Creature Cure
AdeptLife WeavingAttr: WisAction: MajorMP 8Range: TouchTargets: 1 CreatureRestore a tamed or willing creature or plant's HP by 4d6 hp or 1 level of fatigue. If you heal a dying creature, they are stabilized at 1 hp instead of recieving health. Creatures that receive any form of magical healing cannot benefit from magical healing again until they take additional damage.
Crush Spirit
NoviceMysticismClass: Necromancer - SpiritAttr: WisAction: MajorMP 4Range: 20 mTargets: 1 TargetSelect a target within eyesight to attempt to crush their spirit. The target must make a Hrt (Courage) test vs your spellpower. If the target fails, they take 3d6 arcane damage. If the target succeeds, they take half damage.
Cure Wounds
NoviceLife WeavingAttr: WisAction: MajorMP 5Range: TouchTargets: Self or 1 TargetHeal an ally you are physically touching by 3d6 HP. This spell can also be cast on yourself. If you heal a Dying ally, they lose the Dying state and are stabilized at 1hp instead of receiving healing. Characters that receive any form of magical healing cannot benefit from magical healing again until they take additional damage.
Cursemark
NoviceMysticismClass: OccultistAttr: WisAction: MinorMP 4Range: 10 mTargets: 1 TargetSelect a visible target within 10 meters of you and choose a single Aspect condition or Attribute. For as long as you concentrate, on the beginning of that creature's turn it will lose one stage of the corresponding Aspect condition you selected.
Deafen
NoviceArcanophysicsAttr: IntAction: MinorMP 3Targets: Self / 10 mCounter all sounds in an area of radius 10 (or smaller) meters around you by generating perfectly opposite sound waves resulting in complete destructive interference of all sound. This spell allows you and anyone within the effects of the spell to communicate absolutely silently to those outside. Sneaking while under the effects of this spell grant you +2 to your Dex (Stealth) test.
Death Cap
MasterLife WeavingClass: ShamanAttr: WisAction: MajorMP 8Range: 20 mTargets: 1 Object / 10mSet a fungal trap using your cultivated fungi (Fungal Exposure) on any dead organic material within range. While you maintain concentration, nothing happens, but you may at any point release concentration to set off an explosion of spores affecting all targets within 10m of the trapped location. Effects depend on the strength of your cultivated fungi.
Decompose
AdeptMysticismClass: Necromancer - FleshAttr: WisAction: MajorMP 9Range: 10 mTargets: 1 TargetDirectly target living flesh to begin to rot and decay. Deals 2d6 arcane damage to creatures made of flesh and blood. Additionally, the target must pass an End (Poison Res) test vs your spell power or they take an additional 2d6 arcane damage and gain a level of fatigue.
Deconstruct
AdeptArcanophysicsAttr: IntAction: MajorMP 5Range: 10 mTargets: 1 ObjectDeconstruct any mixture, machine, or object into it's base materials. The TN varies by GM discretion and an exceptionally high roll may result in the deconstruction down to the item's periodic elements.
Detect Life
NoviceLife WeavingClass: Blood MageAttr: WisAction: MinorMP 6Range: 100 mTargets: All Targets With BloodAfter casting this spell you gain knowledge of the location and general hp range of all creatures within a 100 m radius of you that have blood running through their veins. Inorganics or creatures without blood are immune to being detected.
Detect Minds
NoviceLife WeavingAttr: WisAction: MinorMP 5Targets: Self / 5+ mOpen your mind to sense the presence of others in a nearby area of 5 m radius. For every 2 you roll above the TN increase the area by an additional 5 meters. (50 m max)
Devil's Advocate
NoviceArcanophysicsClass: IllusionistAttr: IntAction: MinorMP 3Range: 10 mTargets: 1 TargetChose a target within eyesight up to 10 m away, and anonymously cast a small illusion that only they can see. The illusion must be smaller than 1 cubic meter and must be within 5 m of the target. The target must pass either a TN Per (Seeing) or Int (Arcanophysics) test vs your spell power or they are fooled into believing your illusion. The image is purely visual and cannot move unless you maintain concentration.
Disguise Self
NoviceArcanophysicsAttr: IntAction: MajorMP 3Targets: SelfAn illusion spell to disguise your appearance to look like someone else. This change to your appearance is not physical but a light based illusion. Nearby creatures may make a Perception test of their choice vs your Spellpower to notice the illusion. Any creature that touches you will gain Advantage on noticing the illusion.
Domain of Excrutiating Pain
MasterMysticismClass: OccultistAttr: WisMP 1Dominate Creature
MasterLife WeavingClass: BeastmasterAttr: WisAction: MajorMP 1Range: 25 mTargets: 1 CreatureForcibly bend an animal or creature to your will effectively taming them. This may result in breaking the mind of the creature even if you succeed, to avoid this you must roll 2 higher than the target number. This is painful and failure will result in the creature seeking to exact revenge on you. This only lasts for as long as you maintain concentration. However, if the creature has already been weakened, accepted defeat, and acknowledged you, then this spell will permanently turn the creature to your side taming them immediately. MP cost = 1/2 the target number (rounded down). Threat Level / Target Number Minor / 12 Moderate / 15 Major / 18 Dire / 21 Legendary / ???
Dominate Spirit
AdeptMysticismAttr: WisAction: MajorMP 1Range: 25 mTargets: 1 SpiritExert your control over a being that has already been summoned from another plane of existance. If your test result beats their Hrt (Self-Discipline) then you hold dominion over them. You may command them or banish them at any point. They are only bound to your commands by the letter, and may find loopholes if you leave them. The more commands you give the more pressure you put on them, and giving too many commands may force them to break your control or send them back. If they beat your test roll they gain a +3 to resist further attempts to control them until they have been summoned again.
Earth: Absorb Earth
NoviceElemancyClass: GeomancerAttr: IntAction: MinorMP 3Range: 1 m radiusTargets: SelfWhile you are concentrating on this spell, you absorb earth and are immune to all damage and the negative effects of stone, sand, and mud. This includes adjacent effects such as bludgeoning, slashing, and piercing stone weapons
Earth: Diamond Spray
MasterElemancyAttr: IntAction: MajorMP 15Range: 3x10 m coneTargets: All CreaturesFire a barrage of diamond shards in a cone 3x10 m in front of you. All creatures within the cone take 5d6 physical Earth damage.
Earth: Earthshaper's Passage
MasterElemancyClass: GeomancerAttr: IntAction: MajorMP 9Targets: SelfCreate a tunnel through the earth to allow yourself and any allies who wish to follow you to move through the ground in single file. The speed at which you may travel depends on the type of earth you are moving through. As long as the spell is active, you may move at one of the following distances each round once per turn as a free action. Material | Speed Sand - 15 m Dirt - 12 m Clay - 10 m Stone - 5 m
Earth: Meteor Shower
AdeptElemancyAttr: IntAction: MajorMP 6Range: 100 mTargets: 1+ Target(s)Call forth a meteroroid from space to strike at your foes. For every 2 you roll above the target number you may increase the number of meteoroids by 1. Each meteoroid deals 3d6 physical damage. Range = 100 m
Earth: Precipice Blades
AdeptElemancyAttr: IntAction: MajorMP 8Targets: Self / 5 mRaise sharp blades of earth from the ground in a 5 m radius surrounding you lasting for the duration of the spell. All enemies that move through this area must make a Dex (Acrobatics) test vs your spell power or take 3d6 physical damage everytime they move. Movement can be made safely if a creature moves through at 1/4 movement speed.
Earth: Sand Cannon
NoviceElemancyAttr: IntAction: MajorMP 6Range: 5 mTargets: 1 TargetFire a concentrated jet of fine sand at a single target dealing 4d6 physical earth damage.
Earth: Sand Tomb
NoviceElemancyAttr: IntAction: MajorMP 4Range: 10 mTargets: 1 Grounded Target / 2 mTrap your foes by turning a 2 m radius area of ground beneath a target to sand pulling them in and then solidifying the sand back to solid earth again. Trapped targets must make a TN 13 Str (Might) test or are unable to move. For every 2 you roll above the target number increase the radius by 1 additional meter.
Earth: Seismic Sight
MasterElemancyAttr: IntAction: MinorMP 10Range: 100 mTargets: All Grounded CreaturesPerfect awareness of all creatures touching the ground in a radius of 100 meters.
Earth: Stepping Stones
AdeptElemancyAttr: IntAction: MajorMP 8Targets: SelfLevitate a portion of stone from the ground that you are standing on to provide you a means to traverse through the air. While this spell is active you may move on top of your stone at a speed equal to your Intelligence in m/s. You cannot move higher than 15 m in altitude in this way.
Earth: Stone Skin
NoviceElemancyAttr: IntAction: MinorMP 3Range: 15 mTargets: Self or 1 Grounded AllyProtect the skin of yourself or a target with stone, sand, and crystal granting +3 physical armor (stacks with armor being worn). If casting this spell on an ally, you both must be touching solid ground.
Earth: Stone's Patience
AdeptElemancyClass: GeomancerAttr: IntAction: MinorMP 6Targets: SelfCalm your heart with the unwavering patience of stone. Until your next turn your other Elemancy: Earth spells have their TN reduced by 2 and you gain +2 Endurance.
Earth: Tectonic Rage
MasterElemancyAttr: IntAction: MajorMP 13Range: 30 mTargets: 1 Grounded TargetSwallow up a single target and trap them beneath the earth dealing 7d6 physical earth damage, and traps the target for as long as you maintain concentration. A trapped target cannot take a movement action but may use their turn to attempt to break free. They must roll a Str (Might) test vs your spellpower. Range = 30m, you and the target must be on solid earth. A trapped target may not cast spells with somatic motions.
Echolocation
AdeptArcanophysicsAttr: IntAction: MinorMP 8Targets: 343 cubic mUse high frequency reflecting sound waves to generate a map of any interior space smaller than 343 cubic meters. Pinpoints locations of all objects and creatures in the vicinity. Any detected creatures who roll higher than a TN 19 Per (Hearing) test will hear your spell being cast.
Effigy of Doom
AdeptMysticismClass: OccultistAttr: WisAction: MajorMP 10Range: 5 mTargets: All targets / 10mSummon a 3m tall humanoid Effigy within 5m of you. This Effigy has 0 armor, 0 evasion, and 20 HP. All creatures within 10m of the Effigy will take 2d6 damage as soon as the Effigy is summoned and on the beginning of each of your turns. The Effigy will remain for 1 hour or until it is destroyed. The Effigy will take a form personifying your greatest fear (GM discretion)
EM Vision
AdeptArcanophysicsAttr: IntAction: MinorMP 4Targets: SelfAfter casting this spell select one of the following EM spectrum you want to see in: Infrared or Ultraviolet. The TN increases by 2 to see in the X-Ray spectrum.
Energy Transfer
AdeptLife WeavingAttr: WisAction: MajorMP 1Range: TouchTargets: 1 TargetExpend your own magical energy to gift energy to another person you are in physical contact with. Upon successfully casting this spell you may transfer an amount of MP less than or equal to your rolled Spell Power.
Enrich Vegetation
NoviceLife WeavingAttr: WisAction: MajorMP 3Range: TouchTargets: 20+ mImbue the soil under your feet with nutrients and accelerate new growth or reinvigorate existing plants. This may also be used to cure plants suffering from blight or disease as well as kill parasites or pests infesting the area. The area of land you affect is a radius of 20 m beneath your feet and you may increase the area by an additional 10 m for every 1 you roll above the TN. This enrichment lasts 1 week, but you may extend the duration by 1 additional week for every 3 more MP you expend.
Entropy Curse
MasterMysticismClass: Gambler of FateAttr: WisAction: MajorMP 12Range: 15 mTargets: 1 TargetCurse a target with the worst luck imaginable. Whatever can go wrong will. Range = 15 m. GM discretion for the outcome of this spell, but assume the target will experience the effects of a crit fail.
Equilibrium
MasterArcanophysicsClass: AlchemistAttr: IntAction: MajorMP 0Range: SelfTargets: SelfConvert your HP into MP or vice versa.
Ethereal Chains
MasterMysticismClass: Necromancer - SpiritAttr: WisAction: MajorMP 12Range: 20 mTargets: 1 TargetLock down your foes with a the chains of the dead. Etheral chains rise from the underworld to entrap the limbs of your foes. Immediately after casting this spell and on the beginning of the entraped target's turn the target takes 2d6 arcane spirit damage. While the target is held captive, they are Immobilize and cannot recover HP. To break free of the chains, the target must pass a TN 16 Hrt (Spirit) or Str (Grappling) test. Airborne targets are immediately dragged to the floor, but targets higher than 20 m from the floor are immune.
Extradimensional Estate
MasterMysticismAttr: WisAction: MajorMP 12Range: 5 mTargets: Self / 2x3 mYou conjure a magical doorway to an extradimensional space that lasts up to 24 hours. The entrance is a 2m by 3m portal located within 5 m of your location. While the portal is open all creatures can enter. You can open or close the portal from inside or while within 5 m of the portal. When closed, the portal door disappears. Inside is a grand, fully furnished space of up to 450 square meters (~5,000 sq ft), with a clean, warm atmosphere and a layout of your choice. The estate includes enough food for a nine-course banquet for 100 guests and is staffed by 100 translucent servants. You determine their appearance and attire. These servants obey your commands and can perform any non-harmful task a human servant could. Servants and furnishings cannot leave the estate, and all objects created by the estate vanish into smoke if removed. When the spell ends, all creatures inside are safely expelled to the area nearest the portal entrance.
Eye Shadow
MasterArcanophysicsAttr: IntAction: MajorMP 10Range: 30 mTargets: 1 TargetInfiltrate the eyes of a foe with your illusions. You now control what they see. Every round they roll a Per (Seeing) or Wis (Intuition) test vs your Spell Power Test Result to break free. Each failed attempt to break free gives them +2 on their next attempt.
Far Scry
AdeptMysticismClass: SeerAttr: WisAction: MajorMP 4Range: VariesTargets: SelfCast your senses anywhere you have been previously and are familiar with. Adding an extra sense increases the target number by 3.
Feral Ascendance
MasterLife WeavingAttr: WisAction: MinorMP 10Range: 5 mTargets: Self & All AlliesChannel the raw power of apex predators. You and all allies within range gain 1 Stage of Vigor, Power, Precision, and Agility. If an ally moves out of range, they lose these effects.
Fire: Absorb Fire
NoviceElemancyClass: PyromancerAttr: IntAction: MinorMP 3Range: 1 m radiusTargets: SelfWhile you are concentrating on this spell, you absorb fire and are immune to all damage and the negative effects of fire and flame. (GM discretion for adjacent effects such as heat and magma). Additionally, for every cubic meter of fire that you absorb you regain 1d6 MP. You will not restore MP from fire you create.
Fire: Blinding Torch
NoviceElemancyAttr: IntAction: MinorMP 3Range: SightTargets: All CreaturesBring forth an incredibly bright burning orb in your hand that lights up the darkness and blinds all creatures with eyes. Blinds all who fail a TN 13 Per (Seeing) test. Blinded foes suffer a -2 penalty to Accuracy and Perception rolls for 1 round. A creature with it's eyes closed gains +3 to resist this spell.