Compendium / Spells
Spells
277 spells in total. Page 3 of 6.
Fire: Burning Soul
AdeptElemancyClass: PyromancerAttr: IntAction: MinorMP 6Targets: SelfIgnite a metaphysical fire burning in your heart. Until your next turn your other Elemancy: Fire spells have their damage increased by 1d6 and you gain +2 to your Heart attribute.
Fire: Detect Heat
AdeptElemancyAttr: IntAction: MinorMP 5Range: 50 mTargets: SelfWhile this spell is active you gain the ability to sense sources of heat within 50m of you. This can also be used to detect heat signatures of living creatures. Highlights creatures and objects that are warmer than the environment.
Fire: Embers
NoviceElemancyAttr: IntAction: MajorMP 4Range: 3x10 m coneTargets: All CreaturesSet all targets in front of you on fire (gaining the Burning status condition) in a cone 3 m diameter and 10 m long.
Fire: Fireball
AdeptElemancyAttr: IntAction: MajorMP 7Range: 15 mTargets: 1 Target / 3 mLaunch a great fireball at a single target dealing 4d6 arcane damage and setting the target and all other creatures within 3 m on fire, causing them to gain the Burning status condition.
Fire: Flame Touch
NoviceElemancyAttr: IntAction: MajorMP 4Range: TouchTargets: 1 TargetChannel flames into your hand to burn a single target within range of your touch. Deals 3d6 arcane fire damage to the touched target and sets the target on fire. If you maintain concentration and continue to touch the target, the effects will repeat at the beginning of your turn.
Fire: Inferno Flare
MasterElemancyAttr: IntAction: MajorMP 12Range: 6 mTargets: All CreaturesEngulf the area surrounding yourself in scorching hot flames. Deals 5d6 arcane fire damage to all creatures within 6 m of your location setting everything on fire.
Fire: Magma Armor
MasterElemancyAttr: IntAction: MinorMP 9Range: 3 mTargets: SelfCoat your body in molten lava granting you +4 physical and +4 arcane armor for the duration of the spell. Additionally any foe that gets within 3m of you gains the Burning condition.
Fire: Overheat
AdeptElemancyAttr: IntAction: MajorMP 8Range: 20 mTargets: All Creatures 5 m area*Drastically heat up the air in a 5 m diameter sphere. Immediately after casting this spell the targets within range must all roll an End (Temp Res.) test vs your spell power or gain a level of fatigue. As long as this spell is active, all targets within range of the spell must also roll to resist at the beginning of each of their turns. Each round a foe fails the test, they gain +2 to resist your spell.
Fire: Pheonix Flame
MasterElemancyClass: PyromancerAttr: IntAction: MajorMP 18Range: TouchTargets: 1 TargetResurect a character who has died within the last 10 minutes. Can only be cast once per dead character. If the target has received the benefits of resurrection in the past, they cannot be resurrected.
Fire: Plasma Beam
MasterElemancyAttr: IntAction: MajorMP 14Range: 30 mTargets: 1+ Target(s)Fire a beam of flaming plasma at a single target dealing 8d6 arcane fire damage. If this spell deals at least 24 damage the beam will pierce through the target and hit the next creature or object within range dealing 1/2 of the damage again to the new target.
Flesh Golem
AdeptMysticismClass: Necromancer - FleshAttr: WisAction: MajorMP 1Range: 10 mTargets: 5 mFuse together your zombie minions to create a powerful abomination. Select 1 zombie to act as the core for the golem, and all zombies within 5m of the new core will become fused into the new creature. The Flesh Golem retains the same stats as the zombie that acted as the core, while adding +5 to HP, +1 to Phys Armor, and +1 to one of the following: End, Str, Acc, or Per for every additional zombie that was used to create the golem. The MP cost to maintain the Golem is equivalent to 3 + 2 additional MP for every zombie used to create the beast. A minimum of 3 zombies are required to create a flesh golem. See Beastiary for more details.
Flesh Shape
AdeptLife WeavingClass: ShapeshifterAttr: WisAction: MinorMP 4Range: 15 mTargets: 1 TargetAlter the physical appearance of yourself or a willing ally. Changes can be made to the face, skin, hair, or species. (Mass is conserved). This spell lasts for 1 hour, and for every 1 point higher than the target number you may increase that time by an additional hour.
Flesh Stitch
NoviceMysticismClass: Necromancer - FleshAttr: WisAction: MajorMP 5Range: 10 mTargets: 1 TargetRestore 2d6 HP to either yourself or a reanimated zombie. Additionally, this spell can be cast on various body parts to combine them together into a stitched together corpse ready to be reanimated.
Floral Portal
MasterLife WeavingAttr: WisAction: MajorMP 10Range: VariesTargets: 2 Target plantsSelect a plant within your range of sight to be linked to another plant that you are familiar with and link the two with a druidic portal. Any creature who steps into one of these plants will be instantaneously transported to the other as long as you maintain this spell.
Force Field
AdeptArcanophysicsAttr: IntAction: MinorMP 6Targets: SelfCreate a shield around yourself by vibrating air molecules at very high frequencies to block physical objects. This vibrational shield has a physical armor rating of 4, but can be increased by +1 for every 2 you roll above the target number. (maximum of +8 physical armor)
Foresight
MasterMysticismClass: SeerAttr: WisAction: MajorMP 12Targets: SelfGain a glimpse into the future regarding a person, place, or thing in your presence. You will not see a guaranteed future, but possibilities about the future. This requires your full concentration while you are engaging in the vision. The further ahead you try to look the less detail you will get, and the test roll determines how far into the future you may choose to see. . TN 11 = 5 minutes, TN 13 = 30 min, TN 15 = 3 hours, TN 17 = 1 day, TN 19 = 1 week, TN 21 = 2 months, TN 23 = 1 year, TN 25 = 10 years, TN 27 = 100 years, TN 29 = 1,000 years. GM discretion.
Fungal Spores
NoviceLife WeavingClass: ShamanAttr: WisAction: MajorMP 5Range: 5 m radiusTargets: All CreaturesSpread spores in a 5 m radius around you. Allies that breathe in the spores heal 1d6 HP and enemies that breathe in the spores must make an End (Vitality) test vs your Spellpower. Failure results in them taking 3d6 arcane damage.
Fusion Forge
AdeptArcanophysicsAttr: IntAction: MajorMP 3Range: TouchTargets: 2 ObjectsFuse two non-living adjacent objects into one hybrid creation. The fused object retains the primary properties of both original items (e.g., a shield and a sword could form a bladed shield). The TN and MP required is directly proportional to the mass and volume of the resulting object. See the Mass/Volume Modifier table for more information.
Gate
AdeptMysticismClass: Planes WalkerAttr: WisAction: MajorMP 8Range: VariesTargets: Self / 2x2mOpen a 2x2 m portal in front of you to a location you have familiarized yourself with. The portal can be entered from both sides. The edges of this portal deal 3d6 arcane pentrating damage to any who touch them. Increase the size of the portal by 1x1 meters for every 2 you roll above the target number.
Ghostly Veil
AdeptMysticismClass: Necromancer - SpiritAttr: WisAction: MajorMP 6Targets: 3 mCloak yourself in a fearsome spectral aura. Enemies attempting melee attacks must pass a Heart (Courage) test: Rolls of 15 or higher: Attack as normal. Rolls of 11-14: Attack with disadvantage due to fear. Rolls of 10 or lower: Overwhelmed by fear, unable to attack you.
Greater Ward
MasterArcanophysicsAttr: IntAction: MajorMP 12Targets: Self / 5 mGenerate a large spherical shield to protect you and your nearby allies from incoming spells and arcana. The spellpower you roll is considered the strength of the ward. If a spell with a higher spell power hits your shield, then the ward breaks and the attacking spell hits you. A spellcaster that fails to break your shield may choose to take a level of fatigue to increase the TN of their spellpower by 2. Likewise you may expend a level of fatigue to temporarily increase your Ward's spellpower by 2 to stop a spell that may have otherwise broken through. This spell has a spherical volume with diameter of 5m. You may increase the range of this ward by an additional 2m for every 2 that you roll above the TN. Anyone within the range of the ward can cast spells outside of the ward and within the ward. It only protects from outside spells.
Green Communion
AdeptLife WeavingAttr: WisAction: MinorMP 3Range: 30 mTargets: 1 PlantConnect with plants on a deeper level allowing you to communicate with and speak to them. The plants do not perceive the world in the same way that people do, this also varies by plant age and species.
Harm Undead
NoviceLife WeavingAttr: WisAction: MajorMP 3Range: 30 mTargets: 1 UndeadHarm a single undead by 3d6 + Hrt arcane damage. The effects of this spell may also result in the undead creature's final absolution.
Healing Aura
NoviceLife WeavingClass: MenderAttr: WisAction: MajorMP 8Range: 5 mTargets: Self / All AlliesEmit an aura of regenerative arcana around yourself that heals yourself and your allies by 2d6 hp for each round you maintain concentration (maximum 3 rounds).
Healing Pulse
AdeptLife WeavingAttr: WisAction: MajorMP 9Range: 10 m radiusTargets: VariesHeal a number of allies within 10 m of you by 2d6 + (target's End) HP. The number of targets you can heal is determined by the target number. TN 12 = 1, TN 14 = 2, TN 16 = 3, TN 18 = 4, TN 20 = 5, etc.. 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.
Hemo Hallucination
MasterLife WeavingClass: Blood MageAttr: WisAction: MajorMP 17Range: 5 mTargets: 1 TargetAlter the flow of blood to the target's brain to make them hallucinate. The target must make an opposed Hrt (Spirit) test vs your spell power. If the target fails they are subjected to hallucinations altering their perception of their surroundings for the duration of the spell. The target suffers the effects of the fatigue level Exhuasted (1/2 speed + lose both minor actions) until this spell ends. Each turn the target must reroll their Hrt (Spirit) test vs your spell power to attempt to break free. The TN decreases by 1 each time they fail the test.
Hemotheurgy
AdeptLife WeavingClass: Blood MageAttr: WisAction: MinorMP 7Range: 15 mTargets: 1 TargetTemporarily infuse the blood of a willing creature with your arcane blood energy. This grants the target the following bonuses for the remainder of the spell: +1 Str +1 Acc +1 Dex
Hex Chain
AdeptMysticismClass: OccultistAttr: WisMP 1Hindsight
MasterMysticismClass: SeerAttr: WisAction: MajorMP 12Targets: SelfLook into the past regarding a person, place, or thing in your presence. This requires your full concentration while you are engaging in the vision. Test roll determines how far back you may choose to see. TN 11 = 5 minutes, TN 13 = 30 min, TN 15 = 3 hours, TN 17 = 1 day, TN 19 = 1 week, TN 21 = 2 months, TN 23 = 1 year, TN 25 = 10 years, TN 27 = 100 years, TN 29 = 1,000 years. GM discretion.
Home Beacon
NoviceMysticismAttr: WisAction: MinorMP 1Targets: SelfYou may place a mental beacon at your location. Cast this spell again to place your beacon in a new location or to be attuned to the direction of your beacon.
Ice: Absorb Ice
NoviceElemancyClass: CryomancerAttr: IntAction: MinorMP 3Range: 1 m radiusTargets: SelfWhile you are concentrating on this spell, you absorb ice and are immune to all damage and the negative effects of ice and snow. (GM discretion for adjacent effects such as cold). Additionally, for every cubic meter of ice or snow that you absorb you regain 2 MP (10 MP max). You will not restore MP by absorbing Ice that you create.
Ice: Aurora
NoviceElemancyAttr: IntAction: MinorMP 4Range: 3 m radiusTargets: All TargetsYour icy arcana interacts with the air to create an inspiring aurora. All allies within 3 m of you gain +1 stage of Confidence, Resolve, or Insight while the spell is active. Allies must remain close to you or they lose the effects of this spell.
Ice: Cool Runnings
NoviceElemancyAttr: IntAction: MajorMP 3Targets: SelfFreeze the ground or water in front of you allowing you to travel across it by sliding. Cannot slide uphill, but you are able to move up to 2x your movement speed across the ice as long as you maintain concentration.
Ice: Cryosleep
MasterElemancyClass: CryomancerAttr: IntAction: MinorMP 10Range: TouchTargets: Self / 1 AllyPut yourself or a willing ally into Cryosleep. While in Cryosleep the player must sleep for at least 8 hours after which they will recover to full HP and MP and be healed of nearly any negative status condition. Additionally the sleeper may choose to stay in Cryosleep for up to 100 years, during which their body will not age. Both the sleeper and caster must choose the time period they want to sleep for before entering Cryosleep. A dead creature may also be put into Cryosleep to halt decay or extend the duration in which they may be resurrected.
Ice: Frozen Resolve
AdeptElemancyClass: CryomancerAttr: IntAction: MinorMP 6Targets: SelfEncapsulate your emotions in ice. Until your next turn your other Elemancy: Ice spells have their MP cost reduced by 2 MP and your concentration will not be broken if you take fatigue.
Ice: Frozen Veil
AdeptElemancyAttr: IntAction: MajorMP 8Targets: Self / 3 mCreate a frosty mist centered around yourself that enables you to clearly see out and within the mist, but all other characters have difficulty seeing through the mist. This mist hides you and everyone else within a range of 3 m from projectile attacks both physical and magical in origin. While this spell is active characters outside of the mist attempting to attack within the mist suffer a -4 penalty to ranged attacks and must increase the TN for spells cast into the mist by 4. If an enemy attacks you from within the mist, the effects are halved.
Ice: Glacial Lance
MasterElemancyAttr: IntAction: MajorMP 12Range: 30 mTargets: 1 TargetCall forth a lance of glacial ice to eviscerate a single target. The piercing lance deals 6d6 physical penetrating ice damage, and the target must roll a Hrt (Spirit) test vs your spellpower. If they fail, this spell is considered to have targeted their vitals,
Ice: Ice Age
MasterElemancyAttr: IntAction: MajorMP 12Range: 30 m radiusTargets: All Grounded CreaturesFreeze all creatures touching the ground in a radius of 30 m from your location dealing 3d6 arcane damage and potentially freezing them. All creatures hit by this spell must pass a TN 18 Str (Might) test or they are frozen and Imobilized until they pass the test, passing the test still results in creatures being chilled until they leave the frozen area. Another unfrozen creature may aid a fronzen target by passing a TN 16 Str (Might) test. Frozen creatures may not cast spells with somatic motions. This spell also results in the freezing of water and other liquids.
Ice: Ice Shard
NoviceElemancyAttr: IntAction: MajorMP 5Range: 20 mTargets: 1 TargetFire a small spike made of sharpened ice at a single target. Deals 3d6 physical ice damage.
Ice: Ice Skin
AdeptElemancyAttr: IntAction: MinorMP 6Targets: SelfCoat your body in a hard shell of ice. Gain +4 Physical and +2 Arcane Armor. Stacks with other armor that is being worn.
Ice: Icewall
MasterElemancyAttr: IntAction: MajorMP 13Range: 5 mTargets: 50 x 10 mBuild a wall of arcane ice within range of your position. The wall can be up to 50 m long and 10 m high. Once built the wall will last until it is broken down by weather or destroyed by your enemies.
Ice: Icy Wind
AdeptElemancyAttr: IntAction: MajorMP 8Range: 5x20 m coneTargets: All CreaturesBlow icy cold winds at all targets in front of you within a cone of range of 5 m wide and 20 m long. Targets caught in the wind take 2d6 arcane damage and gain the Chilled status for 3 rounds.
Inception
NoviceLife WeavingClass: MentalistAttr: WisAction: MajorMP 2Range: 5 mTargets: 1 TargetExtend your consciousness into a sleeping target's dream to subliminally plant a message or idea into the other's mind, you must be within 5 meters of the target. The target may have a Psychic Shield, or have a Psychic Trap prepared.
Incorporeal Form
MasterMysticismAttr: WisAction: MajorMP 5Targets: SelfYour spirit separates from your physical body allowing you to travel freely through 3D space. You become incorporeal, unable to interact with physical objects while the spell lasts. There exist some spells or creatures that may still be able to detect or harm you. Certain barriers may also exist that can still block your path.
Interdimensional Gate
MasterMysticismClass: Planes WalkerAttr: WisAction: MajorMP 12Targets: Self / 3x3mOpen a portal (3x3 m) to a different realm, planet, or moon. This spell takes immense concentration and keeping the portal open requires 5 MP/turn. This portal does not allow for gravitational, atmospheric, or any other effects to pass through. You must have sufficient knowledge of the location you with to open your Interdimensional Gate to, otherwise this spell may open a Gate anywhere in the Universe.
Invisibility
MasterArcanophysicsAttr: IntAction: MajorMP 8Targets: SelfBecome completely invisible hiding your presence from friend and foe alike. Performing major actions, making attacks with weapons or spells, or breaking concentration ends this spell. While invisible gain +3 defense and +3 towards Dex (Sneaking) tests.
Launch Projectile
AdeptArcanophysicsAttr: IntAction: MajorMP 2Range: 40 mTargets: 1 ObjectUse concussive force to launch an object at high velocity. Speed and distance are constant whereas the damage of the object will be determined by the relative mass and volume of the object (See Mass/Volume Table for TN and MP cost). GM determines damage if an unusual object is launched, but on average 1d6 damage will be dealt for each subsequent increase on the Mass/Volume Table. For example: a small rock (TN 11, 3 MP) would deal 1d6 physical damage, while an anvil (TN 19, 7 MP) would deal 5d6 physical damage. Launching sharpened objects or weapons will cause the damage to ignore the target's physical armor.
Lesser Ward
NoviceArcanophysicsAttr: IntAction: MinorMP 4Targets: SelfGenerate a small spherical shield to protect yourself from incoming spells and arcana. The spellpower you roll is considered the strength of the ward. If a spell with a higher spell power hits your shield, then the ward breaks and the attacking spell hits you. A spellcaster that fails to break your shield may choose to take a level of fatigue to increase the TN of their spellpower by 2. Likewise you may expend a level of fatigue to temporarily increase your Ward's spellpower by 2 to stop a spell that may have otherwise broken through.
Levitation
MasterArcanophysicsAttr: IntAction: MajorMP 8Targets: SelfLevitate yourself in air. The speed at which you can move is equivalent to the sum of your Intelligence + Wisdom attributes. The TN is determined by your own size from the size and mass table. You may move in any direction once levitating.
Life Sight
NoviceLife WeavingAttr: WisAction: MinorMP 3Range: 10 mTargets: 1 TargetDesignate a target within 10 m of you. As long as you concentrate on this spell you may discern the approximate percentage remaining HP, MP, and FP of the target.