Compendium / Spells
Spells
277 spells in total. Page 4 of 6.
Lightning: Absorb Electricity
NoviceElemancyClass: ElectromancerAttr: IntAction: MinorMP 3Range: TouchTargets: SelfWhile you are concentrating on this spell, you absorb electricity and are immune to all damage and the negative effects of electricity and lightning. Additionally, you may restore MP by absorbing energy cells and lightning bolts. A lightning bolt will restore 10d6 MP. Small energy cells (SEC) restore 1d6 MP, energy cells (EC) restore 2d6 MP, and large energy cells (LEC) restore 3d6 MP. You will not restore MP from lightning you create.
Lightning: Chain Lightning
MasterElemancyAttr: IntAction: MajorMP 12Range: 10 mTargets: 2+ TargetsFire an arcing bolt of lightning dealing 4d6 arcane lightning damage that jumps from target to target within range. This spell will always hit at least 2 targets, with an additional target added for every 2 you roll above the TN. This spell may not target the same creature more than once per cast.
Lightning: Charged Serpent
AdeptElemancyAttr: IntAction: MajorMP 8Range: 20 mTargets: All CreaturesCharge your body with electrostatic energy and launch yourself forward up to 20 m striking all targets in a straight line in front of you for 3d6 arcane lightning damage each.
Lightning: Defibrillation
AdeptElemancyAttr: IntAction: MajorMP 3Range: TouchTargets: 1 TargetAdministor a controlled elecric shock to a downed or unconscious ally healing them by 1d6 HP and restoring them to consciousness. This spell may also shock an ally out of some other negative effects (GM discretion).
Lightning: Electro Jolt
NoviceElemancyAttr: IntAction: MajorMP 4Range: 20 mTargets: 1 TargetLaunch a high voltage orb of electricity at a single target. Deals 2d6 arcane lightning damage.
Lightning: Indignant Judgement
MasterElemancyAttr: IntAction: MajorMP 14Range: 100 m / OutsideTargets: 1 TargetCall forth a bolt of lightning from the heavens. This lightning strike deals 10d6 arcane damage, and the target must roll a TN 16 Hrt (Spirit) test. If the target fails this test they will be paralyzed on their next turn and unable to make a movement action, flying targets automatically fail this roll. The lightning comes from the heavens, and will strike the roof if used indoors.
Lightning: Ion Deluge
MasterElemancyAttr: IntAction: MajorMP 10Range: 50 mTargets: All CreaturesElectrifies all nearby conductive constructs (most metals, and water) in a range of 50 meters, and deals 1d6 arcane damage to all who are touching them (friend and foe alike). For the duration of this spell, you may travel between the electrified conductors once per turn as a free action or outside of your turn as a reaction.
Lightning: Parabolic Charge
AdeptElemancyAttr: IntAction: MajorMP 6Range: 5 mTargets: All CreaturesDeal 2d6 arcane lightning damage to all targets in a 5 m radius from you. If you hit at least 3 targets, gain the Invigorated Status condition.
Lightning: Static Veil
NoviceElemancyAttr: IntAction: MinorMP 3Range: 3 mTargets: SelfCreate an electromagnetic barrier around yourself that disrupts all tech within 3 m of you. Including electric locks, vehicles, firearms, etc. This also renders you as static to scanners and security cameras. You will be very likely to set off security systems with this spell active.
Lightning: Stormheart
AdeptElemancyClass: ElectromancerAttr: IntAction: MinorMP 6Targets: SelfChannel the raw fury of the storm into your soul. Until your next turn your other Elemancy: Lightning spells deal 1d6 additional damage and you gain +2 movement speed.
Lightning: Stun Gun
NoviceElemancyAttr: IntAction: MajorMP 2Range: TouchTargets: 1 TargetChannel electric current into a target you are in physical contact with. While touching the target you deal 2d6 arcane lightning damage per turn, and the target is Immobilized. The target may still make attacks, or any non-movement based action or feat against you with an attempt to break your concentration.
Lightning: Supercharger
MasterElemancyClass: ElectromancerAttr: IntAction: MinorMP 15Targets: SelfFor each round (10 seconds) after this spell is cast, you regain a fatigue level up to Well-Rested. If you are already Well-Rested this spell does nothing.
Manipulate Memory
MasterLife WeavingClass: MentalistAttr: WisAction: MajorMP 15Range: Psychic ContactTargets: 1 TargetAlter the memories of a target you are in psychic contact with. An unwilling target must make a Wis (Intuition) or a Hrt (Spirit) test vs your spellpower. Altering memories may hurt or fundamentally change a person. The more powerful the memory the more dangerous it is to alter. If you are successful, the target will have a changed perception of their memories. If someone else heavily questions the altered memory the target may recover from your spell.
Manipulate Object
AdeptArcanophysicsAttr: IntAction: MinorMP 1Range: 25 mTargets: VariesYou conjure invisible, intangible hands that let you manipulate objects at a distance while you concentrate. These hands use your own Accuracy and Dexterity and can perform any action you could, as long as you can perceive the object. Refer to the Mass/Volume Modifier table to determine the target number. Wielding Weapons: You may wield a handheld weapon with these hands. Attacking is a major action using an Arcanophysics test vs the target’s evasion. The weapon deals its normal damage, without bonuses from Strength or Intelligence.
Manipulate Vines
NoviceLife WeavingAttr: WisAction: MajorMP 5Range: VariesTargets: A single plant within 20 mManipulate a nearby plant and bend it to your will. Plants can be used to make an attack that deals 3d6 physical damage (thorned plants add +4 damage) to one target. These plants can also be used to bind the foe. A bound target must make a minor action on their turn to attempt to pass a TN 14 Str (Might) test in order to free themselves.
Mark of the Damned
AdeptMysticismClass: Necromancer - SpiritAttr: WisAction: MajorMP 9Range: 20 mTargets: 1 TargetChannel the vengeance of the dead, bestowing a potent curse upon a chosen target. With each round of sustained focus (10 seconds per round), the curse intensifies, accruing an additional 1d6 of potential damage. This damage is inflicted when your concentration ends, starting at a minimum of 1d6 and capping at a maximum of 10d6. Upon being marked, the target is engulfed in an ominous, unsettling dread, aware of the impending peril.
Marrow Mend
MasterMysticismClass: Necromancer - BoneAttr: WisAction: MajorMP 10Range: 15 mTargets: 1 TargetRestore the HP of yourself or one of your skeleton soldiers by 5d6 HP.
Metabolize
NoviceLife WeavingClass: MenderAttr: WisAction: MajorMP 3Range: TouchTargets: 1 TargetNegate the effects of a potion, poison, or venom on a target. (test roll determined by the strength of potion/poison). Some more potent poisons require extended time to cure. Recovering from drunkeness requires a TN that changes based on how drunk the character is, with Buzzed requiring a TN of 12 and for every level after the TN increases by 2. Characters that receive any form of magical healing cannot benefit from magical healing again until they take additional damage. (this spell can be used to cure hangovers)
Metal: Absorb Iron
NoviceElemancyClass: FerromancerAttr: IntAction: MinorMP 3Range: 1 m radiusTargets: SelfWhile you are concentrating on this spell, you are able to slowly absorb iron and other metals to restore MP. Your absorption rate is 1 cubic meter every 15 minutes. Absorbing a cubic meter of rare metals restores 1d6 MP, 1 cubic meter of epic metals restores 3d6 MP, and 1 cubic meter of legendary metals restores 5d6 MP. You cannot restore MP from metal created by your own spells.
Metal: Adamantium Skin
MasterElemancyAttr: IntAction: MinorMP 8Range: 5 mTargets: Self or 1 AllyProtect the skin of yourself or a target with an adamantium metal alloy, granting +6 physical armor (stacks with armor being worn).
Metal: Circuit Manipulation
MasterElemancyClass: FerromancerAttr: IntAction: MajorMP 10Range: 20 mTargets: 1 ObjectYour mastery of metals has expanded to metaloids, semiconductors, and most things related to circuitry allowing you to 'hack' into technilogical constructs and devices. Target number(s), effects, and time required may vary based on GM discretion. Starforged are immune to this spell due to their arcane core.
Metal: Fabricate
NoviceElemancyAttr: IntAction: MajorMP 5Range: 3 mTargets: 1 ObjectManipulate a metal object to reforge it into any shape or mechanism that you can think of. May also require an additional Int (Engineering) or Dex (Crafting) test depending on the complexity of the desired result. Target number(s) and time required may vary based on GM discretion. (Mass is Conserved)
Metal: Iron Will
AdeptElemancyClass: FerromancerAttr: IntAction: MinorMP 6Targets: SelfInfuse your determination with the durability of metal. Gain 1 stage of Resolve.
Metal: Magnet Rise
MasterElemancyAttr: IntAction: MajorMP 12Range: 15 m radiusTargets: Metal TargetUtilize electromagnetism to levitate and manipulate the body of either yourself or a willing ally who is wearing full metal armor, or who has the Adamantium Skin spell cast upon them. For as long as you maintain concentration you can move the magnetized body once per round at a speed equal to 2x your Int attribute in m/s.
Metal: Magnetize
NoviceElemancyAttr: IntAction: MajorMP 6Range: 2 m radiusTargets: SelfCreate a speherical magnetic field centered around yourself. All metal within the sphere is considered to be magnetized in the field direction of your choice. Creatures must roll Str (Might) test to resist the pull of your magnetic field. Field strength is determined by your Spell Power test result.
Metal: Mirror Shield
AdeptElemancyAttr: IntAction: MajorMP 6Targets: Self / 2x2 mCreate a mirrored metalic barrier (2x2 m) in front of you that reflects physical projectiles that fail to roll higher than the barrier's Evasion. This barrier has a Evasion equivalent of 12, but is increased by 1 for every two you roll above the target number (max Evasion= 17). Reflected physical attacks deal 1/2 damage back to the attacker. (the barrier is always facing in front of you)
Metal: Railgun
AdeptElemancyAttr: IntAction: MajorMP 10Range: 100 mTargets: 1 TargetFire a single metallic weapon at incredibly high speeds towards a single target. Deals damage equal to the base damage of the weapon +2d6 additional physical damage.
Metal: Shrapnel Burst
MasterElemancyAttr: IntAction: MajorMP 14Targets: 5 m radius semi-circleErupt in a targeted concussive blast of metallic shrapnel in the direction you are facing, forming a semi-circle of damage in front of you. This shrapnel deals 5d6 physical metal damage to all targets within 5 m in front of you and inflicts the Bleeding status condition.
Metal: Spinning Blades
AdeptElemancyAttr: IntAction: MajorMP 8Targets: All Creatures / 5 mGenerate bladed metal shards to encircle you, dealing 4d6 physical damage to all creatures within 5 m of you every round at the beginning of your turn for as long as you maintain concentration.
Metal: Temper
NoviceElemancyAttr: IntAction: MinorMP 4Range: 3 mTargets: 1 weapon / armor / shieldSelect one of the following: Increase the physical armor rating of a piece of metalic armor or a shield by +1, with an additional +1 for every 2 you roll above the TN for this spell. Maximum of +5 armor. Increase the physical damage dealt by a single metallic bladed weapon by +1, with an additional +1 for every 2 you roll above the TN for this spell. Maximum of +5 damage.
Miasma
NoviceMysticismClass: OccultistAttr: WisAction: MajorMP 5Range: 5x2 m coneTargets: All CreaturesExpell a gaseous miasmic toxin in front of you in a 5m x 2m cone. All creatures exposed to the miasma must perform an End (Vitality) test vs your spellpower.
Monster Reborn
MasterLife WeavingAttr: WisAction: MajorMP 15Range: TouchTargets: 1 CreatureYou may attempt to raise a creature (not person) that died in the last 5 min back to life. Can only be cast once per creature. If you bring back a creature with this spell once, it will never work again.
Move Object
NoviceArcanophysicsAttr: IntAction: MajorMP 1Range: 15 mTargets: 1 ObjectLevitate an inanimate object. The mass of the object you can manipulate is determined by the test result (check the Mass/Volume Modifier table). You may only move the object in a single direction at a time (no intricate uses of the object). You cannot make attacks with this object, but you may drop something on a target. GM discretion for damage.
Mycelium Surveillance
NoviceLife WeavingClass: ShamanAttr: WisAction: MinorMP 3Range: TouchTargets: 1 Target/ ObjectUpon casting this spell, record your Spellpower. Infect a 20m radius surface that you touch with mold. For as long as you concentrate on the spell you are aware of any creature that makes physical contact with the mold. Upon ending concentration, all foes touching the mold must make an End (Vitality) test vs your Spellpower. Failure results in them gaining the Weakened status condition for one round.
Mysterious Dreams
NoviceMysticismAttr: WisAction: MinorMP 5Targets: SelfCast prior to falling asleep to have a chance to have a strange and vauge dream that may or may not be indicitive of the past, the future, or events that are occuring outside of your understanding. After casting, the GM rolls a 1d6 to determine the type of dream you may have. 1 means you have no dream, 2 or 3 means you have a natural dream, 4 gives you a vauge dream about events that may be currently occuring elsewhere, 5 gives you a vauge dream about the past, and a 6 gives a vague dream with a hint to the future. (GM discretion for the dream. NOTE: these dreams should not be detailed or clear to understand)
Mystery Swap
NoviceMysticismClass: Gambler of FateAttr: WisAction: MajorMP 3Range: 25 mTargets: 1 TargetSelect a target and roll a random number between 1 and 9. These numbers correspond with the attributes of the target (1 = End, 2 = Str…). You and the target swap the corresponding attribute, as well as any focus bonuses either of you possess.
Nature's Bond
AdeptLife WeavingAttr: WisAction: MajorMP 7Range: 15 mTargets: 1 CreatureTemporarily link your life force with a tamed or willing creature or plant. Any damage either of you take is shared equally for the next 5 rounds.
Negation
MasterArcanophysicsAttr: IntAction: MajorMP 10Range: 10 mTargets: 1 TargetReturn the target of your spell to it's natural state by negating any and all spells, or arcane buffs, or enchantments. This can also be used on an arcane construct or conjuration to destabilize and destroy it.
Nerf
NoviceLife WeavingAttr: WisAction: MinorMP 3Range: 15 mTargets: 1 TargetChoose one of the following to cast on an opponent. A) decrease movement speed by 2, B) decrease damage dealt by 2, C) decrease defense by 1
Optical Mirage
NoviceArcanophysicsAttr: IntAction: MajorMP 4Range: 20 mTargets: VariesAn illusion spell that bends light to create a light based illusionary image. (Spell Power test result determines image size, see the Mass/Volume Modifier table). The image is purely visual and cannot move unless you maintain concentration. This illusion can emit, refract, or reflect light however.
Outfit of the Day
NoviceArcanophysicsAttr: IntAction: MajorMP 1Targets: SelfOnce per day change your outfit to match the style of your choice. (the outfit doesn't change per say, but it will be a different color/texture/material)
Pacify Beasts
NoviceLife WeavingAttr: WisAction: MajorMP 5Range: 10 mTargets: All AnimalsEmit a soothing sound that calms nearby animals. All hostile animals within range must pass a TN 13 Hrt (Spirit) test or become neutral toward you for as long as this spell is active, or until a hostile action is taken against them. Animals already neutral to you may be more willing to be tamed by you if they fail this test. (GM discretion for this test roll, animals level 6 and higher gain advantage on this test roll)
Pack Creature
AdeptLife WeavingClass: BeastmasterAttr: WisAction: MajorMP 4Range: 10 mTargets: VariesCast this on yourself or a willing target and select a species of creature. Creatures of that species will view the target as members of their own species. For every 2 you roll above the spell TN you may have this spell affect one additional willing ally.
Pain Killer
AdeptLife WeavingClass: MenderAttr: WisAction: MajorMP 8Range: TouchTargets: 1 TargetSelect an ally and sooth their suffering. Restore the ally by one level of fatigue.
Partial Transformation
NoviceLife WeavingClass: ShapeshifterAttr: WisAction: MinorMP 3Targets: SelfTransform part of your body into a creature's body part that you have studied. (Mass is conserved)
Patron's Possession
AdeptMysticismClass: WarlockAttr: WisAction: MinorMP 8Targets: SelfSeek aid from your Patron. You take some of their power into your body taking on a spiritual visage. (discuss with the GM prior which powers, attributes, or skills you have access to while in this form. Caution, you are much more susceptible to your Patron's will during the time this spell has been cast. This spell lasts for 3 rounds of combat (30 seconds) and while using this spell you cannot cross moving water or enter a home uninvited otherwise the spell will be broken.
Penicillin
AdeptLife WeavingClass: ShamanAttr: WisAction: MajorMP 9Range: 20 mTargets: 1 TargetGenerate medicinal healing spores that restore 3d6 HP plus an additional 2 HP for every 2 you roll above the target number. If you heal a dying character, 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.
Perfect Illusion
MasterArcanophysicsAttr: IntAction: MajorMP 10Range: 40 mTargets: VariesCreate an illusion that appears real to 3 of the physical senses of your choice. The illusion lasts as long as you maintain concentration. Your Spell Power test result determines image size, see the Mass/Volume Modifier table. The Illusion may feel real to others, but cannot bear real weight. It simply tricks the mind.
Photosynthesize
MasterLife WeavingAttr: WisAction: MajorMP 8Range: SelfTargets: SelfUsing the energy from the sun you may restore your vitality and HP. Regain 8d6 HP in direct sunlight or 4d6 HP in partial sunlight. This spell fails at night, indoors, or if the sun is completely obscured. You may not receive the benefits of arcane healing again until you recieve damage.
Plague Rot
MasterMysticismClass: Necromancer - FleshAttr: WisAction: MajorMP 14Range: TouchTargets: 1 TargetLay hands on a creature of flesh and infect them with your rotten aura. Deal 10d6 penetrating poison damage. The target must make an End (Poison Res) or Hrt (Spirit) test vs your spell power. If they succeed they only take half damage.