Compendium / Spells
Spells
277 spells in total. Page 5 of 6.
Planar Window
NoviceMysticismClass: Planes WalkerAttr: WisAction: MinorMP 3Range: VariesTargets: Self / 1x1mOpen a small portal no larger than 1x1 m to a location of your choice. (see familiarity table for more details). You may look through this portal to see on the other side. Physical objects and spells may not pass through the barrier, nor does sound, but those on the other side can see back through to you.
Predict Weather
NoviceElemancyAttr: IntAction: MinorMP 1Targets: SelfWhen you desire you can know the weather for the next 24 hour period.
Prismatic Decoy
NoviceArcanophysicsAttr: IntAction: MinorMP 4Range: 5 mCreate a single glowing decoy of yourself. Enemies that want to target you must pass a TN 14 Per (Seeing) test or focus their attacks on the decoy. The decoy vanishes after the spell's effects end or when it is touched or attacked.
Psilocybin Anthropokinesis
MasterLife WeavingClass: ShamanAttr: WisAction: MajorMP 15Range: 20 mTargets: 1 TargetThrough the use of a Psychoactive fungi you gain the ability to manipulate and control a single target of a sentient species for up to an hour. The target must make either a Hrt (Spirit) or End (Poison Res) test vs your spell power. If the target wins, they are not affected by this spell and are immune to the effects of this spell for 24 hours. While under the influence of this spell the target becomes much weaker and is unable to perform complex tasks, nor speak. When you end this spell, the target retains no memory of the actions they performed while under the effects of the spell. Forcing the target to perform tasks significantly out of character will allow the target to roll a Hrt (Morality) test vs your spell power. If the target succeeds, the spell is broken, and you gain a level of fatigue.
Psychic Contact
NoviceLife WeavingAttr: WisAction: MinorMP 2Targets: 1 TargetYou may attempt to psychically contact another person across any distance. The target number is determined by the familiarity table. The target you contact is aware of this contact. The target may have a psychic shield, or have a psychic trap prepared.
Psychic Shield
NoviceLife WeavingAttr: WisAction: MinorMP 2Targets: SelfProtect your mind from unwanted contact or psychic attacks. The shield's strength is equal to your spell power +2. While your psychic shield is active, you will be aware whenever any attempts to psychically access your mind are made. Also anyone who attempts to psychically access your mind must beat your Shield's spellpower with thier own.
Psychic Trap
MasterLife WeavingAttr: WisAction: MinorMP 5Targets: SelfYou have seemingly left your mind open to unwanted contact or attacks. However this is a trap with strength equal to your spellpower +2. If an attacker attempts to psychically interact with you, and they roll lower than your trap's strength they suffer massive psychic backlash = 4d6 arcane damage, and cannot use Psychic arcana for the next 5 minutes. If they roll higher than your trap, the Psychic trap will fail, leaving you prone to Psychic Attack. (Cannot be used if you have a psychic shield active.)
Purge Affliction
AdeptLife WeavingClass: MenderAttr: WisAction: MajorMP 6Range: TouchTargets: 1 TargetHeal a target from a disease, curse, or mental trauma that afflicts them. (target number is determined by the disease/curse). Sometimes this takes additional time and concentration depending on the sevarity of the affliction. Characters that receive any form of magical healing cannot benefit from magical healing again until they take additional damage.
Purifying Light
MasterLife WeavingAttr: WisAction: MajorMP 15Range: TouchTargets: 1 TargetHeal an ally you are physically touching by 9d6 + (target's End) HP. This spell can also be cast on yourself. 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.
Raise Dead- Ghost
NoviceMysticismClass: Necromancer - SpiritAttr: WisAction: MajorMP 3Targets: Any CorpseRaise the spirit of the dead to life. A raised ghost will retain a portion of the original person's personality based on how long ago they died and the strength of personality while they were alive. Raising a ghost takes away a portion of your maximum MP equivalent to the MP Cost. The ghost will remain reanimated until it is slain, and there is no limit to the number of ghosts you may raise. Ghosts may only be raised from corpses of sentient creatures. An incomplete corpse may result in a weaker ghost (see GM for details). You can communicate telepathically with your ghosts across any distance. See Bestiary for ghost details.
Raise Dead- Skeleton
NoviceMysticismClass: Necromancer - BoneAttr: WisAction: MajorMP 4Targets: Bony CorpseRaise the bones of the dead to life. Raising a skeleton takes away a portion of your maximum MP equivalent to the MP Cost. The skeleton will remain reanimated until it is slain, and there is no limit to the number of skeletons you may raise. A bony corpse must have the flesh and organs removed prior to raising the dead. A corpse missing bones or with damaged bones will result in a weaker skeleton (see GM for details). You can communicate telepathically with your skeletons across any distance. See Bestiary for skeleton details.
Raise Dead- Zombie
NoviceMysticismClass: Necromancer - FleshAttr: WisAction: MajorMP 3Targets: Fleshy CorpseRaise a corpse of flesh into a mindless zombie minion. Raising a zombie takes away a portion of your maximum MP equivalent to the MP Cost. The zombie will remain reanimated until it is slain, and there is no limit to the number of zombies you may raise. The corpse must have flesh to raise a zombie, and a corpse that has decomposed too much will result in a weaker zombie (see GM for details). You can communicate telepathically with your zombies across any distance. See Bestiary for zombie details.
Reality Rend
MasterMysticismAttr: WisAction: MajorMP 13Range: 10 mTargets: All EnemiesWarp the perceptions of all creatures within 10 meters, making them believe reality itself is breaking apart. Enemies must pass a TN 19 Wis (Intuition) test or become incapacitated with fear and confusion for 1 round. The illusion lasts as long as the spell is active, with new effects each round (e.g., falling debris, shifting landscapes). Each round the TN enemies must pass is reduced by 2 (eg 19, 17, 15)
Regenerate
MasterLife WeavingClass: MenderAttr: WisAction: MajorMP 12Range: TouchTargets: 1 TargetRegrow missing limbs, organs, and other body parts. This spell does not recover missing HP, and any cyberetics must be removed prior to the spell being cast otherwise complications may arise. Characters that receive any form of magical healing cannot benefit from magical healing again until they take additional damage.
Remove Element
NoviceElemancyClass: NullomancerAttr: IntAction: MinorMP 2Targets: SelfRemove a small amount of a single element (1 kg or 1 L).
Repair Equipment
NoviceArcanophysicsAttr: IntAction: MinorMP 2Range: 5 mTargets: 1 ObjectRepair non arcane objects to their original state. The conservation of mass applies, and any extra material needed must be present. The TN and MP required for this spell varies with size and complexity of the repair. For basic mending of objects and equipment of 1kg and less the TN is 10 and MP cost is 2. See the Mass/Volume table for additional requirements for the TN and MP cost for larger sized objects. For highly complex objects (such as gear systems and circuitry) the GM will decide on an additional TN for an Int (Engineering) test that the caster must pass in order for the object to function as intended after the spell is cast. If the object that is to be repaired is snapped in two, add +2 to the TN and MP cost. If the object is snapped into fewer than 4 pieces, add +4 to the TN and MP costs. If the object is broken into more than 4 pieces add +8 to the TN and MP costs.
Resurrecting Light
MasterLife WeavingClass: MenderAttr: WisAction: MajorMP 20Range: TouchTargets: 1 TargetResurect a character who has died within the last 24 hour.s Can only be cast once per dead character. If the target has received the benefits of resurrection in the past, they cannot be resurrected.
Ring of Raining Blades
MasterMysticismAttr: WisAction: MajorMP 10Range: 30 mTargets: 5 mCall forth multitudes of spectral blades that fall down from the sky, impaling all targets in a 5m area within 30 m of you. These spectral blades deal 6d6+Int arcane damage.
Roll Reversal
NoviceMysticismClass: Gambler of FateAttr: WisAction: MinorMP 2Targets: SelfThe next base dice roll you make within 10 minutes after casting this spell can be exchanged for one that the GM makes. You cannot see the roll the GM makes, but it is your choice if you want to exchange rolls. Your attribute and focus bonuses will apply after switching rolls with the GM. If you wait more than 10 minutes, this spell's effects no longer apply.
Sanguine Sovereignty
MasterLife WeavingClass: Blood MageAttr: WisAction: MajorMP 13Range: 10 mTargets: 1 TargetAttempt to take control of the blood of an enemy. The target must make an opposed Hrt (Spirit) test vs your spell power. If the target fails their body is physically under your control for the duration of your concentration. You may expend a minor action to force the controlled creature perform a major action, doing so results in the controlled creature's rolls to be considered at disadvantage. Each turn the target must reroll their Hrt (Spirit) test vs your original spell power to attempt to break free. The TN they must beat decreases by 1 each time they fail the test. If the target takes damage while under the effects of this spell, the spell's effects end immediately.
Scarlet Synapse
NoviceLife WeavingClass: Blood MageAttr: WisAction: MinorMP 4Range: Blood ContactTargets: 1 TargetCasting this spell while in contact with the blood of another creature will allow you to speak directly to them psychically across any distance. If the target is willing you may also see what they see and hear what they hear, if you choose to concentrate on this spell.
Scrying Orb
NoviceMysticismClass: SeerAttr: WisAction: MajorMP 3Targets: 1 ObjectImprint your personal signature onto an object of your choice (TN 14). When you are seperated from this object and cast the spell again (TN 12) it acts as an extension of all of your senses allowing you to see, hear, smell, etc anything nearby. You may change your personal object whenever you cast the spell (TN to 14).
Séance
NoviceMysticismClass: WarlockAttr: WisAction: MajorMP 2Targets: SelfDelve your spirit into another realm to summon forth the spiritual form of your Patron to speak with. You may be at their mercy if you proceed without protection.
Shadow Clone
AdeptMysticismAttr: WisAction: MajorMP 7Range: 5 mTargets: SelfCreate a clone of yourself. The clone materializes out of shadows and looks almost identical to you. Anyone who succeeds a TN Per (Seeing) test vs your spell power can tell the clone is false. You may create an additional clone for every 3 points higher than the target number you roll. The clones are only illusions, and cannot interact with the physical world nor cast spells, but they can make it look like they are performing actions. If the clone(s) take(s) damage they will be immediately destroyed. You may create the clone(s) anywhere within 5 m of yourself that you can see. You can freely control the clone(s) on your turn while you maintain concentration.
Shadow Slip
AdeptMysticismClass: ShadeAttr: WisAction: MinorMP 6Range: 50 mTargets: SelfYour physical form dematerializes into a shadow allowing you to move freely to another shadow within 50 m. This movement occurs nearly instantaneously.
Silence
MasterArcanophysicsAttr: IntAction: MajorMP 10Range: 50 mTargets: 1 TargetForcefully block all sounds coming out of a single target’s mouth. This can also be used to block a target from casting a spell with verbal commands. The target must roll a Hrt (Spirit) test vs your spellpower +2 to attempt to break free. Each round this test result decreases by 2.
Skeleton Key
AdeptArcanophysicsClass: ThiefAttr: IntAction: MajorMP 5Range: TouchTargets: 1 ObjectUnlocks any mundane lock immediately. To unlock a supernatural or magical lock, your test result must beat the magic lock's test result.
Skull Grenade
AdeptMysticismClass: Necromancer - BoneAttr: WisAction: MinorMP 7Targets: 1 Target / 5 mSummon a skull grenade that is rigged to explode once you break concentration. The explosion deals 4d6 physical damage to all targets within 5 m of the skull. Once you have readied the skull, you may throw it as a major action within a range of 10/20 m. You may also choose to rig the skull of a summoned skeleton. Doing so will result in the destruction of your skeleton (if cast in this way, the damage may be increased depending on the size of your skeleton's skull, consult GM for details). Warning: if your concentration is broken while within the skull blast radius, you will also take damage
Sonic Terror
MasterArcanophysicsAttr: IntAction: MajorMP 10Range: 100 mTargets: 1 TargetTargeted high amplitude sound waves stike the target simultaneously damaging their internal organs and causing 5d6 arcane damage. If this spell deals more than 15 damage, the target's vitals will also be damaged resulting in thier next ability test to be at disadvantage.
Space Deflection
AdeptMysticismAttr: WisAction: MajorMP 3Range: 10 mTargets: 1 TargetDistort and manipulate space around yourself or an ally causing enemy attacks aimed at you to miss more often. Increases defense of the target by +1 and an additional +1 for every 2 you roll above the spell target number. (max of +3)
Spell Absorption
MasterArcanophysicsAttr: IntAction: MajorMP 16Targets: SelfAfter casting this spell all arcane spells and abilities targeting you have a chance to be absorbed, negating all damage and effects. If your test roll is higher than the incomming spell's then the incoming spell will be negated and you will regain 1/4 of the MP used to cast said spell. Otherwise the incoming spell will hit as normal.
Spirit Link
MasterMysticismClass: Necromancer - SpiritAttr: WisAction: MajorMP 16Range: 10 mTargets: Self & 1 TargetTie your spirit to that of another. If the target is unwilling, they must pass a Hrt (Spirit) test vs your spellpower. While this spell is active, any MP or HP recovered or spent is shared among yourself and the target.
Status Scan
NoviceMysticismClass: SeerAttr: WisAction: MajorMP 4Range: SightTargets: 1 TargetSelect a target and learn one of the following: an attribute score, current HP, status, a focus, and a talent at the time of when you cast the spell. Increase the TN by 2 to gain an additional piece of information.
Subatomic Phasing
AdeptArcanophysicsAttr: IntAction: MajorMP 9Targets: SelfVibrate the subatomic particles that make up your body at a frequency capable of temporarily granting you the ability to quantum tunnel through solid objects. Some Arcane surfaces are still impossible to phase through.
Subliminal Suggestion
AdeptLife WeavingClass: MentalistAttr: WisAction: MajorMP 7Range: Psychic ContactTargets: 1 TargetDelve into the mind of another and implant a sugestion or idea. If you push too hard or try to go against their personality or beliefs you risk being detected or breaking the mind. Once you implant your suggestion the target must make a Per (Psychic) test vs your spellpower or you are detected. The target may have a Psychic Shield, or a Psychic Trap prepared.
Summon Bloodhound
NoviceLife WeavingClass: Blood MageAttr: WisAction: MinorMP 4Targets: SelfSummon a canine creature made from your blood that you can communicate with across any distance. This summon can be used to interact with the blood of another creature to track the target's blood. The bloodhound is also able to identify targets by blood type but cannot make attacks during combat. This summoned creature cannot cross moving water, enter a home uninvited, and will disappear after 24 hours.
Summon Defensive Barrier
AdeptMysticismAttr: WisAction: MinorMP 6Range: 5 mTargets: 10 x 3 metersCreate a translucent arcane wall that spans 10 x 3 meters. It has 100 total HP and lasts as long as the spell is active. The barrier can be curved or straight but must remain stationary once placed.
Summon Familiar
NoviceMysticismAttr: WisAction: MajorMP 3Targets: 1 FamiliarConjure a weak being constructed from your subconscious. Your creature will be a small creature of minor threat or lower and take the form of something familiar to you. Increase the TN by 3 to summon a medium sized Steed that you can mount and ride. Each caster will summon a unique creature. You can communicate with the familiar telepathically across any distance. This summoned creature cannot cross moving water, enter a home uninvited, and will disappear after 24 hours. (discuss with GM the stats of this creature)
Summon Greater Being
MasterMysticismAttr: WisAction: MajorMP 10Range: 5 mTargets: 1 SummonDelve into the abyss and call a being by its True Name. This being will be called to your location and be grounded in the mortal plane. The more time you spend preparing the easier it will be to call the Being. Immediately after casting this spell you may cast Dominate Spirit as a Free Action. If you do not this being is not beholden to you and has free will to act as it pleases. (the process of being summoned is supposedly very unpleasent, and they are often not pleased to be summoned). This summoned being cannot cross moving water, enter a home uninvited, and will disappear after 24 hours. (discuss with GM the stats of this creature)
Summon Mundane Object
NoviceMysticismAttr: WisAction: MinorMP 1Targets: SelfDetermine a mundane object to summon to assist you with a task. This may be a tool, decoration, or anything that is not arcane nor designed as a weapon. Each time you cast this spell you may summon this object into your free hand. If you have no hands free the object is summoned onto the floor in front of you.
Summon Patron
MasterMysticismClass: WarlockAttr: WisAction: MajorMP 14Range: 5 mTargets: 1 SpiritSummon your Patron from another realm. They are summoned as a spiritual existance taking on the form that they are most strongly associated with on Elara. All weapons, armor, tools, and even some servants that they possessed when they were alive are returned with them in spiritual form. Your Patron has free will once summoned, and cannot cross moving water, enter a home uninvited, and will disappear after 24 hours.
Summon Servant
AdeptMysticismAttr: WisAction: MajorMP 6Targets: 1 ServantConjure a servant constructed from your mind. The shape and form of the servant is always the same and is unique to each caster. The servant cannot physically speak or express emotion. It does not possess it's own will. It's stats and attributes mirror your own, but has hp = to 1/4 of your hp. You may increase the summoned servant's hp by expending levels of fatigue (1 fatigue = 1/4 max hp). You can communicate with the familiar telepathically across any distance. This summoned creature cannot cross moving water, enter a home uninvited, and will disappear after 24 hours.
Sustained Healing
AdeptLife WeavingAttr: WisAction: MajorMP 10Targets: SelfFor as long as the effects of this spell are active you will restore 3d6 HP each turn. If you heal yourself while Dying, you will be stabilized at 1hp instead of recieving HP. Characters that receive any form of magical healing cannot benefit from magical healing again until they take additional damage (the effects of this spell while maintaining concentration are excluded).
Swap Initiative
NoviceMysticismAttr: WisAction: MajorMP 3Range: 10 mTargets: 1 TargetSelect one character or creature in the initiative order. Alter their perception of time and reflexes to place them in a different spot of the initiative order. The effects of this spell will take place at the end of the round. You cannot target the same creature more than once in the same combat encounter.
Synaptic Connection
AdeptLife WeavingAttr: WisAction: MajorMP 6Range: 20 mTargets: 2 TargetsCreate a psychic pathway linking the minds of other people or creatures. Any pain (or pleasure) felt by one will also be felt by the other. Damage received by one is felt by the other as 1/2 psychic arcane damage. A target may attempt to break this connection by making a Hrt (Spirit) test vs your spell power.
Targeted Awareness
MasterMysticismAttr: WisAction: MinorMP 6Range: SightTargets: 1 TargetAfter casting this spell on a target that you can see, for as long as you maintain concentration you will perpetually be aware of their location, see what they are doing, and hear what they are hearing. Once you have cast this on a target, for the next hour, you may do so again even if they are out of your line of sight, this increases the TN by 3 however.
Telepathy
AdeptLife WeavingAttr: WisAction: MajorMP 6Range: 100 mTargets: 20+ targetsEstablish a weak psychic connection with up to 20 people simultaneously to communicate a message. You can only speak to them, they cannot speak to you psychicly. (Although you do get a general sense of the group's emotional state). For every 2 you roll above the target number you may communicate with ten times the number before it. (ex. TN 18 = 200 people, TN 20 = 2,000 people, TN 22 = 20,000 people). This psychic shields still block this spell, and a psychic trap may still effect you.
Throw Voice
NoviceArcanophysicsAttr: IntAction: MinorMP 1Range: 15 mTargets: SelfThrow your voice to appear as if you are speaking from a different location.
Time Shelter
AdeptMysticismAttr: WisAction: MajorMP 5Targets: Self / VariesCreate a field of accelerated time centered around yourself that affects the metabolic healing rate of all within 5 m. Halve the time required to heal health or recover fatigue to all within this field. While you are concentrating on this spell you cannot recieve the effects of a breather, long or short rest.
Time Stop
MasterMysticismAttr: WisAction: MajorMP 12Targets: Self / 100mYou briefly slow the flow of time for everyone but yourself. Essentially no time passes for other creatures, during which you can use actions and move as normal. This spell grants you 1 turn to perform actions, with 1 additional turn per every 2 you roll higher than the spell TN. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 100 meters from the location where you cast it.