Compendium / Spells
Spells
277 spells in total. Page 6 of 6.
Tip the Scales
AdeptMysticismClass: Gambler of FateAttr: WisAction: MajorMP 9Range: 20 mTargets: 1 TargetSelect a target, including yourself, and grant them three 1d3's to add to any three test results over the next 24 hours (they must be used on separate rolls). You cannot cast this spell on the same target twice within a 24 hour period. Range = 20 m
Translate
MasterArcanophysicsAttr: IntAction: MinorMP 4Range: 10 mTargets: SelfAlter the sound waves coming towards and away from you to communicate in any language with any creature. This spell can also be used to change the pitch or tone of your voice.
Transmutation: Permanence
MasterArcanophysicsClass: AlchemistAttr: IntAction: MinorMP 10Range: 20 mTargets: 2 ObjectsCast this spell while either: Transmute: Texture, Substance, or Size is active to make the effect permanent. You must change something of equal value to make it permanent. (example: To turn an iron sword into gold, you must turn an equivalent amount of gold into iron).
Transmute: Size
AdeptArcanophysicsClass: AlchemistAttr: IntAction: MajorMP 5Range: 20 mTargets: 1 ObjectTemporarily change the size of an object. Size cannot be changed higher than double or lower than half the original size. Mass is conserved however. (transmutations on living creatures will either fail or create an abomination that cannot be undone)
Transmute: Substance
AdeptArcanophysicsClass: AlchemistAttr: IntAction: MajorMP 5Range: 20 mTargets: 1 ObjectTemporarily change the substance of an object. (ex. Water to wine, Lead to Gold). (transmutations on living creatures will either fail or create an abomination that cannot be undone)
Transmute: Texture
NoviceArcanophysicsClass: AlchemistAttr: IntAction: MinorMP 2Range: 20 mTargets: 1 objectTemporarily make something: soft, slippery, bouncy, cold, hard, translucent, etc… (transmutations on living creatures will either fail or create an abomination that cannot be undone).
Traverse Boundaries
MasterArcanophysicsAttr: IntAction: MinorMP 8Range: 10Targets: 1 BoundaryTemporarily alter the mollecular properties of a solid wall or floor, allowing you and others to pass through it for the duration of the spell. The affected area of the boundary is up to 5 m in diameter. Once the spell ends, the boundary is restored to it's original form.
Vibrational Push
NoviceArcanophysicsAttr: IntAction: MajorMP 3Range: 3x5 m coneTargets: All CreaturesRelease a small pulse of kinetic energy, pushing objects or creatures within a cone of 3x5 m backwards by 3 meters. This deals no damage but can disrupt movement or positioning.
Voodoo Sympathy
MasterMysticismClass: OccultistAttr: WisMP 1Warp Other
AdeptMysticismClass: Planes WalkerAttr: WisAction: MinorMP 6Range: 20 mTargets: 1 Target / 20mTeleport a creature within 20 m of you to another location within 20m of you. If the creature is unwilling, it makes a Hrt (Spirit) test versus your Spell Power. If it fails, you teleport it successfully; if it succeeds, it isn't teleported.
Warp Room
MasterMysticismClass: Planes WalkerAttr: WisAction: MajorMP 10Targets: Self / 50m diameterGenerate a 50m diameter spatial warp field centered around yourself. Every round you may select two creatures or objects that you can see to exhange their locations.
Warp Self
NoviceMysticismClass: Planes WalkerAttr: WisAction: MajorMP 4Range: 30 mTargets: 1 LocationTeleport yourself to a location within 30m of you.
Water: Absorb Water
NoviceElemancyClass: HydromancerAttr: IntAction: MinorMP 3Range: 1 m radiusTargets: SelfWhile you are concentrating on this spell, you absorb water and are immune to all water based damage. Additionally, for every cubic meter of water that you absorb you regain 1 MP (up to a maximum of 5). You will not restore MP from water you create.
Water: Aether Spring
MasterElemancyClass: HydromancerAttr: IntAction: MinorMP 20Targets: SelfConvert 1 liter of plain water into Aether. A substance of mythical properties with ultra high energy conductivity and the base ingredient for legendary potions. Drinking 1L of pure Aether will restore 2d6 HP and MP to the drinker.
Water: Aqua Jet
AdeptElemancyAttr: IntAction: MajorMP 6Range: 20 mTargets: 1 TargetFire a concentrated jet of ultra high pressured water. Deals 4d6 arcane water damage and will always break the target's concentration as long as they take at least 1 damage.
Water: Aqua Ring
NoviceElemancyAttr: IntAction: MajorMP 4Range: 15 mTargets: 1 TargetTap into the healing waters of rejuvination. Restore yourself or a target's hp by enveloping them in the soothing waters. Hp restored this way is 1d6 per round (max 3 rounds). Range = 15 m, but is doubled if you have a natural source of clean water to tap into. 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.
Water: Downpour Detection
MasterElemancyAttr: IntAction: MajorMP 6Range: 100 m upTargets: Self / 30 m radiusManipulate the water molecules in the atmosphere to create a massive raincloud 100 m in the sky above your location. For the duration of the spell, you will be aware of any creature and object that the rain touches. Additionally, the rain will put out flames, eliminate any gaseous effects, and wash away any other fluids from the ground.
Water: Flowing Spirit
AdeptElemancyClass: HydromancerAttr: IntAction: MinorMP 6Targets: SelfLet the ceaseless flow of water guide your mind. Until your next turn your other Elemancy: Water spells have their MP costs reduced by 2 MP and you gain +2 Dexterity.
Water: Life Dew
MasterElemancyAttr: IntAction: MajorMP 12Range: 20 mTargets: All AlliesGenerate a healing mist that spreads to all allies within a range of 20 meters from your position. Heals each ally by 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.
Water: Splash Zone
NoviceElemancyAttr: IntAction: MajorMP 3Range: 5 m RadiusTargets: 1 Target / 10 mSplash all targets within 5m radius of your target location. targets become soaking wet, breaking concentration, reducing attack rolls by 1, and reducing the targets' initative positions by 1.
Water: Tidal Pulse
MasterElemancyAttr: IntAction: MajorMP 15Range: 40x5 mTargets: All CreaturesGenerate a torrential wave before you to wash away everything in front of you. The wave is 40 meters wide and 5 meters tall. It slams into all creatures in its wake dealing 4d6 arcane damage, and pushing away all creatures that fail the Str (Athletics) test vs your spell power. Creatures who fail the test get swept away for 20 meters, or until they hit a barrier that is capable of stopping the wave. Hitting a barrier will deal an additional 2d6 physical damage.
Water: Water Whip
NoviceElemancyAttr: IntAction: MinorMP 2Range: 10 mTargets: 1 TargetSummon a 10 meter long aquatic whip, this can be combined with an additional minor action to grab and slow creatures as well as deal damage. The whip deals 1d6+Int arcane water damage. To grab and bind a creature, you must roll an additional Int (Elemancy) test vs the target's Evasion. A bound target suffers -2 defense, and moves at 1/4 movement speed. To escape the binding the target must pass a TN 13 Str (Might) test.
Water: Waterbreathing
AdeptElemancyAttr: IntAction: MajorMP 4Range: 40 mTargets: 1+ Target(s)Cast this spell on yourself or a target within 40 m of you to enable them to breathe and speak underwater. For every 2 you roll above the target number you may extend the effects of this spell to another target. This spell also allows the recipient to swim at normal movement speed instead of 1/2 movement speed.
Water: Whirlpool
AdeptElemancyAttr: IntAction: MajorMP 8Range: 15 mTargets: 1 Target / 3 mTrap a single size large or smaller target in a 3m diameter sphere of water suffocating and crushing them. If anyone interacts with the sphere or the target, the whirlpool is dispelled. A trapped target must make a TN 15 End (Swimming) test or they remain trapped on their turn. Everytime the target fails this test they take 1d6 arcane damage that builds on itself every round. If you have a natural source of water to tap into, the TN for the trapped creature increases to TN 17.
Wave Particle Duality
AdeptArcanophysicsAttr: IntAction: MajorMP 8Range: 15 mTargets: 1 Target or RadiusThis spell functions differently if there are observers or not. If observers are present it fires a beam of energy that deals 4d6 arcane light damage to a single target. The target must also pass a TN 14 Per (Seeing) test or their next ranged attack they make is at disadvantage. If no observers are present, a wave of energy is instead released in all directions. This energy wave dispells all novice and adept spells, reveals any concealed or hidden objects or traps, and illuminates your surroundings.
Wizard's Sight
AdeptMysticismClass: SeerAttr: WisAction: MajorMP 6Targets: SelfOpen your "Third Eye" to see through all enchantments, detect arcane signatures, or view powerful emotional imprints left on the world. You are also able to look into the soul of another. Be careful though, what you see stays with you forever. Some of the things you see may damage your psyche, leaving you cursed, mentally wounded, or even corrupted. GM may hint prior to using this spell if there may be negative effects.
Youthful Exuberance
NoviceLife WeavingAttr: WisAction: MinorMP 1Range: SelfTargets: SelfSay goodbye to blemishes, scars, and wrinkles. Restore your skin to its original radiance. Due to this spell many practitioners may be much much older than they appear.