School of Magic | High |
Domain | Natural |
Polarity | Balance |
Realm of Origin | The Cosmos |
Associated Colors | Silver, Light Grey |
Associated Materials | Silver, Tranilium |
Crafting/Enchanting Material | Stardust |
School of Powers | Celestial |
Academic Name | Astromancy |
Traditional Name | Lore of the Heavens |
School of Powers, Volatile | Temporal |
Academic Name | Chronomancy |
Traditional Name | Lore of Time |
Lore coming soon…
Contents
Passive Effects
Passive Effects for High Magic are unique to each School of Powers:
Celestial Power Passives
Applies to Celestial Powers only NOT Temporal Powers
Supremacy
- Gain +10% dam or effectiveness of the currently cast power for every persistent spirit effect (of any school) currently on the target (beneficial or negative), crafting/enchants excluded
Temporal Power Passives
Volatile Powers
- All Temporal Powers are considered Volatile Powers
Temporal Anomaly
Meddling with temporal powers carries great risk, particularly if doing so too often. While consequences are predicable, the temporal anomaly that it creates are anything but.
- After reaching 4 stacks of Volatile Temporal energy, a Temporal Anomaly forms in a random direction 1d6″ away from the the casters last target
- The anomaly starts with a radius of 1″, but grows by 1″ for every stack (above 4) of Volatile Temporal energy with within 30″ of it
- Anomaly remains active until dispelled or corrected using a Temporal Venting Power
- Any target touched by the anomaly that fails a Natural resistance check experiences a random effect while within the radius
The effects of the temporal anomaly are random (or determined by a GM), examples include:
- lost in time (likely never to be seen again)
- long forward jump in time (could be days, years, or even centuries)
- short forward jump in time (could be seconds or hours, typically to sometime after a battle has ended)
- target treated as under the effects of Haste
- time loop (target repeats the same turn over and over)
- frozen in time (immune to everything, but unable to act)
- target treated as under the effects of Slow
- short backward jump (could be seconds or hours, may gain special knowledge about a battle)
- long backward jump (could be days, years, or even centuries)
- split timelines (multiple copies of the target existing, each any have different motivations, or even fight for different sides in a conflict)
Celestial & Temporal Power List
See Spirit Disciplines & Archetypes for detailed descriptions of each Discipline and Archetype (including its Critical Cast and Miscast results). Use the filters below to refine your search.
Spell Name | Publish | ID | Domain | School of Magic | School of Power | Discipline | Tier | Spirit Cost | Archetype | Use | Range | Description | Archetype Details | Class Restriction |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Disperse Magic | yes | 30 | Natural | High | Celestial | Alteration | 1 | 1/Tier against | Dispel | instant or action | 15 | can dispel one known magic effect, use resistance equal to 12x the Tier of the caster of the effect • if successful this creates a field of loose spirit energy in a 3" radius around the target, the next power caster by ANY target within the field costs 50% less spirit, after which the field disappears • can also dispel/shatter one spirit based enchant/crafting |
Dispel Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Enchanted Astrolabe | yes | Natural | High | Celestial | Conjuration | 1 | 3 | Utility | instant | 30 | conjures an Enchanted Astrolabe that can be used to locate the casters current position and to navigate according to celestial bodies • in addition the Enchanted Astrolabe has a limited capacity to identify local landmarks, placenames, and other geographical information if asked in the correct manner • the Astrolabe automatically disappears after being questioned 3 times • information provided by the Enchanted Astrolabe is more accurate when stars are visible in the sky |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Cosmic Spark | yes | 23 | Natural | High | Celestial | Destruction | 1 | 3/Tier | Shock | action | melee | 1d10/Tier damage, 30% chance +10%/Tier that on targets next turn may make target re-roll once | Shock Requires an empty hand and must touch the target. Counts as either a main hand or off-hand Non-Physical attack, but if used as an off hand attack the main hand can only be a regular weapon attack. If using a weapon in two hands Shocks can still be cast with the off hand if no attack was made with the weapon that round • targets can add dodge to resistance roll • ward-offs apply • can be combined with a main hand Focus skill but doing so prevents using any kind of off hand attack or kick, and follows the Combat rules for Combined attacks. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Eradicate | yes | 35 | Natural | High | Celestial | Devastation | 1 | 6/Tier | Beam | action | 8 | 1d8 dam per Tier • single hit roll to all targets along a line, 2% per Tier chance that targets cease to exist |
Beam fires in straight line from caster to target, LOS not required, dodge is allowed unless otherwise stated • casting rolls and spell power distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Dormant Creation | yes | 31 | Natural | High | Celestial | Fortification | 1 | 2/Tier | Healing | action | 15 | Immediately following the next time the target takes damage, they receive 1d6+1 healing per Tier and gain an Honor Code stack of their choice • if the effect is forcibly removed or dispelled it also triggers its effects |
Healing typically single target powers with direct healing capabilities • LoS required • cannot be cast from HP • add spell power modifiers as increased healing • critical cast results in double the healing value • if cast more than once per day out of combat double the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Slow | yes | Natural | High | Temporal | Alteration | 1 | 2/Tier | Control | instant | 15 | Slows a single target for 1 round per Tier | Control single target, LoS required with a variety of crowd control effects • hard CC typically an action • soft CC typically an instant |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Timelost Trinket | yes | Natural | High | Temporal | Destruction | 1 | 2 +2/Tier | Missile | action | 24 | Pulls a random useless trinket out of the timeway and fires it at the target dealing 1d6+1d4 +2/Tier damage. If it deals damage roll 1d4 with the following results: • 1 = the trinket phases out of time at the moment of impact, reducing the damage by half • 2 = no additional effects, but the trinket now exists permanently in this time • 3 = the trinket shatters through time, doubling the per Tier damage bonus • 4 = the trinket loops through time, and at the start of the casters next turn the spell is essentially cast again for free, but the projectile MUST follow exactly the same path and can occur indefinitely |
Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Time Bomb | yes | 157 | Natural | High | Temporal | Devastation | 1 | 5 | Bomb | instant | 12 | remains on target until reaching 10 minus 1/Tier stacks (i.e. with a T4 caster would last 6 stacks • anytime the target does something stacks are added, where instants = 1 stack, movement = 2 stacks, actions = 3 stacks, after certain number of instants/actions/moves • once the maximum stacks are reached, it explodes dealing 1d10+2 damage in a 2" radius |
Bomb Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled. • Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb. • Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Temporal Bubble | yes | 69 | Natural | High | Temporal | Fortification | 1 | 4/Tier | Shell | action | self | any incoming ranged projectile is slowed as it crosses into the temporal bubble, delaying impact until the start of the attackers next turn • if the intended target moves out of the projectile's path before that time, the projectiles automatically miss • after slowing 1 projectile per Tier in this manner the Temporal Bubble is expended |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Gravitic Pull | yes | 123 | Natural | High | Celestial | Alteration | 2 | 3 | Control | instant | 15 | Target is pulled up to 8" towards the caster. If the target is heavier than the caster (or is secured to something that is) then the caster is pulled to the target instead. Can cause collision damage to both targets if pulling further than the current distance between them. If gravitic pull results in base contact: • the next melee action made that turn inflicts +2 physical damage • triggers movement based passive effects (i.e. Bull Charge, Lance Kick, etc...) • triggers Impale weapon effects |
Control single target, LoS required with a variety of crowd control effects • hard CC typically an action • soft CC typically an instant |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Influence Thoughts | yes | 127 | Natural | High | Celestial | Alteration | 2 | 6 | Modify | instant | 15 | briefly influences the decision making process of a single target (does not work in combat) | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Gravity Leash Totem | yes | 122 | Natural | High | Celestial | Conjuration | 2 | 5 | Totem | instant | 8 | radius 4" • while active no target (except caster) may leave the totem's radius of effect |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Celestial Being | yes | 348 | Natural | High | Celestial | Conjuration | 2 | 3x Creatures Threat Rating | Minion | action (uninterrupted) or 1 minute | 6 | Summons an Celestial Being (see CoC) based on the Tier of the Power •Tier2 = Star Spawn •Tier3 = Lesser Celestial Being •Tier4 = Greater Celestial Being •Tier5 = Star Child •Tier6 = August Celestial |
Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted • can only be cast once per hour, even if Minion was dismissed or destroyed • conjured Minion appears within range of the caster and moves as they dictate • the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained • conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0 • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Imbue Destiny | yes | 112 | Natural | High | Celestial | Destruction | 2 | 3 | Imbue | instant | 4 | 25%/Tier chance to auto-hit and +1/Tier to Focus dice where applicable | Imbue Imbues powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists) • cannot stack imbues on a weapon but stays on the weapon until successfully hitting • does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills • roll to cast immediately, where a crit cast doubles the dispel resistance • some imbues may require additional resist rolls upon hitting • unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Dormant Destruction | yes | Natural | High | Celestial | Destruction | 2 | 5 | Burst | action | 12 | has no immediate effect unless scoring a critical cast, in which case inflict 1d10 damage (x2 to account for crit) • otherwise the effect remains dormant (and dispelable) on the target until hit by another Celestial Destruction power, which then triggers Dormant Destruction to add 1d20 damage to that power's damage (calculated after crit and/or other modifiers) |
Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Dormant Devastation | yes | Natural | High | Celestial | Devastation | 2 | 5 | Bomb | instant | 12 | remains dormant (and dispellable) on the target until hit by Celestial damage, which then triggers Dormant Devastation which explodes for 1d10 damage ina 2" radius • multiple stacks of Dormant Devastation can be placed on a target without triggering them |
Bomb Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled. • Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb. • Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Celestial Ward | yes | 94 | Natural | High | Celestial | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target is immune to Re-Roll and Gravity effects • when consumed the ward grants +50 Natural Resistance, increases to +60 if resisting Celestial Powers |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Time Piece | yes | 72 | Natural | High | Temporal | Conjuration | 2 | 2 | Utility | instant | 30 | Creates an hourglass or other such timepiece that measures time. Can also be used to trigger or delay a spell like a fuse. Must specify what spell it is being attached to it and what the delay is set at, measured in rounds (in combat) or time (out of combat). If used as a fuse the Time Piece dissapears upon triggering the attached spell. | Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Glitch Totem | yes | 122 | Natural | High | Temporal | Conjuration | 2 | 5 | Totem | instant | 8 | While active all targets (except caster) within a 4" radius around the totem have +5% per Tier critical miss/miscast chance. Any movement (except caster) that passes at least partially through the radius is undone if failing a Natural resist, preventing any further movement. | Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Chrono Strike | yes | 275 | Natural | High | Temporal | Destruction | 2 | 2 per Tier | Strike | action | melee | +1d6 damage per Tier. The strike shifts through time to occur a split second before the target can react to it, negating any defensive reactions (block, parry, ward-off, reversal, etc...) and preventing any dodge contribution to AC or Resistance | Strike Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Stasis Trap | yes | 294 | Natural | High | Temporal | Devastation | 2 | 2 per Tier | Trap | action | 20 | 1" radius per Tier. Inflicts 1d10 damage and then places the target in a temporal stasis. While in stasis time does not pass for any affected targets and they are completely immune to all damage and effects for up to 1 hour. The stasis effect immediately ends if the caster uses another temporal power or if anything of physical substance moves into the affected radius. | Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Haste | yes | 293 | Natural | High | Temporal | Fortification | 2 | 8 | Boon | instant | 4 | while buff is active target can choose to reduce their current HP by 10% of their maximum to benefit from Haste that round. Each time this is done, there is a 50% chance to add a stack of volatile temporal energy. • Consuming the buff grants Haste for 1 round without reducing any HP |
Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Astral Transferance | yes | 178 | Natural | High | Celestial | Alteration | 3 | 12 | Transmute | action | 8 | temporarily transfers the consciousness of one target into another (within range) • damage, sleep, or one of the targets moving more than 100m away from the other automatically ends the effect • can be dispelled • if used in combat unwilling targets can resist every round |
Transmute alters the physical form and/or properties of the target, granting various effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Celestial Divination | yes | 538 | Natural | High | Celestial | Alteration | 3 | 3 per Tier | Reveal | instant | 15 | the caster selects a single target that if hit, must reveal its future actions to the caster for a short time (1 round per Tier in Combat) • while the effect remains in play, at the start of each of the casters subsequent turns the GM must tell the caster (in secret) all instants, actions, and passives that it will activate for the target on its own turn • when the targets turn arrives in the turn order, the GM must carry out the turn as close as possible to the predetermined turn that was communicated, this does not include any triggered effects or abilities that could not have been predicted • the caster may choose on their own turn to communicate some or all of this knowledge by using an instant in much the same way as verbally calling out a hidden targets position |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Living Constellation | yes | 191 | Natural | High | Celestial | Conjuration | 3 | 5 | Familiar | 10 minutes | 3 | Summons 1 of 12 living Constellations, basic 1d6 celestial damage LoS 16" ranged attack • additional effects are granted to the caster while the Constellation is in play • based on a d10 roll where 1to10: +5 Advantage to the corresponding stat (1=str, 2=agil, etc...), 11: +15 to cast, 12: +3 spell power • Constellation is immune to all damage and effects but if caster takes damage constellation is immediately destroyed |
Familiar Conjures/summons an active Familiar under the casters control • requires 2 minutes of uninterrupted casting time outside of combat • can only be cast once per day and can never have more than one Familiar at a time • critical casts allow for the Familiars HP to be rolled twice, selecting the highest results • conjured Familiar appears within range of the caster and prefer to stay close to their master • Familiar acts independently of the caster on its own Initiative Score but will obey the casters commands unless they would be against its nature • Familiar disappears if the caster dismisses it (which counts as an instant), caster is knocked unconscious or sleeps, or if Familiar's HP drop below 0 • if the caster unwillingly loses control the Familiar typicaly dissapears but is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Gravity Wall | yes | 205 | Natural | High | Celestial | Conjuration | 3 | 8 | Obstacle | action | 12 | creates a wall of gravitic force extending up from the ground that is invisible to normal senses • wall is 2" high and 1" wide in a straight line oriented in any direction • the length of the wall can be up to 1" per level (max level 10) • may add additional height by increasing the spirit cost by 50% per additional 1" of height • anything with mass that passes through the wall and fails a Natural resist has its movement cut in half after which it drops to the ground, counting as being Knocked Down (flying targets also take 1/2 fall damage) • treat inanimate objects as having 0 resistance to this effect • physical projectiles such as arrows and some spirit powers suffer have their range cut in half and suffer -20 to hit if passing through the Gravity Wall |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Celestial Sickness | yes | 187 | Natural | High | Celestial | Destruction | 3 | 7 | DOT | instant | 20 | 1d8 damage • for the duration the target must pass a stamina test before moving |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Seal of Fates | yes | 522 | Natural | High | Celestial | Destruction | 3 | 14 | Seal | 5 minutes per Tier | 3 | Anyone attempting to break or tamper with the seal will be blasted with starlight, inflicting 3d8 Celestial damage • breaking the seal doubles this damage and causes whoever broke the seal to have their fate permanently bound to the object the seal protected, meaning if it is destroyed or damaged in anyway so to is the one who broke the seal |
Seal places a magical seal on an object (i.e. a door, chest, book, etc...) • can be visible or invisible • typically granted a single method of being safely opened or re-sealed (i.e. a command, incantation, gesture, key, etc..) • when incorrectly attempting to open the seal (i.e lock pick, incorrect command, etc..) there are typically minor effects to warn against further tampering • if the seal is broken through force or dispelled in any way it inflicts damage and effects to whoever broke it, any permanent or long term effects can typically be dispelled, or can be ended by using the same method that would have safely opened the seal • if scoring a critical cast at the time the seal is created, it stores twice the energy and will do double damage whenever it is finally broken • if the seals effects require an additional casting roll upon breaking it is with no modifiers and cannot critically cast or miscast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Rings | yes | 224 | Natural | High | Celestial | Devastation | 3 | 9 | Nova | action | 2 | 2d12 damage, if resisted spirit cost is refunded | Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Plague of Misfortune | yes | 539 | Natural | High | Celestial | Devastation | 3 | 12 | Plague | action | 20 | 1d6 damage per round • affected targets have +10% Critical Miss and/or miscast chance |
Plague a damage-over-time power that spreads to any target within 3" at the start of an infected targets turn • no LOS required and no dodge allowed, however caster must still have some reason to know that the initial target exists • remains active for one additional round per Tier or until dispelled/canceled, when duration expires on original target it is removed from ALL targets • resist against initial cast only (unlike poison effects) • damage bonus applies to initial target and on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Celestial Rebirth | yes | 186 | Natural | High | Celestial | Fortification | 3 | 5 | Empower | instant | self | each time caster lands a killing blow gain +3 celestial dam on next power (wizards also gain 1 code stack) • automatically consumed upon death to return the caster to life with Spirit and HP equal to 30% of max (+10%/current honor) however the next time the caster falls asleep they will die once more |
Empower self cast buff with positive effects that remain in play for up to one hour unless dispelled • some Empower spells may be consumed at will as an instant for the affected target on their own turn • consuming a Empower immediately ends its effects, but causes an immediate additional effect • if an Empower is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Cage of the Firmament | yes | Natural | High | Celestial | Fortification | 3 | 5 per Tier | Shell | action | self | envelopes the caster in an impenetrable and invulnerable celestial sphere, imprinted with stars, planets, and other such celestial bodies, as would normally be seen the the night sky above • while inside the sphere the caster (and anyone or anything trapped along with it) cannot interact with the outside world nor can they be affected by the outside world • within the sphere time and natural laws continue as normal • the Cage can be dispelled as normal but otherwise may only be broken if someone on either side traces the correct sequence of constellations (much like a combination lock) • the number of constellations required in the sequence is equal to 1 per Tier of the power |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Temporal Reset | yes | 30 | Natural | High | Temporal | Alteration | 3 | 1/Tier against | Dispel | instant or action | 15 | can dispel one known magic effect, use resistance equal to 12x the Tier of the caster of the effect • if the effect is temporal magic, use resistance equal to 5x the Tier of the caster of the effect • also automatically cancels all temporal anomalies in a 1" per Tier radius around the target • can also dispel/shatter one temporal magic enchant/crafting |
Dispel Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Shackles of Time | yes | 307 | Natural | High | Temporal | Conjuration | 3 | 4/Tier | Binding | action | 10 | While shackled the target is permanently under the effects of Slow • slowed targets take +50% damage from high magic • shackles are invulnerable to damage but can be dispelled |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Temporal Rupture | yes | 242 | Natural | High | Temporal | Destruction | 3 | 3/Tier | Burst | action | 12 | T3 1d20 damage • T4 1d20+1d10 damage • T5 2d20 damage • T6 2d20+1d10 damage T7 3d20 damage • 10%/Tier -10% chance that whatever actions the target carried out in its last turn are immediately reversed |
Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Compound Casting | yes | 347 | Natural | High | Temporal | Destruction | 3 | 5 | Amplify | instant | self | the next destruction power from any school of power that you cast through a temporal anomoly (i.e., a temporal anomoly exists within a straight line between the caster and the target) loops back through time and is cast a second time for free. • at Tier 6 the spell can be cast a third time. |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Chrono Rifts | yes | 402 | Natural | High | Temporal | Devastation | 3 | 16 | Multi | action | 24 | Fires up to three rifts in the fabric of time, each with a seperate target, dealing 1d10+2 damage each. Any rift that passes within 1" of a temporal anomaly does an additional +6 damage. | Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Miscast(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Temporal Ward | yes | 155 | Natural | High | Temporal | Fortification | 3 | 6 | Ward | instant | 8 | while ward is active target is immune to most temporal/time manipulating effects • when consumed the ward grants +50 Natural Resistance, increases to +60 if resisting Temporal Powers • can be cast on an existing temporal anomaly to contain it or prevent it from becoming larger |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Temporal Shield | yes | 318 | Natural | High | Temporal | Fortification | 3 | 8 | Shield | instant | 10 | creates a 1d12+10 natural damage shield that negates all Temporal effects while active • the attack which destroys the shield freezes the attacker in time for 1 round granting complete immunity but skipping their next turn |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Ill Fortune | yes | 296 | Natural | High | Celestial | Alteration | 4 | 6 | Hex | instant | 12 | caster may force target to re-roll a single dice once/round and choose which result to use • consuming the hex causes the target to ponder their life choices, effectively becoming immobilized for 1 round or 1 minute |
Hex A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind • Consuming a hex can be triggered at will as an instant for the affected target on their own turn • The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target • Consuming a Hex immediately ends its effects, but causes additional consequences • If a Hex is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Teleport | yes | 317 | Natural | High | Celestial | Alteration | 4 | 10 | Movement | instant | 15 | target instantly teleports from their current location to a location that the caster can see or picture in their mind, and that has space enough to containt the target • can be used on targets against their will, but if doing so must roll against thier resistance |
Movement alters the way things move • self cast only, unless spending 1.5x the spirit cost • cannot be cast on unwilling targets • unless otherwise specified, using a Movement power to leave base contact with an enemy does NOT count as Disengaging from Combat |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Star Cluster | yes | 311 | Natural | High | Celestial | Conjuration | 4 | 10/Tier | Sentinel | action (uninterrupted) or 1 minute | 8 | conjures a stationary cluster of tiny stars that are completely invulnerable to damage • cast 'Starfire' each round, lasts for 1 cast per Tier |
Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Sentinel appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Sentinels of the same type from previous castings no longer exist • conjured Sentinels appear within range of the caster and cannot move except to rotate on the spot • the Sentinel uses the casters Initiative Score and will attack any target the caster deems hostile • Sentinels disappear after 24 hours if they are not fed Spirit equal to 10% of their original cost or 1 enchanting component of the appropriate type • also disappear if dismissed by the caster (which counts as an instant), if the Sentinels HP drop below 0, or if dispelled • if the caster is slain the Sentinel either disappears or becomes hostile to all, gaining its own Initiative Score of 1d12+1 • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Shackles of Starlight | yes | Natural | High | Celestial | Conjuration | 4 | 3/Tier | Binding | action | 10 | conjures shackles made of pure starlight • targets are Immobilized and/or Snared • any damage other than Celestial breaks the shackles • if affecting multiple targets, those targets cannot move away from each other and if the caster so wishes are instead pulled closer together at a rate equal to 1" per Tier |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Celestial Fist | yes | 275 | Natural | High | Celestial | Destruction | 4 | 12 | Strike | action | melee | +1d10 damage, if spirit portion successfully hits (regardless of physical portion hitting) roll another hit on any target in base contact, continue hitting until missing or striking 3 times total • the 2nd and 3rd hits are pure spirit (no physical portion) and do 2d10 damage each • if using an Focus based Fist attack treat the main hand damage as that of your highest rank Fist attack |
Strike Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Starfire | yes | 312 | Natural | High | Celestial | Destruction | 4 | 12 | Missile | action | 30 | A condensed burning star erupts from the caster striking the target for 3d12 celestial damage, where the minimum roll canot be less than 10. • If the target takes damage, for 1 round the caster can use a reaction to force the target to re-roll any dice roll once. |
Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Gravity Well | yes | 294 | Natural | High | Celestial | Devastation | 4 | 24 | Trap | action | 20 | 4" radius, targets/loose objects instantly thrown to center of trap, inflicts 1d10dam per object (max 4d10) & snares targets for 1 round | Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Celestial Shield | yes | 276 | Natural | High | Celestial | Fortification | 4 | 8 | Shield | instant | 10 | creates a 1d12+10 natural damage shield that negates all celestial effects while active • the attack which destroys the shield inflicts the Ill Fortune Hex on the attacker |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Good Fortune | yes | 293 | Natural | High | Celestial | Fortification | 4 | 9 | Boon | instant | 4 | while buff is active may re-roll a single dice once per round and choose which to use, consume to re-roll a third time | Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Time Dilation | yes | 127 | Natural | High | Temporal | Alteration | 4 | 8 | Modify | instant | 15 | Modifies the duration of an existing spell effect or other time based effect. The caster may choose to either increase or decrease the duration, but cannot increase it by more than 2x or reduce it by more than 1/2. | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
The Timebreaker | yes | 512 | Natural | High | Temporal | Conjuration | 4 | 16 | Weapon | instant or action | self | Conjures the Time Breaker, an elaborate Flanged Mace that can be wielded in one or two hands and whose form constantly flickers in and out of time. • inflicts 3d6+2 physical & temporal damage if wielded in two hands, or 1d8+1d6+2 if wielded in one hand or cast as quasi-sentient • Gains Overpower equal to opponents Block or Parry modifier • Crushing Blow (2), Armor Piercing (-10), Stun (20%) • If target armor saves or is stunned by the weapon a Temporal Anomaly is created at the point of contact, immediately affecting the target but not the wielder of the Time Breaker • if the Time Braker causes a Temporal Anomaly, it immediately disappears |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapons do not benefit from weapon or combat pecialiazations of the caster • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Timelost Armor | yes | 387 | Natural | High | Temporal | Fortification | 4 | 11 | Armor | instant | self | while active gain +12 Armor • anytime an opponent successfully hits you (including a crit) you may force your opponent to re-roll their hit dice • however if they score a hit on the second roll you temporarily disappear into the timeways on your next turn, (effectively losing your turn) • this effect can be used up to 3 times before the Timeless Armor is destroyed, at which point both the caster and attacker disappear into the timeways for 1 round, during which time they may continue to attack one another |
Armor Self cast only. Armor remains in play for up to one hour, or until dispelled or consumed by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Cosmic Exposure | yes | 389 | Natural | High | Celestial | Alteration | 5 | 18 | Channel | action (uninterrupted) | 12 | Select a single target point, bathing it in latent Cosmic radiation • any target touched by a 1" radius around the target point has Natural & Arcane Resistances reduced by 15 for a full round • for each round of channeling increase the radius by 1" OR increase the Resistance modifier by 10 • maximum radius is equal to 1" per Tier of the Caster • each channeling lasts for 1 hour outside of combat |
Channel Effects persist for 1 full round, typically inflicted at the beginning of the turn of any effected targets. May continue casting in consecutive rounds if paying 10% of the full spirit cost with no casting roll required, provided the caster is not interupted and did not move. • while channeling the caster counts as being Vulnerable • if the channeled power causes CC effects of some kind, it is assumed that they are one continuous CC effect • if used outside of combat the duration of the effect varies depending on the power but is immediately cancelled if the caster is interrupted or moves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
The Seven Pointed Scepter | yes | 512 | Natural | High | Celestial | Conjuration | 5 | 21 | Weapon | instant or action | self | Conjures the Seven Pointed Sceptre, a constellation that may be wielded as physical one-handed weapon that inflicts 2d6 physical damage with a 7% stun • if the targets natural resistance is less than or equal to 49 then on a hit roll of 94+ (7%) the target is instantly unmade, ceasing to exist (counts as an auto-kill for purposes of immunity) • if cast while the Seven-Pointed Sceptre constellation is visible in the sky, the weapon gains +7 Celestial Damage and Crushing Blow 7 (treated as Celestial Damage) |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapons do not benefit from weapon or combat pecialiazations of the caster • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Celestial Alignment | yes | 347 | Natural | High | Celestial | Destruction | 5 | 11 | Amplify | instant | self | grants 1d8 stacks of Supremacy that can be consumed at any time and in any increment the caster wishes to any target of a Celestial/High destruction power, the consumed stacks of Supremacy are added to any Stacks of Supremacy already in effect on the target • once all of the 1d8 stacks are used up Celestial Alignment ends • Celestial Alignment can be dispelled prematurely |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Cosmic Rays | yes | 352 | Natural | High | Celestial | Devastation | 5 | 12 | Cone | action | Cone Template | A fan of glittering cosmic rays inflicts 2d8+8 damage to anythin in its path. Any target that is wounded will move and attack other targets affected by cosmic rays on their next turn. | Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template). Unless otherwise stated, uses a single casting roll and allows partially covered targets to add dodge to their resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Meteorite | yes | 374 | Natural | High | Celestial | Devastation | 5 | 22 | Blast | action | 24 | A meteorite plummets from the sky and inflicts 1d8*1d6 Celestial & Physical Damage in a 2" radius around the target point • must have reasonable overhead clearance for the spell to succeed |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Cosmic Force | yes | 351 | Natural | High | Celestial | Fortification | 5 | 8 | Synergy | instant | 4 | target gains +1 Hit per current focus/honor and +2 Hit per max spirit/faith tier, on all attacks • if failing to hit with a D100 hit roll while Cosmic Force is active, the effect is consumed but the attack instead auto-hits |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Armor of Celestial Glory | yes | Natural | High | Celestial | Fortification | 5 | 16 | Armor | instant | self | while active gain +6 Armor and +6 Natural Resistance, also auto-stacks 1 Honor Code each round • after 3 Armor Saves or Natural Resists, the Armor erupts into a shower of celestial energy causing 3d6 damage to all targets within 2" • reduce the spirit cost of your next power by an amount equal to the total damage done |
Armor Self cast only. Armor remains in play for up to one hour, or until dispelled or consumed by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Endless Loop | yes | 359 | Natural | High | Temporal | Alteration | 5 | 10 | Hex | instant | 12 | target will repeat whatever it was doing at the time the Hex was applied, if this no longer becomes possible (i.e. run out of Class resources), target will use basic attack if it was attacking or simply do nothing • consuming the Hex causes the target to no longer be able to do whatever repeated action they were taking until at least a Half Rest is taken |
Hex A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind • Consuming a hex can be triggered at will as an instant for the affected target on their own turn • The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target • Consuming a Hex immediately ends its effects, but causes additional consequences • If a Hex is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Temporal Field | yes | 439 | Natural | High | Temporal | Alteration | 5 | 16 | Environment | action | 15 | 3" radius around target, all within radius are frozen in time and completely invulnerable while the field exists | Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Time Teller | yes | 191 | Natural | High | Temporal | Conjuration | 5 | 10 | Familiar | 10 minutes | 3 | Summons a floating animated time piece such as a clock, sun dial, or hourglass that is completely immune to all forms of damage or effects, and cannot physically interact with the world. The time teller will, upon command, inform the caster what time they currently exist in as well as other pertenent pieces of applicable information related to time variance or temporal anomalies. •The time teller will dissapear if struck by Temporal damage or if moved more than 3" from the caster •The Time Teller can be commanded to move into a temporal anomaly, causing it and the anomaly to immediately dissapear, inflicting 3d6+5 damage to anything within its radius • While present the Time Teller grants the caster +5 High Magic spell power, provided there are no Temporal Anomalies within 30" • |
Familiar Conjures/summons an active Familiar under the casters control • requires 2 minutes of uninterrupted casting time outside of combat • can only be cast once per day and can never have more than one Familiar at a time • critical casts allow for the Familiars HP to be rolled twice, selecting the highest results • conjured Familiar appears within range of the caster and prefer to stay close to their master • Familiar acts independently of the caster on its own Initiative Score but will obey the casters commands unless they would be against its nature • Familiar disappears if the caster dismisses it (which counts as an instant), caster is knocked unconscious or sleeps, or if Familiar's HP drop below 0 • if the caster unwillingly loses control the Familiar typicaly dissapears but is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Manipulate Gravity | yes | Natural | High | Celestial | Alteration | 6 | 20 | Environment | action | 15 | The caster may modify gravity in a 15" radius around themselves • this could mean reversing it, removing it, or simply reducing its effects • however the caster chooses to modify gravity, they themselves are also affected by it |
Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Celestial Sign | yes | 400 | Natural | High | Celestial | Conjuration | 6 | 20 | Illusion | instant | battlefield | summons a illusionary Celestial Sign in the sky above the battlefield (i.e. the brightening of a star, abnormal tails on a comet, a wild meteor shower, rearranging of constellations, etc...) • anyone opponent that believes the sign to be real receives a stacking effect at the start of their turn that causes them to take +2 Celestial Damage and/or +10% harmful for every stack • add 2 stacks at a time if the sky is dark • remains in play for up to 1 full day or until dispelled |
Illusion Conjures a visible illusion that lacks true physical characteristics. Upon successfully casting, any creature that relies on conventional sight as its primary source of perception will believe the illusion to be real if the casting value is greater than their mental resistance. • illusions can't directly influence physical matter, nor can they inflict any kind of damage or effects • last for the duration of battle or 1 hour out of combat unless otherwise dispelled or destroyed • dispel resistance is equal to the original casting value of the illusion • if there is evidence to suggest that the illusion might not be real, creatures may pass a Wisdom or Perception test to see through the illusion and therefore not be affected by it in anyway • GMs may choose to add advantage or disadvantage modifiers to these rolls depending on the situation. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Gravitic Flux | yes | 410 | Natural | High | Celestial | Destruction | 6 | 18 | Shot | action | 24 | The gravitic flux hits the initial target for 3d12+6 dam, at the end of that targets next move anyone w/in 6" is flung 1d8" in a random direction taking collision dam as required and being knocked down if failing an agility test | Shot Magical projectile based power that does not have solid/physical form and can only be blocked by shields that are rune crafted and/or enchanted. • requires LOS and cannot cast on targets in base contact with the caster • Counts as a 'Shot' • Target can add dodge to resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Comet | yes | 402 | Natural | High | Celestial | Devastation | 6 | 20 | Multi | action | 24 | 6d12 damage • must divide the D12's up between 2-4 separate targets, where one target must have at least 3d12 assigned to it, 5+5%/Tier chance that on targets next turn may make target re-roll one dice |
Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Miscast(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Meteor Shower | yes | 421 | Natural | High | Celestial | Devastation | 6 | 34 | Storm | action | 15 | 4" radius, 1d6*1d6 | Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Change of Fates | yes | 401 | Natural | High | Celestial | Fortification | 6 | 16 | Defense | instant | self | while active any attack made against the caster has -10% critical hit/cast chance • if the caster is the victim of a critical hit treat it as a normal hit instead, but consume the Change of Fates • after being consumed the casters cannot critically hit with their own powers/abilities/attacks for 1 round |
Defense Self cast only. Effects remain in play for up to one hour, or until dispelled or consumed. • active magical defenses typically aimed at preventing or discouraging opponents from targeting or moving into base contact with the caster |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Singularity | yes | 374 | Natural | High | Temporal | Devastation | 6 | 24 | Blast | action | 24 | The caster hurls an infinitely small and dense speck of matter at a target point, which exists for only a brief moment. All targets caught inside a 2" radius around the target point suffer 1d10+4 damage x the total number of targets. Any affected target has -5 disadvantage on ALL stat tests for 1 full round. | Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Chrono Shift | yes | 293 | Natural | High | Temporal | Fortification | 6 | 15 | Empower | instant | 4 | while buff is active if the target would suffer a fatal blow or be reduced below 0 HP, the attack which caused it is repeated starting back it it's hit or cast roll. The target may then choose which outcome they prefer and apply its outcome as if it was the only one that occured. Doing so ends the effect. If Chrono Shift is consumed prior to this effect taking place it instead negates the last damage that was dealt to the target. | Empower self cast buff with positive effects that remain in play for up to one hour unless dispelled • some Empower spells may be consumed at will as an instant for the affected target on their own turn • consuming a Empower immediately ends its effects, but causes an immediate additional effect • if an Empower is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Wormhole | yes | 476 | Natural | High | Celestial | Alteration | 7 | 20 per 1" radius | Portal | action | 40 | Punctures a hole in space and time to create a wormhole anchored to a fixed point in three dimensional space anywhere in the Realm of Strife or the Cosmos, and within range of the caster. • If the same caster casts the spell again on a second fixed point while holding an image of the original location in their mind, the two points will be permanently connected together • once a connection is formed the wormhole allows near instantaneous travel between the two points, with the destination point visible when looking through the wormhole • if anchored to a suitable stationary magical item the wormhole can be opened and closed on command or activation, otherwise it opens when solid matter moves within close proximity • Wormholes can only be dispelled if doing so from both sides and can never be connected to another Wormhole • If a Wormhole is left unanchored to a second point it can still be used, however the other end will be in a constantly fluctuating random location that is completely unpredictable and is extremely risky to use • An unanchored wormhole will appear visibly unstable and the image of its destination on the other side while constantly change. |
Portal Always Tier 7. Portal magic varies greatly by School but typically must be anchored to one or more fixed locations • after initially being cast/used the portals typically dissapear unless tethered to a physical location/object, in which case they instead become dormant • once dormant, portals can typically be re-activated by any spirit user (regardless of Tier) that knows the portal exists, simply by speaking a command word and paying the spirit cost for the portal power • the size of the opening is typically dictated as a 1" radius per 20 spirit used to cast the power and anything larger than this cannot pass through • portals do not typically have a suctioning effect of any kind and matter must be moved, pushed or thrown into it • some portals may also require a physical key, magical object, specific incantation, word of power, or passphrase to activate |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Celestial Ancient | yes | 487 | Natural | High | Celestial | Conjuration | 7 | Supreme | action | 8 | UNDER DEVELOPMENT | Supreme Always Tier 7 • summons a supremely powerful entity that the caster has no control over whatsoever • acts immediately, according to its own Initiative Score • worth XP if slain |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Unmake | yes | 471 | Natural | High | Celestial | Destruction | 7 | 2.1x Targets Threat Rating | Death | action | 3 | instantly scatters a targets molecules in all directions, killing them with no chance of resurrection | Death Always Tier 7 • single target, short ranged LOS, cause instant death (some restrictions apply) • can only be successfully used once per day |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Starfall | yes | 488 | Natural | High | Celestial | Devastation | 7 | 55 | Ultimate | action | battlefield | UNDER DEVELOPMENT | Ultimate Always Tier 7 • battlefield wide AoE damage (with an upper limit) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Celestial Avatar | yes | 453 | Natural | High | Celestial | Fortification | 7 | Avatar | instant | self | UNDER DEVELOPMENT | Avatar always Tier 7 • self cast only • transforms the caster into a powerful avatar of the particular School of Spirit powers invoked • can only ever be one Avatar (for a particular School of Spirit powers) in existence in a given Realm at any time • if an Avatar is already active the spell will automatically fail. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Temporal Extinction | yes | 471 | Natural | High | Temporal | Destruction | 7 | 2.1x Targets Threat Rating | Death | action | 3 | go back in time and prevent the target from ever being born or created, causing the target to cease to exist in the present time. Warning! This could have unexpected downstream effects... | Death Always Tier 7 • single target, short ranged LOS, cause instant death (some restrictions apply) • can only be successfully used once per day |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Black Hole | yes | 498 | Natural | High | Celestial | None | 8 | unknown | Legendary | action | Unknown | Creates a tiny black hole particle that affects a given area | Legendary Legends speak of spells with the power to destroy worlds, however their existence is pure speculation and if they do exist they certainly cannot be learned through conventional means |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |