School of Magic | Wild |
Domain | Natural |
Polarity | Balance |
Realm of Origin | Eden |
Associated Colors | Variety of Green tones |
Associated Materials | Emerald, Jade, Amber |
Crafting//Enchanting Material | Primordial Sap |
School of Powers | Nature |
Academic Name | Ecomancy |
Traditional Name | Lore of Balance |
School of Powers, Volatile | Toxic |
Academic Name | Venomancy |
Traditional Name | Lore of Venom |
Lore coming soon…
Passive Effects
Passive Effects for Wild Magic are unique to each School of Powers:
Nature Power Passives
Applies to Nature powers only NOT Toxic Powers
Cycle of Life
- Gain 1 Cycle of Life stack any time a target (friend or foe) dies within 15″ while under a persist Nature effect belonging to the caster or from Nature damage inflicted by the caster
- Stacks may be consumed as an auto-cast instant (no d100 roll) that heals a single target within 15″ for 1d12 per stack consumed
Toxic Power Passives
Volatile Powers
- All Toxic Powers are considered Volatile Powers
Overdose
Regardless of the target, trace amounts of Volatile Toxic energy build up within the casters body and can eventually lead to an overdose.
- For each Volatile Toxic energy stack, increase base Critical Cast and Miscast chance by +5%
- Scoring a Miscast with any Toxic power triggers Overdose, which inflicts 3x the standard Miscast damage for a volatile power
- Any time overdose is triggered, all volatile stacks are removed
Nature & Toxic 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Expunge | yes | 55 | Natural | Wild | Nature | 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 • can also remove one known poison effect, use resistance equal to 20x the rank of the poison • also can 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 |
Beast Tracking | yes | 542 | Natural | Wild | Nature | Alteration | 1 | 5 | Reveal | instant | 15 | Magically reveals animal tracks or other such indicators of beasts in the nearby area (15" radius around the caster) for up to an hour • this grants basic knowledge regarding the quantity, size, and identity of the beasts being tracked • also provides an indicating of their direction of travel or other relative location information, but does not reveal their exact location • grants +1 Perception per Tier if any Stat rolls need to be made (i.e. rolling to locate a creature that the caster knows is hiding in the area) |
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 |
Web Snare | yes | Natural | Wild | Nature | Alteration | 1 | 2 per Tier | Control | action | 15 | Spider webs are flung at a single target in a 0.5" per Tier radius • use a Dodge test instead of a Resistance roll to see if targets are hit • targets which fail the Dodge test have their movement halted and are Snared for 1 round • flying targets are grounded, taking the appropriate amount of fall damage if hit the ground • at Tier 3 the webbing becomes persistent and targets must attempt to pass a strength test in order to break free • at Tier 6 the webbing applies a -3 Strength modifier to the target |
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 | |
Conjure Animal Scout | yes | 15 | Natural | Wild | Nature | Conjuration | 1 | 1 | Familiar | 10 minutes | 3 | summons a small animal (non-combat) that the caster can see and hear though at will, also reduces the spirit cost of all nature/wild powers by 1 while w/in 1" of caster | 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 |
Rope Vine | yes | 57 | Natural | Wild | Nature | Conjuration | 1 | 1 | Utility | instant | 30 | creates up to 30m of thick vines that can be used as rope • conjured vines will rot quicker than the real thing |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Wild Growth | yes | 76 | Natural | Wild | Nature | Destruction | 1 | 3 | Burst | action | 12 | 2d4 damage, 5% +5%/Tier chance to Snare the target in vegetation for 1 round (3 damage per Tier to break) | 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 |
Imbue Grapple | yes | Natural | Wild | Nature | Destruction | 1 | 3 | Imbue | instant | 4 | Creeping vines envelope a weapon, granting it a Grapple effect on hit. If used on a ranged projectile attack the grapple is maintained at range by a thick vine connecting the target to the caster and can be used like a harpoon or grappling hook. | 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 | |
Insect Swarm | yes | 18 | Natural | Wild | Nature | Devastation | 1 | 3/tier | Storm | action | 15 | unleash a swarm of biting insects in a 4" radius, causing X physical damage (using casting modifiers), where X scales by Tier • T1 = 1d2, T2 = 1d4, T3=1d6, T4=1d8, T5=1d10, T6=1d12, T7=1d10+1d4 |
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 |
Infestation | yes | 510 | Natural | Wild | Nature | Devastation | 1 | 5 | Plague | action | 20 | The target is infested with a cloud of biting and stinging insects and pests, taking 1d4 damage per round • infected targets that fail a Resolve test will involuntarily use either a main hand or off hand to swat at the infestation, potentially rendering them unable to use a two handed weapon |
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 |
Bound to Creation | yes | 20 | Natural | Wild | Nature | Fortification | 1 | 3 | Synergy | instant | 4 | increases the healing effects on a target by 1 per Tier of casters highest Tier of Spirit/Faith power or +0.5 per current Focus • if a critical heal occurs the effect ends |
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 |
Conjure Venomous Beast | yes | 325 | Natural | Wild | Toxic | Conjuration | 1 | (3x Creatures Threat Rating) x (# of serpents) | Minion | action (uninterrupted) or 1 minute | 6 | Summons a number of venomous serpents no greater than the Tier of the Caster, type of serpent varies by Tier • Tier1 = Viper, Adder, Mamba, or Rattlesnake • Tier2 = King Cobra • Tier3 = Emperor Cobra |
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 |
Serpent Strike | yes | 428 | Natural | Wild | Toxic | Destruction | 1 | 2 + 2/Tier | Strike | action | melee | +1d4 damage • strike occurs so rapidly that the targets dodge is effectively zero and they cannot use any defensive abilities such as block, parry, wardoff, reversal, etc... • inflicts a poison effect that causes 1d6 damage in the subsequent round, lasting up to 1 round per Tier |
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 |
Stinging Swarm | yes | 67 | Natural | Wild | Toxic | Devastation | 1 | 6/tier | Storm | action | 15 | unleash a swarm of stinging insects in a 4" radius, causing X damage (using casting modifiers) and inflicting a X dam/round poison for up to 3 rounds, where X scales by Tier • T1 = 1, T2 = 1d2, T3=1d4, T4=1d6, T5=1d8, T6=1d10, T7=1d12 |
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 |
Ancient Ways | yes | 20 | Natural | Wild | Toxic | Fortification | 1 | 3 | Synergy | instant | 4 | While under the effect of this Synergy, anytime a poison effect (natural or magical) is paired with, countered by or used in combination with a Fury, Faith, Stealth, or Focus skill it has the following effect • Fury skill costs 1 less • Faith difficulty is reduced by 1 • Required Stealth reduced by 2 • Focus dice gains +1 |
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 |
Camoflage | yes | 91 | Natural | Wild | Nature | Alteration | 2 | 3 per target | Modify | instant | 15 | targets blend in with any natural environment and is virtually undetectable by natural senses so long as it does not move or take action, no effect if indoors/urban environment | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Primal Mind | yes | 140 | Natural | Wild | Nature | Alteration | 2 | 6 | Hex | instant | 12 | target will always attack the closest target friend or foe & have +2 damage • consuming the hex causes the target to make an auto-hit max damage attack with their own main-hand weapon against themself |
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 |
Strangle Vines | yes | 154 | Natural | Wild | Nature | Conjuration | 2 | 1+1/tier | Binding | action | 10 | target cannot move, and unless they pass a strength test they also cannot use actions/instants, any damage breaks the vines | 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 |
Herdstone | yes | 255 | Natural | Wild | Nature | Conjuration | 2 | 5 per Tier | Totem | instant | 8 | radius 3" • any friendly that starts its movement within the radius of the Herdstone is granted 1d6 per Tier Trample effect for that movement • stacks with other sources of Trample. |
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 Treant | yes | 325 | Natural | Wild | Nature | Conjuration | 2 | 3x Creatures Threat Rating | Minion | action (uninterrupted) or 1 minute | 6 | Summons an Treant (see CoC) based on the Tier of the Power •Tier2 = Ent Sapling •Tier3 = Lesser Ent •Tier4 = Middling Ent •Tier5 = Greater Ent •Tier6 = Elder Ent |
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 |
Wild Wrath | yes | 174 | Natural | Wild | Nature | Destruction | 2 | 3 per Tier | Shot | action | 24 | A surge of wrathful energy strikes the target for 1d6 wild damage per Tier • if successfully causing damage, generates 1 Cycle of Life stack for every 5+ rolled |
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 |
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Briarthorns | yes | 175 | Natural | Wild | Nature | Devastation | 2 | 6 | Nova | action | 1 | razor sharp thorns spring up from the ground around the casters feet • inflicts 2d6 physical damage • if the caster does not move in subsequent rounds, this damage is repeated for any targets that remain inside or attempt to move into or out of the 1" radius around the caster for up to 3 rounds • effect is automatically cancelled if caster moves and can be dispelled |
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 |
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Razor Leaf | yes | Natural | Wild | Nature | Devastation | 2 | 5 | Cone | action | Cone Template | caster sends a cone of razor leaves swirling towards the foe • inflicts 2d6 physical damage, and obscuring the LoS for any targets inside the cone |
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 | |
Bestial Rage | yes | 86 | Natural | Wild | Nature | Fortification | 2 | 5 | Empower | instant | self | while active caster has +2 nature, wild, physical and primal damage • consume to gain an extra regular mainhand attack this round |
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 |
Lifebloom | yes | 129 | Natural | Wild | Nature | Fortification | 2 | 2/Tier | Healing | action | 15 | A single target receives 1d6+1 healing per round for 1 round per Tier (i.e. T6 version heals 1d6+1 immediately, and then 1d6+1 per round for 5 more rounds) • if forcibly removed or dispelled in any way all remaining rounds of healing are applied immediately • if target is healed by a faith power while Lifebloom is active, the Lifebloom effects are automatically refreshed • critical cast and modifiers apply to the first round only |
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 |
Widows Hex | yes | 140 | Natural | Wild | Toxic | Alteration | 2 | 6 | Hex | instant | 12 | target's Natural resistance is reduced by 20 for the duration of the hex, increasing to 40 if attempting to resist poison, poison like effects, or disease • consuming the hex prevents the target from healing in anyway for 1 full round |
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 |
Transmute Poison | yes | 440 | Natural | Wild | Toxic | Alteration | 2 | 4 / 8 / 12 | Transmute | action | 8 | transmutes a small amount of liquid into a type of poison of the casters choice • Tier 2 is Simple poison, Tier 4 is Complex Poison, Tier 6 is Superior Poison • can also be used to transmute a small amount of liquid poison into water |
Transmute alters the physical form and/or properties of the target, granting various effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Imbue Poison | yes | 139 | Natural | Wild | Toxic | Destruction | 2 | 4 / 8 / 12 | Imbue | instant | 4 | Imbues a poison of the casters choice • Tier 2 is Simple poison • Tier3 is Complex Poison • Tier4 is Superior Poison • Tier5 is Matchless Poison |
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 |
Stinking Quagmire | yes | 285 | Natural | Wild | Toxic | Devastation | 2 | 8 | Trap | action | 20 | The ground is transformed into a foul smelling bog in a 4" radius, which counts as difficult terrain (reduces movement). Anyone caught in the quagmire or moving through it is infected with a single poison effect that counts as both Simple Deadly Poison and Simple Weakening Poison. | 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 |
Toxic Ward | yes | 158 | Natural | Wild | Toxic | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target is immune to the persistent effects of any poison, venom or toxin • also automatically removes any existing Poisons when cast on a target • when consumed the ward grants +50 Natural resistance, increases to +60 if resisting Nature and Toxic 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 |
Speed of the Cheetah | yes | 233 | Natural | Wild | Nature | Alteration | 3 | 6 | Movement | instant | 15 | +3 movement until cancelled, dispelled, or taking damage of any kind • leaving base contact while Speed of the Cheetah is active creates a -20hit modifier for any attacks made as part of Disengaging from Combat |
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 |
Wild Bloom | yes | 256 | Natural | Wild | Nature | Alteration | 3 | 18 | Environment | action | 15 | Wild flowers or mushrooms bloom in a 15" radius around caster for 3 rounds (or 1 hour outside of combat), causing stacking effects (based on the Tier) to be applied to all targets within the bloom for the duration: • (T3) +20% HP gain when any target within the bloom is healed • (T4) any healing done to a target within the bloom also restores 50% of the value in spirit (not including over heals) • (T5) grants 20% of affected targets max HP as temporary HP (lost once bloom ends) |
Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Illusionary Beast | yes | 210 | Natural | Wild | Nature | Conjuration | 3 | 4 per Tier | Illusion | instant | 12 | can create an illusionary beast of any kind, however the more rare and powerful the beast is the less likely the illusion will be believed (i.e. a giant rat in a sewer is believable a dragon in a sewer, not as so much) • the maximum creature size of an Illusionary Beast is dictated by Tier, where Tier 1 = Tiny or Smaller, with one size increase per Tier after that (i.e. Tier 7 = Colossal) |
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 |
Worm Rot | yes | 212 | Natural | Wild | Nature | Destruction | 3 | 7 | DOT | instant | 20 | worms burrow into the targets flesh, causing 2d4 damage per round and reducing Initiative Score by 5 for the duration • no effect on targets that do not possess organic tissue or flesh |
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 |
Savage Claws | yes | Natural | Wild | Nature | Destruction | 3 | 4 | Shock | action | melee | Savage claws grow from the casters hand granting a 2d8 damage claw attack • can be applied to both main hand and offhand for double the spirit cost if both hands are empty • may be combined with "fist" Focus skills for both main hand and off-hand |
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 | |
Primordial Ray | yes | 222 | Natural | Wild | Nature | Devastation | 3 | 11 | Beam | action | 8 | 1d6+1d4 damage • single hit roll to all targets along line • each target hit spawns a living ooze w/in 1d6" with move:4, AC:15 • ooze moves towards the closest target • if ooze is hit or comes into base contact it explodes in a 1" radius for 1d6 natural damage |
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 |
Nature Ward | yes | 134 | Natural | Wild | Nature | Fortification | 3 | 6 | Ward | instant | 8 | while ward is active target is immune to any type of Grapple, necrotic effect, or any effect that would play on their bestail or primal nature • if the target is hit by an effect that would unwillingly cause it to change into something other than its natural form, that effect is negated and the ward is automatically consumed at no cost • when consumed the ward grants +50 Natural resistance, increases to +60 if resisting Nature 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 |
Barkskin | yes | 179 | Natural | Wild | Nature | Fortification | 3 | 8 | Armor | instant | self | while active gain +10 Armor and reduce all incoming damage by 2 (including Crushing Blow damage) • after taking reducing a total of 10 damage Barkskin is destroyed, healing the caster for 2d6HP |
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 |
Carapace | yes | 185 | Natural | Wild | Nature | Fortification | 3 | 3/Tier | Shell | action | self | self-cast only • caster is covered in a thick chitinous carapace (effects caster only) • 3 pieces per Tier, granting +1 armor per piece and +2HP per piece • any damage inflicted while active is first removed from the bonus HP granted by the carapace • for every 2HP damage inflicted 1 piece of the Carapace is destroyed |
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 |
Grass Shield | yes | 330 | Natural | Wild | Nature | Fortification | 3 | 7 | Shield | instant | 10 | giant blades of grass or other such flexible oversized growth springs up around the feet of the target, acting as a 1d10+6 natural and physical damage shield that also negates all negative Nature effects while active • no effect if cast on targets standing on ground where it would be impossible for organic matter to grow • the attack which destroys the shield also heals the shielded target for the same amount |
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 |
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Fortify Poison | yes | 212 | Natural | Wild | Toxic | Alteration | 3 | 7 | Modify | instant | 12 | Caster targets a natural or magical source of poison (such as a creature, vial of poison, enchanted/imbue weapon, etc...), increasing its effects by 50% for up to 1 hour or until used or dispelled. If the poison effects cannot be quantitatively increased then increase the duration by 50% instead. Can also be self cast to increase the poison effects of the next spell cast. | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Virulent Bloom | yes | 256 | Natural | Wild | Toxic | Alteration | 3 | 18 | Environment | action | 15 | Toxic mushrooms or flowers bloom in a 15" radius around caster for 3 rounds (or 1 hour outside of combat), causing stacking effects (based on the Tier) to be applied to all targets within the bloom for the duration: • (T3) while within the bloom poison resistance is cut in half • (T4) poison damage or effects or duration are doubled • (T5) at the end of the duration all ongoing poison effects prolonged for another 3 rounds |
Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Sourwood Totem | yes | 255 | Natural | Wild | Toxic | Conjuration | 3 | 6 per Tier | Totem | instant | 8 | radius 3", caster selects a single type of poison • any target that enters or passes through the radius is afflicted with that poison • the duration of poison does not tick down until leaving the radius or the totem disappears • at Tier 4 increase to Complex poisons • at Tier 5 increase to Superior Poisons |
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 |
Toxic Shock | yes | 76 | Natural | Wild | Toxic | Destruction | 3 | 4 | Burst | action | 12 | For every ongoing poison or poison-like effect on the target inflict 1d8 damage | 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 |
Noxious Breath | yes | 220 | Natural | Wild | Toxic | Devastation | 3 | 9 | Cone | action | Cone Template | 2d6+4 damage, all targets affected move 1" in a random direction, inflicts an exhausting poison that reduces Initiative Score by 5 for up to 3 rounds | 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 |
Venomous Rupture | yes | 306 | Natural | Wild | Toxic | Devastation | 3 | 10 | Bomb | instant | 12 | remains on target until it suffers from 3 ongoing poison effects • inflicts the 2x the sum total of all ongoing poison damage to all targets in a 2" radius, while the initial target only takes1x |
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 |
Vampiric Toxin | yes | 129 | Natural | Wild | Toxic | Fortification | 3 | 3/Tier | Healing | action | 15 | Inflicts a single target with a vampiric poison which causes 1d4+2 damage per round for 1 round per Tier (i.e. T6 version deal 1d4+2 damage immediately, and then 1d4+2 per round for 5 more rounds) • any damage done heals a friendly target of the casters choice for the same amount • if choosing to self heal double the amount • critical cast and modifiers apply to first round only |
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 |
Mithridatism | yes | 444 | Natural | Wild | Toxic | Fortification | 3 | 6 | Boon | instant | 4 | +10 Natural Resistance and may re-roll any failed Resistance to a poison, poison like effect, or disease • may consume to immediately remove 1 poison or poison effect |
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 |
Tame Beast | yes | 316 | Natural | Wild | Nature | Alteration | 4 | 11 | Channel | action (uninterrupted) | 12 | Brings a single beast, fey beast, bestkin, or anthromorph under the casters complete control for the duration of the channeling • 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 Staff of Eden | yes | 529 | Natural | Wild | Nature | Conjuration | 4 | 15 | Weapon | instant or action | self | Conjures the Staff of Eden, a large wooden staff made from a gnarled root and wreathed in an ever shifting array of verdant green light • inflicts 1d12 damage with a 20% stun and ward-off that can be used against an unlimited number of targets each round • also boosts the effectiveness of the wielders healings spells by 20% • when cast as quasi-sentient, caster still benefits from ward-off and healing boost if it remains within 1" of the caster |
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 |
Eden's Call | yes | 282 | Natural | Wild | Nature | Destruction | 4 | 8 | Amplify | instant | 12 | any Wild/Nature Destruction Power used on the target can be re-rolled as many times as the caster would like, however each re-roll reduces the damage by 10% • |
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 |
Splinter Swarm | yes | Natural | Wild | Nature | Destruction | 4 | 10 | Missile | action | 30 | Fires a small swarm of hardwood splinters at a single target, inflicting 2d10+6 physical damage (roll vs AC) • the individual projectiles are so small that even if armor saved the target still takes half-damage |
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 | |
Entangling Roots | yes | 285 | Natural | Wild | Nature | Devastation | 4 | 13 | Trap | action | 20 | Snares all targets in a 3" radius, inflicting 1d6 damage each round, until roots are broken • any damage over 6 will break the roots • after 2 rounds targets become Immobilized until roots are broken |
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 |
Seed of Eden | yes | 306 | Natural | Wild | Nature | Devastation | 4 | 10 | Bomb | instant | 12 | remains on target until it is healed in any way • inflicting the value of the heal as damage to all targets in a 2" radius, including the initial target |
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 |
Conjure Venomous Plant | yes | 388 | Natural | Wild | Toxic | Conjuration | 4 | 12 | Sentinel | action (uninterrupted) or 1 minute | 8 | conjures a large venomous plant at a fixed location • HP = 50 • AC/resists/modifiers = same as casters • can use 'Noxious Breath' but may start template up to 6" away |
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 |
Touch of the Viper | yes | 322 | Natural | Wild | Toxic | Destruction | 4 | 6 | Shock | action | melee | no initial dam but inflicts a 1d12+2 poison for up to 3 rounds, poison also has 25% (each round) chance of Immobilizing the target for 1 round | 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 |
Serpents Coil | yes | 450 | Natural | Wild | Toxic | Devastation | 4 | 16 | Blast | action | 24 | The caster tosses a mote of toxic magic that explodes into a swarm of coiling serpents • inflicts 2d12 damage worth of snake bites in a 1" radius • also inflicts Superior Bewildering Poison if any damage is taken • on subsequent turn effect spreads to 2" radius but bites do only 1d12 damage after which they disappear |
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 |
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Toxic Shield | yes | 323 | Natural | Wild | Toxic | Fortification | 4 | 10 | Shield | instant | 10 | creates a 1d12+10 natural damage shield that negates all Poison effects while active • the attack which destroys the shield inflicts the attacker with Complex Deadly Poison |
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 |
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Conjure Predator Plant | yes | 377 | Natural | Wild | Nature | Conjuration | 5 | 10 | Sentinel | action (uninterrupted) or 1 minute | 8 | conjures a large predator plant at a fixed location • HP = 50 • AC/resists/modifiers = same as casters • has instant Grapple ability & 4d10 bite attack, both with Reach 4" |
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 |
Seal of Transformation | yes | 519 | Natural | Wild | Nature | Destruction | 5 | 30 | Seal | 5 minutes per Tier | 3 | Anyone attempting to break or tamper with the seal will have the portion of their body nearest to the seal transform into a random animal body part, the effect is temporary but happens so rapidly it inflicts 5d6 damage • if the seal is broken the target is polymorphed (see Polymorph power for details) at -3 Natural Resistance per Tier nearest |
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 |
Birds of Prey | yes | 343 | Natural | Wild | Nature | Devastation | 5 | 22 | Multi | action | 24 | 1d12+8 damage, up to three separate targets | 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 |
Spore Cloud | yes | 384 | Natural | Wild | Nature | Fortification | 5 | 20 | Defense | instant | self | while active caster is surrounded by a cloud of deadly spores in a 1" radius • spores inflict 3d6 dam to enemies & cause any strike, shot, or faith power used by the caster to be 3d6 more effective • each time the caster is hit radius increases by 1 but decreases effects by 1d6 • dissipates after being hit 3 times |
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 |
Creeping Fumes | yes | 233 | Natural | Wild | Toxic | Alteration | 5 | 8 | Movement | instant + movement | 15 | The casters body is temporarily reduced to a toxic mist which quickly spreads along the ground in a 15" radius. The caster may use its movement to reappear undetected anywhere within 2" of the rear arc (including base contact) of an unpoisoned target within range. If used while in base contact does not count as disengaging from combat. | 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 |
The Fangs of Serpentis | yes | 529 | Natural | Wild | Toxic | Conjuration | 5 | 19 | Weapon | instant or action | self | Conjures the Fangs of Serpentis, a pair of viciously curved knives that permanently drip with the venom of the Primal demi-god Serpentis • inflicts 1d8+2 damage, Stealthy +3, Thrown +2 • inflicts poison effects that cause 1d8+2 damage per round and prevent the use of any special abilities unless first passing an Initiative test • poison effects last up to 6 rounds and are reset each time a target is wounded by the Fangs of Serpentis |
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 |
Stinger | yes | 385 | Natural | Wild | Toxic | Destruction | 5 | 14 | Missile | action | 30 | A large venomous stigner is hurled at the target, dealing 2d12 physical damage and inflicting a 1d12/round natural damage poison for up to 3 rounds. | 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 |
Gorgon's Mane | yes | 384 | Natural | Wild | Toxic | Fortification | 5 | 14 | Defense | instant | self | While active the casters hair becomes a writhing mass of poisonous snakes. When the caster is attacked by any target within 1" the snakes counter attack 3 times with +10 to hit vs AC, inflicting 1d6 damage per attack where each poison carries a different type of poison: • first snake carries complex deadly poison • second snake carries complex bewildering poison • third snake carries complex languishing poison • Gorgon's Mane dissipates after being attacked hit 4 times or if dispelled |
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 |
Polymorph | yes | 440 | Natural | Wild | Nature | Alteration | 6 | 30 | Transmute | action | 8 | transforms target into any animal up to 1 size larger or 3 sizes smaller than the target, permanently taking on all its form, characteristics & instincts, but retaining targets current HP • can only use attacks/abilities as per the animal • lasts until dispelled, cancelled by caster, or target/caster dies |
Transmute alters the physical form and/or properties of the target, granting various effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Overgrowth | yes | 422 | Natural | Wild | Nature | Conjuration | 6 | 12 | Obstacle | action | 12 | creates an area of dense overgrowth, with an area of 1 square inch per lvl (i.e. 3"x2" would required level 6), oriented however the caster sees fit • anyone inside that area has their movement reduce by 1/4 and may break LoS by crouching down • if overgrowth is conjured on a surface that does not support organic growth (i.e. solid stone) the duration is only 2 rounds or 10 minutes out of combat |
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 |
Bestial Strike | yes | 428 | Natural | Wild | Nature | Destruction | 6 | 10 | Strike | action | melee | +2d10+10 damage • if using a Weapon with the Dual Wield effect (i.e. Hand Weapons) you may cast Bestial Strike again to use it as an off-hand attack in the same round |
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 |
Bloat Toads | yes | 450 | Natural | Wild | Nature | Devastation | 6 | 18 | Blast | action | 24 | the caster tosses a handful of bloated toads at the target, which explode on contact for 2d12+2d6+4 damage in a 1.5" radius • the toads do not survive and thus automatically grants 1d3 "Cycle of Life" stacks |
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 |
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Wild Tenacity | yes | 444 | Natural | Wild | Nature | Fortification | 6 | 6 | Boon | instant | 4 | +3 Resolve (max20) and may re-roll any Resolve test • may consume to immediately negate any CC effect |
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 |
Mortal Toxin | yes | 466 | Natural | Wild | Toxic | Destruction | 6 | 1.5x Targets Threat Rating | Death | action | 3 | cast on any target currently under the effects of a multi-round poison, if the poison is not cured before reaching the end of its duration the target dies | 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 |
Primal Recall | yes | 494 | Natural | Wild | Nature | Alteration | 7 | 20 per 1" radius | Portal | action | self | Creates a field of wild magic around the caster that teleports any living matter (and any non-living matter it carries) within the radius to a unoccupied location that the caster can visualize in their mind, provided it invokes some sense of home or origin • If the caster is not specific enough with the location it will default to the place of their birth • Casters can predesignate "home" locations by setting up symbolic markers such as a monoliths, cairns, engraved trees, etc... |
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 |
Ancient Treant | yes | 495 | Natural | Wild | Nature | 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 | |
Sever Life | yes | 466 | Natural | Wild | Nature | Destruction | 7 | 2x Targets Threat Rating | Death | action | 3 | instantly kills any target possessing true or artificial life force | 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 |
Saurian Stampede | yes | 496 | Natural | Wild | Nature | Devastation | 7 | Ultimate | action | battlefield | UNDER DEVELOPMENT | Ultimate Always Tier 7 • battlefield wide AoE damage (with an upper limit) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Soul of the Forest | yes | 497 | Natural | Wild | Nature | 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 | |
Natures Rebellion | yes | 502 | Natural | Wild | Nature | None | 8 | unknown | Legendary | action | Unknown | Causes all wildlife in a given area to go on a mad rampage attacking all humanoid lifeforms | 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 |