School of Magic | Common |
Domain | Arcane |
Polarity | Balance |
Origins | The Realm of Wonders |
Associated Colors | Purple, Violet, Amethyst |
Associated Materials | Amethyst, Unicorn Horn |
Crafting/Enchainting Material | Manastone |
School of Powers | Mana |
Academic Name | Arcanamancy |
Traditional Name | Lore of Wonder |
School of Powers, Volatile | Null |
Academic Name | Antimancy |
Traditional Name | Lore of Nullification |
Lore coming soon…
Passive Effects
Passive Effects for Common Magic are unique to each School of Powers:
Mana Power Passives
Applies to Manna powers only NOT Null Powers
Arcane Capacitance
- All Tier2 and higher powers add a stack of Arcane Capacitance when successfully cast
- The stack can be consumed (as an instant) at any time to add +1dam/+2hit per stack to the next power
Null Power Passives
Volatile Powers
- All Null Powers are considered Volatile Powers
Acclimation
Null powers accumulate negative spirit energy with every cast, becoming less and less effective.
For each Volatile Null energy stack:
- increase base Miscast chance by +5%
- apply -5 to hit modifier
- increase Spirit cost of all powers by 1
Mana & Null 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Arcane Innervation | yes | 16 | Arcane | Common | Mana | Alteration | 1 | 10% of max | Modify | instant | 15 | restores 10% of the casters max Spirit to a single target (can be self cast) • this effect occurs once per round per Tier of the caster |
Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Dispel Magic | yes | 29 | Arcane | Common | Mana | Alteration | 1 | 1/Tier against | Dispel | instant or action | 15 | dispel one known magic effect • use resistance equal to 10x the Tier of the caster of the effect • can also be used to 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, Assassin, Runeweaver |
Arcane Blink | yes | 81 | Arcane | Common | Mana | Alteration | 2 | 2 | Movement | instant | 15 | immediately move 4" in straight line • ignoring any obstacles in your way • 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, Assassin, Runeweaver |
Mind Trap | yes | 219 | Arcane | Common | Mana | Alteration | 3 | 4 | Control | action | 15 | Creates an unsolvable puzzle or riddle in a single targets mind, effectively trapping them in their own thoughts • use Mental Resistance instead of Arcane Resistance • target is Immobilized for 1d6 rounds or until passing an intellect test (2nd & subsequent rounds only) • damage of any kind breaks the effect |
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, Assassin, Runeweaver |
Resize | yes | 223 | Arcane | Common | Mana | Alteration | 2 | 10 | Transmute | action | 8 | Can shrink or grow the size of a single target (creature, weapon, armor piece, or item) that is corporeal and non magical, and either inorganic or non-living. If the target is somehow capable of moving on its own, any significant movement cancels the effect. Otherwise, the effects are permanent unless dispelled or a command phrase is given. Traces of the magic remain permanently detectable while resized. The target cannot shrink or grow if there is restricted space to do so (i.e. cannot shrink a helm to crush a skull or grow a foundation stone to burst a damn), this includes returning to it original size (i.e if resizing an immobilized zombie, placing it in a sealed box, then allowing movement, it would not return to its original size unless removed from from the box). • Tier 2: shrink or grow by 1 size • Tier 3: shrink or grow by up to 2 sizes • Tier 4: shrink or grow by up to 3 sizes |
Transmute alters the physical form and/or properties of the target, granting various effects |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Mana Rain | yes | 268 | Arcane | Common | Mana | Alteration | 3 | 10 | Channel | action (uninterrupted) | 12 | The caster causes a spiritual rain to fall within a large cylindrical area of effect in a 4" 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 • all targets (friend or foe) receive 3d6 Spirit at the end of their turn, provided they end their turn at least partially covered by the area of effect • outside of combat, must be channeled in 1 hour increments |
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, Assassin, Runeweaver |
Ley Lines | yes | 511 | Arcane | Common | Mana | Alteration | 4 | 10 | Reveal | instant | 15 | reveals the presence of any spiritual ley lines that may exist nearby (15" radius around caster) for 1 hour per Tier of the Caster • ley lines are aligned with a single Domain (i.e. Arcane, Elemental, or Natural) • caster may choose to illuminate them for everyone, or only for themselves • while standing within a ley line casters gain +5 spell damage and powers cost 25% less, within the corresponding Domain |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Draining Hex | yes | 355 | Arcane | Common | Mana | Alteration | 5 | 6 | Hex | instant | 12 | Doubles the cost of any skill or power. For skills or powers that do not have a cost or for creatures that don't consume resources to use skills or powers, instead restricts the use of those skills to either an instant or an action only. • consuming the hex causes the target to immediately gain 2 stacks of Exhaustion |
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 |
|
Mana Field | yes | 420 | Arcane | Common | Mana | Alteration | 5 | 15 | Environment | action | 15 | saturates a 15" radius area with mana • ALL spirit powers within that area cost half as much to cast (friend or foe) |
Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Wondrous Portal | yes | 475 | Arcane | Common | Mana | Alteration | 6 | 20 per 1" radius | Portal | action | 3 | In its simplest form a Wondrous Portal is a temporary two-way portal between any unoccupied space within 15 feet of the casters physical location and a second unoccupied location that they can picture in their mind. Once opened, anything can pass through it however the portal only remains open if the caster maintains conscious concentration and closes once the caster passes through it or decides to end the spell. If a wondrous portal is connected to a physical gateway, door, or other such object on each end it establishes a reusable portal called a waygate. Provided the waygates remain intact, this connection is permanent and can be activated by anyone with knowledge of it after paying the appropriate spirit cost. • If three or more Waygates are connected together into a network, it creates a pocket dimension of interconnected paths known as a waypath. In theory an infinite number of waygates may be connected in this manner however the more connected waygates there are to a waypath, the larger the theoretical space of the waypath becomes. Complex waypath systems can develop ecosystems unto themselves, but the number of connections grow they become increasingly perilous to maintain and navigate. Complex waypaths often include a system of dials, switches, gems, or runes to assist in navigation. |
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, Assassin, Runeweaver |
Arcane Shackles | yes | 17 | Arcane | Common | Mana | Conjuration | 1 | 2/tier | Binding | action | 10 | targets are immobilized and/or silenced and/or snared • any damage breaks the shackles, except for Shock type powers which can be cast against shackled targets up to 15" away |
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, Assassin, Runeweaver |
Conjure Food | yes | 21 | Arcane | Common | Mana | Conjuration | 1 | 1/Tier | Utility | instant | 25 | creates up to 4 servings of food: • T1: equivalent to trail rations • T3: equivalent to fresh/cooked food • T5: equivalent to a feast |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Mirror Image | yes | 51 | Arcane | Common | Mana | Conjuration | 1 | 3/Tier | Illusion | instant | 12 | Creates 1 per Tier exact replicas of the caster anywhere in range, that casts illusionary versions of all the same powers at the same targets as the true caster • these powers do not cause damage or effects of any kind, however they may confuse the target into attempting to defend against them (i.e. Block an LoS power with a shield, consume a ward, etc...) • enemies will also be confused as to which is the real caster and may target the wrong one • the mirror image has no physical form and any attacks against it cause it to disappear. |
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, Assassin, Runeweaver |
Conjure Magic Hand | yes | 301 | Arcane | Common | Mana | Conjuration | 1 | T1: 2, T2: 5, T3: 8 | Minion | action (uninterrupted) or 1 minute | 6 | Conjures a translucent violet hand that acts as a minion under the complete control of the caster. The magic hand typically follows the caster around but can be ordered to move up to 6" at a time. If the caster unwillingly loses control of the magic hand or if it ever moves more than 6" away from the caster, it immediately disappears. The magic hand is roughly the same size as the casters hand and can be used to complete simple tasks that a normal hand could, such as open a door, administer a potion, or stow/retrieve/carry items. The hand has no HP and cannot be targetted in the conventional sense. Where necessary, use the casters agility stat. • At Tier 1: the hand cannot attack in any way and may only carry up to Medium items • At Tier 2: the hand can make a simple unarmed attack that inflicts 1 physical and 1 arcane damage, as well as carry up to Medium items • At Tier 3: the hand can attack with a weapon (using the casters combat modifiers) or use Focus based Fist attacks as per its caster, as well as carry up to Large items |
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, Assassin, Runeweaver |
Conjure Brownie | yes | 90 | Arcane | Common | Mana | Conjuration | 2 | 3x Creatures Threat Rating | Familiar | 10 minutes | 3 | Summons a Brownie from the Realm of Wonders to act as the caster's familiar (see CoC: Brownie) | 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, Assassin, Runeweaver |
Conjure Arcane Watchdog | yes | 397 | Arcane | Common | Mana | Conjuration | 2 | 6 | Sentinel | action (uninterrupted) or 1 minute | 8 | Conjures a magical watchdog that is immune to all forms of damage and CC. The watchdog will remain at the location it was conjured until the caster ends the spell, moves more than 20" away, or until dispelled. The watchdog will sound an alarm if any creature/being of size small or larger approaches within 2" per Tier. Creatures/beings within the radius when the watchdog is first conjured are ignored. The watchdog is treated as invisible to all except the caster, and will attack any target within 1" that is hostile to the caster with a bite attack that inflicts 1d8 arcane damage. | 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, Assassin, Runeweaver |
Spirit Well | yes | Arcane | Common | Mana | Conjuration | 2 | 6 | Totem | instant | 8 | radius 3" • any target (friend or foe) gains +1d6 Spirit/round while in that area • if used outside of battle regenerates 6d6 spirit split among as many targets as drink from it |
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, Assassin, Runeweaver | |
Vorpal Blade | yes | 530 | Arcane | Common | Mana | Conjuration | 3 | 11 | Weapon | instant or action | self | Conjures the Vorpal Blade, a one-handed sword like weapon with an infinitely sharp edge that is capable of cutting through any non-magical material • treat the Vorpal blade as a large sword that ignores all non-magical armor and any successful blocks or parries made against it immediately break the weapon or shield used • the blade inflicts 1d10+1d4 damage and has Parry (+2), which if successful likewise breaks the weapon it parried • scoring a critical hit instantly kills the target (i.e. decapitation or cutting in half) if it is not more than 1 size larger |
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, Assassin, Runeweaver |
Wall of Wonders | yes | 390 | Arcane | Common | Mana | Conjuration | 5 | 11 | Obstacle | action | 12 | creates a wall of swirling colors and shapes (but no physical form) that is 2" high and 1" wide in a straight line oriented in any direction • blocks LoS but does not provide cover • 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 • any sentient target that attempts to pass through it but fails an Arcane resist immediately halts their movement and loses the remainder of their turn • affected targets will remain trapped within the Wall of Wonders until passing an intellect test (taken at the start of each of their turns) • for every subsequent round affected targets gain +3 Advantage on their stat test • once passing an intellect test targets become immune to its effects for the remainder of the battle • trapped targets that take damage while inside the wall are immediately freed of its effects |
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, Assassin, Runeweaver |
Genie Supremus | yes | 491 | Arcane | Common | Mana | 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, Assassin, Runeweaver | |
Magic Missile | yes | 46 | Arcane | Common | Mana | Destruction | 1 | 1/lvl | Missile | action | 30 | Fires a single arcane projectile, dealing 1d4 arcane dam per lvl (max level 5) | 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 |
Mana Scythe | yes | 49 | Arcane | Common | Mana | Destruction | 1 | 2 | Strike | action | melee | +1d6 damage • generates 1d6 spirit back to caster |
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, Assassin, Runeweaver |
Arcane Grasp | yes | 83 | Arcane | Common | Mana | Destruction | 2 | 4 | Shock | action | melee | 3d6 damage | 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, Assassin, Runeweaver |
Spirit Drain | yes | 150 | Arcane | Common | Mana | Destruction | 2 | 4 | DOT | instant | 20 | 1d6 damage, if the target uses Spirit powers inflicts +2 damage • The caster gains spirit in an amount equal to the damage dealt and if the target uses spirit to cast its spirit powers, loses that much spirit. |
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, Assassin, Runeweaver |
Amplification | yes | 176 | Arcane | Common | Mana | Destruction | 3 | 9 | Amplify | instant | 12 | any non-critical cast common/mana based damage inflicted on the target by the casters destruction powers is increased by 50% for the remainder of the battle or until dispelled or target knocked unconscious | 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, Assassin, Runeweaver |
Arcane Barrage | yes | 264 | Arcane | Common | Mana | Destruction | 4 | 11 | Shot | action | 24 | A barrage of arcane magic assaults a single target, drawing additional power from nearby magic users. Inflicts 2d8+8 dam +1d6 dam for each spirit user within 8" (up to 1/Tier, target and caster not included) that contributes 2 spirit (can roll vs resist to force them to contribute spirit) | 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, Assassin, Runeweaver |
Arcane Burst | yes | 341 | Arcane | Common | Mana | Destruction | 5 | 14 | Burst | action | 12 | 5d10 dam • +10% damage against targets that are spirit users |
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, Assassin, Runeweaver |
Seal of Binding | yes | 516 | Arcane | Common | Mana | Destruction | 5 | 23 | Seal | 5 minutes per Tier | 3 | Anyone attempting to break or tamper with the seal will cause it to glow with intense violet light, inflicting 5d6 Arcane damage • whoever breaks the seal is immediately bound in bands of arcane energy, indefinitely and completely immobilizing them until dispelled or the effect is ended using the same command as the seal itself • any failed attempt to free the bound target will inflict 5d6 damage (including the target itself struggling to free itself) |
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, Assassin, Runeweaver |
Imbue Leaching | yes | 435 | Arcane | Common | Mana | Destruction | 6 | 10 | Imbue | instant | 4 | 100% of the damage inflicted is converted into Spirit for the caster | 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, Assassin, Runeweaver |
Mind Melt | yes | Arcane | Common | Mana | Destruction | 7 | 1.5x Targets Threat Rating | Death | action | 3 | assaults the targets mind with ever increasing layers of unimaginable wonders, reducing the targets intellect by 5 per round • if intellect drops below zero the target's brain completely melts and ceases to be able to keep the body alive, resulting in death • can be dispelled or caster may choose to end the effect at anytime, but any intellect lost is permanent |
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, Assassin, Runeweaver | |
Mana Bomb | yes | 48 | Arcane | Common | Mana | Devastation | 1 | 4 | Bomb | instant | 12 | remains on the target and stacks mana energy, gaining 1 stack each subsequent time the target is hit by any mana power • magic missile grants 1 stack per level and arcane darts grants 1 stack per dart • immediately upon reaching 5 stacks the bomb explodes dealing 1d10 damage in 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, Assassin, Runeweaver |
Arcane Darts | yes | 82 | Arcane | Common | Mana | Devastation | 2 | 1.5/lvl | Multi | action | 24 | creates 1 arcane dart per level of the caster (up to a maximum of 5), caster chooses to fire them at targets as they see with each dart inflicting 1d4+1 damage • may choose to assign more than one dart to a target |
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, Assassin, Runeweaver |
Cone of Force | yes | 100 | Arcane | Common | Mana | Devastation | 2 | 4 | Cone | action | Cone Template | 1d4+2 damage, pushes affected targets to the nearest edge of the template | 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, Assassin, Runeweaver |
Mana Beam | yes | 217 | Arcane | Common | Mana | Devastation | 3 | 4/tier | Beam | action | 8 | 1d8+1d6 dam, can bounce to additional targets if w/in 8" of initial target & w/in 270°arc of where beam hits previous target, max 1 target/Tier, separate hit roll for each target, only 1st target takes bonus spell 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, Assassin, Runeweaver |
Arcane Eruption | yes | 265 | Arcane | Common | Mana | Devastation | 4 | 10 | Trap | action | 20 | 3" radius, 3d8 damage • 10% chance per tier that any targets that are spirit users are stunned 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, Assassin, Runeweaver |
Mana Blast | yes | 300 | Arcane | Common | Mana | Devastation | 4 | 14 | Blast | action | 24 | A mote of condensed mana is launched from the caster and upon reaching its target point it explodes for 3d10+2 damage in a 1.5" radius around the target point | 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, Assassin, Runeweaver |
Mana Fever | yes | 513 | Arcane | Common | Mana | Devastation | 4 | 12 | Plague | action | 20 | inflicts 1d8+2 damage and burns 2x that much spirit from the target • damage and effects only apply to targets that have or use spirit, but can be spread by other targets • If the target does not consume Spirit to cast in the conventional way, it must instead pass an Intellect test in order to cast any spirit powers while under the effects of Mana Fever. |
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, Assassin, Runeweaver |
Arcane Torrent | yes | 342 | Arcane | Common | Mana | Devastation | 5 | 33 | Storm | action | 15 | 4.5" radius • 3d10 damage |
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, Assassin, Runeweaver |
Mana Vortex | yes | 419 | Arcane | Common | Mana | Devastation | 6 | 16 | Nova | action | 2 | 3d12 damage • +3 damage per spirit user within a 2" radius (including the caster), where this bonus damage is applied to each target NOT divided between them |
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, Assassin, Runeweaver |
Spirit Explosion | yes | 468 | Arcane | Common | Mana | Devastation | 7 | 40 | Ultimate | action | battlefield | All targets take damage equal to their casters + targets current spirit points, draining spirit to zero, 50% chance will also affect caster | Ultimate Always Tier 7 • battlefield wide AoE damage (with an upper limit) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Damage Shield | yes | 26 | Arcane | Common | Mana | Fortification | 1 | 2 +2/Tier | Shield | instant | 10 | creates a 1d8 physical damage shield, +2/Tier • no additional effects when shield breaks |
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, Assassin, Runeweaver |
Magical Convergeance | yes | 47 | Arcane | Common | Mana | Fortification | 1 | 3 | Empower | instant | self | while buff is active, gain +1 to cast or +1 spell power for every additional spirit spent when casting a spell (up to a max +10) • bonus spell power is included in crits and is distributed at will if there are multiple targets • consume to have your next power auto cast (no casting roll required) |
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, Assassin, Runeweaver |
Arcane Knowledge | yes | 84 | Arcane | Common | Mana | Fortification | 2 | 2/Tier | Boon | instant | 4 | +5 Spirit/Tier of caster, consume to give all targets w/in 6" 5 Spirit/Tier | 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, Assassin, Runeweaver |
Arcane Mending | yes | 85 | Arcane | Common | Mana | Fortification | 2 | 2/Tier | Healing | action | 15 | All targets in a 1" radius receive 1d6+1 healing per Tier | 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, Assassin, Runeweaver |
Mage Armor | yes | 132 | Arcane | Common | Mana | Fortification | 2 | 12 | Armor | instant | self | while active gain +5 Armor and +5 to all Arcane, Elemental, and Natural Resistances. • After a successful armor save or resist gain +1d6 spirit |
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, Assassin, Runeweaver |
Arcane Ward | yes | 177 | Arcane | Common | Mana | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target has +10 Arcane Resistance • when consumed the ward grants +50 Arcane Resistance, increases to +60 if resisting Common Arcane 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, Assassin, Runeweaver |
Force Field | yes | Arcane | Common | Mana | Fortification | 3 | 4/Tier | Shell | action | self | creates a 1d8HP/tier shield vs. all damage types • includes 25% absorption vs. NON-physical damage |
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, Assassin, Runeweaver | |
Breath of Mana | yes | 270 | Arcane | Common | Mana | Fortification | 4 | 4 | Synergy | instant | 4 | for every Fury, Vigor, or Stealth resource spent/lost on an ability, add that much to all resistances until using another Fury/Vigor/Stealth ability • taking spirit/faith damage consumes the effect but returns the bonus resistance back as Vigor, Fury, or Stealth |
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, Assassin, Runeweaver |
Spirit Pulse | yes | 436 | Arcane | Common | Mana | Fortification | 6 | 12 | Defense | instant | self | while active all incoming damage is reduced by 25% • after reducing damage in this manner 10 times, the sum total of all damage reduced is inflicted upon all targets with 2" of the caster |
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, Assassin, Runeweaver |
Wondrous Avatar | yes | 474 | Arcane | Common | Mana | 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, Assassin, Runeweaver | |
Grant Wish | yes | Arcane | Common | Mana | None | 8 | unknown | Legendary | action | unknown | Grant a targets wish, whatever it might be • only restrictions are that you can't wish for more wishes, can't make someone truly fall in love (though could be charmed or infatuated), can't raise the dead |
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, Assassin, Runeweaver | |
Dissolution | yes | 223 | Arcane | Common | Null | Alteration | 2 | 1 per piece | Transmute | instant | 8 | Can target any amount of a single type of raw enchanting components that the caster is aware of (i.e. everice, stardust, etc...). This pulls the spiritual energy out of the component, generating 1d6 loose spirit energy (per piece) in a 3" radius around the component based in the associated domain (i.e. Everice is transmuted into loose Elemental spirit) which can then be freely claimed as spirit points by anyone within the area of effect. If there is more than one target, friend or foe, that wishes to claim the loose spirit the winner of an initiative stat roll-off claims it. This process renders the components inert, worthless, or otherwise mundane (i.e. crumbles to dust, or melts away). • At Tier4 this can used in combination with a dispel to disenchant a weapon, armor, or item to capture loose spirit from the components that would have been used for that enchant. |
Transmute alters the physical form and/or properties of the target, granting various effects |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Counterspell | yes | Arcane | Common | Null | Alteration | 2 | 1 +1/Tier against | Counter | reaction | 12 | When an enemy caster has announced what spirit power they are casting (but before rolling to cast), as a reaction, attempt to magically disrupt their spell casting. • Interrupts the targets spell casting but refunds its costs |
Counter When a target casts a spell, use reaction to interrupt, cancel, counter, redirect or reflect it. The enemy caster gains bonus resistance to the effect equal to 5x thier max Tier of power. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Dampen Magic | yes | 355 | Arcane | Common | Null | Alteration | 3 | 6 | Hex | instant | 12 | Reduces the damage, duration, or effects by half for any spell cast by the hexxed target. Only one of these three properties can be reduced by half, in priority order as listed. • Consuming the hex prevents spell casting for 2 rounds. |
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 |
|
Banish | yes | 268 | Arcane | Common | Null | Alteration | 4 | 13 | Channel | action (uninterrupted) | 12 | Banishes a single creature or creation that is ethereal, primarily spirit in form, or otherwise strongly influenced by magic • while banished it is considered silenced, immobilized and only barely visible to natural senses • remains banished for the duration of the channeling and for 1d4 rounds after the channeling ends, but can resist each round after • if used outside of combat must be channelled in 1 hour increments, and remains active for 1 hour after the last channeling |
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, Assassin, Runeweaver |
Mass Dispel | yes | 420 | Arcane | Common | Null | Alteration | 6 | 5/lvl against | Environment | action | 15 | dispel all known magic effects within 15" of the caster • use resistance equal to 10x the Tier of the caster of each effect potentially being dispelled • can also be used to dispel/shatter any spirit based enchants/craftings within range |
Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Null Image | yes | 51 | Arcane | Common | Null | Conjuration | 2 | 4/Tier | Illusion | instant | 12 | Creates 1 per Tier exact replicas of the caster anywhere in range, that casts illusionary versions of all the same powers at the same targets as the true caster • these powers do not cause damage or effects of any kind, however they may confuse the target into attempting to defend against them (i.e. Block an LoS power with a shield, consume a ward, etc...) • enemies will also be confused as to which is the real caster and may target the wrong one • the mirror image has no physical form and any attacks against it cause it to disappear • if those attacks are magical 50% of the damage that they would cause is converted into Spirit for the owner of the Null Image and if failing an unmodified Arcane resist the attacker is silenced. |
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, Assassin, Runeweaver |
Aegis of the First Wardens | yes | 530 | Arcane | Common | Null | Conjuration | 2 | 4 +1/Tier | Weapon | instant or action | self | Conjures the Aegis of the First Wardens, a wrist mounted shield-like fan of steel with glowing violet runes that is said to have been wielded by the first Mage Wardens following the foundation of the laws of magic. • Does not require shield proficiency to wield, but only battlemages may use it offensively, with a Shield Blow dealing a 1d6+2 damage with a 10% stun chance • grants a Block (+2) +1/Tier of Caster that can also be used against ANY spell targeting the wielder/caster • does not take up the off-hand slot like a conventional shield, unless used offensively as a Shield Blow |
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, Assassin, Runeweaver |
Spelleater Totem | yes | 234 | Arcane | Common | Null | Conjuration | 3 | 11 | Totem | instant | 8 | Radius 3" • while active totem has 1d6 charges • spell eater charges can be used to nullify the effects of spirit powers cast within the totem's radius or one passing through it (Except for those used by the caster) • where 1 charge nullifies 1 Tier of power (i.e. a 6 charge Spell Eater totem could nullify 1 Tier6 power, 2 Tier 3 powers, 6 Tier 1 powers, etc...) • once all charges are consumed the totem despawns |
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, Assassin, Runeweaver |
Conjure Mana Wraith | yes | 301 | Arcane | Common | Null | Conjuration | 4 | 3x Creatures Threat Rating | Minion | action (uninterrupted) or 1 minute | 6 | Summon 1 Mana Wraith (see https://realmofstrife.com/codex-of-creation/second-creation/denizens/ ) | 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, Assassin, Runeweaver |
Conjure Arcane Construct | yes | 397 | Arcane | Common | Null | Conjuration | 6 | 35 | Sentinel | action (uninterrupted) or 1 minute | 8 | Conjures a four piece stationary construct that is completely immune to any spirit based damage but has 0 AC. Each time the construct takes 10 or more damage it loses one piece at random (unless targeted by a Precision Attack). The construct despawns when all four pieces are destroyed. Each round the Arcane Construct can use all of the following attacks, provided that piece has not been destroyed: • Head: Mana Blast • Arms: (one attack each), where attacks count as Arcane Grasp with reach 2 • Torso: Power Nova (torso), |
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, Assassin, Runeweaver |
Disruption Bolt | yes | 46 | Arcane | Common | Null | Destruction | 2 | 2.5 per Tier | Missile | action | 30 | Fires an arcane projectile that increases the miscast chance by 5% per Tier for any spirit or faith power cast by that target on their next turn. • Deals 4 arcane damage plus 1d6 per Tier. |
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 |
Null Strike | yes | 49 | Arcane | Common | Null | Destruction | 2 | 3 | Strike | action | melee | +1d8 damage • Silences the target for 1 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, Assassin, Runeweaver |
Spirit Burn | yes | 150 | Arcane | Common | Null | Destruction | 2 | 6 | DOT | instant | 20 | 1d6+2 damage, if the target uses Spirit powers the damage is doubled and they lose spirit in an amount equal to the damage dealt. • If the target does not consume Spirit to cast in the conventional way, it must instead pass an Intellect test in order to cast any spirit powers while under the effects of Spirit Burn. |
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, Assassin, Runeweaver |
Spirit Seeker | yes | 264 | Arcane | Common | Null | Destruction | 3 | 12 | Shot | action | 24 | Launches a swirling mass of null magic that deals 2d8+1d6+6 damage to a single target • if the target is is a Spirit users gains combined bonus of +5 to cast and +1d8 damage per max Tier of the Target |
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, Assassin, Runeweaver |
Imbue Dispel | yes | 435 | Arcane | Common | Null | Destruction | 3 | 3 | Imbue | instant | 4 | If hitting, the target has one random magical effect potentially dispelled, using the same hit roll as the weapon attack but with casting modifiers against a resistance equal to 10x the Tier of the caster of the effect being dispelled. • If dispelling a shield or other similar effect, this occurs before damage is dealt. • This cannot be used to dispel/shatter enchants/craftings. |
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, Assassin, Runeweaver |
Rend Spirit | yes | 465 | Arcane | Common | Null | Destruction | 7 | 2x Targets Threat Rating | Death | action | 3 | Forcibly and permanently rips all spirit and spirit powers from a target, typically resulting in instantaneous death • no effect on targets that do not have or use spirit |
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, Assassin, Runeweaver |
Spirit Acclimator | yes | 48 | Arcane | Common | Null | Devastation | 2 | 6 | Bomb | instant | 12 | remains on the target and adds one stack of Acclimation every time the target attempts to cast a spirit power or is hit by a Null power • target also gains a stack of Acclimation each time the caster does including from initial cast) • immediately upon reaching 4 stacks the bomb explodes dealing 1d12 damage in a 2" radius with a 15% chance to Silence for 1 round |
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, Assassin, Runeweaver |
Cone of Dissonance | yes | 100 | Arcane | Common | Null | Devastation | 2 | 6 | Cone | action | Cone Template | 1d4+4 damage, on targets next turn if they attempt to cast any power or use any primary or secondary skill they will take this damage a second time • unless recently affected by dissonance targets will typically not be aware of this until it's too late (GMs could force a Wisdom test if required) |
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, Assassin, Runeweaver |
Volatile Halo | yes | 419 | Arcane | Common | Null | Devastation | 4 | 11 | Nova | action | 2 | deals 1d10+1d8+6 damage and leaves a residual halo of anti-magic energy around the caster until the start of their next turn. Any LoS spirit power cast through the halo in either direction has -10 to cast per volatile (Acclimation) stack currently on the caster with the halo, after which 1d3 volatile stacks immediately drop off. | 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, Assassin, Runeweaver |
Spell Plague | yes | 513 | Arcane | Common | Null | Devastation | 5 | 30 | Plague | action | 20 | inflicts 1d8+5 damage and in addition to the normal methods of transmission, also deals X damage and spreads to any target within X" each time an infected target casts a spell of any kind, where X equal the Tier of the power they cast. • Affected targets also suffer +25% miscast Chance with any power from the Arcane Domain. |
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, Assassin, Runeweaver |
Nullifying Shield | yes | 136 | Arcane | Common | Null | Fortification | 2 | 2 +2/Tier | Shield | instant | 10 | creates a 1d8 (all) spirit damage shield, +2/Tier • the attack which destroys the shield causes a Nullifying effect on the attacker which prevents them from casting Spirit powers on 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, Assassin, Runeweaver |
Spell Deflection | yes | 436 | Arcane | Common | Null | Fortification | 2 | 4 per Tier | Defense | instant | self | While active the caster may choose to use a reaction to attempt to deflect any spell that directly targets them. Must make an Intellect stat roll-off against the casting opponent, where a failure causes the spell to proceed as normal, while a tie or winning causes the spell to deflect in a random direction. • Winning by greater than 5 reflects the spell back at the opponent. • The Spell Deflection effect can be attempted up to three times before is removed. • Cannot deflect a spell that is cast at a higher Tier than the Tier that the Spell Deflection was cast at |
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, Assassin, Runeweaver |
Nullifying Ward | yes | 221 | Arcane | Common | Null | Fortification | 3 | 6 | Ward | instant | 8 | no direct effects while ward is active but when consumed, the ward completely negates a single Spirit power | 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, Assassin, Runeweaver |
Armor of the Wardens | yes | 132 | Arcane | Common | Null | Fortification | 4 | 14 | Armor | instant | self | while active gain +2 Armor per Tier and +2 to all Arcane, Elemental, and Natural Resistances per Tier. • After a successful armor save, self casts a free Damage Shield at the casters current Tier. • After a successful magic resist, prevents the attacker from using that power on their next turn 1 round. • after three armor saves or resists the Armor of the Wardens is destroyed, restoring 2d6 Spirit |
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, Assassin, Runeweaver |
Mage Prison | yes | 340 | Arcane | Common | Null | Fortification | 5 | 4/Tier | Shell | action | self | creates an impenetrable arcane cage around around the caster with 1d8HP/tier (vs. all damage types) • while within the Mage Prison, targets cannot use spirit powers (including the caster) |
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, Assassin, Runeweaver |
Null Zone | yes | 504 | Arcane | Common | Null | None | 8 | unknown | Legendary | action | unknown | All spirit based abilities within a given area are nullified and rendered completely useless | 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, Assassin, Runeweaver |