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…
Contents
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 Critical Fail 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 Critical Failure 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 | 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 | |
Arcane Shackles | yes | 17 | Arcane | 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 | 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 | |
Damage Shield | yes | 26 | Arcane | Mana | Fortification | 1 | 2 +2/Tier | Shield | instant | 10 | creates a 1d8 physical damage shield, +2/Tier • no additional effects when shield breaks |
Shield single target • self-cast or on individual party members • blocks out damage • can critically hit, making shields twice as strong • 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 | |
Dispel Magic | yes | 29 | Arcane | Mana | Alteration | 1 | 0.5/lvl against | Dispel | instant or action | 15 | dispel 1 known spirit effect • use resistance equal to level*4 of the caster of the effect • can also be used to dispel/shatter 1 spirit based enchant/crafting |
Dispel action OR can be used as an instant for double the Spirit cost |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Magic Missile | yes | 46 | Arcane | Mana | Destruction | 1 | 1/lvl | Missile | action | 30 | fires a single arcane projectile, dealing 1d4 dam per lvl (max level 5) | Missile magical projectile based power that typically has solid form • requires LOS • cannot cast on targets in base contact with the caster, target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Magical Convergeance | yes | 47 | Arcane | Mana | Fortification | 1 | 3 | Empower | instant | self | while buff is active, gain +1 cast, damage or healing for every additional spirit spent (max +10) • distribute modifier at will if there are multiple targets • consume to have your next power auto cast (no casting roll required) |
Empower self cast only buff • 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 | |
Spirit Acclimator | yes | 48 | Arcane | Null | Devastation | 1 | 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 9including from initial cast) • immeditately 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 with no immediate or direct effects (though it can be dispelled) but triggers after certain conditions are met or a certain duration is reached • requires LOS for initial target • casting roll is delayed until the bomb is triggered • once bomb has been triggered use a single casting roll 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 | |
Mana Bomb | yes | 48 | Arcane | 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 • immeditately upon reaching 5 stacks the bomb explodes dealing 1d10 damage in 2" radius |
Bomb Applied to a single target with no immediate or direct effects (though it can be dispelled) but triggers after certain conditions are met or a certain duration is reached • requires LOS for initial target • casting roll is delayed until the bomb is triggered • once bomb has been triggered use a single casting roll 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 | |
Mana Scythe | yes | 49 | Arcane | Mana | Destruction | 1 | 2 | Strike | action | melee | +1d6 damage • generates1d6 spirit back to caster |
Strike a melee attack that counts as a 'strike' • adds spirit based damage and effects onto a single main hand melee attack • use the same d100 hit roll for both the physical portion vs AC and the spirit portion vs Resistance, but assigning separate modifiers to each (including critical hit) • if the physical portion of the attack fails to hit then unless otherwise stated the spirit portion ALSO fails • however if the spirit portion fails to hit but the physical hit is successful, treat it essentially as a normal melee attack • using a Strike power prevents the use of any off hand attacks (even Focus based ones) • 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 | |
Mirror Image | yes | 51 | Arcane | Mana | Conjuration | 1 | 3/Tier | Illusion | instant | 12 | creates 1/Tier exact replica of the caster anywhere in range, that casts illusionary versions of all the same powers at the same targets as the true caster • these abilities 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 would pass right through |
Illusion conjures a visible illusion that lacks any physical substance • upon successfully casting, any creature that relies on standard eyesight 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 | |
Nullifying Bolt | yes | 46 | Arcane | Null | Destruction | 1 | 3 / Tier | Missile | action | 30 | fires an arcane projectile with the ability to disrupt magic, dealing 1d6 dam per Tier • also increases the critical failure chance by 5% per Tier for any spirit power cast by the target on their next turn |
Missile magical projectile based power that typically has solid form • requires LOS • cannot cast on targets in base contact with the caster, target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Arcane Blink | yes | 81 | Arcane | 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 • 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 | |
Arcane Darts | yes | 82 | Arcane | 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 Critical Failure(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Arcane Grasp | yes | 83 | Arcane | 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 attack, but can only be used as an off hand attack if no special ability was used with the main hand. 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 a main hand 'fist' Focus ability but doing so prevents using an off hand fist attack |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Arcane Knowledge | yes | 84 | Arcane | 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 | Mana | Fortification | 2 | 2/Tier | Healing | action | 15 | heals all targets in a 1" radius for 1d6+1 HP per Tier | Healing single target powers with direct healing capabilities • LoS required • cannot be cast from HP • add +spell damage bonuses as +healing • critical cast results in double the healing value • if cast more than once per day out of combat doubel the spirit cost |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Conjure Brownie | yes | 90 | Arcane | Mana | Conjuration | 2 | 3x Creatures Threat Rating | Familiar | 10 minutes | 3 | Summons a Brownie as a familiar (see CoC: Brownie) | Familiar Conjures/summons an active Familiar under the casters control • requires 10 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 |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Cone of Force | yes | 100 | Arcane | Mana | Devastation | 2 | 4 | Cone | action | Cone Template | 1d4+2 damage, pushes effected 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), partially covered targets can add dodge to resistance roll, roll a single hit roll |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Cone of Dissonance | yes | 100 | Arcane | 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 effected by dissonance targets will typically not be aware of this until its 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), partially covered targets can add dodge to resistance roll, roll a single hit roll |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Mage Armor | yes | 132 | Arcane | Mana | Fortification | 2 | 12 | Armor | instant | self | while active gain +6 Armor and +6 to all Arcane, Elemental, and Natural Resistances, lasts for duration of battle or until dispelled | Armor self cast only • in play for duration of battle, or until dispelled or expended by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Nullifying Shield | yes | 136 | Arcane | 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 single target • self-cast or on individual party members • blocks out damage • can critically hit, making shields twice as strong • 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 | |
Spirit Burn | yes | 150 | Arcane | Mana | Destruction | 2 | 4 | DOT | instant | 20 | 1d4 dam • if target uses Spirit gains +1 damage • damage done to spirit users drains that much spirit and gives it to the caster |
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 | |
Disrupt Magic | yes | Arcane | Null | Alteration | 2 | 1/Tier of Power against | Dispel | out-of-turn instant | 15 | cast out of turn after target has annouced what spirit power they are casting, but before rolling to cast • counts as an instant on casters next turn • interrupts the targets spell casting but refunds its costs • use resistance equal to 10 +10/Tier of the power being disrupted |
Dispel action OR can be used as an instant for double the Spirit cost |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | ||
Amplification | yes | 176 | Arcane | 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 Ward | yes | 177 | Arcane | Mana | Fortification | 3 | 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 single target • places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • the ward can be consumed at any time (even after an enemy rolls to hit) to add additional specific resistances which can potentially turn a hit into a miss • 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 | |
Mana Beam | yes | 217 | Arcane | 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, seperate 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 • hit rolls and bonus damage distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Mind Trap | yes | 219 | Arcane | 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 • variety of crowd control effects |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Nullifying Ward | yes | 221 | Arcane | Null | Fortification | 3 | 5 | Ward | instant | 8 | while ward is active target has +10 Arcane, Elemental, and Natural Resistance • when consumed the ward completely negates a single Spirit power |
Ward single target • places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • the ward can be consumed at any time (even after an enemy rolls to hit) to add additional specific resistances which can potentially turn a hit into a miss • 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 | |
Resize | yes | 223 | Arcane | Mana | Alteration | 3 | 10 | Transmute | action | 8 | can shrink or grow the size of a target (up to 3 sizes) or item (up to 2 sizes) • if the target is capable of moving on its own, any significant movement cancels the effect • if not it is permanent unless dispelled however traces of the magic remain dectable • can be used to permanently resize armor |
Transmute alters the physical form of the target granting various effects |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Spelleater Totem | yes | 234 | Arcane | 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 | |
Vorpal Blade | yes | 530 | Arcane | 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 • the Vorpal blade 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 10% Parry, which if sucessful 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 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 | |
Spirit Well | yes | Arcane | Mana | Conjuration | 3 | 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 | ||
Spirit Seeker | yes | 264 | Arcane | Null | Destruction | 4 | 11 | Shot | action | 24 | launches a swirling mass of null magic that deals 2d8+2d6 damage to a single target • if the target is is a Spirit users gains combined bonus of +5 to cast and +1d8 dam per max Tier of the Target |
Shot magical projectile based power that may not have solid physical form • counts as a 'Shot' • requires LOS • cannot cast on targets in base contact with the caster • target can add dodge to resistance • often scalable |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Arcane Barrage | yes | 264 | Arcane | Mana | Destruction | 4 | 10 | Shot | action | 24 | 2d8+2d4 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 may not have solid physical form • counts as a 'Shot' • requires LOS • cannot cast on targets in base contact with the caster • target can add dodge to resistance • often scalable |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Arcane Eruption | yes | 265 | Arcane | 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 | |
Banish | yes | 268 | Arcane | Mana | Alteration | 4 | 13 | Channel | action | 12 | banishes a single creature or creation that is ethereal, primarily spirit in form, or otherwise strongly influenced by magic • while banished it 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 rnd 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 effect targets • if the caster is uninterrupted in any way (typically from taking damage or losing concentration), may continue casting in each consecutive round if paying 10% of the full spirit cost with no casting roll required, but cannot move or use instants • 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 so long as the channeling is uninterrupted • if used outside of combat the duration of the effect varies depending on the power but is immediately cancelled if the caster is interrupted |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Breath of Mana | yes | 270 | Arcane | 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 | |
Mana Blast | yes | 300 | Arcane | 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 | |
Conjure Mana Wraith | yes | 301 | Arcane | Mana | Conjuration | 4 | 3x Creatures Threat Rating | Minion | 1 full round 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 during combat requires 1 full round of uninterrupted casting time with Minion appearing at the start of the casters next turn • 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 | |
Spirit Fever | yes | 513 | Arcane | Mana | Devastation | 4 | 12 | Plague | action | 20 | only effects targets that use Spirit based powers and/or have Spirit points • inflicts 1d6 damage and burns 2x that much spirit from the target • if targets use spirit powers within "points" instead burns 1 power (max T4) |
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 | |
Mage Prison | yes | 340 | Arcane | 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 | |
Arcane Burst | yes | 341 | Arcane | 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 | |
Arcane Torrent | yes | 342 | Arcane | 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 | |
Draining Hex | yes | 355 | Arcane | Mana | Alteration | 5 | 6 | Hex | instant | 12 | doubles the cost of any skill or power • if costs do not apply, prevents a skill or power from being used two rounds in a row or cuts its duration in half • consuming the hex causes the target to immediately gain 2 stacks of Exhaustion |
Hex single target anti-buff • no LOS required, but caster must be able to picture the target in their mind • negative effect that remains in play for up to one hour unless dispelled or consumed • 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 out-of-turn instant 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 |
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Wall of Wonders | yes | 390 | Arcane | 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 • effected 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 effected 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 immedaitely 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 | |
Ley Lines | yes | 511 | Arcane | Mana | Alteration | 5 | 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 eveyone, 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 | |
Seal of Binding | yes | 516 | Arcane | 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 hit roll upon breaking it is with no modifiers and cannot critically fail or cast |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Force Field | yes | Arcane | Mana | Fortification | 5 | 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 | ||
Conjure Arcane Construct | yes | 397 | Arcane | Mana | Conjuration | 6 | 35 | Sentinel | 1 full round or 1 minute | 8 | 4 piece stationary construct • each rnd construct can use Mana Blast (head), attack twice with melee range 10" where attacks count as Arcane Grasp (1/arm), and use Power Nova (torso), ea time construct takes 10 or more dam it loses 1 piece (no AC or resists) & corresponding attack, despawns when head, both arms, & torso are destroyed |
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 during combat requires 1 full round of uninterrupted casting time with Sentinel appearing at the start of the casters next turn • 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 | |
Mana Vortex | yes | 419 | Arcane | 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 | |
Mana Field | yes | 420 | Arcane | Mana | Alteration | 6 | 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 | |
Mass Dispel | yes | 420 | Arcane | Null | Alteration | 6 | 5/lvl against | Environment | action | 15 | dispel all known spirit effects/enchants/craftings w/in 15" of the caster, against a resistance of the lvl*3 of the caster who buffed | Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Imbue Spirit-Leach | yes | 435 | Arcane | Mana | Destruction | 6 | 10 | Imbue | instant | self | 100% of the damage inflicted is converted into Spirit for the caster | Imbue imbues Spirit 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 special abilities other than non-spirit based 'strikes', 'shots', or unarmed Focus Abilities • 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 | |
Spirit Pulse | yes | 436 | Arcane | Mana | Fortification | 6 | 12 | Counter | 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 |
Counter self cast only • 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 | |
Rend Spirit | yes | 465 | Arcane | 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 Explosion | yes | 468 | Arcane | 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 effect caster | Ultimate Always Tier 7 • battlefield wide AoE damage (with an upper limit) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Wondrous Avatar | yes | 474 | Arcane | 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 Spirit Realm invoked • can only ever be one Avatar (for a particular School of Spirit powers) in existence in the Realm of Strife at anytime |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | ||
Wondrous Portal | yes | 475 | Arcane | Mana | Alteration | 7 | 20 per 1" radius | Portal | action | n/a | UNDER DEVELOPMENT... a two-way portal, can add additional conenctions if using a physical gateway to anchor the opening of the portal, usualyl incorporating a series of dials, switches, gems, runes, etc... to designate which gateway to travel to | 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 become dormant • once dormant, portals can usually be re-activated by any spirit user (regardless of Tier) that knows the portal exists, simply by 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 | |
Genie Supremus | yes | 491 | Arcane | 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 | ||
Mind Melt | yes | Arcane | 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 | ||
Null Zone | yes | 504 | Arcane | 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 | |
Grant Wish | yes | Arcane | 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 |