This is the complete list of Spirit Powers, use filters 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 Cantrip | yes | 1 | Arcane | None | None | 0 | 2 | Burst | action | 15 | Mage & Wizard only: 1d4+1 arcane damage | Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Wizard | |
Arcane Spark | yes | 2 | Arcane | None | None | 0 | 2 | Shock | action | melee | Battlemage only: 1d4+2 arcane 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 |
Battlemage | |
Detect Magic | yes | 3 | Arcane | None | None | 0 | 1 | Reveal | instant | 15 | detects/identifies all Spirit buffs/effects/enhancements (Spirit-based) on a given target, temporarily glow according to school (for up to 1 hour) • the more specific the target the more specfic the results will be |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Assassin | |
Elemental Cantrip | yes | 4 | Elemental | None | None | 0 | 2 | Burst | action | 15 | Shaman only: 1d4 damage • either randomly assigned between all Elemental damage types or aligned with a particular affinity the caster may have |
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 |
Shaman | |
Elemental Drumming | yes | 5 | Elemental | None | None | 0 | 0 | Utility | instant | self | Can only be granted by Spirit Drummer Shaman Title • The next power that a Shaman uses may be cast from HP instead of Spirit without risk of angering the Elemental Spirits |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Shaman | |
Memorize Power | yes | 6 | Arcane | None | None | 0 | 1/Tier | Modify | non-combat | self | commit a power to memory from a Spirit Book, this power is limited to being cast once per rest or once per half rest if caster has level 2 Scholar secondary skill | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Assassin | |
Primal Drumming | yes | 7 | Natural | None | None | 0 | 0 | Utility | instant | self | Can only be granted by Spirit Drummer Shaman Title • The next power that a Shaman uses may be cast from HP instead of Spirit without risk of angering the Primal Spirits |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Shaman | |
Rune of Force | yes | 8 | Arcane | None | None | 0 | 2 | Strike | action | melee | Runeweaver only: 1d4 arcane damage, can only be combined with fist or kick disciplines | 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) |
Runeweaver | |
Sense Spirit | yes | 9 | Natural | None | None | 0 | 1 | Reveal | instant | 15 | detects/identifies all spirit buffs/effects/enhancements (Spirit-based) on a given target or item as a mental impression or "feeling" that lasts for up to 1 hour • the more specific the target the more specific the results will be |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Shaman, Druid, Runeweaver | |
Silent Cantrip | yes | 10 | Arcane | None | None | 0 | 2 | Burst | action | 15 | Assassin only: 1d4 arcane damage, does not reduce stealth in any way | 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 |
Assassin | |
Spirit Heal | yes | 11 | Natural | None | None | 0 | 2/level | Healing | instant | 10 | heals 1d6 HP +1/level, on a single target, cannot cast using HP | 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 |
Shaman, Druid, Runeweaver | |
Spiritual Attunement | yes | 12 | Arcane | None | None | 0 | 1/max Tier | Synergy | instant | self | allows a Runeweaver to attune themselves to a different School of Magic than the one that is currently active • must have a Root Tattoo to be able to attune to that School of Magic • may be used whiel Meditating |
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 |
Runeweaver | |
Steal Power | yes | 13 | Arcane | None | None | 0 | 1/lvl against | Dispel | instant or action | 15 | Granted by Spell Thief Assassin Title • replaces Memorize Power • can only be used once per day and only against targets that have not detected the assassins presence • can be used anytime a spirit power is cast or detected within range to attempt to steal it during own next turn counts as an instant if the stolen power is instant or an action if it is an action • roll against a resistance equal to the 15x the Tier of the Power if successful that power is immediately added to the Assassin's memory (if memory is full it overwrites an existing power) and removed from the original casters memory (except for dragons) • they can re-learn it given appropriate time, but it is effectively lost for the remainder of that battle • can also be used out of combat to Steal a Power from a Spirit Book, literally stealing the words off the page • can not be used against powers of Higher Tier than what the assassin currently has access to |
Dispel action OR can be used as an instant for double the Spirit cost |
Assassin | |
Arcane Venting | yes | 14 | Arcane | None | None | 0 | 0 | Venting | instant | self | The next power used gains the additional effect of venting all Volatile arcane spirit stacks off the caster, dealing 1d6 damage (of the appropriate type) per stack to all targets within a 2" radius (including self) | Venting vents off Volatile spirit energy with various effects, no spirit cost, inflicts damage to caster and anyone with range, single hit roll, no dodge allowed, cannot critical cast or fail • allows casters to switch back to casting non-volatile powers |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Elemental Venting | yes | 14 | Elemental | None | None | 0 | 0 | Venting | instant | self | The next power used gains the additional effect of venting all Volatile elemental spirit stacks off the caster, dealing 1d6 damage (of the appropriate type) per stack to all targets within a 2" radius (including self) | Venting vents off Volatile spirit energy with various effects, no spirit cost, inflicts damage to caster and anyone with range, single hit roll, no dodge allowed, cannot critical cast or fail • allows casters to switch back to casting non-volatile powers |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Natural Venting | yes | 14 | Natural | None | None | 0 | 0 | Venting | instant | self | The next power used gains the additional effect of venting all Volatile natural spirit stacks off the caster, dealing 1d6 damage (of the appropriate type) per stack to all targets within a 2" radius (including self) | Venting vents off Volatile spirit energy with various effects, no spirit cost, inflicts damage to caster and anyone with range, single hit roll, no dodge allowed, cannot critical cast or fail • allows casters to switch back to casting non-volatile powers |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Wild Cantrip | yes | 14 | Natural | None | None | 0 | 2 | Burst | action | 15 | Druid only: 1d4 wild damage • if target is successfully wounded, grants caster +1 faith |
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 |
Druid | |
Conjure Animal Scout | yes | 15 | Natural | Nature | Conjuration | 1 | 1 | Familiar | 10 minutes | 3 | summons a small animal (non-combat) that the caster can see and hear though at will, also reduces the spirit cost of all nature/wild powers by 1 while w/in 1" of caster | Familiar Conjures/summons an active Familiar under the casters control • requires 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, Shaman, Assassin, Runeweaver | |
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 | |
Blinding Touch | yes | 19 | Arcane | Light | Destruction | 1 | 3 | Shock | action | melee | 1d8 damage and blinds the target for 1 round • triggers Illumination |
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 | |
Bound to Creation | yes | 20 | Natural | Nature | Fortification | 1 | 3 | Synergy | instant | 4 | increases the healing effects on a target by 2 per max focus or max spirit/faith Tier • if a critical heal occurs the effect ends |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Conjure 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 | |
Conjure Water | yes | 22 | Elemental | Water | Conjuration | 1 | 1/Tier | Utility | instant | 30 | creates up to 4 servings of water: • T1: Regular Water • T2:Spring Water • T3: Glacier Water • T4: Mineral Water • T5: Enchanted |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Cosmic Spark | yes | 23 | Natural | Celestial | Destruction | 1 | 3/Tier | Shock | action | melee | 1d10/Tier damage, 30% chance +10%/Tier that on targets next turn may make target re-roll once | Shock Requires an empty hand and must touch the target. Counts as either a main hand or off-hand 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, Shaman, Assassin, Runeweaver | |
Imbue Undertow | yes | 24 | Elemental | Water | Destruction | 1 | 2 | Imbue | instant | self | upon wounding, the target is pulled up to 1" +1"/Tier" in a straight line in the opposite direction of the attack (i.e. behind the attacker, or towards the attacker if used on a ranged attack) | 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, Shaman, Assassin, Runeweaver | |
Cutting Laser | yes | 25 | Arcane | Light | Alteration | 1 | 4 | Modify | instant | 20 | hits a single target with a small beam of focused light that can cut though most mundane objects/materials • if used in combat as both an instant and an action can be used to damage a single piece of armor, cutting its Armor value in half until repaired (no effect on rune-crafted and/or enchanted armor) • triggers Illumination |
Modify modifies the basic properties of something for useful purposes |
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 | |
Dark Orb | yes | 27 | Arcane | Shadow | Destruction | 1 | 1 +2/Tier | Shot | action | 24 | 1d8 +2/Tier dam, creates a dark mist for 1 rnd around the target reducing the hit chance of all attacks by 10 per Tier, Insidious-Force | 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 | |
Dark Ribbon | yes | 28 | Arcane | Shadow | Devastation | 1 | 1+5/tier | Beam | action | 8 | beam terminates upon hitting a single 'primary' target, then bounces to up to 1/tier 'secondary' targets w/in 4" of primary target • all secondary targets take 1d10 damage while primary target takes the sum of all damage done to secondary targets • use a single hit roll for all targets and divide bonus damage evenly between primary and all secondary targets, after determining base damage • has no effect if there is no secondary targets |
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 | |
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 | |
Disperse Magic | yes | 30 | Natural | Celestial | Alteration | 1 | 0.5/lvl against | Dispel | instant or action | 15 | can dispel one known Spirit effect, use resistance equal to level*4 of the caster of the effect • if successful creates a field of loose spirti energy ina 3" radius aroudn the target, the next power caster by ANY target within the field costs 50% less spirit, after which the field dissapears • also can dispel one Spirit based enchant/crafting |
Dispel action OR can be used as an instant for double the Spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Dormant Creation | yes | 31 | Natural | Celestial | Fortification | 1 | 2/Tier | Healing | action | 15 | immediately following the next time the target takes damage, they are healed for 1d6+1 HP per Tier and gain an Honor Code stack of their choice • if the effect is forcibly removed or dispelled it also triggers its effects |
Healing 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, Shaman, Assassin, Runeweaver | |
Douse Magic | yes | 32 | Elemental | Water | Alteration | 1 | 0.5/lvl against | Dispel | instant or action | 15 | can dispel 1 fire/heat or air magic effect, use resistance equal to level*3 of the caster of the effect • can also be used to dispel/shatter 1 fire or air based enchant/crafting |
Dispel action OR can be used as an instant for double the Spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Freeze Magic | yes | 32 | Elemental | Frost | Alteration | 1 | 0.5/lvl against | Dispel | instant or action | 15 | can dispel 1 fire/heat magic effect, use resistance equal to level*3 of the caster of the effect • can also be used to dispel/shatter 1 fire based enchant/crafting • if used against any other source of magic (except light or solar) it instead places the item or effect into a permanent 'frozen stasis' at half the normal resistance, nullifying its effects until the frozen statis is dispelled, at which point the magic returns to its normal function and/or remaining duration |
Dispel action OR can be used as an instant for double the Spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Earth Mending | yes | 33 | Elemental | Earth | Fortification | 1 | 3 | Empower | instant | self | while buff is active any faith or spirit power used by the caster that directly increases health gains +1d6 effectiveness • also adds +1d6 healing to any healing effect used on the caster (I.e. if caster is healed by an ally or drinks a potion) • consume to auto-crit the next healing power of any kind |
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, Shaman, Assassin, Runeweaver | |
Electric Pulse | yes | 34 | Elemental | Storm | Alteration | 1 | 2 | Hex | instant | 16 | while active caster can choose to Interupt the target at will, where each interupt costs 2 additonal spirit and counts as an out-of-turn instant • consuming the hex causes the target to take 1d4 damage and become Vulnerable for 1 full round or 1 minute |
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 |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Eradicate | yes | 35 | Natural | Celestial | Devastation | 1 | 5/Tier | Beam | action | 8 | 1d6 dam per Tier • single hit roll to all targets along a line, 2% per Tier chance that targets cease to exist |
Beam fires in straight line from caster to target, LOS not required, dodge is allowed unless otherwise stated • hit rolls and bonus damage distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Eye of the Night | yes | 36 | Arcane | Shadow | Conjuration | 1 | 1 | Utility | instant | 30 | creates a floating eye under the control of the caster up to 30" away • the caster can switch his vision at will to that of the Eye of the Night • the Eye can see in the dark & is invisible if in shadow • Eye is destroyed if hit w/ direct light & temporarily blinds caster (1 rnd if in combat) |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
False Flames | yes | 37 | Elemental | Fire | Conjuration | 1 | 1 per 1" | Illusion | instant | 10 | creates illusionary fire that appears real, but does not actually burn anything or produce heat • the spirit cost is based on the initial size of the False Flames (before any flowing) and measured in 1" cubes (i.e. a 3" by 3" by 3" False Flames conjuration would cost 27 spirit) |
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, Shaman, Assassin, Runeweaver | |
Fear | yes | 38 | Arcane | Shadow | Alteration | 1 | 4 | Control | action | 15 | target must move directly away at regular movement speed plus 1/tier of caster, Insidious-Force | Control single target • LoS required • variety of crowd control effects |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Flame Lance | yes | 39 | Elemental | Fire | Destruction | 1 | 3 | Missile | action | 25 | 1d8+1 damage, inflicts 1 dam/rnd in the following 1d6 rounds, Heat-Seeking | 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, Shaman, Assassin, Runeweaver | |
Acid Arrow | yes | 39 | Elemental | Caustic | Destruction | 1 | 1+2/Tier | Missile | action | 25 | Fires a magical arrow dripping with green acid, inflicting 1d6 damage +2 per Tier and 1 Stack of Corrosion | 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, Shaman, Assassin, Runeweaver | |
Flash Bang | yes | 40 | Arcane | Light | Devastation | 1 | 6 | Bomb | instant | 16 | remains dormant on target for 1 full round, then if exposed to natural light or hit by any light based power of any kind, it explodes dealing 1d6 damage in a 2.5" radius, blinding all targets • counts as Illumination upon exploding |
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 | |
Floating Disc | yes | 41 | Elemental | Wind | Conjuration | 1 | 1 | Utility | instant | 40 | creates a small floating disc or vessel that can be used to transport S or M items a short distance | Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Frost Trap | yes | 42 | Elemental | Frost | Devastation | 1 | 2/Tier | Trap | action | 20 | 0.5" radius per Tier • inflicts 1d8 damage per Tier and all affected targets have thier movement reduced by 1" per Tier (can be reduced to zero) on their next turn • if not escaping the radius of the trap after moving they are frozen for 1 round |
Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Ice Bolt | yes | 43 | Elemental | Frost | Destruction | 1 | 3 | Missile | action | 30 | Fires a jagged chunk of ice at the target, inflicting 1d8 damage +1/Tier with a 15% chance/Tier to Slow for 2 rounds | 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, Shaman, Assassin, Runeweaver | |
Inner Fire | yes | 44 | Elemental | Fire | Fortification | 1 | 2 | Synergy | instant | 3 | while active, target gains 2 fury/vigor per rnd • effect is consumed upon taking damage of any kind, but this inflicts 2 auto-fire damage in a 1" radius |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Lightning Rod | yes | 45 | Elemental | Storm | Conjuration | 1 | 4 | Totem | instant | 10 | radius 3" • 50% chance to Interupt any target inside the totems radius (except caster) • while active any Storm based damage inflicted within 10" of the totem also inflicts 10% per Tier of its damage to a single target (except caster) within the totem's 3" radius, giving preference to the closest target OR the target wth the most metal/conductive equipment |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
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 | |
Melt Magic | yes | 50 | Elemental | Fire | Alteration | 1 | 0.5/lvl against | Dispel | instant or action | 12 | can dispel 1 water or earth magic effect, use resistance equal to level*3 of the caster of the effect • can also be used to dispel/shatter 1 water or earth based enchant/crafting |
Dispel action OR can be used as an instant for double the Spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, 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 | |
Mithril Spear | yes | 52 | Elemental | Metal | Destruction | 1 | 4 | Missile | action | 25 | 2d6 damage, Piercing Force | 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, Shaman, Assassin, Runeweaver | |
Mocking Stone | yes | 53 | Elemental | Earth | Conjuration | 1 | 4 | Totem | instant | 6 | radius 2" • while active the totem continuously Taunts enemy targets within radius, or attempting to use a LoS attacks/abilities through its radius • totem has 10AC/Resist and HP per Tier |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Orb of Light | yes | 54 | Arcane | Light | Conjuration | 1 | 1 | Utility | instant | 40 | conjures a small floating orb of light that can be controlled up to 40" away • lasts up to one day • triggers Illumination, with the Orb as the target |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Expunge | yes | 55 | Natural | Nature | Alteration | 1 | 0.5/lvl against | Dispel | instant or action | 15 | can dispel/remove one known Spirit and/or Poison effect, use resistance equal to level*4 of the caster of the effect or 30 +15 per poison type, also can dispel one Spirit based enchant/crafting | Dispel action OR can be used as an instant for double the Spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Rivers Grace | yes | 56 | Elemental | Water | Fortification | 1 | 3 | Boon | instant | 4 | places a boon upon the target that allows it to move with supernatural grace, like the gentle flow of a river • grants +3 Advantage on all Agility and Charm rolls • consume to auto-heal 1d10 HP |
Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Conjure Venomous Beast | yes | 325 | Natural | Toxic | Conjuration | 2 | (3x Creatures Threat Rating) x (# of serpents) | Minion | 1 full round or 1 minute | 6 | Summons a number of venomous serpents no greater than the Tier of the Caster, type of serpent varies by Tier • Tier1 = Viper, Adder, Mamba, or Rattlesnake • Tier2 = King Cobra • Tier3 = Emperor Cobra |
Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast 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, Shaman, Assassin, Runeweaver | |
Rope Vine | yes | 57 | Natural | Nature | Conjuration | 1 | 1 | Utility | instant | 30 | creates up to 30m of thick vines that can be used as rope • conjured vines will rot quicker than the real thing |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Sand Storm | yes | 58 | Elemental | Earth | Devastation | 1 | 2 +5/Tier | Storm | action | 15 | 2" per Tier radius • blocks LoS • 1d4 damage •15% chance/Tier will knock down effected targets |
Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Imbue Scorch | yes | 59 | Elemental | Fire | Destruction | 1 | 4 | Imbue | instant | self | Imbues Scorching heat onto a melee weapon granting +1 Damage per Tier • if hitting has a 15% per Tier chance to cause any periodic/residule fire damage on the target to be doubled for 1 rnd |
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, Shaman, Assassin, Runeweaver | |
Second Wind | yes | 60 | Elemental | Wind | Fortification | 1 | 3/Tier | Synergy | instant | 6 | no effect untill consumed • upon running out of Fury, Vigor, Spirit, or Stealth consume to immediately regain 10% of that resource per Casters Tier • for Fury, target must have had more than 50% of max Fury at some point during the battle in order to benefit form Second Wind • for Stealth, this prevents canceling hiding |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Conjure Shadow Beast | yes | 61 | Arcane | Shadow | Conjuration | 1 | (3x Creatures Threat Rating) per Tier | Minion | 1 full round or 1 minute | 6 | Summons 1 Shadow Beast per Tier (see CoC: Shadow Beast) | 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 | |
Shifting Shadows | yes | 64 | Arcane | Shadow | Fortification | 1 | 3/Tier | Boon | instant | 4 | -5 hit/Tier to enemies that target you, consume to instantly hide without taking a turn to do so @ 20% success per 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 | |
Imbue Shiver | yes | 65 | Elemental | Frost | Destruction | 1 | 3 | Imbue | instant | self | 50% extra damage if target has been frozen or had movement slowed by frost effects | 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, Shaman, Assassin, Runeweaver | |
Smother Magic | yes | 66 | Elemental | Earth | Alteration | 1 | 0.5/lvl against | Dispel | instant or action | 12 | can dispel 1 air or fire magic effect • use resistance equal to level*3 of the caster of the effect • can also be used to dispel/shatter 1 air or fire based enchant/crafting |
Dispel action OR can be used as an instant for double the Spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Stinging Swarm | yes | 67 | Natural | Toxic | Devastation | 1 | 6/tier | Storm | action | 15 | unleash a swarm of stinging insects in a 4" radius, causing X damage (using casting modifiers) and inflicting a X dam/rnd poison for up to 3 rnds, where X scales by Tier • T1 = 1, T2 = 1d2, T3=1d4, T4=1d6, T5=1d8, T6=1d10, T7=1d12 |
Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Imbue Stun | yes | 68 | Elemental | Earth | Destruction | 1 | 3 | Imbue | instant | self | stun effects on weapon are multiplied by 10 | 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, Shaman, Assassin, Runeweaver | |
Temporal Bubble | yes | 69 | Natural | Temporal | Fortification | 1 | 4/Tier | Shell | action | self | any incoming ranged projectile is slowed as it crosses into the temporal bubble, delaying impact until the start of the attackers next turn • if the intended target moves out of the projectile's path before that time, the projectiles automatically miss • after slowing 1 projectile per Tier in this manner the Temporal Bubble is expended |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Water Jet | yes | 70 | Elemental | Water | Destruction | 1 | 3 | Missile | action | 15 | fires a narrow high pressure jet of water that hits the first target in its path inflicting 2d4 Water damage and a 1d4" knock back with no immediate knock down effect, unless causing collision damage | 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, Shaman, Assassin, Runeweaver | |
Turbulent Waters | yes | 71 | Elemental | Water | Devastation | 1 | 2/Tier | Trap | action | 20 | 1" radius per Tier • must be cast on a water body of some kind (stream, lake, pool, etc...) • when triggered the water becomes extremely turbulent, which could include effect such as surges, strong currents, rapids, whitewater, whirlpools, etc... • instead of using Elemental Resistance, affected targets must pass a Stamina test (at -1 Stamina per Tier of the power) or be knocked down and suffer 1d6 damage per Tier • as per GM discretion, depending on where the trap was cast targets could be swept away (off the battlefield) |
Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Time Piece | yes | 72 | Natural | Temporal | Conjuration | 1 | 1 | Utility | instant | 30 | creates an hourglass or other such time piece that measures time and can be used to trigger spells(outside of combat) kind of like a fuse | Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Tongues of Flame | yes | 73 | Elemental | Fire | Conjuration | 1 | 1/target | Utility | instant | 25 | creates a tongue of flame over a targets head that provides light (treat as a lamp) and heat • while active targets receive an additional 10% HP/Spirit back when sleeping • lasts for several hours |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
True Sight | yes | 74 | Arcane | Light | Fortification | 1 | 3/Tier | Boon | instant | 6 | grants +10hit/Tier with ranged weapons & 'shots', consuming the buff causes the targets eyes to shine with a bright golden light (triggers Illumination) and grants the following LoS effects for up to 1 hour • +2 Advantage per Tier of caster for spotting hidden enemies • sees the true form of any type of illusion • automatically sees through any form of invisibility • perceives the true form of any shape shifting creature |
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 | |
Whirlwind | yes | 75 | Elemental | Wind | Devastation | 1 | 4 +1/Tier | Cone | action | Cone Template | targets take 1d4 damage (+2 for every Tier above 1) and are knocked back 6", if failing a Stamina test at -1 Disadvantage per Tier they are also knocked down • if targets collide with something before reaching the full 6" collision damage applies and knock down is automatic |
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, Shaman, Assassin, Runeweaver | |
Wild Growth | yes | 76 | Natural | Nature | Destruction | 1 | 3 | Burst | action | 12 | 2d4 damage, 5% +5%/Tier chance to Snare the target in vegetation for 1 rnd (3 damage per Tier to break) | Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Windshear | yes | 77 | Elemental | Wind | Destruction | 1 | 2/tier | Shock | action | melee | melee range 1" • 1d4 dam per Tier • if failing a Stamina test (@ -1 Stamina per Tier), target is Knocked Down |
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, Shaman, Assassin, Runeweaver | |
Winds of Change | yes | 78 | Elemental | Wind | Alteration | 1 | 3 | Hex | instant | 16 | while active, prior to the hexxed target selecting its own target with a chosen attack, skill or ability, the caster may force the hexxed target to instead randomly determine another valid target (i.e. if the attack is melee, it must randomly select another target in melee range) • consuming the hex causes the target to become Winded for 1 round or 1 minute |
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 |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Zephyr Totem | yes | 79 | Elemental | Wind | Conjuration | 1 | 5 | Totem | instant | 10 | radius 2" • the first time any friendly target enters the Totem's radius they gain 1d6 HP, Vigor, or Spirit, or +1 Focus • any foe inside the radius that fails an unmodified Elemental Resistance roll is Winded until leaving the radius |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Blurred Vision | yes | 269 | Arcane | Light | Alteration | 1 | 7 | Hex | instant | 16 | target subtracts d20 from their to hit roll for melee/ranged and from casting roll with LOS powers • suffer -1 disadvantage on all perception test • consuming the hex causes the target to suffer from Blindness for 1 rnd or 1 minute |
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 |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Imbue Lacerate | yes | 68 | Elemental | Metal | Destruction | 1 | 2 | Imbue | instant | self | adds a 2 damage per round Bleed effect | 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, Shaman, Assassin, Runeweaver | |
Conjure Earth Elemental | yes | 280 | Elemental | Earth | Conjuration | 1 | (3x Creatures Threat Rating) +1 | Minion | 1 full round or 1 minute | 5 | Summons an Earth Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
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, Shaman, Assassin, Runeweaver | |
Conjure Metallic Elemental | yes | 280 | Elemental | Metal | Conjuration | 2 | (3x Creatures Threat Rating) +1 | Minion | 1 full round or 1 minute | 5 | Summons a Metallic Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
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, Shaman, Assassin, Runeweaver | |
Conjure Air Elemental | yes | 339 | Elemental | Wind | Conjuration | 1 | (3x Creatures Threat Rating) +1 | Minion | 1 full round or 1 minute | 8 | Summons an Air Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
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, Shaman, Assassin, Runeweaver | |
Conjure Storm Elemental | yes | 339 | Elemental | Storm | Conjuration | 2 | (3x Creatures Threat Rating) +1 | Minion | 1 full round or 1 minute | 8 | Summons a Storm Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
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, Shaman, Assassin, Runeweaver | |
Conjure Fire Elemental | yes | 362 | Elemental | Fire | Conjuration | 1 | (3x Creatures Threat Rating) +1 | Minion | 1 full round or 1 minute | 5 | Summons an Fire Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
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, Shaman, Assassin, Runeweaver | |
Conjure Water Elemental | yes | 391 | Elemental | Water | Conjuration | 1 | (3x Creatures Threat Rating) +1 | Minion | 1 full round or 1 minute | 6 | Summons an Water Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
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, Shaman, Assassin, Runeweaver | |
Boiling Fever | yes | 507 | Elemental | Fire | Devastation | 1 | 3 | Plague | action | 15 | 1d3 damage per round and cuts Stamina in half (for stat rolls/roll-offs) • |
Plague a damage-over-time power that spreads to any target within 3" at the start of an infected targets turn • no LOS required and no dodge allowed, however caster must still have some reason to know that the initial target exists • remains active for one additional round per Tier or until dispelled/canceled, when duration expires on original target it is removed from ALL targets • resist against initial cast only (unlike poison effects) • damage bonus applies to initial target and on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Infestation | yes | 510 | Natural | Nature | Devastation | 1 | 5 | Plague | action | 20 | The target is infested with a cloud of biting and stinging insects and pests, taking 1d4 damage per round • infected targets that fail a Resolve test will involuntarily use either a main hand or off hand to swat at the infestation, potentially rendering them unable to use a two handed weapon |
Plague a damage-over-time power that spreads to any target within 3" at the start of an infected targets turn • no LOS required and no dodge allowed, however caster must still have some reason to know that the initial target exists • remains active for one additional round per Tier or until dispelled/canceled, when duration expires on original target it is removed from ALL targets • resist against initial cast only (unlike poison effects) • damage bonus applies to initial target and on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Seal of Burning | yes | 518 | Elemental | Fire | Destruction | 1 | 4 per Tier | Seal | 5 minutes per Tier | 3 | Any attempt to break or tamper with the seal causes it to become red hot, inflicting 1d6 per Tier heat damage • if the seal is broken this damage is tripled and the object upon which the seal is placed instantly becomes engulfed in unquenchable flames, until either the object is consumed (if flammable) or the seal is correctly opened |
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, Shaman, Assassin, Runeweaver | |
Dread Seal | yes | 521 | Arcane | Shadow | Destruction | 1 | 5 per Tier | Seal | 5 minutes per Tier | 3 | Anyone attempting to break or tamper with the seal is filled with dread and must pass a Resolve test (at -1 Resolve per Tier) before continuing • when the seal is broken shadow magic assaults the mind with the targets greatest fear, causing 3d6 shadow damage and inflicting Fear on the target at -3 Arcane Resistance per Tier, after which the target will have a 20%/Tier chance be permanently afraid of whatever type of object the seal was placed on (i.e. if placed on a book, target will have an irrational fear of ALL books) |
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 | |
Sense Wind | yes | 532 | Elemental | Wind | Alteration | 1 | 2 | Reveal | instant | 20 | for 1 hour per Tier of the Caster, a single target gains the ability to physically see wind and air currents, as well as a limited ability to detect movements of otherwise invisible or unseen beings by virtue of their effect on the air around them • effects an area in a 20" radius around the target • gain +1 Perception per Tier when attempting to spot hidden or invisible targets when they move • if self cast, Sense Wind also allows the caster to accurately predict future wind directions and events up to 1 day per Tier in advance |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Beast Tracking | yes | 542 | Natural | Nature | Alteration | 1 | 5 | Reveal | instant | 15 | Magically reveals animal tracks or other such indicators of beasts in the nearby area (15" radius around the caster) for up to an hour • this grants basic knowledge regarding the quantity, size, and identity of the beasts being tracked • also provides an indicating of their direction of travel or other relative location information, but does not reveal their exact location • grants +1 Perception per Tier if any Stat rolls need to be made (i.e. rolling to locate a creature that the caster knows is hiding in the area) |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Web Snare | yes | Natural | Nature | Alteration | 1 | 2 per Tier | Control | action | 15 | spider webs are flung at a target in a 0.5" per Tier radius • use a Dodge test instead of a Resistance roll to see if targets are hit • targets which fail the Dodge test have their movement halted and are Snared for 1 rnd • flying targets are grounded, taking the appropriate amount of fall damage if hit the ground • at Tier 3 the webbing becomes persistent and targets must attempt to pass a strength test in order to break free • at Tier 6 the webbing applies a -3 Strength modifier to the target |
Control single target • LoS required • variety of crowd control effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | ||
Enchanted Astrolabe | yes | Natural | Celestial | Conjuration | 1 | 3 | Utility | instant | 30 | conjures an Enchanted Astrolabe that can be used to locate the casters current position and to navigate according to celestial bodies • in addition the Enchanted Astrolabe has a limited capacity to identify local landmarks, placenames, and other geographical information if asked in the correct manner • the Astrolabe automatically disappears after being questioned 3 times • information provided by the Enchanted Astrolabe is more accurate when stars are visible in the sky |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | ||
Slinging Stone | yes | Elemental | Earth | Destruction | 1 | 2 | Missile | action | 25 | Fires a small smooth stone that inflicts 1d8 Earth damage with Crushing Force | 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, Shaman, Assassin, Runeweaver | ||
Stone Skin | yes | Elemental | Earth | Fortification | 1 | 5 | Boon | instant | 3 | target gains 10% damage negation, consume (out of turn if desired) to boost to 50% against the next sucessful wound | Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | ||
Shadow Writhe | yes | 62 | Arcane | Shadow | Destruction | 2 | 2 | DOT | instant | 20 | 1d4 dam • each time damage is dealt, if not engaged in base contact target spins 180 degrees or if engaged in base contact, target cannot attack targets that Disengage from Combat |
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 | |
Shadows Embrace | yes | 63 | Arcane | Shadow | Fortification | 2 | 2/Tier | Healing | action | 15 | heals target for 1d6+1 HP per Tier and increases stealth by +1/Tier if already hiding • if caster is hiding or in shadows heals the caster for the same amount |
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 | |
Caustic Shot | yes | 80 | Elemental | Caustic | Destruction | 2 | 4+1/Tier | Shot | action | 24 | Fires a ball of sizzling caustic goo that deals 3d4 damage. Also inflicts 1 Stack of Corrosion per Tier | 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, Shaman, 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 | |
Ancient Ways | yes | 20 | Natural | Toxic | Fortification | 1 | 3 | Synergy | instant | 4 | While under the effect of this Synergy, anytime a poison effect (natural or magical) is paired with, countered by or used in combination with a Fury, Faith, Stealth, or Focus skill it has the following effect • Fury skill costs 1 less • Faith difficulty is reduced by 1 • Required Stealth reduced by 2 • Focus dice gains +1 |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Bestial Rage | yes | 86 | Natural | Nature | Fortification | 2 | 5 | Empower | instant | self | while active caster has +2 nature, wild, physical and primal damage • consume to gain an extra regular mainhand attack this round |
Empower self cast 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, Shaman, Assassin, Runeweaver | |
Black Chains | yes | 87 | Arcane | Shadow | Conjuration | 2 | 2/tier | Binding | action | 10 | targets are immobilized and/or snared • while chained any benefical ability or power used on them is automatically negated • any damage breaks the chains • upon being broken, dispelled or otherwise ending all persistent postive and negative effects are removed from the target |
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 | |
Bone Chill | yes | 88 | Elemental | Frost | Alteration | 2 | 2/Tier | Control | action | 15 | Slows target for 1 rnd per Tier | Control single target • LoS required • variety of crowd control effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Imbue Brilliance | yes | 89 | Arcane | Light | Destruction | 2 | 3 | Imbue | instant | self | negates block/parry/ward-off, if target is blinded then blindness is removed but causes extra 0.5dam/lvl • triggers Illumination |
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 | |
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 | |
Camoflage | yes | 91 | Natural | Nature | Alteration | 2 | 3 | Modify | instant | 15 | single target blends in with any natural environment and is virtually undetectable by natural senses so long as it does not move or take action, no effect if indoors/urban environment | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Burning Ward | yes | 92 | Elemental | Caustic | Fortification | 2 | 5 | Ward | instant | 6 | while ward is active target is immune to any type of damage-over-time that is caused by burning, such as Fire or Corrosion damage • cannot be used to negate self inflicted Caustic Effusion • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Fire and Acid 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, Shaman, Assassin, Runeweaver | |
Cauterize | yes | 93 | Elemental | Fire | Fortification | 2 | 1.5/Tier | Healing | action | 12 | deals 1d4 +1/Tier damage to a target and then heals them for 1d8 HP per Tier • critical cast roll and modifiers apply only to the heal |
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, Shaman, Assassin, Runeweaver | |
Celestial Ward | yes | 94 | Natural | Celestial | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target is immune to Re-Roll and Gravity effects • when consumed the ward grants +50 Natural Resistance, increases to +60 if resisting Celestial Powers |
Ward 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, Shaman, Assassin, Runeweaver | |
Chains of Ice | yes | 95 | Elemental | Frost | Conjuration | 2 | 2/tier | Binding | action | 10 | targets are Immobilized (or snared) • any damage breaks the chains but in doing so inflicts +50% more damage |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Anchor of the Deep | yes | 96 | Elemental | Water | Conjuration | 2 | 2/Tier | Binding | action | 10 | targets cannot move more than 2" away from an anchor point established by the caster but can otherwise move freely • damage does NOT break the effect |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Charged Bolt | yes | 97 | Elemental | Storm | Destruction | 2 | 7 | Missile | action | 40 | 2d6+2d4 dam, 10% per Tier chance to make target drop (metal) weapons | 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, Shaman, Assassin, Runeweaver | |
Conjure Caustic Elemental | yes | 362 | Elemental | Caustic | Conjuration | 2 | (3x Creatures Threat Rating) +1 | Minion | 1 full round or 1 minute | 5 | Summons a Caustic Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
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, Shaman, Assassin, Runeweaver | |
Cleansing Totem | yes | 98 | Elemental | Fire | Conjuration | 2 | 8 | Totem | instant | 6 | radius 3" • at the end of the casters turn the totem attempts to remove one random negative effect on friendly targets within its radius by inflicting auto fire damage • success rate is set by the conjurer in 5% increments where damage equals 1 per 5% success chance |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Cloud of Despair | yes | 99 | Arcane | Shadow | Destruction | 2 | 2/lvl of target | Burst | action | 12 | effected target uses their own main hand attack as a regualr auto-hit attack on against themselves on their next turn • Insidious-Force |
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 | |
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 | |
Corrosive Miasma | yes | 101 | Elemental | Caustic | Devastation | 2 | 6 | Nova | action | 2 | 2d6 damage • inflicts 2 Stacks of Corrosion |
Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Conjure Couatl Hatchling | yes | 102 | Elemental | Storm | Conjuration | 2 | 3x Creatures Threat Rating | Familiar | 10 minutes | 4 | Summons a Couatl Hatchling as a familiar (see CoC: Couatl Hatchling). The Couatl despawns before maturing into larger forms. | 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, Shaman, Assassin, Runeweaver | |
Crystalline Regrowth | yes | 103 | Elemental | Earth | Fortification | 2 | 3/Tier | Healing | action | 12 | heals target for 1d6+1 HP per Tier and next source of incoming damage (all types) is reduced by 2 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, Shaman, Assassin, Runeweaver | |
Dark Ransom | yes | 104 | Arcane | Shadow | Fortification | 2 | 3 | Synergy | instant | 4 | no effect until consumed • consume at any point to prevent detection while hiding or to prevent something from causing a loss in honor |
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 | |
Imbue Secrecy | yes | 105 | Arcane | Shadow | Destruction | 2 | 2 | Imbue | instant | self | renders an weapon utterly silent, preventing any stealth reduction or the possibiltiy of "giving away your poistion" when attacks are made with that weapon (even if in base contact), Insidious-Force | 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 | |
Deeptide Armor | yes | 106 | Elemental | Water | Fortification | 2 | 10 | Armor | instant | self | while active gain +6 Armor and +6 Elemental Resistance • after a successful armor save or Elemental Resist, convert 25% of the damage that would have been done into healing directed at a single target within 4" (including self) • after occurring 3 times the Deeptide Armor disappears • if successfully resisting heat or fire based damage increase the effect to 50% but immediately remove the Deeptide Armor |
Armor self cast only • in play for duration of battle, or until dispelled or expended by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Earth Bind | yes | 107 | Elemental | Earth | Destruction | 2 | 6 | Burst | action | 10 | 2d8 Earth damage with Crushing Force, 5% chance +5%/Tier to bind target to that location for 1 rnd | Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Earth Ward | yes | 108 | Elemental | Earth | Fortification | 2 | 5 | Ward | instant | 6 | while ward is active target is immune to Stun effects • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Earth 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, Shaman, Assassin, Runeweaver | |
Expel Darkness | yes | 109 | Arcane | Light | Alteration | 2 | 0.5/lvl against | Dispel | instant or action | 20 | dispel 1 dark magic effect • use resistance equal to level*3 of the caster of the effect • can also be used to remove all natural shadows or darkness in a 1" per Tier radius around the target for a short time (2 rounds in combat) • can also be used to dispel/shatter 1 dark based enchant/crafting • triggers Illumination |
Dispel action OR can be used as an instant for double the Spirit cost |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Extinguish Light | yes | 110 | Arcane | Shadow | Alteration | 2 | 0.5/lvl against | Dispel | instant or action | 15 | dispels 1 light magic effect • use resistance equal to level*3 of the caster of the effect • can also be used to extinguish natural light sources in a 1" per Tier radius around the target (i.e. snuff out a torch, candle, or lantern) • can also be used to dispel/shatter 1 light based enchant/crafting |
Dispel action OR can be used as an instant for double the Spirit cost |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
False Water | yes | 111 | Elemental | Water | Conjuration | 2 | 1 per 1" | Illusion | instant | 12 | creates illusionary water that appears real and flows in a realistic manner, but does not have physical form, feel wet, quench thirst, or put out fires • the spirit cost is based on the initial size of the False Water (before any flowing) and measured in 1" cubes (i.e. a 10" by 3" by 1" False Water conjuration would cost 30 spirit) |
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, Shaman, Assassin, Runeweaver | |
Imbue Destiny | yes | 112 | Natural | Celestial | Destruction | 2 | 3 | Imbue | instant | self | 25%/Tier chance to auto-hit | 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, Shaman, Assassin, Runeweaver | |
Fire Ball | yes | 113 | Elemental | Fire | Devastation | 2 | 1 +3/Tier | Blast | action | 20 | A ball of flame is launched towards to the target point, rapidly growing in size as it travels and inflicting 1d8 +1d6dam/Tier Fire damage in a 1.5" radius around the target point • benefits from Heat-Seeking |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Flame Orb | yes | 114 | Elemental | Fire | Destruction | 2 | 1.5/Tier | Shot | action | 20 | moves 1/2 to target on 1st rnd & hits on 2nd, adjusting its trajectory if the target moved, potentially causing it to hit a different target • inflicts 1d10+1dam per Tier • Heat-Seeking |
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, Shaman, Assassin, Runeweaver | |
Flame Strike | yes | 115 | Elemental | Fire | Destruction | 2 | 7 | Strike | action | melee | +1d6 damage • on the follow round target takes 1d6 damage and one less each round after until zero • if either portion of Flame Strike critically hits also double the 1d6 damage taken on the subsequent round and reduce it by two each round after until reaching zero • Heat-Seeking |
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, Shaman, Assassin, Runeweaver | |
Flame Ward | yes | 116 | Elemental | Fire | Fortification | 2 | 5 | Ward | instant | 6 | while ward is active target is immune to Fire based damage-over-time effects • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Fire 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, Shaman, Assassin, Runeweaver | |
Flaming Breath | yes | 117 | Elemental | Fire | Devastation | 2 | 8 | Cone | action | Cone Template | 2d8 damage, 75% chance of doing an additional 1d8 damage during the targets next turn, Heat Seeking | 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, Shaman, Assassin, Runeweaver | |
Frost Armor | yes | 118 | Elemental | Frost | Fortification | 2 | 12 | Armor | instant | self | while active gain +10 Armor & Imbue: Shiver ' free to cast • after 3 Armor Saves or taking any fire/heat damage, the Frost Armor is destroyed casting a free Frost Nova |
Armor self cast only • in play for duration of battle, or until dispelled or expended by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Frost Nova | yes | 119 | Elemental | Frost | Devastation | 2 | 7 | Nova | action | 2 | 1d12+1d4 damage, 20% chance/Tier to freeze the target for 1 rnd (see Frozen effect in Glossary) | Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Frost Ward | yes | 120 | Elemental | Frost | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target is immune to Slow, Freezing and Stat-Reducing effects • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Frost or Water 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, Shaman, Assassin, Runeweaver | |
Fuel the Flames | yes | 121 | Elemental | Fire | Alteration | 2 | 9 | Channel | action | 10 | choose a single 90˚arc up to 10" in front of caster • reduces Elemental resist by 10 and doubles any non-crit fire damage taken by targets for 1 full round • can also be used out of combat to rapidly increase the size or heat of a fire • each channeling lasts for 30 minutes outside of combat |
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, Shaman, Assassin, Runeweaver | |
Gravity Leash Totem | yes | 122 | Natural | Celestial | Conjuration | 2 | 5 | Totem | instant | 8 | radius 4" • while active no target (except caster) may leave the totem's radius of effect |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Gravitic Pull | yes | 123 | Natural | Celestial | Alteration | 2 | 2 | Control | action | 15 | target is pulled up to 8" towards caster after which they are knocked down | Control single target • LoS required • variety of crowd control effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Healing Light | yes | 124 | Arcane | Light | Fortification | 2 | 2/Tier | Healing | action | 20 | heals target for 1d6+1 HP per Tier • can choose to double the cost to heal all targets in a 1" radius for 1d6+1 HP per Tier • all targets are immune to Focus loss for 1 round • triggers Illumination |
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 | |
Healing Stream | yes | 125 | Elemental | Water | Fortification | 2 | 2.5/Tier | Healing | action | 15 | heals target for 1d6+2HP • for every Tier above 1 it can bounce in a straight line to another target that is in range • can hit a target more than once if bouncing back to them • critical cast and modifiers apply only to the initial target • caster may choose themselves as the initial target |
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, Shaman, Assassin, Runeweaver | |
Ice Flow | yes | 126 | Elemental | Frost | Destruction | 2 | 2 | Amplify | instant | self | The next Frost based destruction power cast does +3 damage and does not add Volatile stacks | Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Influence Thoughts | yes | 127 | Natural | Celestial | Alteration | 2 | 6 | Modify | instant | 15 | briefly influences the decision making process of a single target (does not work in combat) | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Iron Ward | yes | 128 | Elemental | Metal | Fortification | 2 | 5 | Ward | instant | 6 | while ward is active target is immune to Stun, Crushing Blow and Armor Piercing effects • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Earth or Metal 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, Shaman, Assassin, Runeweaver | |
Lifebloom | yes | 129 | Natural | Nature | Fortification | 2 | 2/Tier | Healing | action | 15 | heals target for 1d6+1 HP per round for 1 round per Tier (i.e. T6 version heals 1d6+1 immediately, and then 1d6+1 per round for 5 more rounds) • if forcibly removed or dispelled in anyway all remaining rounds of healing are applied immediately • if target is healed by a faith power while Lifebloom is active, the Lifebloom effects are automatically refreshed |
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, Shaman, Assassin, Runeweaver | |
Light Shield | yes | 130 | Arcane | Light | Fortification | 2 | 8 | Shield | instant | 14 | creates a 1d12+10 arcane damage shield that negates all Light effects • the attack which destroys the shield blinds the attacker for 1 rnd • triggers Illumination |
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 | |
Luminous Shot | yes | 131 | Arcane | Light | Destruction | 2 | 6 | Shot | action | 32 | 1d12 dam, +2 damage for each full 3" it travels (max +2/Tier) if fired in presence of light sources (absorbs light energy as it travels) | 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 | |
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 | |
Molten Spray | yes | 133 | Elemental | Metal | Devastation | 2 | 10 | Cone | action | Cone Template | 1d8+8 damage, 5% chance +5%/Tier to bind target to that location for 1 rnd | 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, Shaman, Assassin, Runeweaver | |
Nature Ward | yes | 134 | Natural | Nature | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target is immune to Grapple effects • when consumed the ward grants +50 Natural resistance, increases to +60 if resisting Nature 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, Shaman, Assassin, Runeweaver | |
Nimble Breeze | yes | 135 | Elemental | Wind | Fortification | 2 | 4 | Boon | instant | 6 | +3 dodge (max 20) • may consume to triple dodge contribution against a single attack |
Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
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 | |
Storm Capacitor | yes | 137 | Elemental | Storm | Devastation | 2 | 9 | Bomb | instant | 16 | remains on target, absorping all Storm damage from up to three seperate sources/occurances and instead storing the damage up • after the third occurance of storm damage the bomb is automatically triggered, inflicting the total stored damage divided evenly between all targets within 2.5" • caster can trigger the bomb early to Interupt the initial target (provided at least some damage has been stored) doing so counts as an out-of-turn instant |
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, Shaman, Assassin, Runeweaver | |
Imbue Poison | yes | 139 | Natural | Toxic | Destruction | 2 | 4 / 8 / 12 | Imbue | instant | self | Imbues a poison of the casters choice • Tier 2 is Simple poison • Tier4 is Complex Poison • Tier6 is Superior Poison |
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, Shaman, Assassin, Runeweaver | |
Widows Hex | yes | 140 | Natural | Toxic | Alteration | 2 | 6 | Hex | instant | 12 | target's Natural resistance is reduced by 20 for the duration of the hex, increasing to 40 if attempting to resist poison, poison like effects, or disease • consuming the hex prevents the target from healing in anyway for 1 full round |
Hex 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 |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Primal Mind | yes | 140 | Natural | Nature | Alteration | 2 | 6 | Hex | instant | 12 | target will always attack the closest target friend or foe & have +2 damage • consuming the hex causes the target to make an auto-hit max damage attack with thier own main-hand weapon against themself |
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 |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Pressurize | yes | 141 | Elemental | Water | Destruction | 2 | 6 | Amplify | instant | self | immediately apply the effects of having maxed out Water-Pressure to your next destruction power • in your next round all Spirit costs are doubled |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Scatter Magic | yes | 142 | Elemental | Wind | Alteration | 2 | 0.5/lvl against | Dispel | instant or action | 20 | can dispel 1 earth or water magic effect, use resistance equal to level*3 of the caster of the effect • can also be used to dispel/shatter 1 earth or water based enchant/crafting |
Dispel action OR can be used as an instant for double the Spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Shadow Bolt | yes | 143 | Arcane | Shadow | Destruction | 2 | 6 | Missile | action | 30 | 3d6 damage, 5% chance +5%/Tier to Fear the target if failing a Resolve test, Insidious-Force | 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 | |
Void Bolt | yes | 143 | Arcane | Void | Destruction | 2 | 6 | Missile | action | 30 | 3d6 damage, 5% chance +5%/Tier to Silence the target on their next turn, Insidious-Force | 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 | |
Shadow Ward | yes | 144 | Arcane | Shadow | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target is immune to Fear • when consumed the ward grants +50 Arcane Resistance, increases to +60 if resisting Shadow 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 | |
Shallow Grave | yes | 145 | Elemental | Earth | Destruction | 2 | 10 | Amplify | instant | 10 | the earth opens beneath the targets feet, swallowing up their legs • Small, Medium or Large targets are snared for the duration, Tiny or less are immobilized, and Huge or greater are uneffected • persistent effect but can be dispelled • any Earth based destruction powers cast on a different target also damage snared/immobilized target • occurs up to three times • if target takes any other damage effect is cancelled |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Shatter | yes | 146 | Elemental | Frost | Devastation | 2 | 10 | Blast | action | 24 | 2" radius, 1d6+1d8 damage • 2x damage if Frost effects have Frozen the target (counts as Shattering) or otherwise casued Immobilize effects • 1.5x damage if Frost effects have caused target to be Slowed or otherwise reduced movement speed |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Imbue Silence | yes | 147 | Arcane | Void | Destruction | 2 | 4 | Imbue | instant | self | target cannot use special abilities for one round/Tier, damage cancels effect on second and subsequent rounds • if subject to fear, prolong effect one more round, Insidious-Force |
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 | |
Coronal Wave | yes | 148 | Arcane | Solar | Devastation | 3 | 10 | Nova | action | 3 | 3d6 damage +2 damage per Volatile (Solar Mass) stack present on the caster prior to casting Coronal Wave | 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 | |
Solar Shield | yes | 149 | Arcane | Solar | Fortification | 2 | 8 | Shield | instant | 14 | creates a 1d12+10 arcane damage shield that negates all Solar effects • the attack which destroys the shield causes 2d4 Solar damage to all in base contact with the shielded target and blinds them for 1 rnd |
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 | |
Iron Fist | yes | 243 | Elemental | Metal | Destruction | 2 | 2 | Shock | action | melee | the casters fists briefly become solid iron allowing for a 2d4 Earth damage fist attack with Crushing Force • can be used as a main hand and off hand attack at 2x spirit cost • can also be paired with a Focus fist attack at a further 2x spirit cost, where damage remains set at 2d4 but Focus dice/effects apply |
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, Shaman, Assassin, Runeweaver | |
Staggering Chains | yes | 151 | Elemental | Metal | Conjuration | 2 | 1+1/tier | Binding | action | 8 | targets are Slowed • all stun/knock down/binding/immobilizing effects are 25% more likely to occur • chains are invulnerable to damage but can be dispelled |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Imbue Static | yes | 152 | Elemental | Storm | Destruction | 2 | 3 | Imbue | instant | self | +1 dam/Tier, next time target is knocked back by any means they take 1d6 damage for each inch of knock back | 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, Shaman, Assassin, Runeweaver | |
Steel Skin | yes | 153 | Elemental | Metal | Fortification | 2 | 8 | Boon | instant | 3 | target gains 10% damage negation and +15 Armor, consume (out of turn if desired) to boost to 75% damage negation against the next sucessful wound | Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Strangle Vines | yes | 154 | Natural | Nature | Conjuration | 2 | 1+1/tier | Binding | action | 10 | target cannot move, and unless they pass a strength test they also cannot use actions/instants, any damage breaks the vines | Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Temporal Ward | yes | 155 | Natural | Temporal | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target is immune to Re-Roll and Time manipulating effects • when consumed the ward grants +50 Natural Resistance, increases to +60 if resisting Celestial and Temporal 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, Shaman, Assassin, Runeweaver | |
Tidal Shot | yes | 156 | Elemental | Water | Destruction | 2 | 7 | Shot | action | 24 | a dense mote of water is charged with tidal forces and sent speeding towards the target, inflicting 1d8+1d6+1d4 water damage on impact • the target is knocked down if it fails a Stamina test, apply -1 Disadvantage per Tier of the caster |
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, Shaman, Assassin, Runeweaver | |
Time Bomb | yes | 157 | Natural | Temporal | Devastation | 2 | 5 | Bomb | instant | 12 | remains on target until reaching 10 minus 1/Tier stacks (i.e. with a T4 caster would last 6 stacks • anytime the target does something stacks are added, where instants = 1 stack, movement = 2 stacks, actions = 3 stacks, after certain number of instants/actions/moves • once the maximum stacks are reached, it explodes dealing 1d10+2 damage in a 2" radius |
Bomb Applied to a single target 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, Shaman, Assassin, Runeweaver | |
Toxic Ward | yes | 158 | Natural | Toxic | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target is immune to Poison effects • also automatically removes any existing Poisons when cast on a target • when consumed the ward grants +50 Natural resistance, increases to +60 if resisting Nature and Toxic Powers |
Ward 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, Shaman, Assassin, Runeweaver | |
Tranquil Breeze | yes | 159 | Elemental | Wind | Fortification | 2 | 1 +2/Tier | Healing | action | 20 | generates 1d6+1 HP per Tier worth of healing that can be divided up among any targets the caster sees fit within range • targets may choose to assign up to 50% (round down) of the healing received as Spirit or Vigor instead of HP |
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, Shaman, Assassin, Runeweaver | |
Vigorous Flame | yes | 160 | Elemental | Fire | Fortification | 2 | 7 | Empower | instant | self | while buff is active may add +1dam/Tier to fire based attacks & an additional +2dam/Tier @ a cost of 1 vigor/dam • consume to gain 3+1vigor/Tier |
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, Shaman, Assassin, Runeweaver | |
Void Contagion | yes | 161 | Arcane | Void | Devastation | 2 | 7 | Bomb | instant | 12 | remains dormant on target, until effected by a silence and/or fear effect, at which time that effect spreads to any target with 2" that fails a Resolve Test, Insidious-Force on initial target • all targets take 1d6 damage when Void Contagion is triggered |
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 | |
Void Ward | yes | 162 | Arcane | Void | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target is immune to Fear and Silence effects • when consumed the ward grants +50 Arcane Resistance, increases to +60 if resisting Shadow or Void 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 | |
Void Weapon | yes | 163 | Arcane | Void | Alteration | 2 | 5 | Modify | instant | 15 | turns a single weapon into a Void Weapon for 1 round • when atracking with a Void weapon if the D100 hit roll is 20 or less, ignore all of the targets Armor |
Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Water Breathing | yes | 164 | Elemental | Water | Alteration | 2 | 3 | Modify | instant | 15 | single target can breathe underwater for up to 1 hour, or until cancelled or Dispelled | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Water Ward | yes | 165 | Elemental | Water | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target is immune to Slow and Stat-Reducing effects • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Water 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, Shaman, Assassin, Runeweaver | |
Weaken | yes | 166 | Elemental | Earth | Alteration | 2 | 1/Tier | Modify | instant | 12 | single target/item has any Damage Absorption properties reduced by 10% per Tier, any Damage Negation reduced by 1 per Tier, and any Strength based melee damage bonuses reduced by 1 per Tier | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Conjure Dust Devil | yes | 167 | Elemental | Wind | Conjuration | 2 | 3x Creatures Threat Rating | Familiar | 10 minutes | 4 | Summons a Dust Devil as a familiar (see CoC: Dust Devil) coming soon... | 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 |
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Winding Boom | yes | 168 | Elemental | Wind | Devastation | 2 | 7 | Bomb | instant | 16 | remains on target and stacks Elemental energy everytime the target moves, both voluntary and involuntary movements • every 1" moved results in 1 stack of Elemental energy • upon reaching 12 stacks the energy is released, inlficting 3d4 damage in a 2" radius and Winding any damaged target |
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, Shaman, Assassin, Runeweaver | |
Imbue Quicken | yes | 169 | Elemental | Wind | Destruction | 2 | 4 | Imbue | instant | self | +1 dam/Tier • the imbued weapon or attack occurs so quickly that the target cannot possibly react to it, therefore does not receive dodge contribution to AC and cannot be blocked, parried, or negated by out-of-turn instants |
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, Shaman, Assassin, Runeweaver | |
Aerobolt | yes | 170 | Elemental | Wind | Destruction | 2 | 4 | Missile | action | 40 | fires a magical bolt of elemental energy at extremely high velocity, preventing any dodge contribution to resistance and any chance to block • inflicts 1d12 damage |
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, Shaman, Assassin, Runeweaver | |
Currents | yes | 171 | Elemental | Water | Alteration | 2 | 2/Tier | Control | action | 15 | caster selects a direction centered on the target • if target wishes to move against the direction must first pass a strength test and even if successful move at 1/2 speed, cut strength in half if target is in water • if moving with the direction (even if against its will i.e. Knocksbacks) target moves 1.5x further, increases to 2x if target is in water • effects last 1 round per Tier or several hours outside of combat • can be dispelled |
Control single target • LoS required • variety of crowd control effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Crashing Wave | yes | 172 | Elemental | Water | Devastation | 2 | 7 | Blast | action | 24 | A stream of water shoots up into the air and arches towards the target point, where it expands into a crashing wave that inflicts 2d6 Water damage in a 2" radius around the target point • targets are knocked down if failing a Stamina test |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Wild Wrath | yes | 174 | Natural | Nature | Destruction | 2 | 3 per Tier | Shot | action | 24 | 1d6 damage per Tier • if sucessfully causing damage, generates 1 Cycle of Life stack for every 5+ rolled |
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 |
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Briarthorns | yes | 175 | Natural | Nature | Devastation | 2 | 6 | Nova | action | 1 | razor sharp thorns spring up from the ground around the casters feet • inflicts 2d6 physical damage • if the caster does not move in subsequent rounds, this damage is repeated for any targets that remain inside or attempt to move into or out of the 1" radius around the caster for up to 3 rounds • effect is automatically cancelled if caster moves and can be dispelled |
Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
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Conjure Boggle | yes | 183 | Arcane | Shadow | Conjuration | 2 | 3x Creatures Threat Rating | Familiar | 10 minutes | 3 | Summons a Boggle as a familiar (see CoC: Bogle) | 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 | |
Conjure Sundog | yes | 61 | Arcane | Solar | Conjuration | 1 | (3x Creatures Threat Rating) per Tier | Minion | 1 full round or 1 minute | 6 | Summons 1 Sundog per Tier (see CoC: Sundog) | 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 | |
Conjure Fairy | yes | 197 | Arcane | Light | Conjuration | 2 | 3x Creatures Threat Rating | Familiar | 10 minutes | 4 | Summons a Fairy as a familiar (see CoC: Fairy) • triggers Illumination |
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 | |
Stinking Quagmire | yes | 285 | Natural | Toxic | Devastation | 2 | 8 | Trap | action | 20 | The ground is transformed into a foul smelling bog in a 4" radius, which counts as difficult terrain (reduces movement). Anyone caught in the quagmire or moving through it is infected with a single poison effect that counts as both Simple Deadly Poison and Simple Weakening Poison. | Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Conjure Treant | yes | 325 | Natural | Nature | Conjuration | 2 | 3x Creatures Threat Rating | Minion | 1 full round or 1 minute | 6 | Summons an Treant (see CoC) based on the Tier of the Power •Tier2 = Ent Sapling •Tier3 = Lesser Ent •Tier4 = Middling Ent •Tier5 = Greater Ent •Tier6 = Elder Ent |
Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast 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, Shaman, Assassin, Runeweaver | |
Conjure Celestial Being | yes | 348 | Natural | Celestial | Conjuration | 2 | 3x Creatures Threat Rating | Minion | 1 full round or 1 minute | 6 | Summons an Celestial Being (see CoC) based on the Tier of the Power •Tier2 = Star Spawn •Tier3 = Lesser Celestial Being •Tier4 = Greater Celestial Being •Tier5 = Star Child •Tier6 = August Celestial |
Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast 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, Shaman, Assassin, Runeweaver | |
Repel Chaos | yes | 109 | Arcane | Solar | Alteration | 2 | 0.5/lvl against | Dispel | instant or action | 20 | dispel 1 chaos based magic effect (fire, air, dark) • use resistance equal to level*3 of the caster of the effect • if sucessful can also choose to knock the target back 1d6" • can also be used to dispel/shatter 1 dark based enchant/crafting |
Dispel action OR can be used as an instant for double the Spirit cost |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Far Sight | yes | 360 | Arcane | Light | Alteration | 2 | 13 | Environment | action | 20 | anywhere in LoS, included distant horizons, can be viewed as though the caster was within 20" of that point • effectively magnifying vision over long distances, but not actually reducing range |
Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Conjure Ice Elemental | yes | 364 | Elemental | Frost | Conjuration | 2 | (3x Creatures Threat Rating) +1 | Minion | 1 full round or 1 minute | 6 | Summons an Ice Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Shard •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
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, Shaman, Assassin, Runeweaver | |
Banshee Scream | yes | 447 | Elemental | Wind | Destruction | 2 | 4 | DOT | instant | 30 | wind howls like a banshee in the targets ears alone, Deafening them for the duration and inflicting 1d4 damage • each subsequent round that effect persists increases the damage by +1 (i.e. first round 1d4, 2nd 1d4+1, 3rd 1d4+2, etc...) |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Briny Thirst | yes | 508 | Elemental | Water | Devastation | 2 | 6 | Plague | action | 20 | 1d4 damage per round • if there is a source of drinking water nearby, effected targets that fail a Resolve test, will move towards the water source and if possible spend a instant drinking • if they have any potential thirst quenching liquids on their person they can use these instead |
Plague a damage-over-time power that spreads to any target within 3" at the start of an infected targets turn • no LOS required and no dodge allowed, however caster must still have some reason to know that the initial target exists • remains active for one additional round per Tier or until dispelled/canceled, when duration expires on original target it is removed from ALL targets • resist against initial cast only (unlike poison effects) • damage bonus applies to initial target and on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Shadow Plague | yes | 525 | Arcane | Shadow | Devastation | 2 | 7 | Plague | action | 20 | 1d4 dam • any time a target under the effects of Shadow Plague is also effected by Fear, all targets effected by Shadow Plague take 1d4 damage |
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 | |
Light's Lash | yes | 526 | Arcane | Light | Conjuration | 2 | 6 | Weapon | instant or action | self | Conjures Light's Lash, a coil of pure light, that can extend to seemingly impossible lengths • can be wielded as a 1d12 damage whip with 12" Reach and a 100% Steal Weapon attribute • triggers Illumination along its entire length • can also be used as an unbreakable rope of near infinite length |
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 | |
Detect Ore | yes | 535 | Elemental | Earth | Alteration | 2 | 2 | Reveal | instant | 12 | grants a single target spiritual knowledge for 1 hour per Tier of the Caster regarding the location of ores within the ground, even through solid stone (could be a mental image or something akin to x-ray vision) • requires a sucessful Perception test • GM's may choice to modify the perception test for precious ro rare ores • the more specific the target the more specfic the results will be |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Heat Sense | yes | 537 | Elemental | Fire | Alteration | 2 | 4 | Reveal | instant | 12 | for 1 hour per Tier of the Caster, a single target can sense heat signatures, gaining +1 Perception per Tier (effecting ranged modifiers accordingly) against any target that produces heat | Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Corroding Hex | yes | 206 | Elemental | Caustic | Alteration | 2 | 5 | Hex | instant | 10 | target's Elemental Resistance and Armor is reduced by 20 for the duration of the hex, stacking with any ongoing Corrosion effects • consuming the hex neutralizes all stacks of Corrosion but deals 1d4 damage per stack |
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 |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Stone Shoes | yes | Elemental | Earth | Conjuration | 2 | 1+1/tier | Binding | action | 8 | target has movement reduced to zero and is fixed to the ground (immune to knockback, etc...) • target must be standing on earth/stone of some kind when cast • stone shoes have 20 HP and 75% Absorption but can be dispelled as normal |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | ||
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 • prevents target from casting a spirit power, 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 | ||
Trick of the Light | yes | Arcane | Light | Conjuration | 2 | 1 per 1" | Illusion | instant | 16 | Allows the caster to manipulate the way light falls on objects and/or casts shadows in a spherical radius of 3" per Tier around the target point • this effect can make objects or target appear as though they are something they are not or give the caster limited control over where shadows fall |
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 | ||
Shining Splendor | yes | Arcane | Light | Devastation | 2 | 10 | Nova | action | 3 | 2d6 damage • all targets that PASS a Perception test within the radius have their Initiative Score reduced by 10 for their next turn • triggers Illumination |
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 | ||
Terror Bomb | yes | Arcane | Shadow | Devastation | 2 | 4 | Bomb | instant | 12 | remains on target • any time fear effects occur within 6" stores up a charge • caster may trigger the Terror Bomb as they will, at the start of the targets turn • this gives the caster control over the movement portion of the targetes turn (can elect to sprint) • at the end fo tehtagets mvoement phase the bomb explodes for 1d6 damage per charge in a 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 | ||
Darken | yes | Arcane | Shadow | Alteration | 2 | 5 | Modify | instant | 15 | turns a single conventional light source such as a torch or candel into an active source of shadow, producing a radius of darkness at an equivalent distance which cancels out all lightt • has no effect if the area is already dark |
Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | ||
Imbue Grapple | yes | Natural | Nature | Destruction | 2 | 3 | Imbue | instant | self | adds a Grapple effect to an attack • if used on a ranged projectile attack the grapple is maintained at range by a rope vine connecting the target to 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, Shaman, Assassin, Runeweaver | ||
Cone of Sand | yes | Elemental | Earth | Devastation | 2 | 6 | Cone | action | Cone Template | 1d6+4 damage, 40% chance to reduce targets armor by 5 per Tier for remainder of battle, permanently damages 1 piece of armor per tier after the battle is over (no effect on crafted/enchanted armor) | 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, Shaman, Assassin, Runeweaver | ||
Shadow Walk | yes | Arcane | Shadow | Alteration | 2 | 8 | Movement | instant | 15 | instantly move from one shadow to another within range | 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 | ||
Dormant Devastation | yes | Natural | Celestial | Devastation | 2 | 5 | Bomb | instant | 12 | remains dormant (and dispelable) on the target until hit by Celestial damage, which then triggers Dormant Devestation which explodes for 1d10 damage • multiple stacks of Dormant Devestation can be placed on a target without triggering them |
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, Shaman, 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 | |
Astral Transferance | yes | 178 | Natural | Celestial | Alteration | 3 | 12 | Transmute | action | 8 | temporarily transfers the consciousness of one target into another (within range) • damage, sleep, or one of the targets moving more than 100m away from the other automatically ends the effect • can be dispelled • if used in combat unwilling targets can resist every round |
Transmute alters the physical form of the target granting various effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Vampiric Toxin | yes | 129 | Natural | Toxic | Fortification | 3 | 3/Tier | Healing | action | 15 | inflicts a single target with a vampiric poison which causes 1d4+2 damage per round HP per round for 1 round per Tier (i.e. T6 version deal 1d4+2 damage immediately, and then 1d4+2 per round for 5 more rounds) • any damage done heals a friendly target of the casters choice for the same amount • if chosing to self heal double the amount |
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, Shaman, Assassin, Runeweaver | |
Barkskin | yes | 179 | Natural | Nature | Fortification | 3 | 8 | Armor | instant | self | while active gain +10 Armor and reduce all incoming damage by 2 (including Crushing Blow damage) • after taking reducing a total of 10 damage Barkskin is destroyed, healing the caster for 2d6HP |
Armor self cast only • in play for duration of battle, or until dispelled or expended by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Black Blade | yes | 180 | Arcane | Shadow | Destruction | 3 | 3 | Strike | action | melee | +1d8 dam, does not reduce stealth or allow target to auto-detect your presence • Insidious-Force • if wielding a weapon with the 'Stealthy' effect add the Stealthy value as extra weapon damage |
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 | |
Blackheart Totem | yes | 181 | Arcane | Shadow | Conjuration | 3 | 7 | Totem | instant | 8 | radius 3" • totem's radius counts as being in shadow at all times • adds 1d6 bonus damage to any Shadow/Dark power or Stealth ability used while inside totem's radius |
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 | |
Blind | yes | 182 | Arcane | Light | Alteration | 3 | 9 | Control | action | 20 | blinds a target for 1 rnd @ Tier3, 2 rnds @ Tier4, 3 rnds @ Tier5, while blinded they cannot target anything and if they move must do so in a random direction and at half speed | Control single target • LoS required • variety of crowd control effects |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Dawn Strike | yes | 373 | Arcane | Solar | Destruction | 2 | 3 | Strike | action | melee | +1d8dam • if Dawn Strike is parried, blocked or warded off but the attack would otherwise have hit, the target is blinded for 1 round |
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 | |
Bright Flare | yes | 184 | Arcane | Light | Destruction | 3 | 6 | Amplify | instant | 16 | prevents the target from using LoS based attacks/abilties for 1 rnd and reduces Stealth to zero • triggers Illumination |
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 | |
Carapace | yes | 185 | Natural | Nature | Fortification | 3 | 3/Tier | Shell | action | self | self-cast only • caster is covered in a thick chitinous carapace (effects caster only) • 3 pieces per Tier, granting +1 armor per piece and +2HP per piece • any damage inflicted while active is first removed from the bonus HP granted by the carapace • for every 2HP damage inflicted 1 piece of the Carapace is destroyed |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Celestial Rebirth | yes | 186 | Natural | Celestial | Fortification | 3 | 5 | Empower | instant | self | each time caster lands a killing blow gain +3 celestial dam on next power (wizards also gain 1 code stack) • automatically consumed upon death to return the caster to life with Spirit and HP equal to 30% of max (+10%/current honor) hwoever the next time the caster falls asleep they will die once more |
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, Shaman, Assassin, Runeweaver | |
Celestial Sickness | yes | 187 | Natural | Celestial | Destruction | 3 | 7 | DOT | instant | 20 | 1d8 dam • target must pass a stamina test before moving |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Conjure Acid Pixie | yes | 425 | Elemental | Caustic | Conjuration | 3 | 3x Creatures Threat Rating | Familiar | 10 minutes | 2 | Summons an Acid Pixie as a familiar (see CoC: Acid Pixie) | 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, Shaman, Assassin, Runeweaver | |
Chains of Fire | yes | 188 | Elemental | Fire | Conjuration | 3 | 1+2/tier | Binding | action | 8 | targets are Immobilized and/or Snared • any damage breaks the chains • upon being broken, dispelled or otherwise ending deals 3d6 dam per rnd chains were active |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Cloaking Shadows | yes | 189 | Arcane | Shadow | Alteration | 3 | 1/ 1" radius | Environment | action | 15 | engulfs an area in shadows w/in 1"/Spirit spent of a fixed point for up to 1 day, blocks LOS while in area (i.e. hiding & targeting), caster can still target as normal | Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Conflagurate | yes | 190 | Elemental | Fire | Destruction | 3 | 6 | Amplify | instant | 10 | each time the target takes fire/heat damage from your destruction powers add 1d8+2 damage • persistent effect (even if target HP<0) but can be dispeled • effect ends if the target goes a round without taking fire/heat damage |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Conjure Living Constellation | yes | 191 | Natural | Celestial | Conjuration | 3 | 3x Creatures Threat Rating | Familiar | 10 minutes | 3 | Summons 1 of 12 living Constellations, basic 1d6 celestial damage LoS 16" ranged attack • additional effects are granted to the caster while the Constellation is in play • based on a d10 roll where 1to10: +5 Advantage to the corresponding stat (1=str, 2=agil, etc...), 11: +15 spell hit, 12: +3 spell dam • Constellation is immune to all damage and effects but if caster takes damage constellation is immediately destroyed |
Familiar Conjures/summons an active Familiar under the casters control • requires 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, Shaman, Assassin, Runeweaver | |
Dark Shield | yes | 192 | Arcane | Shadow | Fortification | 3 | 8 | Shield | instant | 10 | creates a 1d12+10 arcane damage shield that negates all Shadow effects • the attack which destroys the shield inflicts Fear on the attacker and allows the shielded target to imediately hide if they so choose (assume LOS is temporarily broken) |
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 | |
Dark Strength | yes | 193 | Arcane | Shadow | Fortification | 3 | 9 | Empower | instant | self | base weapon dam increased according to available stealth/4 • mages/druids also gain +shadow & demonic dam ' str/4 • consume to auto-crit your next single regular mainhand attack |
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 | |
Deadly Mirage | yes | 194 | Arcane | Light | Devastation | 3 | 10 | Trap | action | 28 | 3" radius mirage that often draws targets towards it, can trigger on any turn to do 3d6 damage • coutns as Illumination once triggered |
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 | |
Deep Resevoir | yes | 195 | Elemental | Water | Fortification | 3 | 5 | Empower | instant | self | while active may expend HP at a rate of 1HP:2Spirit when using HP to cast, mages also receive +2 Damage or Healing with Water Powers while active • consuming reduces the Spirit cost of the next power cast by 1d20 (down to a minimum of 0) |
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, Shaman, Assassin, Runeweaver | |
Depth Charge | yes | 196 | Elemental | Water | Devastation | 3 | 12 | Bomb | instant | 12 | places dormant spell effect upon a single target that triggers under heavy water pressure, either naturally from being more than 2" below water, or when the caster of the depth charge reaches maximum water pressure • upon being triggered explodes causing 3d10 water damage in a 1" inner radius, 2d10 in a 2" middle radius, and 1d10 in a 3" outer radius • any target that takes damage has -2 disadvantage on all Agility, Stamina, and Initiative rolls for up to one hour or until thoroughly drying out |
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, Shaman, Assassin, Runeweaver | |
Fire Bomb | yes | 198 | Elemental | Fire | Devastation | 3 | 3/Tier | Bomb | instant | 10 | remains on target for up to 6 rounds, adding 1 stack each round • at the start of each of the targets turns there is 15% per stack chance that it explodes dealing 1d8 +1d6dam/Tier to all targets within 1.5" radius • any time the target takes fire/heat based damage add an additional stack, while taking water/frost damage removes 1 stack • counts as Heat-Seeking |
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, Shaman, Assassin, Runeweaver | |
Flame Shield | yes | 199 | Elemental | Fire | Fortification | 3 | 8 | Shield | instant | 8 | creates a 1d12+10 elemental damage shield that negates all Fire effects • the attack which destroys the shield causes 2d4 Fire damage to all in base contact with the shielded target and grants Fury to the shielded target for any damage done |
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, Shaman, Assassin, Runeweaver | |
Flash Freeze | yes | 200 | Elemental | Frost | Devastation | 3 | 6 | Bomb | instant | 12 | remains on the target • starts with 1 stack, but any time it is hit by a water based power or effect add a stack • when the target is hit by a frost power or effect, consume all stacks and trigger the bomb • inflicts 1d8 damage per stack in a 2" radius and Slows targets for 2 rnds • taking fire/heat dam of any kind has a 70% chance to remove 1 stack, potential dispelling the effect |
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, Shaman, Assassin, Runeweaver | |
Fog Bank | yes | 201 | Elemental | Wind | Alteration | 3 | 8 | Environment | action | 20 | 8" radius, all in area have line of sight reduced to 2" (except caster), counts as being in shadows for stealth purposes | Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Thunderheads | yes | 201 | Elemental | Storm | Alteration | 5 | 16 | Environment | action | self | Allows the caster to turn ordinary clouds into Thunderheads, causing loud thunder every time a spirit or faith power is cast and boosting effectivness of Storm powers • this effect persists for 1 hour in a 15" radius column between the ground and the clouds, centered on the point where the spell was orginally cast • while inside this area any spirit or faith power cast (except Air/Storm powers) has +10% Critical Failure chance and the added effect that the Cirtical Failure also Deafens the caster for 1 round • any storm power cast against a target inside this area that is also holding or wearing metal gains +15 to Cast/Hit or +25% damage |
Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Lightning Bolt | yes | 202 | Elemental | Storm | Devastation | 3 | 20 | Beam | action | 10 | 2d8+2 damage, no dodge allowed, hits any target within 1" of a straight line drawn from caster to target as well • single hit roll |
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, Shaman, Assassin, Runeweaver | |
Conjure Frost Hydra | yes | 203 | Elemental | Frost | Conjuration | 3 | 2+3/Tier | Sentinel | 1 full round or 1 minute | 8 | Conjures a magical hydra with 1 head/Tier, where each head spits 1 'Ice Bolt'/rnd, ea time the hydra takes 10 or more dam it loses 1 head (no AC or resists), despawns when no heads left | 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, Shaman, Assassin, Runeweaver | |
Frost Shield | yes | 204 | Elemental | Frost | Fortification | 3 | 8 | Shield | instant | 10 | creates a 1d12+10 elemental damage shield that negates all Frost effects while active • the attack which destroys the shield causes the attacker to be frozen for 1 rnd • or if resisted instead Slows the attacker for 1 rnd |
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, Shaman, Assassin, Runeweaver | |
Gravity Wall | yes | 205 | Natural | Celestial | Conjuration | 3 | 8 | Obstacle | action | 12 | creates a wall of gravitic force extending up from the ground that is invisible to normal senses • wall is 2" high and 1" wide in a straight line oriented in any direction • the length of the wall can be up to 1" per level (max level 10) • may add additional height by increasing the spirit cost by 50% per additional 1" of height • anything with mass that passes through the wall and fails a Natural resist has its movement cut in half after which it drops to the ground, counting as being Knocked Down (flying targets also take 1/2 fall damage) • treat inanimate objects as having 0 resistance to this effect • physical projectiles such as arrows and some spirit powers suffer have their range cut in half and suffer -20 to hit if passing through the Gravity Wall |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Heat Exhaustion | yes | 206 | Elemental | Fire | Alteration | 3 | 6 | Hex | instant | 10 | target immedaitely gains 1 stack of Exhaustion and must pass a strength test each round or count as being Winded • consuming the hex inflicts 2d6 damage & causes the Winded effect for 1 round or 1 minute |
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 |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Heat Ray | yes | 207 | Elemental | Fire | Devastation | 3 | 9 | Beam | action | 6 | A narrow and nearly invisible ray of intense heat inflicts 2d6 damage using a single hit roll to all targets along line. May continously cast if uninterupted by damage or CC, paying the full spirit cost each round but multiplying damage inflicted on targets that were already hit in previous rounds • targets hit a 2nd time in a row have 2x # of damage dice rolled • targets hit a 3rd time in a row have 3x # of damage dice rolled |
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, Shaman, Assassin, Runeweaver | |
Ice Barrier | yes | 208 | Elemental | Frost | Conjuration | 3 | 7 | Obstacle | action | 12 | creates a barrier of solid ice 1" high and 1" wide in a straight line oriented in any direction • the length of the wall can be up to 1" per level (max level 10) • may add additional height by increasing the spirit cost by 50% per additional 1" of height • total spirit cost is cut in half if cast over on existing natural water source • barrier does not block LoS but is otherwise impassable • counts as hard cover where applicable • can be climbed over but suffer -5 Disadvantage when attempting to do so • the barrier has 20HP and 25% absorption (except versus attacks with Crushing Blow and/or heat properties) and takes double damage from fire/heat • if reduced to 0 HP the entire barrier shatters/melts at the end of the casters turn • re-casting Ice Barrier on an existing barrier restores its HP to max |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Ice Spike | yes | 209 | Elemental | Frost | Destruction | 3 | 5 | Strike | action | melee | Causes a sharp spike of ice to rapidily grow on any weapon, increasing Reach by 1 and adding +1d8+4 damage • can be cast as an Out-of-Turn Instant when an enemy moves into base contact, similar to the 'Impale' weapon effect • if already wielding a weapon with the 'Impale' effect add +10 to hit to both the physical and spirit portion |
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, Shaman, Assassin, Runeweaver | |
Illusionary Beast | yes | 210 | Natural | Nature | Conjuration | 3 | 4 per Tier | Illusion | instant | 12 | can create an illusionary beast of any kind, however the more rare and powerful the beast is the less likely the illusion will be believed (i.e. a giant rat in a sewer is believable a dragon in a sewer, not as so much) • the maximum creature size of an Illusionary Beast is dictated by Tier, where Tier 1 = Tiny or Smaller, with one size increase per Tier after that (i.e. Tier 7 = Colossal) |
Illusion conjures a visible illusion that lacks 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, Shaman, Assassin, Runeweaver | |
Inanimate Illusion | yes | 211 | Elemental | Earth | Conjuration | 3 | 2 per 1" | Illusion | instant | 10 | creates illusionary versions of any inanimate (non-moving) solid matter • has no true physical form |
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, Shaman, Assassin, Runeweaver | |
Fortify Poison | yes | 212 | Natural | Toxic | Alteration | 3 | 7 | Modify | instant | 12 | Caster targets a natural or magical source of poison (such as a creature, vial of poison, enchanted/imbue weapon, etc...), increasing its effects by 50% for up to 1 hour or until used or dispelled. If the poison effects cannot be quantatively increased then increase the duration by 50% instead. Can also be self cast to increse the poison effects of the next spell cast. | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Iron Will | yes | 213 | Elemental | Metal | Fortification | 3 | 5 | Synergy | instant | 3 | each time the target uses a Vigor, Fury, Stealth or Honor code ability they gain a a stack of Iron Will, increasing damage with that mechanic by 1 per stack and gaining resistance to stuns or any ability that makes the target move against their will, equal to 20% +10% per stack • can have up to 6 stacks • effect is consumed if failing to resist one of those effects |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Light Binding | yes | 214 | Arcane | Light | Conjuration | 3 | 2/tier | Binding | action | 14 | targets are blinded AND silenced • any damage breaks the bindings • whoever breaks the bindings, whether through damage or dispelling, is blinded for 1 rnd • triggers Illumination |
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 | |
Light Ward | yes | 216 | Arcane | Light | Fortification | 3 | 6 | Ward | instant | 12 | while ward is active target is immune to Blinding effects • when consumed the ward grants +50 Arcane Resistance, increases to +60 if resisting Light powers • triggers Illumination |
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 | |
Extract Metal | yes | 218 | Elemental | Metal | Conjuration | 2 | 2 per Tier per Ingot | Utility | instant | 25 | create a pure metallic ingot from a visible (LoS) raw ore source. Ingots are used for several secondary crafting skills (i.e. Blacksmithing) or can be traded for equivalent currency. Scales by Tier • Tier 2 = base/soft metals (copper, lead, tin, etc...) • Tier 3 = hard/semi-precious metals (iron, silver, etc...) • Tier 4 = ultra-hard/precious metals (titanium, tungsten, gold, platinum, etc...) • Tier 5 = otherworldly metals (tranilium) |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, 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 | |
Noxious Breath | yes | 220 | Natural | Toxic | Devastation | 3 | 7 | Cone | action | Cone Template | 1d6+1d8 damage, all targets effected move 1" in a random direction, inflicts an exhausting poison that reduces Inititaive Score by 5 for up to 3 rounds | Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template), partially covered targets can add dodge to resistance roll, roll a single hit roll |
Mage, Battlemage, Wizard, Druid, Shaman, 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 | |
Primordial Ray | yes | 222 | Natural | Nature | Devastation | 3 | 11 | Beam | action | 8 | 1d6+1d4 damage • single hit roll to all targets along line • each target hit spawns a living ooze w/in 1d6" with move:4, AC:15 • ooze moves towards the closest target • if ooze is hit or comes into base contact it explodes in a 1" radius for 1d6 natural damage |
Beam fires in straight line from caster to target, LOS not required, dodge is allowed unless otherwise stated • hit rolls and bonus damage distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Shaman, 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 | |
Rings | yes | 224 | Natural | Celestial | Devastation | 3 | 9 | Nova | action | 2 | 2d12 damage, if resisted spirit cost is refunded | Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Rockhide Armor | yes | 225 | Elemental | Earth | Fortification | 3 | 13 | Armor | instant | self | while active gain +16 Armor, -20 to hit, and become imbue to stun, knockdown, and knock back effects • after taking any single wound greater than 20 (or greater than 10 air/storm damage), the Rock Armor is destroyedstunning anyone in base contact for 1 rnd |
Armor self cast only • in play for duration of battle, or until dispelled or expended by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Sand Blaster | yes | 226 | Elemental | Earth | Devastation | 3 | 10 | Beam | action | 6 | 2d8+4 dam & knocks target back to end of beam • if colliding with solid object (i.e. wall) or another target causes standard collision damage • if colliding with additonal targets, all targets are knocked back • hit roll on initial target only • 10%+10%/Tier chance to damage a single piece of non-enchanted/crafted armor (or shield if blocking) • damaged item is rendered useless for remainder of battle (immediatel subtract armor value) and must be repaired before being used again • if used against inanimate objects (i.e. doors, chests, etc...) cuts absorption in half |
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, Shaman, Assassin, Runeweaver | |
Conjure Sea Hydra | yes | 227 | Elemental | Water | Conjuration | 3 | 2+3/Tier | Sentinel | 1 full round or 1 minute | 8 | 1 head/Tier, ea head spits 1 'Water Jet'/rnd, ea time the hydra takes 10 or more dam it loses 1 head (no AC or resists), despawns when no heads left | 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, Shaman, Assassin, Runeweaver | |
Shadow Rain | yes | 228 | Arcane | Shadow | Devastation | 3 | 21 | Storm | action | 15 | 4" radius, 1d10+1d8 damage, 5% chance +5%/Tier to cause targets to immediately move at regular speed in a random direction | 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 | |
Conjure Shardling | yes | 229 | Elemental | Earth | Conjuration | 3 | 3x Creatures Threat Rating | Familiar | 10 minutes | 2 | Summons a Shardling as a familiar (see CoC: Shardling) | 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, Shaman, Assassin, Runeweaver | |
Solar Focus | yes | 184 | Arcane | Solar | Destruction | 2 | 2 | Amplify | instant | self | the next Solar destruction or devastation power cast does +2 damage per stack of Solar Mass to a single target | 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 | |
Shattered Glass | yes | 230 | Arcane | Light | Destruction | 3 | 4 | DOT | instant | 30 | 1d4+1 dam, must roll to hit (no dodge contribution allowed) | 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 | |
Shock Pulse | yes | 231 | Elemental | Storm | Destruction | 3 | 4 + 2/Tier | Shot | action | 32 | 2d6 dam, pulse persists at the point which it struck its target for 1 entire round, during that time any target that moves into a 1" radius around the initial target takes 1d6dam/tier and consumes the pulse • at the end of the duration, if no target took the additonal damage, the original target takes that damage and the pulse is consumed • the pusle has no effect on targets already inside the 1" radius |
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, Shaman, Assassin, Runeweaver | |
Solar Ward | yes | 232 | Arcane | Solar | Fortification | 3 | 6 | Ward | instant | 12 | while ward is active target is immune to Blinding and Dispeling effects • when consumed the ward grants +50 Arcane Resistance, increases to +60 if resisting Light or Solar 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 | |
Speed of the Cheetah | yes | 233 | Natural | Nature | Alteration | 3 | 6 | Movement | instant | 15 | +3 movement until cancelled, dispelled, or taking damage of any kind • leaving base contact while Speed of the Cheetah is active creates a -20hit modifier for any attacks made as part of Disengaging from Combat |
Movement alters the way things move • self cast only, unless spending 1.5x the spirit cost • unless otherwise specified, using a Movement power to leave base contact with an enemy does NOT count as Disengaging from Combat |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
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 | |
Calming Breeze | yes | 235 | Elemental | Wind | Fortification | 3 | 6 | Empower | instant | self | target is enveloped in a calming breeze that generally reduces agitation, temper, or fear, grating +2 Resolve • while active all Spirit costs & Psionic difficulties are reduced by 1 (2 if Mage), cannot reduce below 1, Runeweavers can re-roll a Focus roll of 1 or 2 • consume to gain 2 extra Instants this round |
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, Shaman, Assassin, Runeweaver | |
Standing Wave | yes | 236 | Elemental | Water | Conjuration | 3 | 7 | Obstacle | action | 12 | creates a standing wave of water 2" high and 1" wide in a straight line oriented in any direction • the length of the wave 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 • total spirit cost is cut in half if cast over on existing natural water source • solid matter can only pass through the standing wave if moving with the wave, not against it • no physical projectiles can pass through either side, unless they are water based. |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Storm Chains | yes | 237 | Elemental | Storm | Conjuration | 3 | 3/tier | Binding | action | 14 | targets Immobilized and/or snared • any damage that is NOT Storm based breaks the chains • any storm damage done to one target under the effects of Storm Chains is divided evenly between all targets under the effect of Storm Chains |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Storm Ward | yes | 238 | Elemental | Storm | Fortification | 3 | 6 | Ward | instant | 12 | while ward is active target is immune to Knockback/Down, Winded effects and Thunder effects • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Storm or Wind 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, Shaman, Assassin, Runeweaver | |
Caustic Vapor | yes | 207 | Elemental | Caustic | Devastation | 3 | 11 | Beam | action | 6 | Caustic vapors rapidly spread along the ground in a straight line from the caster and then rise up to inflict acid/burning damage to anyone caught in them • single hit roll to all targets initially caught in the vapor • inflicts 2d6+2 damage and 2 stacks of Corrosion • persists for 1 round after being cast • anyone crossing or caught in the vapor on a subsequent round receives half damage and only 1 stack of Corrosion |
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, Shaman, Assassin, Runeweaver | |
Strength of the Flame | yes | 239 | Elemental | Fire | Fortification | 3 | 4 | Boon | instant | 3 | +3 Strength (max 20) • consume to gain a +3 physical damage modifier for 1 full round • treated as part of your "natural" strength damage modifiers |
Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Sun Ray | yes | 240 | Arcane | Solar | Devastation | 3 | 12 | Beam | action | 10 | beam sweeps from left to right or right to left, in a 90˚arc • any target facing the caster take 2d6 damage, is blinded for 1 round, and if hidden is treated as 'Spotted' • the Sun Ray casts a shadow in 90˚arc behind any target struck, any targets inside the 10" 90˚arc but inside the shadow cast by another target are uneffected • single hit roll |
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 | |
Sun Spheres | yes | 241 | Arcane | Solar | Fortification | 3 | 8 | Counter | instant | self | while active 3 spheres of pure light circle around the caster • the spheres can be consumed at any time by the caster for no cost to either blind a target that has attempted to hit them (potentially preventing the attack if it requires LoS) or to add +5 to hit and +3 damage to any direct damage Light/Sun power • also illuminates are around the caster similar to a torch |
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 | |
Temporal Rupture | yes | 242 | Natural | Temporal | Destruction | 3 | 3/Tier | Burst | action | 12 | T3 1d20 damage • T4 1d20+1d10 damage • T5 2d20 damage • T6 2d20+1d10 damagel T7 3d20 damage • 10%/Tier -10% chance that whatever actions the target carried out in its last turn are immediately reversed |
Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Tremor | yes | 243 | Elemental | Earth | Destruction | 3 | 5 | Shock | action | melee | 3d6 Earth damage with Crushing Force • inflicts max damage if target is stunned, snared, or immobilized |
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, Shaman, Assassin, Runeweaver | |
Razor Strike | yes | 356 | Elemental | Metal | Destruction | 3 | 4 | Strike | action | melee | +1d12 damage with Piercing Force | 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, Shaman, Assassin, Runeweaver | |
Tremors | yes | 244 | Elemental | Earth | Alteration | 3 | 6 | Control | action | 12 | lasts for 1 round per Tier • target must take a Stamina test at the end of thier turn or they are knocked down • if theya re already knocked down they are stunned • the stun effect cannot occur 2 rounds in a row howoever the knock down can |
Control single target • LoS required • variety of crowd control effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Twisted Shadow | yes | 245 | Arcane | Shadow | Destruction | 3 | 7 | Amplify | instant | 12 | targets own shadow (main hand regular) attacks them for 1rnd/Tier • while active all of the casters destruction powers gain +3 shadow dam & 25% chance to fear on spell-hit • shadow is invulnerable except to light powers which dispel it if hit (use targets resist) |
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 | |
Riptide | yes | 246 | Elemental | Water | Devastation | 3 | 12 | Beam | action | 8 | 3d4 dam • single hit roll to all targets w/in 0.5" of a straight line, pulls or pushes all targets caught in beam to one end of the beam |
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, Shaman, Assassin, Runeweaver | |
Everflame | yes | 247 | Elemental | Fire | Alteration | 3 | 5 | Transmute | action | 6 | must be cast on an existing source of open flame, rendering it impossible to extinguish through conventional means such water, smothering, running out of fuel or even dispels, without first dispelling or removing the Unquenchable Fire effect • lasts for up to one full day |
Transmute alters the physical form of the target granting various effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Updraft | yes | 248 | Elemental | Wind | Alteration | 3 | 9 | Control | action | 20 | target is knocked up into the air 2+1d4" • at the start of the targets turn they fall back to the ground taking fall damage and becoming knocked down |
Control single target • LoS required • variety of crowd control effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Void Shield | yes | 249 | Arcane | Void | Fortification | 3 | 8 | Shield | instant | 10 | creates a 1d12+10 arcane damage shield that negates all Void effects • the attack which destroys the shield silences the attacker for 1 rnd • also negates Call of the Void, however doing so destroys the shield |
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 | |
Void Walk | yes | 250 | Arcane | Void | Alteration | 3 | 9 | Movement | instant | 15 | dissapear and then reappear anywhere within range • may elect to re-appear hidden • doing so causes you to become undetected and returns 1d4 stealth |
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 | |
Downdraft | yes | 251 | Elemental | Wind | Devastation | 3 | 6 | Trap | action | 28 | 4" radius • 2d4 damage • triggers an intense downdraft of air that pushes targets to the ground (knocked down) if failing a Stamina test |
Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Water Shield | yes | 252 | Elemental | Water | Fortification | 3 | 8 | Shield | instant | 10 | creates a 1d12+10 elemental damage shield that increases all water based healing effects on the target by 50% • the attack which destroys the shield reduces the attackers Initiative Score by 3 for the remainder of the battle (or until dispelled) |
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, Shaman, Assassin, Runeweaver | |
Waterlog | yes | 253 | Elemental | Water | Alteration | 3 | 6 | Hex | instant | 12 | target has -10 to hit, -3 Initiative Score, and -3 disadvantage on Initiative rolls • target must pass an Initiative test if they wish to move • consuming the hex causes the target to immediately gain 1 stack 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 |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Wave Runner | yes | 254 | Elemental | Water | Alteration | 3 | 5 | Movement | instant | 15 | can walk on the surface of any water with normal movement, or swim through water at 2x movement speed • standard Disengaging from Combat rules apply |
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, Shaman, Assassin, Runeweaver | |
Creeping Fumes | yes | 233 | Natural | Toxic | Alteration | 5 | 8 | Movement | instant + movement | 15 | The casters body is temporarily reduced to a toxic mist which quickly spreads along the ground in a 15" radius. The caster may use its movement to reappear undetected anywhere within 2" of the rear arc (including base contact) of an unpoisoned target within range. If used while in base contact does not count as disengaging from combat. | Movement alters the way things move • self cast only, unless spending 1.5x the spirit cost • unless otherwise specified, using a Movement power to leave base contact with an enemy does NOT count as Disengaging from Combat |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Herdstone | yes | 255 | Natural | Nature | Conjuration | 3 | 5 per Tier | Totem | instant | 8 | radius 3" • any friendly that starts its movement within the radius of the Herdstone is granted 1d6 per Tier Trample effect for that movement • stacks with other sources of Trample. |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Sourwood Totem | yes | 255 | Natural | Toxic | Conjuration | 3 | 6 per Tier | Totem | instant | 8 | radius 3", caster selects a single type of poison • any target that enters or passes through the radius is afflicted with that poison • the duration of poison does not tick down until leaving the radius or the totem dissapears • at Tier 4 increase to Complex poisons • at Tier 5 increase to Superior Poisons |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Wild Bloom | yes | 256 | Natural | Nature | Alteration | 3 | 18 | Environment | action | 15 | Wild flowers or mushrooms bloom in a 15" radius around caster for 3 rounds (or 1 hour outside of combat), causing stacking effects (based on the Tier) to be applied to all targets within the bloom for the duration: • (T3) +20% HP gain when any target within the bloom is healed • (T4) any healing done to a target within the bloom also restores 50% of the value in spirit (not including over heals) • (T5) grants 20% of effected targets max HP as temporary HP (lost once bloom ends) |
Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Wind Ward | yes | 257 | Elemental | Wind | Fortification | 3 | 6 | Ward | instant | 12 | while ward is active target is immune to Knockback/Down and Winded effects • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Wind 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, Shaman, Assassin, Runeweaver | |
Windwall | yes | 258 | Elemental | Wind | Conjuration | 3 | 8 | Obstacle | action | 16 | creates a wall of wind 2" high and 1" wide in a straight line oriented in any direction • the length of the wall can be up to 1" per level (max level 10) • may add additional height by increasing the spirit cost by 50% per additional 1" of height • the wall itself is invisible however it effects the area around i.e. swirling dust) it and is therefore usually detectable by normal senses • any projectile based attack or flying creature that attempts to pass through but fails an Elemental resist, is deflected back 1/4 of the distance it travelled before hitting the wind wall |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Binding of Air | yes | 259 | Elemental | Wind | Conjuration | 3 | 1 +2/tier | Binding | action | the bindings of air can restrain a target much like conventional ropes or chains, however they are invisible to natural senses • targets are immobilized and/or silenced and/or snared • wind powers used against the target have both their damage and any movement related effects increased by 50%, but any damage breaks the then breaks the bindings |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | ||
Aerobeam | yes | 260 | Elemental | Wind | Devastation | 3 | 12 | Beam | action | 10 | a dense column of conentrated wind travels in a straight line away from the caster, inflicting 2d4 damage to the first target it hits and Knocking that target down • the Knocked Down target is then pushed along the ground to the end of the beam, potentially taking an additional per inch damage if the ground is sufficiently rough (i.e. rocky ground +1dam/inch) • if the target hits another target along that line both take collision damage and are pushed |
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, Shaman, Assassin, Runeweaver | |
Dust Shot | yes | 261 | Elemental | Wind | Destruction | 3 | 5 | Shot | action | 32 | A swirling ball of dust is launched at the target, inflicting 1d4 damager per Tier and blinding the target for 1 round • can have additional or alternate effects depending on the environmental debris available |
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, Shaman, Assassin, Runeweaver | |
Keelhaul | yes | 262 | Elemental | Water | Destruction | 3 | 4 | Strike | action | melee | temporarily encrusts the casters weapon in razor sharp barnacles and marine growth, adding +1d8 water damage to the attack but treated as cutting instead of impact damage • for one full round the target is inundated with sea water, causing a drowning like effect that can be treated as Winded |
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, Shaman, Assassin, Runeweaver | |
Quicksand | yes | 304 | Elemental | Earth | Devastation | 3 | 9 | Trap | action | 16 | 3" radius, effected targets move at 1/2 speed on turn 1, are snared on turn2, and Immobilized on turn3 • immobilized targets take 1d8 damage each round untill pulled free • targets can be pulled free by someone outside the quicksand area if passing a Strength test |
Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Deluge | yes | 326 | Elemental | Water | Devastation | 3 | 12 | Cone | action | Cone Template | the caster sends a deluge of water towards their target which spreads out to cover a wide area • inflicts 1d12+10 damage and any target in side the cone is knocked down if it fails a Stamina test, regardless if it took damage • the area inside the cone was soft ground of any kind then it is considered difficult terrain for the remainder of the battle or up to 1 hour maximum |
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, Shaman, Assassin, Runeweaver | |
Conjure Lantern Wisp | yes | 332 | Arcane | Light | Conjuration | 3 | 3x Creatures Threat Rating | Minion | 1 full round or 1 minute | 8 | Summons a Lantern Wisp (see CoC: Lantern Wisp) • triggers Illumination upon the Lantern Wisp (i.e. cannot be invisible upon initial summoning) |
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 | |
Healing Fount | yes | 434 | Elemental | Water | Conjuration | 3 | 6 | Totem | instant | 8 | radius 3" • any target (friend or foe) gains +1d6 HP/round while in that area • if used outside of battle regenerates 6d6 HP 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, Shaman, Assassin, Runeweaver | |
Fists of the Furnace | yes | 509 | Elemental | Fire | Conjuration | 3 | 21 | Weapon | instant or action | self | Conjures the Fists of the Furnace, massive hunks of red hot steel that do not burn the caster • can be wielded in two different forms: 1) As a pair of Fist Weapons with +4 to unarmed attacks w/ 10% stun and crushing blow 1 • 2) As a pair of Hand Weapons that inflict 2d6+2 damage w/ 10% stun and crushign blow 1 • If armored saved, blocked, pairried, or scoring a glancing blow, sparks erupt from them and inflict half the damage they would have done if wounding, but inflicted to all targets in a 0.5" radius (including wielder) |
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, Shaman, Assassin, Runeweaver | |
Plumb the Depths | yes | 514 | Elemental | Water | Alteration | 3 | 8 | Reveal | instant | 15 | the casters magic reaches deep into any body of water, revealing what lies beneath and uncovering the unfathomable mysteries of the deep • this could simply give the caster an understanding of the bathymetry of the body of water, however if there are creatures, structures, or artifacts of magical origin the caster gains knowledge of them, and can channel their latent powers through the water to empower their spells • once cast the power passively remains in effect for up to 1 hour • effect extends in a 15" radius around the caster (even if they are moving), projected downwards in a column with no effective limit except that it terminates upon hitting solid matter • if anything magical in origin or nature exists within this column the casters powers cost 50% less spirit While the power is active, the caster may pull a target up from beneath the water to surface if uninterrupted for up to an hour (depending on the size of the target), at an additional cost of 0.5 spirit per 1" (5 feet) of depth multiplied by the widest dimension of the item (i.e. a sunken vessel 50 feet below surface and 20 feet long would cost 0.5*10*4=20 spirit to pull up to surface) |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Seal of Fates | yes | 522 | Natural | Celestial | Destruction | 3 | 14 | Seal | 5 minutes per Tier | 3 | Anyone attempting to break or tamper with the seal will be blasted with starlight, inflicting 3d8 Celestial damage • breaking the seal doubles this damage and causes whoever broke the seal to have their fate permanently bound to the object the seal protected, meaning if it is destroyed or damaged in anyway so to is the one who broke the seal |
Seal places a magical seal on an object (i.e. a door, chest, book, etc...) • can be visible or invisible • typically granted a single method of being safely opened or re-sealed (i.e. a command, incantation, gesture, key, etc..) • when incorrectly attempting to open the seal (i.e lock pick, incorrect command, etc..) there are typically minor effects to warn against further tampering • if the seal is broken through force or dispelled in any way it inflicts damage and effects to whoever broke it, any permanent or long term effects can typically be dispelled, or can be ended by using the same method that would have safely opened the seal • if scoring a critical cast at the time the seal is created, it stores twice the energy and will do double damage whenever it is finally broken • if the seals effects require an additional hit roll upon breaking it is with no modifiers and cannot critically fail or cast |
Mage, Battlemage, Wizard, Druid, Shaman, 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 | |
Celestial Divination | yes | 538 | Natural | Celestial | Alteration | 3 | 3 per Tier | Reveal | instant | 15 | the caster selects a single target that if hit, must reveal its future actions to the caster for a short time (1 round per Tier in Combat) • while the effect remains in play, at the start of each of the casters subsequent turns the GM must tell the caster (in secret) all instants, actions, and passives that it will activate for the target on its own turn • when the targets turn arrives in the turn order, the GM must carry out the turn as close as possible to the predetermined turn that was communicated, this does not include any triggered effects or abilities that could not have been predicted • the caster may choose on their own turn to communicate some or all of this knowledge by using an instant in much the same way as verbally calling out a hidden targets position |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Plague of Misfortune | yes | 539 | Natural | Celestial | Devastation | 3 | 10 | Plague | action | 20 | 1d4 damage per round • effected targets have +10% Critical Miss and/or Critical Failure chance |
Plague a damage-over-time power that spreads to any target within 3" at the start of an infected targets turn • no LOS required and no dodge allowed, however caster must still have some reason to know that the initial target exists • remains active for one additional round per Tier or until dispelled/canceled, when duration expires on original target it is removed from ALL targets • resist against initial cast only (unlike poison effects) • damage bonus applies to initial target and on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Magic Mirror | yes | 540 | Arcane | Light | Alteration | 3 | 3 per Tier | Reveal | instant | 20 | permanently imbues magical properties onto an otherwise ordinary mirror or any solid reflective surface (i.e. a glass orb), after which it can be activated or used by anyone with the proper phrase or incantation • effects vary by Tier: Tier 3 = Mirror of Truth • will show brief glimpses or images in response to questions (i.e. "who is the fairest in all the land") Tier 4 = Mirror of Seeing • must be cast on a pair of mirrors • for a brief time the mirrors are connected and the user of the primary mirror is granted one-way vision through the secondary mirror Tier 5 = Mirror of Communion • must be cast on a pair of mirrors • for a brief time the mirrors are connected and allow two way vision and verbal communication Tier 6 = Mirror of Scrying • allows the user to observe any target or location they can bring to mind for a short time • undetected by normal means • cannot be used to see past or future events |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Conjure Sand Hydra | yes | Elemental | Earth | Conjuration | 3 | 2+5/Tier | Sentinel | 1 full round or 1 minute | 6 | Conjures a magical hydra with 1 head/Tier, where each head spits 1 'Cone of Sand'/rnd, ea time the hydra takes 10 or more dam it loses 1 head (no AC or resists), despawns when no heads left | 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, Shaman, Assassin, Runeweaver | ||
Lodestone | yes | Elemental | Earth | Conjuration | 3 | 2 | Utility | instant | 25 | creates an enchanted lodestone that can be set to any destination, person, item, etc... that the caster can picture in thier mind at the time of casting, causing the lodestone to always point towards the target • if used in tunnels or passageways made of stone, metal or earth, the lodestone will adjust to navigate through to the target, rather than just point directly at the targetlasts • lasts up to one day • |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, 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 | ||
Unshakeable Faith | yes | Elemental | Earth | Fortification | 3 | 6 | Synergy | instant | 3 | everytime the target passes a Faith difficulty roll they are healed by half the amount shown on the dice (healing effect cannot crit or be modified in any way) • if failing a Faith difficulty roll the effect is consumed but allows for a re-roll |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | ||
Dormant Destruction | yes | Natural | Celestial | Destruction | 3 | 5 | Burst | action | 12 | has no immediate effect unless scoring a critcal cast, in which case inflict 1d10 damage (x2 to account for crit) • otherwise the effect remains dormant (and dispelable) on the target until hit by another Celestial Destruction power, which then triggers Dormant Destruction to add 1d20 damage to that power's damage (calculated after crit and/or other modifiers) |
Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | ||
Prismatic Arch | yes | Arcane | Light | Devastation | 3 | 17 | Beam | action | 10 | creates a burning rainbow arch between the caster and the target that remains in play for one full turn • can be a direct straight line or can be an arch reaching a height of up to 1/2 its length • the intital target is hit for 2d8 damage • while in play any targets crossing through or passing under the Prismatic Arch also take 2d8 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 | ||
Bend Light | yes | Arcane | Light | Fortification | 3 | 6 | Synergy | instant | 6 | while active, target may hide in plain sight (within reason) • upon dropping below 4 stealth target immediately gains 1d4 Stealth • effect is consumed if target is Spotted |
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 | ||
Virulent Bloom | yes | 256 | Natural | Toxic | Alteration | 3 | 18 | Environment | action | 15 | Toxic mushrooms or flowers bloom in a 15" radius around caster for 3 rounds (or 1 hour outside of combat), causing stacking effects (based on the Tier) to be applied to all targets within the bloom for the duration: • (T3) while within the bloom poison resistance is cut in half • (T4) poison damage or effects or duration are doubled • (T5) at the end of the duration all ongoing poison effects prolonged for another 3 rounds |
Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Razor Leaf | yes | Natural | Nature | Devastation | 3 | 5 | Cone | action | Cone Template | caster sends a cone of razor leaves swirling towards the foe • inflicts 2d6 physical damage, and obscuring the LoS for any targets inside the cone |
Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template), partially covered targets can add dodge to resistance roll, roll a single hit roll |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | ||
Dread Armor | yes | Arcane | Shadow | Fortification | 3 | 9 | Armor | instant | self | while active treat the caster as having the Fearsome trait • after a sucessful armor save the Dread Armor detaches from the caster and surges torwards the opponent that just attacked, inflicting 2d6 damage and causing Fear if failing a Resolve test |
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 | ||
Cage of the Firmament | yes | Natural | Celestial | Fortification | 3 | 5 per Tier | Shell | action | self | envelopes the caster in an impenetrable and invulnerable celestial sphere, imprinted with stars, planets, and other such celestial bodies, as would normally be seen the the night sky above • while inside the sphere the caster (and anyone or anything trapped along with it) cannot interact with the outside world nor can they be affected by the outside world • within the sphere time and natural laws continue as normal • the Cage can be dispelled as normal but otherwise may only be broken if someone on either side traces the correct sequence of constellations (much like a combination lock) • the number of constellations required in the sequence is equal to 1 per Tier of the power |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | ||
Plane of Reflection | yes | 138 | Arcane | Light | Conjuration | 4 | 8 | Obstacle | action | 16 | creates a two dimensional plane with an area of 2 square inches per lvl (i.e. 6"x2"=12"sq. would required level 6), oriented however the caster sees fit, that appears as a reflective mirror like surface but has no true corporeal form • the plane of reflection blocks LoS for anything behind it but can extend LoS around corners in some cases (treat it like a double sided mirror) • some targets may become confused by it (forcing an intellect or wisodm test where appropriate) • any LoS spirit or faith power targeted at the Plane of Reflection is deflected at the same angle at which it struck the Plane of Reflection • Light based LoS projectiles have their critical cast chance doubled if deflected off the plane of Reflection prior to hitting their target • has no effect on physical ranged projectiles however since it disrupts LoS intuitively targets would not generally attempt to shoot through it |
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 | |
Acid Shield | yes | 263 | Elemental | Caustic | Fortification | 4 | 8 | Shield | instant | 8 | creates a 1d12+10 elemental damage shield that negates all acid/corrosion effects while active • the attack which destroys the shield inflicts 4 Stacks of Corrosion on the attacker |
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, Shaman, 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 | |
Avalanche | yes | 266 | Elemental | Frost | Alteration | 4 | 22 | Channel | action | 12 | The caster innundates an area with snow and ice • covers an area with width equal to (up to) 1" per Tier of the caster, length of 5", and height of 1", originating from a target point within 12" of the caster, and moving in any direction the caster chooses • any target or loose object is knocked straight back untill reaching the end length of the Avalanche • targets which fail a Dodge test are also knocked down and immbolized until they can be freed by thier allies • while Immobilized targets suffer -5 Elemental Resist and may be subject to suffocation if their heads are buried (GM descretion) • each round spend channeling increases the length of the Avalanche by 5", further pushing targets regardless oif they were immbolized or not • accumulated snow and ice persist after the channelling ends, but melt twice as fast due to heat or environmental factors • the area effected by Avalanche counts as difficult ground until fully melted • each channeling lasts for 10 seconds outside of combat |
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, Shaman, Assassin, Runeweaver | |
Ball Lightning | yes | 267 | Elemental | Storm | Devastation | 4 | 14 | Blast | action | 32 | The caster using a swirling motion to collect a dense ball of lightning which is then hurled directly at a target point, inflicting 2d10+2 Storm damage in a 2" radius with no Dodge added to resistance for anyone touched by the radius | Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
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 | |
Bright Lance | yes | 271 | Arcane | Light | Destruction | 4 | 8 | Missile | action | 40 | 3d8 damage with 10%/Tier chance to blind target for 1 round • triggers Illumination |
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 | |
Bright Wave | yes | 272 | Arcane | Light | Devastation | 4 | 12 | Cone | action | Cone Template | effected targets may choose to be blinded for 1 rnd or take 1d20+1d10 dam • template counts as Illumination |
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 | |
Acidify | yes | 190 | Elemental | Caustic | Destruction | 3 | 2 | Amplify | instant | 10 | each time the target is hit by a Caustic destruction power, add 3 stacks of Corrosion • persistent effect but can be dispeled • effect ends if the targets corrosion stacks are neutralized |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Burning Touch | yes | 273 | Elemental | Fire | Destruction | 4 | 9 | Shock | action | melee | 1d20 damage 1st rnd, 1d12, 2nd rnd, 1d10 3rd rnd, 1d8 4th rnd, Heat-Seeking | 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, Shaman, Assassin, Runeweaver | |
Burrow | yes | 274 | Elemental | Earth | Alteration | 4 | 8 | Movement | instant | 12 | burrow into the ground and re-emerge as the movement phase in a subsequent anywhere within 12" • while burrowed all LOS is broken • if emrging directly beneath another target a Stamina Roll-off is required • where failure prevents emerging and success knocks the target down • if burrowing to leave base contact, still counts a s 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, Shaman, Assassin, Runeweaver | |
Celestial Fist | yes | 275 | Natural | Celestial | Destruction | 4 | 12 | Strike | action | melee | +1d10 damage, if spirit portion successfully hits (regardless of physical portion hitting) roll another hit on any target in base contact, continue hitting untill missing or striking 3 times total • the 2nd and 3rd hits are pure spirit (no physical portion) and do 2d10 damage each • if using an Focus based Fist attack treat the mainhand damage as that of your highest rank Fist attack |
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, Shaman, Assassin, Runeweaver | |
Celestial Shield | yes | 276 | Natural | Celestial | Fortification | 4 | 8 | Shield | instant | 10 | creates a 1d12+10 natural damage shield that negates all celestial effects while active • the attack which destroys the shield inflicts the Ill Fortune Hex on the attacker |
Shield 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, Shaman, Assassin, Runeweaver | |
Circle of Burning | yes | 277 | Elemental | Fire | Devastation | 4 | 13 | Trap | action | 16 | Once triggered the ground erupts in flames, ingulfing a 3" radius and causing 2d4 fire damage. Anyone caught in the trap must immediately move to the edge of burning area (shortest distance) or take an additional 3d8 damage | Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Deadly Fumes | yes | 277 | Elemental | Caustic | Devastation | 4 | 11 | Trap | action | 16 | Once triggered deadly acidic fumes fill a 3" radius inflicting 2d4+2 damage and 4 stacks of Corrosion. The fumes persist for 1d3 rounds unless dispelled or otherwise neutralized. On subsequent rounds the fumes do not inflict any further dierct damage, but instead inflict additional stacks of Corrosion equal to 4 minus the number of presistent rounds. | Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Dehydrate | yes | 278 | Elemental | Fire | Alteration | 4 | 10 | Control | action | 12 | rapidly pulls moisture from the target, causing most living targets to drink any liquid in thier possession such as water, potions, alcohol, or even poisons, consuming an appropriate portion of their turn • if not the target stops what they are doing and moves as fast as possible towards the nearest source of water/moisture, often leaving the battlefield all together |
Control single target • LoS required • variety of crowd control effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Conjure Dragon Frog | yes | 279 | Elemental | Water | Conjuration | 4 | 3x Creatures Threat Rating | Familiar | 10 minutes | 3 | Summons a Dragon Frog as a familiar (see CoC: Dragon Frog) | 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, Shaman, Assassin, Runeweaver | |
Earth Shield | yes | 281 | Elemental | Earth | Fortification | 4 | 9 | Shield | instant | 8 | creates a 1d12+10 elemental damage shield that negates all Earth effects • the attack which destroys the shield inflicts the attacker with a Earth based Stun effect for 1 rnd |
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, Shaman, Assassin, Runeweaver | |
Toxic Shock | yes | 76 | Natural | Toxic | Destruction | 3 | 4 | Burst | action | 12 | For every ongoing poison or poison-like effect on the target inflict 1d8 damage | Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Worm Rot | yes | 212 | Natural | Nature | Destruction | 3 | 6 | DOT | instant | 20 | worms burrow into the targets flesh, causing 1d6 damage per round and reducing Initiative Score by 5 for the duration • no effect on targets that do not possess organic tissue or flesh |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Eden's Call | yes | 282 | Natural | Nature | Destruction | 4 | 8 | Amplify | instant | 12 | any Wild/Nature Destruction Power used on the target can be re-rolled as many times as the caster would like, however each re-roll reduces the damage by 10% • |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Electromagnetic Field | yes | 283 | Elemental | Storm | Alteration | 4 | 10 | Modify | instant | 20 | creates an electromagnetic field around a single target item (weapons, armor, etc) • if that item contains conductive metals and is not strapped on or attached in some way it can be pulled free and thrown anywhere within 20" • if it is a weapon treat it as having been thrown, otherwise use damge equivalent to 1d2 for S, 1d4 for M, 1d6 for L, 1d8 for XL • can also be used to throw you're own items up to 20" |
Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Energy Twister | yes | 284 | Elemental | Wind | Fortification | 4 | 16 | Counter | instant | self | 3 twisters @ 2" radius around caster, intercept any enemy that crosses radius and inflicting a 3" 'Updraft' • gain +1 storm dam (+2 if mage) & +1 dam to any non-spirit ability per active twister |
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, Shaman, Assassin, Runeweaver | |
Entangling Roots | yes | 285 | Natural | Nature | Devastation | 4 | 13 | Trap | action | 20 | Snares all targets in a 3" radius, inflicting 1d6 damage each rnd, until roots are broken • any damage over 6 will break the roots • after 2 rounds targets become Immobilized until roots are broken |
Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
False Storm | yes | 286 | Elemental | Storm | Conjuration | 4 | 16 | Illusion | instant | battlefield | Creates a raging storm that remains ever on the horizon, convincing any that believe it to be real that they should flee or find cover | 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, Shaman, Assassin, Runeweaver | |
Flame Cage | yes | 287 | Elemental | Fire | Fortification | 4 | 8 | Shell | action | self | erects a cage of flame around the caster • anyone moving or making a melee attack through the Flame Cage takes 3d6 auto fire • the very presence of the flame cage typically dissuades attackers, who naturally would look for less dangerous targets |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Flame Leap | yes | 288 | Elemental | Fire | Alteration | 4 | 7 | Movement | instant | 12 | target becomes one with a source of open flame within 4" and then may jump to any other source of open flame within 12" • any melee attack made that round gains +2 fire damage • if the open flame is extinguished the target re-appears at their last known position |
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, Shaman, Assassin, Runeweaver | |
Flame Shroud | yes | 289 | Elemental | Fire | Fortification | 4 | 8 | Armor | instant | self | while active automatically inflict 2 passive fire damage to all targets within 1", including self, each round • after a sucessful armor save against a physical attack the weapon that was used is considered damaged untill it can be repaired • the weapon can resist this effect if it is rune-crafted/enchanted, with resist equal to 15 per Enchanting rank +20 if rune-crafted |
Armor self cast only • in play for duration of battle, or until dispelled or expended by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Frostbite | yes | 290 | Elemental | Frost | Destruction | 4 | 7 | DOT | instant | 20 | 1d6 damage • targets movement is reduced by 1 for the duration (cannot be reduced below 1) |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Gale Winds | yes | 291 | Elemental | Wind | Alteration | 4 | 6 | Channel | action | 16 | caster chooses a direction for the wind to blow in a 16" cube around a target point that the caster can see • all targets must pass a strength test to move into wind (except caster) or gain x1.5 move if moving with the wind • moving directly perpendicular to the wind direction has no effect • treat as natural wind in terms of interactions with objects within the are a (i.e. can blow the sails on a ship) • channel in 1 hour increments outside of combat |
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, Shaman, Assassin, Runeweaver | |
Radiant Brand | yes | 124 | Arcane | Solar | Fortification | 4 | 8 | Healing | action | 20 | heals 2d12 HP +1/level of target • if target is dedicated to or born of Order increase to 3d12 • if target is dedicated to or born of Chaos deals damage instead |
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 | |
Glass Armor | yes | 292 | Arcane | Light | Fortification | 4 | 12 | Armor | instant | self | while active, immune to acid based attacks/damage, reflects 50% of next incoming physical damage, which destroys the Glass armor casts Shattered Glass on anyone within 1" | 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 | |
Good Fortune | yes | 293 | Natural | Celestial | Fortification | 4 | 9 | Boon | instant | 4 | while buff is active may re-roll a single dice once per rnd and choose which to use, consume to re-roll a third time | Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Gravity Well | yes | 294 | Natural | Celestial | Devastation | 4 | 24 | Trap | action | 20 | 4" radius, targets/loose objects instantly thrown to center of trap, inflicts 1d10dam per object (max 4d10) & snares targets for 1 rnd | Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Heat Wave | yes | 295 | Elemental | Fire | Devastation | 4 | 6 | Nova | action | 1 | 3d8 damage, 10%/Tier chance to inflict Heat Exhaustion, if target already under effects of Heat Exhaustion then double the number of damage dice | Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Ill Fortune | yes | 296 | Natural | Celestial | Alteration | 4 | 6 | Hex | instant | 12 | caster may force target to re-roll a single dice once/rnd and choose which result to use • consuming the hex causes the target to ponder thier life choices, effectively becoming immobilized for 1 round or 1 minute |
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 |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Healing Rain | yes | 297 | Elemental | Water | Alteration | 4 | 16 | Channel | 15 | The caster causes a gentle 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 are healed for 2d6 HP 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 • will prevent campfires and reduce resting percentages by -10% due to wetness |
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, Shaman, Assassin, Runeweaver | ||
Lightfall | yes | 298 | Arcane | Light | Devastation | 4 | 28 | Storm | action | 20 | a cascade of light falls from the sky in a 5" radius, inflicting 1d12+1d4+2 damage • 15%/Tier chance to reduce Stealth to zero for any target hit • triggers Illumination |
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 | |
Lightning Shield | yes | 299 | Elemental | Storm | Fortification | 4 | 9 | Shield | instant | 14 | creates a 1d12+10 elemental damage shield that negates all Storm effects while active • the attack which destroys the shield also inflicts an equal amount of damage is back on the attacker as Storm damage |
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, Shaman, 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 | |
Mesmerize | yes | 302 | Arcane | Light | Alteration | 4 | 14 | Channel | action | 16 | Single target is mesmerized for the duration of the channelling • counts as being blinded, silenced and immobilized for the duration • triggers Illumination • each channeling lasts for 15 minutes outside of combat |
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 | |
Metallic Shield | yes | 303 | Elemental | Metal | Fortification | 4 | 9 | Shield | instant | 8 | creates a 1d12+10 physical damage shield • the attack which destroys the shield grants the shielded target +10 Armor until wounded |
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, Shaman, Assassin, Runeweaver | |
Sand Skin | yes | 305 | Elemental | Earth | Alteration | 4 | 6 | Hex | instant | 10 | all attacks against target do 10% more damage • consuming the hex causes the target to suffer 100% extra damage on the next single attack made against them |
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 |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Seed of Eden | yes | 306 | Natural | Nature | Devastation | 4 | 10 | Bomb | instant | 12 | remains on target until it is healed in any way • inflicting the value of the heal as damage to all targets in a 2" radius, including the intial target |
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, Shaman, Assassin, Runeweaver | |
Shackles of Time | yes | 307 | Natural | Temporal | Conjuration | 4 | 4/Tier | Binding | action | 10 | target moves at half speed and can take only a single instant or action, not both • slowed targets take extra dam from high magic • shackles are invulnerable to damage but can be dispelled |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Shadow Crash | yes | 308 | Arcane | Shadow | Devastation | 4 | 9 | Blast | action | 24 | Launches a massive bolt of shadow magic that travels in a high arch through the air before crashing down to inflict 3d6+3 Shadow damage in 1" radius around the target point • any target damaged has a 10%/Tier chance to become Silenced until the end of their next turn • benefits from Insidious-Force |
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 Shadow Hydra | yes | 309 | Arcane | Shadow | Conjuration | 4 | 2+6/Tier | Sentinel | 1 full round or 1 minute | 8 | Conjures a magical hydra with 1 head/Tier, where each head spits 1 'Shadow Bolt'/rnd, ea time the hydra takes 10 or more dam it loses 1 head (no AC or resists), despawns when no heads left | 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 | |
Shrapnel Charge | yes | 310 | Elemental | Metal | Devastation | 4 | 7 | Bomb | instant | 10 | remains on target untill struck by an earth power with Crushing-Force or being hit by an attack with Crushing Blow • once triggered place the cone template directly behind the direction in which the target was struck, the target and anyone in the cone template take 2d8 damage, Piercing Force |
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, Shaman, Assassin, Runeweaver | |
Conjure Star Cluster | yes | 311 | Natural | Celestial | Conjuration | 4 | 10/Tier | Sentinel | 1 full round or 1 minute | 8 | conjures a stationary cluster of tiny stars that are completely invulnerable to damage • cast 'Starfire' each rnd, lasts for 1 cast per Tier |
Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast 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, Shaman, Assassin, Runeweaver | |
Starfire | yes | 312 | Natural | Celestial | Destruction | 4 | 10 | Missile | action | 30 | 3d12 damage, 5% chance +5%/Tier that on targets next turn may make target re-roll once | 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, Shaman, Assassin, Runeweaver | |
Stone Throw | yes | 313 | Elemental | Earth | Destruction | 4 | 9 | Shot | action | 20 | 2d8+4 Earth Damage with Crushing Force • 10% chance/Tier to stun target for 1 rnd, any additional damage will negate the stun |
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, Shaman, Assassin, Runeweaver | |
Steel Shot | yes | 313 | Elemental | Metal | Destruction | 4 | 8 | Shot | action | 20 | Fires a dense grouping of steel pellets towards the target, inflicting 2d8+4 damage with Piercing Force • damage is increased by 50% if target is 5" or less away • damage is reduced by 50% if target is more thatn 10" away |
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, Shaman, Assassin, Runeweaver | |
Stonewall | yes | 314 | Elemental | Earth | Conjuration | 4 | 7 | Obstacle | action | 10 | creates an impassable wall of stone 1" high and 1" wide in a straight line oriented in any direction • the length of the wall can be up to 1" per level (max level 10) • may add additional height by increasing the spirit cost by 50% per additional 1" of height • blocks LoS and counts as hard cover where applicable • can be climbed over • each 1" long segment of the wall has 40HP and 50% absorption • reducing a segment to 0HP casuees onyl that segment to crumble • wall cannot be repaired in any way |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Storm Surge | yes | 315 | Elemental | Storm | Destruction | 4 | 9 | Amplify | instant | self | if not already at 4 or more Volatile Storm stacks, immediately increase to 4 stacks • may cast any two destruction Storm powers during your next action phase, up to a maximum of Tier 6 powers |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Tame Beast | yes | 316 | Natural | Nature | Alteration | 4 | 11 | Channel | action | 12 | brings a single beast, fey beast, bestial primitive, or anthromorph under the casters complete control for the duration of the channeling • each channeling lasts for 1 hour outside of combat |
Channel effects persist for 1 full round, typically inflicted at the beginning of the turn of any 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, Shaman, Assassin, Runeweaver | |
Teleport | yes | 317 | Natural | Celestial | Alteration | 4 | 10 | Movement | instant | 15 | target instantly teleports anywhere that the caster can see • can be used on targets against their will, but if doing so must roll to hit |
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, Shaman, Assassin, Runeweaver | |
Temporal Shield | yes | 318 | Natural | Temporal | Fortification | 4 | 8 | Shield | instant | 10 | creates a 1d12+10 natural damage shield that negates all Temporal effects while active • the attack which destroys the shield freezes the attacker in time for 1 rnd granting complete immunity but skipping thier 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, Shaman, Assassin, Runeweaver | |
Visions of Terror | yes | 319 | Arcane | Shadow | Alteration | 4 | 8 | Hex | instant | 12 | target must make full move in a random direction each round • counts as cast with Insidious-Force • consuming the Hex causes the target to attempt to flee the battlefield (move towards the nearest table edge) until passing a Resolve test and cuts the HP gain of the targets next Rest in half as their sleep is plagued by Nightmares |
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 |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
The Bends | yes | 320 | Elemental | Water | Destruction | 4 | 11 | DOT | instant | 20 | the caster causes the formation of bubbles in the blood supply of a single target wracking their body with debilitating pain • causes 1d4 damage with +1 damage for each round that it persists, and also causing -1 disadvantage to Agility, Stamina, and Initiative for each round that it persists (up to the maximum +8 damage and -8 disadvantage, as cast at Tier7) • target must have blood to be effected |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Thunderclap | yes | 321 | Elemental | Storm | Destruction | 4 | 9 | Burst | action | 16 | 1d10+targets Perception as damage, Deafens the target for 1 round • can be used out-of-turn but will negate the action ohase of casters next turn |
Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Touch of the Viper | yes | 322 | Natural | Toxic | Destruction | 4 | 6 | Shock | action | melee | no initial dam but inflicts a 1d12+2 poison for up to 3 rnds, poison also has 25% (each round) chance of Immobilizing the target for 1 rnd | 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, Shaman, Assassin, Runeweaver | |
Toxic Shield | yes | 323 | Natural | Toxic | Fortification | 4 | 10 | Shield | instant | 10 | creates a 1d12+10 natural damage shield that negates all Poison effects while active • the attack which destroys the shield inflicts the attacker with Complex Deadly Poison |
Shield 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 |
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Tranquil Waters | yes | 324 | Elemental | Water | Fortification | 4 | 5 | Synergy | instant | 4 | no effect until consumed • if the target fails a Faith difficulty roll or Focus related Resolve stat test roll, consume Tranquil waters to negate any effects of the failure |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Void Armor | yes | 327 | Arcane | Void | Fortification | 4 | 13 | Armor | instant | self | while active gain +10 Armor, +10 Arcane Resist, -3 to enemy detection while hiding • after a successful armor save or Arcane resist silence the attacker for 1 round • after any 3 such instances the Void Armor is destroyed, silencing the caster for 1 round |
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 | |
Wall of Fire | yes | 328 | Elemental | Fire | Conjuration | 4 | 7 | Obstacle | action | 10 | creates a wall of flame 2" high and 1" wide in a straight line oriented in any direction • the length of the wall can be up to 1" per level (max level 10) • may add additional height by increasing the spirit cost by 50% per additional 1" of height • passing through the wall causes 1d12 auto fire damage |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Wave of Terror | yes | 329 | Arcane | Shadow | Devastation | 4 | 15 | Nova | action | 2 | 3d6 damage and targets are effected by Fear | 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 | |
Wild Shield | yes | 330 | Natural | Nature | Fortification | 4 | 10 | Shield | instant | 10 | creates a 1d12+10 natural damage shield that negates all Nature effects while active • the attack which destroys the shield also heals the shielded target for the same amount |
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 |
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Wind Shield | yes | 331 | Elemental | Wind | Fortification | 4 | 7 | Shield | instant | 14 | creates a 1d12+10 elemental damage shield that negates all wind effects while active • the attack which destroys the shield causes a 6" knockback Wind effect to attacker |
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, Shaman, Assassin, Runeweaver | |
Gusting Apparition | yes | 334 | Elemental | Wind | Conjuration | 4 | 4 per Tier | Illusion | instant | 16 | manipulates the wind to create a vaguely humanoid or animal shape from local debris (leaves, dust, etc...) or even clouds/fog • often mistaken for a ghostly apparition, which can potentially cause Fear • the Gusting Apparition can be controlled by the caster to make gestures and/or move up to 6" per round • Caster may transmit his voice on the wind to make the Gusting Apparition appear as though it is speaking • if at any point it touches a target, they are Winded if failing an Elemental Resistance roll • the maximum creature size of a Gusting Apparition is dictated by Tier, where Tier 1 = Tiny or Smaller, with one size increase per Tier after that (i.e. Tier 7 = Colossal) |
Illusion conjures a visible illusion that lacks 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, Shaman, Assassin, Runeweaver | |
Howling Vortex | yes | 335 | Elemental | Wind | Devastation | 4 | 8 | Blast | action | 28 | 3" radius • 3d4 damage • pushes all targets within the radius to the outside edge • if failing an Stamina test targets are knocked down |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Gale Force | yes | 336 | Elemental | Wind | Destruction | 4 | 9 | Amplify | instant | self | may cast any two destruction Wind powers during your next action phase, up to a maximum of Tier 6 powers • the second power automatically counts as being cast with maxed out Gathering Winds, but then resets Gathering Winds |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Downburst | yes | 337 | Elemental | Wind | Destruction | 4 | 6 | Burst | action | 16 | an isolated downdraft of intense wind hits the target, inflicting 4d4 initial wind damage • if target is on the ground they are Knocked Down • if target is flying or otherwise in the air, they are pushed downwards up to 10" minus their size modifier and if hitting the ground, taking equivalent fall damage and also becoming Knocked Down • in either case Large and Huge targets must fail a Stamina test in order to be Knocked Down, while Massive or larger targets can ignore the Knockdown all together |
Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Endless Loop | yes | 359 | Natural | Temporal | Alteration | 4 | 10 | Hex | instant | 12 | target will repeat whatever it was doing at the time the Hex was applied, if this no longer becomes possible (i.e. run out of Class resources), target will use basic attack if it was attacking or simply do nothing • consuming the Hex causes the target to no longer be able to do whatever repeated action they were taking until at least a Half Rest is taken |
Hex 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 |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Shockwave | yes | 382 | Elemental | Earth | Devastation | 4 | 8 | Nova | action | 1 | 3d10 Earth damage with Crushing Force • 10% chance per Tier that targets are knocked down |
Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Forking Stream | yes | 449 | Elemental | Water | Devastation | 4 | 11 | Multi | action | 24 | fires a powerful stream of water that can be made fork once or twice, resulting in up to 4 individual streams which allows for multiple targets and a limited capacity to move around obstacles • the initial stream inflicts 4d8 water damage and a 4d4" knock back to a single target • each new fork the dice pool available to that stream by half, therefore the initial 4d8 damage/4d4" knock back stream becomes two separate 2d8 damage/2d4" knock back streams, which can each then be further forked into 1d8 damage/1d4" knock back streams • in all cases there is no immediate knock down effect, unless causing collision damage |
Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Critical Failure(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, 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 | |
Flood Seal | yes | 523 | Elemental | Water | Destruction | 4 | 14 | Seal | 5 minutes per Tier | 3 | Anyone attempting to break or tamper with the seal is struck by a heavy jet of water (use the Water Jet Missile Power, but increase its damage to 4d4) • if the seal is broken the jet of water does 2x damage and does not cease spraying for several minutes, potentially flooding an entire room or inundating a small area |
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, Shaman, Assassin, Runeweaver | |
The Knife of Infinite Lies | yes | 528 | Arcane | Shadow | Conjuration | 4 | 10 | Weapon | instant or action | self | Conjures the Knife of Infinite Lies • a small bladed weapon made of polished obsidian that does 1d10 damage, Stealthy(3), Thrown (str+5) • once a target is wounded by it, the damage of that wound will be repeated every round until either the conjuration ends, or the wound is hit with a direct source of light |
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 | |
The Staff of Eden | yes | 529 | Natural | Nature | Conjuration | 4 | 15 | Weapon | instant or action | self | Conjures the Staff of Eden, a large wooden staff made from a gnarled root and wreathed in an ever shifting array of verdant green light • inflicts 1d12 damage with a 20% stun and ward-off that can be used against an unlimited number of targets each round • also boosts the effectiveness of the wielders healings spells by 20% • when cast as quasi-sentient, caster still benefits from ward-off and healing boost if it remains within 1" of the caster |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Shadow Sight | yes | 534 | Arcane | Shadow | Alteration | 4 | 4 | Reveal | instant | 15 | For a short time (1 round per Tier in combat) the caster can see anything that is located within an area of shadow or darkness, effectively having LoS to it, even if normally blocked by solid matter • however this does NOT allow projectile/LoS based attacks to pass through solid matter |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Shackles of Starlight | yes | Natural | Celestial | Conjuration | 4 | 3/Tier | Binding | action | 10 | conjures shackles made of pure starlight • targets are Immobilized and/or Snared • any damage other than Celestial breaks the shackles • if affecting multiple targets, those targets cannot move away from each other and if the caster so wishes are instead pulled closer together at a rate equal to 1" per Tier |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | ||
Conjure Void Horor | yes | Arcane | Void | Conjuration | 4 | 3x Creatures Threat Rating | Minion | 1 full round or 1 minute | 6 | Summons 1 Void Horor (see CoC) | 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 | ||
The Fangs of Serpentis | yes | 529 | Natural | Toxic | Conjuration | 4 | 15 | Weapon | instant or action | self | Conjures the Fangs of Serpentis, a pair of viciously curved knives that permanently drip with the venom of the Primal demi-god Serpentis • inflicts 1d8+2 damage, Stealthy (3), Thrown (str+2) • inflicts poison effects that cause 1d8+2 damage per round and prevent the use of any special abilties unless first passing an Initiative test • poison effects last up to 6 rounds and are reset each time a target is wounded by the Fangs of Serpentis |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Savage Claws | yes | Natural | Nature | Destruction | 4 | 5 | Shock | action | melee | 2d12 damage • can be applied to both main hand and offhand for double the spirit cost if both hands are empty • may be combined with "fist" Focus skills for both main hand and off-hand |
Shock Requires an empty hand and must touch the target. Counts as either a main hand or off-hand 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, Shaman, Assassin, Runeweaver | ||
Sunburn | yes | Arcane | Solar | Alteration | 4 | 7 | Hex | instant | 16 | target takes 25% extra damage from Solar, Fire or Heat damage • each time the target is hit by Solar damage, add another stack of Sunburn at +10% per stack • max of 4 stacks • consuming the Hex causes the target to max out the Sunburn stacks until the end of their next turn, afterwhich they gain 1 stack 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 |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | ||
Shatterstone | yes | Elemental | Earth | Devastation | 4 | 9 | Bomb | instant | 10 | remains on target until hit twice by Earth Damage or attacks/powers with Crushing Force or Crushing Blow • once triggered the the shatterstone explodes in a 3" radius, inflicting 1d8+1d6 Earth damage with Crushing Force |
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, Shaman, Assassin, Runeweaver | ||
Tidal Wave | yes | 173 | Elemental | Water | Devastation | 5 | 13 | Nova | action | 3 | A small tidal waves spreads out in a ring around the caster causing 3d10+2 water damage in a 1" inner radius, 2d10+2 in a 2" middle radius, and 1d10+2 in a 3" outer radius • any target that takes damage has -2 disadvantage on all Agility, Stamina, and Initiative rolls for up to one hour or until thoroughly drying out |
Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Light Travel | yes | 215 | Arcane | Light | Alteration | 5 | 9 | Movement | instant | 20 | target rapidly moves in straight line, anywhere within LoS of a light source • movement is so fast as to appear as having been instantaneously transported • no limit on distance however must guess distance before measuring • if miscalculation would result in striking a solid object take 4x regular collision damage |
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 | |
Haste | yes | 333 | Elemental | Wind | Alteration | 5 | 8 | Modify | instant | 20 | single target • grants either an extra movement or action each round for 3 rounds • each round after the first that the extra movement or action is used, inflicts 10% of max HP as damage to the target |
Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Aegis of Light | yes | 338 | Arcane | Light | Fortification | 5 | 3/Tier | Shell | action | self | 1d6HP/tier shield vs all Spirit and Faith damage (except Holy) • caster may choose to automatically cancel (with no refund) a single Shadow/Dark/Void power cast against targets within the Aegis of Light (even if cast from within), at the cost of consuming the Aegis, regardless of remaining HP on the shield • while active the caster gains a free Honor Code stack of their choice for every 6HP of damage negated by the Shield and/or if consuming the Aegis • triggers Illumination |
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 | |
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 | |
Venomous Rupture | yes | 306 | Natural | Toxic | Devastation | 4 | 10 | Bomb | instant | 12 | remains on target until it suffers from 3 ongoing poison effects • inflictings the 2x the sum total of all ongoing poison damage to all targets in a 2" radius, while the intial target only takes1x |
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, Shaman, Assassin, Runeweaver | |
Birds of Prey | yes | 343 | Natural | Nature | Devastation | 5 | 22 | Multi | action | 24 | 1d12+8 damage, up to three seperate targets | Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Critical Failure(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Boulder Toss | yes | 345 | Elemental | Earth | Devastation | 5 | 14 | Blast | action | 20 | Magically tosses a nearby boulder from its current location either in a straight line or arched through the air towards a target point • impacts a 1" radius, causing 3d8+6 Earth damage with Crushing Force, does 2x damage to targets that are stunned/knocked down or recovered from being stunned/knocked down during their turn • if no boulders exist nearby the spell creates one from any source of earth, dirt or dust surrounding the caster |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Storm of Radiance | yes | 298 | Arcane | Solar | Devastation | 4 | 29 | Storm | action | 20 | radiant solar energy swirls in a 4" radius, inflicting 1d12+1d6+4 damage • LoS is completely blocked by the effect • caster immediately maxes out Solar Mass if touched by the storm |
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 | |
Bright Volley | yes | 346 | Arcane | Light | Devastation | 5 | 23 | Multi | action | 32 | fires 3 individual bright lances that must target different targets • triggers Illumination |
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 | |
Celestial Alignment | yes | 347 | Natural | Celestial | Destruction | 5 | 11 | Amplify | instant | self | grants 1d8 stacks of Supremacy that can be consumed at any time and in any increment the caster wishes to any target of a Celestial/High destruction power, the consumed stacks of Supremacy are added to any Stacks of Supremacy already in effect on the target • once all of the 1d8 stacks are used up Celestial Alignment ends • Celestial Alignment can be dispelled prematurely |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Chain Lightning | yes | 349 | Elemental | Storm | Devastation | 5 | 22 | Multi | action | 32 | LOS required on first target only, no dodge allowed, causes 6d6 dam then jumps to the next closet target w/in 3" (up to 4 times), losing 1d6 dam each jump, seperate hit roll each jump, but bonuses only apply to first 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, Shaman, Assassin, Runeweaver | |
Chrysalis of Storms | yes | 350 | Elemental | Storm | Fortification | 5 | 24 | Shell | action | self | Self-cast only • Places the caster into a hard shelled chrysalis charged with storm energy • the caster is completely immobilized while inside the chrysalis but may still use non-LoS powers and/or elect to use Chain Lightning as an action for no spirit cost, however, the Chain Lightning chooses targets based purely on proximity to the Chrysalis • the Chrysalis is destroyed if it suffers more than 30 damage, with none of that damage carrying over to the caster • upon being destroyed the caster gains 2 Focus and +2% Critical Cast chance with Storm/Air powers for the remainder or the battle, for every round spen within the Chrysalis |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Cosmic Force | yes | 351 | Natural | Celestial | Fortification | 5 | 8 | Synergy | instant | 4 | target gains +2 Hit per current focus/honor or max spirit/faith tier, on all attacks • if failing to hit with a D100 hit roll while Cosmic Force is active, the effect is consumed but the attack instead auto-hits |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Cosmic Rays | yes | 352 | Natural | Celestial | Devastation | 5 | 7 | Cone | action | Cone Template | 2d8 damage, targets will move and attack other targets effected by cosmic rays on their next turn | Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template), partially covered targets can add dodge to resistance roll, roll a single hit roll |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Cyclone | yes | 353 | Elemental | Wind | Devastation | 5 | 21 | Nova | action | 3 | 3d12+4 damage, knocks targets back 1d6 inches | Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Dark Grasp | yes | 354 | Arcane | Shadow | Destruction | 5 | 8 | Shock | action | melee | 4d8 damage, 5% chance +5%/Tier to Silence the target on their next turn, Insidious-Force | 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 | |
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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Earth Pummel | yes | 356 | Elemental | Earth | Destruction | 4 | 6 | Strike | action | melee | +1d10+5 Earth damage with Crushing Force • knocks target back 1d6" and stuns them for 1rnd if they collide with a solid object • if wielding a weapon with the 'Crushing Blow' effect the physical portion of Earth Pummel is considered to have hit so long as it inflicts damage |
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, Shaman, Assassin, Runeweaver | |
Earthquake | yes | 357 | Elemental | Earth | Alteration | 5 | 20 | Channel | action | 10 | causes a violent eartquake in a 10" radius around a target point • for the duration this area is considered difficult terrain and any creature or ally within the radius that fails a Stamina test at the beginning of thier turn is stunned for the duration of their turn • any rigid structure takes 1d10 physical damage per Tier of the caster, ignoring standard absorption • each channeling lasts for 1 minutes outside of combat |
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, Shaman, Assassin, Runeweaver | |
Embrace of the Earth | yes | 358 | Elemental | Earth | Fortification | 5 | 4/Tier | Shell | action | self | self-cast only • completely encases the caster in stone • the stone shell has 6HP per Tier and 50% Absorption, with 0 AC • while encased cannot move, attack or cast LoS powers, but cast earth powers @ half cost & faith powers @ half difficulty |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Fiery Arrows | yes | 361 | Elemental | Fire | Devastation | 5 | 16 | Multi | action | 20 | summons 1d4+1 arrows that can be fired immediately or in subsequent turns (w/o taking action), 1d8+1d6 damage each, Heat-Seeking | 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, Shaman, Assassin, Runeweaver | |
Orbs of Acid | yes | 361 | Elemental | Caustic | Devastation | 5 | 6 per orb | Multi | action | 20 | hurls up to 2-5 orbs of acid in forward 90 degree arc, each orb inflicts 2d6+4 burning damage and 1 stack of Corrosion. If allocating more than 1 orb on a target, instead of rolling extra damage dice simply increase the damage by 50%. More than 2 orbs ona target does no additional damag ebut does add additional stacks of Corrosion. | 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, Shaman, Assassin, Runeweaver | |
Conjure Flame Hydra | yes | 363 | Elemental | Fire | Conjuration | 5 | 2+7/Tier | Sentinel | 1 full round or 1 minute | 6 | Conjures a magical hydra with 1 head/Tier, where each head spits 1 'Tier2 Fire Ball'/rnd, ea time the hydra takes 10 or more dam it loses 1 head (no AC or resists), despawns when no heads left | 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, Shaman, Assassin, Runeweaver | |
Frost Shock | yes | 365 | Elemental | Frost | Destruction | 5 | 9 | Shock | action | melee | Touch to inflict 1d12+1d20 damage with a 10% chance/Tier to freeze the target for 1 round (see Frozen effect in Glossary) or otherwise causes the target to be Slowed for 1 round | 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, Shaman, Assassin, Runeweaver | |
Frost Thorns | yes | 366 | Elemental | Frost | Fortification | 5 | 13 | Counter | instant | self | any enemy target that moves into base contact recieves a 2d10 frost based impale attack • this effect can occur 3 times before Frost Thorns are consumed |
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, Shaman, Assassin, Runeweaver | |
Hailstorm | yes | 367 | Elemental | Frost | Devastation | 5 | 25 | Storm | action | 15 | 5" radius, 1d12+1d6 damage, while targets are in the area of effect they are Slowed | Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Ignite | yes | 369 | Elemental | Fire | Destruction | 5 | 8 | DOT | instant | 15 | 1d8+1 damage | DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Conjure Iron Hydra | yes | 370 | Elemental | Metal | Conjuration | 5 | 2+8/Tier | Sentinel | 1 full round or 1 minute | 6 | Conjures a magical hydra with 1 head/Tier, where each head spits 1 'Molten Spray'/rnd, ea time the hydra takes 10 or more dam it loses 1 head (no AC or resists), despawns when no heads left | 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, Shaman, Assassin, Runeweaver | |
Levitate | yes | 371 | Elemental | Wind | Alteration | 5 | 12 | Movement | instant | 20 | allows the target to levitate, moving through the air at move x2 for up to 1 hour (or until cancelled or dispelled) • if used on targets other than the caster, Levitate is only maintained while within 20" of the caster • caster may choose to control the movement of the target, however doing so counts as an action in addition to casting Levitate as an instant, and requires a hit roll as though it was an offensive power |
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, Shaman, Assassin, Runeweaver | |
Liquify | yes | 372 | Elemental | Water | Alteration | 5 | 15 | Transmute | action | 8 | converts a single target (up to Huge) or item (up to XL) into a liquid • target loses solid form and becomes immune to most physical damage • cannot move on its own but will flow as a natural liquid and can be carried in a sealed vessel/container • after 1 hour the target returns to solid form again • this can occur sooner if the caster chooses to end the effect or if the effect is dispelled |
Transmute alters the physical form of the target granting various effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Lucent Blade | yes | 373 | Arcane | Light | Destruction | 5 | 7 | Strike | action | melee | +2d12+4dam • cannot be parried, blocked, or caught (i.e. immune to Focus: Catch Weapon) • if wielding a weapon with the 'Overpowering' effect deal 20% additional weapon damage • triggers Illumination |
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 | |
Meteorite | yes | 374 | Natural | Celestial | Devastation | 5 | 22 | Blast | action | 24 | A meteorite plummets from the sky and inflicts 1d8*1d6 Celestial & Physical Damage in a 2" radius around the target point • must have reasonable overhead clearance for the spell to succeed |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Nightmare Illusion | yes | 375 | Arcane | Shadow | Conjuration | 5 | 20 | Illusion | instant | 12 | creates a nightmare illusion that takes on a different form in the eyes of anyone that looks at it, based on their own worst fears • while the illusion is believed to be real anyone that looks at it or attempts to target it is affected by Fear unless passing a Resolve test |
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 | |
Shadowmeld | yes | 376 | Arcane | Shadow | Alteration | 5 | 20 | Transmute | action | 8 | a single target (up to Huge) or item (up to XL) loses all physical form, becoming an ethereal shadow that is immune to all physical damage but takes double light and solar damage • while under the effects of Shadowmeld the target cannot interact with the physical world (can walk through walls etc…) and may only use shadow or void powers, which cause double damage at half the Spirit cost • for ever hour spent in Shadowmeld there is a 1% chance that the target will become permanently ethereal, this increases by 1% for every hour that Shadowmeld is maintained • if the effects become permanent the target will eventually fade away entirely |
Transmute alters the physical form of the target granting various effects |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Conjure Predator Plant | yes | 377 | Natural | Nature | Conjuration | 5 | 10 | Sentinel | 1 full round or 1 minute | 8 | conjures a large predator plant at a fixed location • HP = 50 • AC/resists/modifiers = same as casters • has instant Grapple ability & 4d10 bite attack, both with Reach 4" |
Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast 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, Shaman, Assassin, Runeweaver | |
Prismatic Empowerment | yes | 378 | Arcane | Light | Fortification | 5 | 7 | Empower | instant | self | while active: automatically generates 1 Focus or 1 Honor Code Stack each round, reduces the cost of all Fury, Vigor, Spirit, or Stealth skills by 25%, and reduces the Difficulty of all Faith powers by 2 (to a minimum of 1) • consume buff to gain an extra action this round • triggers Illumination when consuemd or anytime persistent effects are utilized |
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 | |
Conjure Prismatic Tower | yes | 379 | Arcane | Light | Conjuration | 5 | 17 | Sentinel | 1 full round or 1 minute | 10 | pulsates Light energy in a 4" radius at the end of the Casters turn, inflicting 4d6 damage and randomly dispelling 1 negative effect on any target in range • triggers Illumination |
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 | |
Acid Trail | yes | 288 | Elemental | Caustic | Alteration | 3 | 6 | Movement | instant | 12 | Grants +2 Movement until cancelled, dispelled, casting any other power, or using any kind of skill. Leaves a trail of acid behind for 1 round that places 3 Stacks of Corrosion on any target that crosses it. Leaving base contact while under the effects DOES count as Disengaging from Combat but adds 1 Stack of Corrosion per attack made to any target that uses its free attacks. | 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, Shaman, Assassin, Runeweaver | |
Scorched Earth | yes | 380 | Elemental | Fire | Alteration | 5 | 7 | Environment | action | 12 | all moisture in a 12" radius around the caster rapidly dries out • this shrivels most simple plants/crops and evaporates any standing water, rendering the soil effectively desolate until recieving a signifcant amount of moisture again |
Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Screaming Horrors | yes | 381 | Arcane | Shadow | Devastation | 5 | 17 | Cone | action | Cone Template | 4d8+4 damage and targets are Silenced for 1 rnd, Insidious Force | 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 | |
Spore Cloud | yes | 384 | Natural | Nature | Fortification | 5 | 20 | Counter | instant | self | while active caster is surrounded by a cloud of deadly spores in a 1" radius • spores inflict 3d6 dam to enemies & cause any strike, shot, or faith power used by the caster to be 3d6 more effective • each time the caster is hit radius increases by 1 but decreases effects by 1d6 • dissapates after being hit 3 times |
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, Shaman, Assassin, Runeweaver | |
Stinger | yes | 385 | Natural | Toxic | Destruction | 5 | 14 | Missile | action | 30 | 2d12 physical damage, inflicts a 1d12/rnd poison for up to 3 rnds | 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, Shaman, Assassin, Runeweaver | |
Storm Strike | yes | 386 | Elemental | Storm | Destruction | 5 | 7 | Strike | action | melee | +1d4+1d6+1d8+6 damage • can elect to use the spirit portion on an separate target within 1" of physical target • if wielding a weapon that has the "Melee-Range" effect mya extent the range of the spirit effect by adding in the melee range of the weapon |
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, Shaman, Assassin, Runeweaver | |
Timelost Armor | yes | 387 | Natural | Temporal | Fortification | 5 | 11 | Armor | instant | self | while active gain +12 Armor • anytime an opponent sucessfully hits you (including a crit) you may force your opponent to re-roll their hit dice • however if they score a hit on the second roll you temporarily dissapear on your next turn, (effectively losing your turn) • this effect can be used up to 3 times before the Timelost Armor is destroyed, at which point both the caster and attacker dissapear for 1 round, during which time they may continue to attack one another |
Armor self cast only • in play for duration of battle, or until dispelled or expended by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Conjure Venomous Plant | yes | 388 | Natural | Toxic | Conjuration | 5 | 10 | Sentinel | 1 full round or 1 minute | 8 | conjures a large venomous plant at a fixed location • HP = 50 • AC/resists/modifiers = same as casters • can use 'Noxious Breath' but may start template up to 6" away |
Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast 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, Shaman, Assassin, Runeweaver | |
Cosmic Exposure | yes | 389 | Natural | Celestial | Alteration | 5 | 18 | Channel | action | 12 | select a single target point, bathing it in latent Cosmic radiation • any target touched by a 1" radius around the target point has Natural & Arcane Resistances reduced by 15 for a full round • for each round of channeling increase the radius by 1" OR increase the Resistance modifier by 10 • maximum radius is equal to 1" per Tier of the Caster • each channeling lasts for 1 hour outside of combat |
Channel effects persist for 1 full round, typically inflicted at the beginning of the turn of any 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, Shaman, Assassin, Runeweaver | |
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 | |
Gale of Arrows | yes | 392 | Elemental | Wind | Devastation | 5 | 14 | Multi | action | 32 | fire four magical arrows in a 90 degree firing arc • no more than two arrows can be assigned to a given target • arrows are fired at extremely high velocity, preventing any dodge contribution to resistance & preventing any chance to block • each arrow inflicts 1d12 damage |
Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Critical Failure(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Eye of the Storm | yes | 393 | Elemental | Wind | Fortification | 5 | 4/Tier | Shell | action | self | summons forth storming winds all around the caster, while maintaining an area of calm within the storm • the winds will deflect the next 1 per Tier projectiles or non-base contact attacks, powers, or skills made against any target in teh Eye of the Storm |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Wind Slash | yes | 394 | Elemental | Wind | Destruction | 5 | 8 | Strike | action | melee | +3d4+4 damage • if striking with a weapon that would cause piercing or cutting injuries add +10% critical hit chance for both physical and spirit portion of the attack |
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, Shaman, Assassin, Runeweaver | |
Crushing Deep | yes | 395 | Elemental | Water | Destruction | 5 | 9 | Shock | action | melee | with just a touch, the target is crushed within its own armor as the intense pressure of the ocean's deep bears down upon it • inflicts 1d10 damage for every 10 Armor value that the target has, up to a maximum of 5d10 • if the damage inflicted is over 20 then each of the targets armor pieces suffers one stack of 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, Shaman, Assassin, Runeweaver | |
Rivers Embrace | yes | 396 | Elemental | Water | Fortification | 5 | 13 | Counter | instant | self | while active 3 streams of water magic swirl around the caster • any target that gets within 1" of the caster immediately triggers one of streams • this halts the targets movement, inflicting 2d6 damage and knocking the target down |
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, Shaman, Assassin, Runeweaver | |
Geyser | yes | 448 | Elemental | Water | Destruction | 5 | 15 | Burst | action | 12 | Water bursts from the ground beneath the targets feet, inflicting 1d12 initial water damage then knocking the target up to a height of 6" minus its Size modifier (i.e. Small = 8", Medium = 6", Large = 4", Huge = 2") • caster may choose to expend an instant and 10% of the spirit cost to maintain the geyser, effectively immobilizing the target unless it attempts to jump clear of the geyser at its highest point • caster may choose to rapidly end the effect, potentially causing additional fall damage, or gradually end the effect, gently lowering the target back to the ground without risk of fall damage |
Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
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 | |
The Seven Pointed Scepter | yes | 512 | Natural | Celestial | Conjuration | 5 | 21 | Weapon | instant or action | self | Conjures the Seven Pointed Sceptre, a constellation that may be wielded as physical one-handed weapon that inflicts 2d6 physical damage with a 7% stun • if the targets natural resistance is less than or equal to 49 then on a hit roll of 94+ (7%) the target is instantly unmade, ceasing to exist (counts as an auto-kill for purposes of immunity) • if cast while the Seven-Pointed Sceptre constellation is visible in the sky, the weapon gains +7 Celestial Damage and Crushing Blow 7 (treated as Celestial Damage) |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Rapier of Winds | yes | 515 | Elemental | Wind | Conjuration | 5 | 13 | Weapon | instant or action | self | Conjures the Rapier of Winds, an elegant and delicate looking sword whose blade seems to move with a mind of its own • the Rapier of Winds inflcits 1d10 damage with its own innate 'Graceful' +15 to hit • it also reduces opponents parry/block chance by 25% and posssesses its own 30% parry which can be used an unlimited number of times each round • when cast as quasi-sentient it may still parry for the caster if it remains within 1" of the caster |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
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 | |
Seal of Petrification | yes | 517 | Elemental | Earth | Destruction | 5 | 20 | Seal | 5 minutes per Tier | 3 | Anyone attempting to break or tamper with the seal will find their their entire body seizing up, and if failing a Stamina test (at -1 Resolve per Tier) will become immobilized for a short time (1 round in combat) and take 2d10 auto-damage • if the seal is broken the target is petrified (see Petrify power for details) at -3 Elemental Resistance per Tier |
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, Shaman, Assassin, Runeweaver | |
Seal of Transformation | yes | 519 | Natural | Nature | Destruction | 5 | 30 | Seal | 5 minutes per Tier | 3 | Anyone attempting to break or tamper with the seal will have the portion of their body nearest to the seal transform into a random animal body part, the effect is temporary but happens so rapidly it inflicts 5d6 damage • if the seal is broken the target is polymorphed (see Polymorph power for details) at -3 Natural Resistance per Tier nearest |
Seal places a magical seal on an object (i.e. a door, chest, book, etc...) • can be visible or invisible • typically granted a single method of being safely opened or re-sealed (i.e. a command, incantation, gesture, key, etc..) • when incorrectly attempting to open the seal (i.e lock pick, incorrect command, etc..) there are typically minor effects to warn against further tampering • if the seal is broken through force or dispelled in any way it inflicts damage and effects to whoever broke it, any permanent or long term effects can typically be dispelled, or can be ended by using the same method that would have safely opened the seal • if scoring a critical cast at the time the seal is created, it stores twice the energy and will do double damage whenever it is finally broken • if the seals effects require an additional hit roll upon breaking it is with no modifiers and cannot critically fail or cast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Seal of Light | yes | 520 | Arcane | Light | Destruction | 5 | 20 | Seal | 5 minutes per Tier | 4 | Anyone attempting to break or tamper with the seal will cause it to glow with brightly, temporarily blinding them and inflicting 4d6 Arcane damage • if the seal is broken this damage is tripled and the target will have an image of the seal or the object upon which it was placed permanently seared into their eyes, effectively blinding them for life, until the seal is properly opened or the effect dispelled |
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 | |
Tidebringer | yes | 531 | Elemental | Water | Conjuration | 5 | 25 | Weapon | instant or action | self | Conjures a massive axe-like weapon that resembles a barnacle encrusted sea anchor or a viciously barbed fish hook • Tidebringer inflicts 2d12 damage if wielded in 2 hands or 2d10 in one hand (or quasi-sentient) and has its own innate modifiers (even if quasi-sentient) of +20% Cleaving, -15 to hit Clumsy and +5% Critical miss chance • any Critical hit with Tidebringer automatically knocks the target back 1d4" (even if it would normally be immune to knock backs) and then hits the target with a free cast Tidal Shot (use casters modifiers unless quasi-sentient) • any Critical miss or Dodge sends the wielder (or the weapon itself if quasi-sentient) 1d4" in any random direction that would not cause a collision |
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, Shaman, Assassin, Runeweaver | |
Greyscale | yes | 536 | Elemental | Earth | Devastation | 5 | 16 | Plague | action | 15 | causes rapid growth of mineralized scales on the targets skin, granting 1d6 (shield like) damage reduction (all types) each round and stacking if it is not used each round • after rolling damage reduction inflict internal damage equal to 2x the current stack of greyscale damage reduction • at the end of the duration, the remaining stacks of damage reduction become the perecentage chance that the greyscale permanently immobilizes a random (or applicale) body part (see 'Injuries' tables) |
Plague a damage-over-time power that spreads to any target within 3" at the start of an infected targets turn • no LOS required and no dodge allowed, however caster must still have some reason to know that the initial target exists • remains active for one additional round per Tier or until dispelled/canceled, when duration expires on original target it is removed from ALL targets • resist against initial cast only (unlike poison effects) • damage bonus applies to initial target and on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Myopic Plague | yes | 541 | Arcane | Light | Devastation | 5 | 19 | Plague | action | 30 | inflicts searing pain in the targets eyes, causing 1d8 damage per round and for the duration, causing -10 to hit with all physical attacks and LoS powers as well as cutting their Perception in half for stat tests/roll-offs | 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 | |
Light Eater | yes | Arcane | Shadow | Fortification | 5 | 2/Tier | Shell | action | self | envelopes the caster and everything inside the affected radius in darkness, preventing LoS for enemies unless they are in base contact and treating caster as always in no-light conditions, regardless of being within direct light sources • grants 1d6HP/tier shield versus Light/Solar based damage, converting 100% of the negated damage into Spirit or Stealth, allocated as the caster sees fit |
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 | ||
Splinter Swarm | yes | Natural | Nature | Destruction | 5 | 13 | Missile | action | 30 | fires a small swarm of hardwood splinters at a single target, inflicting 4d10 physical damage (roll vs AC) • the individual projectiles are so small that even if armor saved the target still takes half-damage |
Missile magical projectile based power that 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, Shaman, Assassin, Runeweaver | ||
Black Mirror | yes | Arcane | Shadow | Conjuration | 5 | 10 | Obstacle | action | 12 | creates a two dimensional plane with an area of 1 square inch per lvl (i.e. 3"x2" would required level 6), oriented however the caster sees fit, that is invisible to normal senses • any target attempting to look through the plane will not see what is behind it, but instead distorted dark reflection of themselves • this effectively breaks LoS without actually preventing physical matter from passing through the plane • if looking into teh black mirror and failing a resolve test, targets are Feared. |
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 | ||
Armor of Celestial Glory | yes | Natural | Celestial | Fortification | 5 | 16 | Armor | instant | self | while active gain +6 Armor and +6 Natural Resistance, also auto-stacks 1 Honor Code each round • after 3 Armor Saves or Natural Resists, the Armor erupts into a shower of celestial energy causing 3d6 damage to all targets within 2" • reduce the spirit cost of your next power by an amoujt equal to the total damage done |
Armor self cast only • in play for duration of battle, or until dispelled or expended by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, 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 | ||
Black Smoke | yes | 344 | Arcane | Shadow | Fortification | 6 | 16 | Counter | instant | self | while active caster doesn't reduce stealth & enemies suffer -10 hit ranged/melee vs caster, if caster wounded smoke jumps to target & inflicts 1d4 times the non-crit dam done to the caster, consuming the smoke | 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 | |
Geyser Field | yes | 368 | Elemental | Water | Devastation | 6 | 30 | Storm | action | 15 | creates a Geyser at the center of a 4" radius which hits any single target at that point with the Geyser (Burst) power • also creates 4 additional geysers at random locations within the 4" radius, potentially hitting up to 4 targets with the Geyser (Burst) power |
Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
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 | |
Black Arrows | yes | 398 | Arcane | Shadow | Devastation | 6 | 19 | Multi | action | 24 | fires 1d12+1 arrows (each inflicts 5 dam) in high arc, remaining in air till next round, then use LoS of arrows to pick targets as desired (w/in range of caster), seperate hit roll for each target, Stealth-Power | 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 | |
Bubble of Refuge | yes | 399 | Elemental | Water | Fortification | 6 | 12 | Shell | action | self | envelopes the caster in a magical bubble that negates all damage in either direction • if damage exceeds 10, the bubble pops but the damage is still negated • while inside the bubble all healing effects are increased by 20% • caster's own water powers may pass through the bubble at will • if used underwater it no longer negates damage or increases healing effects and can be passed through freely, but instead holds any amount of water at bay effectively creating a pocket of breathable air for up to 1 day |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Celestial Sign | yes | 400 | Natural | Celestial | Conjuration | 6 | 20 | Illusion | instant | battlefield | summons a illusionary Celestial Sign in the sky above the battlefield (i.e. the brightening of a star, abnormal tails on a comet, a wild meteor shower, rearranging of constellations, etc...) • anyone opponent that believes the sign to be real receives a stacking effect at the start of their turn that causes them to take +2 Celestial Damage and/or +10% harmful for every stack • add 2 stacks at a time if the sky is dark • remains in play for up to 1 full day or until dispelled |
Illusion conjures a visible illusion that lacks 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, Shaman, Assassin, Runeweaver | |
Change of Fates | yes | 401 | Natural | Celestial | Fortification | 6 | 16 | Counter | instant | self | while active any attack made against the caster has -10% critical hit/cast chance • if the caster is the victum of a critical hit treat it as a normal hit instead, but consume the Change of Fates • after being consumed the casters cannot critically hit with their own powers/abilities/attacks for 1 round |
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, Shaman, Assassin, Runeweaver | |
Comet | yes | 402 | Natural | Celestial | Devastation | 6 | 20 | Multi | action | 24 | 6d12 damage • must divide the D12's up between 2-4 separate targets, where one target must have at least 3d12 assigned to it, 5+5%/Tier chance that on targets next turn may make target re-roll one dice |
Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Critical Failure(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Corrosive Blast | yes | 403 | Elemental | Caustic | Devastation | 6 | 20 | Blast | action | 24 | The caster tosses a magical flask towards the target point which explodes in a 1.5" radius, inflicting 2d12+2d6+4 Acid damage and 6 Stacks of Corrosion | Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Crushing Prison | yes | 404 | Elemental | Earth | Destruction | 6 | 15 | DOT | instant | 15 | 2d6 Earth damage with Crushing Force • target is immobilized while under the effect, target may choose to break the prison if passing a strength test, but then takes dam equal to remaining rnds of DOT |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Crystalline Defense | yes | 405 | Elemental | Earth | Fortification | 6 | 20 | Counter | instant | self | while active 3 crystals (Red, Blue, Green) spin in 2" radius around caster, granting +10hit/+2dam with any strike/shot/unarmed attack • the crytals intercept any enemy that crosses radius, inflicting 2d10 dam and granting additional effects according to their color: red +50% crit on casters next power, blue 90% chance to kncok target down, green 90% chance to stun target |
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, Shaman, Assassin, Runeweaver | |
Deep Freeze | yes | 406 | Elemental | Frost | Destruction | 6 | 14 | Burst | action | 12 | Target is Frozen for up to 5 rounds. If Shattered or choosing to break out by passing a Strength test, inflicts 4d12 damage | Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Enslave | yes | 407 | Arcane | Shadow | Alteration | 6 | 18 | Channel | action | 12 | brings a single target under the casters complete control for the duration of the channeling • has no effect on undead, constructs, or beasts • each channeling lasts for 1 hour outside of combat |
Channel effects persist for 1 full round, typically inflicted at the beginning of the turn of any 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 | |
False Sun | yes | 408 | Arcane | Solar | Conjuration | 6 | 24 | Illusion | instant | battlefield | creates a false sun in the sky that lights as per the real sun, even casting shadows based on its position in the sky • the sudden appearance of the False Sun generally has the effect of distracting most targets and turning their focus to the sky (especially if used during the night) • in many cases this can break LoS for hiding/stealth purposes or even allow targets to disengage from combat without being attacked • does not actually produce any light energy or heat |
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 | |
Forge Land | yes | 409 | Elemental | Earth | Alteration | 6 | 12 | Environment | action | 12 | mold and shape existing land forms into various small scale useful features (i.e. ditches, land bridges, walls etc…) lasts for up to 1 day | Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Gravitic Flux | yes | 410 | Natural | Celestial | Destruction | 6 | 18 | Shot | action | 24 | hits intial target for 3d12+6 dam, at the end of that targets next move anyone w/in 6" is flung 1d8" in a random direction taking collision dam as required and being knocked down if failing an agility test | Shot magical projectile based power that 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, Shaman, Assassin, Runeweaver | |
Violent Squall | yes | 411 | Elemental | Wind | Devastation | 6 | 35 | Storm | action | 20 | unleashes a sudden and extremely violent wind storm in a 5" radius, inflicting 4d4 damage and Winding targets • caster chooses which direction the wind blows within that radius, knocking all targets back 1d6" in that direction |
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 require |