Memory |
Detect Magic |
0 |
Alteration |
Arcane |
Common |
None |
1 |
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 specific the results will be |
Reveal |
reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Memory |
Memorize Power |
0 |
Alteration |
Arcane |
Common |
None |
1/Tier |
non-combat |
self |
Commit a power to memory from a Spirit Book. This power is limited to being cast once per half rest, unless posessing Rank 2 or higher of the Linguist secondary skill. |
Modify |
modifies the basic properties of something for useful purposes |
Memory |
Arcane Cantrip |
0 |
Destruction |
Arcane |
Common |
None |
2 |
action |
15 |
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 |
Memory |
Elemental Venting |
0 |
Devastation |
Elemental |
Fire, Water, Air, Earth |
None |
0 |
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 all Volatile spirit energy with various effects. No spirit cost and cannot critically cast or miscast. Automatically inflicts damage to the caster. Uses a single casting roll for all other targets in range, no dodge allowed. |
|
Arcane Innervation |
1 |
Alteration |
Arcane |
Common |
Mana |
10% of max |
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 |
Memory |
Dispel Magic |
1 |
Alteration |
Arcane |
Common |
Mana |
1/Tier against |
instant or action |
15 |
dispel one known magic effect
• use resistance equal to 10x the Tier of the caster of the effect
• can also be used to dispel/shatter one spirit based enchant/crafting |
Dispel |
Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Spellbook |
Arcane Shackles |
1 |
Conjuration |
Arcane |
Common |
Mana |
2/tier |
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 |
Spellbook |
Conjure Food |
1 |
Conjuration |
Arcane |
Common |
Mana |
1/Tier |
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 |
Spellbook |
Mirror Image |
1 |
Conjuration |
Arcane |
Common |
Mana |
3/Tier |
instant |
12 |
Creates 1 per Tier exact replicas of the caster anywhere in range, that casts illusionary versions of all the same powers at the same targets as the true caster
• these powers do not cause damage or effects of any kind, however they may confuse the target into attempting to defend against them (i.e. Block an LoS power with a shield, consume a ward, etc...)
• enemies will also be confused as to which is the real caster and may target the wrong one
• the mirror image has no physical form and any attacks against it cause it to disappear. |
Illusion |
Conjures a visible illusion that lacks true physical characteristics. Upon successfully casting, any creature that relies on conventional sight as its primary source of perception will believe the illusion to be real if the casting value is greater than their mental resistance.
• illusions can't directly influence physical matter, nor can they inflict any kind of damage or effects
• last for the duration of battle or 1 hour out of combat unless otherwise dispelled or destroyed
• dispel resistance is equal to the original casting value of the illusion
• if there is evidence to suggest that the illusion might not be real, creatures may pass a Wisdom or Perception test to see through the illusion and therefore not be affected by it in anyway
• GMs may choose to add advantage or disadvantage modifiers to these rolls depending on the situation. |
Spellbook |
Magic Missile |
1 |
Destruction |
Arcane |
Common |
Mana |
1/lvl |
action |
30 |
Fires a single arcane projectile, dealing 1d4 arcane dam per lvl (max level 5) |
Missile |
Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield
• requires LOS and cannot cast on targets in base contact with the caster
• Target can add dodge to resistance roll |
Spellbook |
Mana Scythe |
1 |
Destruction |
Arcane |
Common |
Mana |
2 |
action |
melee |
+1d6 damage
• generates 1d6 spirit back to caster |
Strike |
Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill
• if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Spellbook |
Mana Bomb |
1 |
Devastation |
Arcane |
Common |
Mana |
4 |
instant |
12 |
remains on the target and stacks mana energy, gaining 1 stack each subsequent time the target is hit by any mana power
• magic missile grants 1 stack per level and arcane darts grants 1 stack per dart
• immediately upon reaching 5 stacks the bomb explodes dealing 1d10 damage in 2" radius |
Bomb |
Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled.
• Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb.
• Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Memory |
Damage Shield |
1 |
Fortification |
Arcane |
Common |
Mana |
2 +2/Tier-1 |
instant |
10 |
creates a 1d8 physical damage shield, +2/Tier
• no additional effects when shield breaks |
Shield** |
places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects).
• When critically cast, doubles the value of the shield
• Remains until end of battle or until shield gives out
• attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield
• the attack which destroys the shield may inflict an effect back on the attacker that can be resisted without modifiers |
Memory |
Magical Convergeance |
1 |
Fortification |
Arcane |
Common |
Mana |
2 |
instant |
self |
while buff is active, gain +1 to cast or +1 spell power for every additional spirit spent when casting a spell (up to a max +10)
• bonus spell power is included in crits and is distributed at will if there are multiple targets
• consume to have your next power auto cast (no casting roll required) |
Empower*** |
self cast buff with positive effects that remain in play for up to one hour unless dispelled
• some Empower spells may be consumed at will as an instant for the affected target on their own turn
• consuming a Empower immediately ends its effects, but causes an immediate additional effect
• if an Empower is consumed it cannot be recast on that target for 1 hour |
Memory |
Rivers Grace |
1 |
Fortification |
Elemental |
Water |
Water |
2 |
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 as an instant (or as a Reaction to taking taking damage) to auto-heal 1d10 HP +1 per Tier of Caster |
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 |
Memory |
Deeptide Armor |
2 |
Fortification |
Elemental |
Water |
Water |
9 |
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. Armor remains in play for up to one hour, or until dispelled or consumed by certain conditions being met |
Memory |
Healing Stream |
2 |
Fortification |
Elemental |
Water |
Water |
2.5/Tier-1 *casts 1 Tier higher |
action |
15 |
A single target receives 1d6+2 healing. For every Tier above 1, Healing Stream can bounce in a straight line to another target that is in range, causing them to receive 1d6+2 healing
• 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* |
typically single target powers with direct healing capabilities
• LoS required
• cannot be cast from HP
• add spell power modifiers as increased healing
• critical cast results in double the healing value
• if cast more than once per day out of combat double the spirit cost |
Spellbook |
Water Ward |
2 |
Fortification |
Elemental |
Water |
Water |
4 |
instant |
8 |
while ward is active target cannot get wet in anyway and is immune to all forms of slow and stat-reducing effects
• when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Water powers |
Ward** |
places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled)
• Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast
• consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure
• there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target
• once consumed Wards may be re-cast |
Memory |
Deep Resevoir |
3 |
Fortification |
Elemental |
Water |
Water |
4 |
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 buff with positive effects that remain in play for up to one hour unless dispelled
• some Empower spells may be consumed at will as an instant for the affected target on their own turn
• consuming a Empower immediately ends its effects, but causes an immediate additional effect
• if an Empower is consumed it cannot be recast on that target for 1 hour |
Memory |
Water Shield |
3 |
Fortification |
Elemental |
Water |
Water |
7 |
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** |
places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects).
• When critically cast, doubles the value of the shield
• Remains until end of battle or until shield gives out
• attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield
• the attack which destroys the shield may inflict an effect back on the attacker that can be resisted without modifiers |
Spellbook |
Douse Magic |
1 |
Alteration |
Elemental |
Water |
Water |
1/Tier against |
instant or action |
15 |
can dispel one known magic effect, use resistance equal to 12x the Tier of the caster of the effect
• if the effect is fire or air magic, use resistance equal to 7x the Tier of the caster of the effect
• can also be used to douse any natural flame in a 1" per Tier radius around the target
• can also be used to dispel/shatter 1 fire or air magic based enchant/crafting |
Dispel |
Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Spellbook |
Water Breathing |
2 |
Alteration |
Elemental |
Water |
Water |
3 per target |
instant |
15 |
targets can breathe underwater for up to 1 hour, or until cancelled or Dispelled |
Modify |
modifies the basic properties of something for useful purposes |
Spellbook |
Currents |
1 |
Alteration |
Elemental |
Water |
Water |
2/Tier |
instant |
15 |
caster selects a direction for currents to flow in relation to single target
• if target wishes to move against the current it must first pass a strength test and even if successful move at 1/2 speed, cut strength in half if in water
• if moving with the currents (even if against its will i.e. Knocksbacks) target moves +2" further, increases to +4" if in water
• effects last 1 round per Tier or 1 hour per Tier outside of combat |
Control |
single target, LoS required with a variety of crowd control effects
• hard CC typically an action
• soft CC typically an instant |
Spellbook |
Waterlog |
3 |
Alteration |
Elemental |
Water |
Water |
6 |
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 |
A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind
• Consuming a hex can be triggered at will as an instant for the affected target on their own turn
• The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target
• Consuming a Hex immediately ends its effects, but causes additional consequences
• If a Hex is consumed it cannot be recast on that target for 1 hour |
Spellbook |
Wave Runner |
3 |
Alteration |
Elemental |
Water |
Water |
5 |
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
• cannot be cast on unwilling targets
• unless otherwise specified, using a Movement power to leave base contact with an enemy does NOT count as Disengaging from Combat |
Spellbook |
Plumb the Depths |
3 |
Alteration |
Elemental |
Water |
Water |
8 |
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 |
Memory |
Conjure Water |
1 |
Conjuration |
Elemental |
Water |
Water |
1/Tier |
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 |
Memory |
Conjure Water Elemental |
1 |
Conjuration |
Elemental |
Water |
Water |
(3x Creatures Threat Rating) +1 |
action (uninterrupted)
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 as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted
• can only be cast once per hour, even if Minion was dismissed or destroyed
• conjured Minion appears within range of the caster and moves as they dictate
• the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained
• conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0
• control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile
• if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Spellbook |
Anchor of the Deep |
2 |
Conjuration |
Elemental |
Water |
Water |
2/Tier |
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 |
Memory |
False Water |
2 |
Conjuration |
Elemental |
Water |
Water |
1 per 1" |
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 true physical characteristics. Upon successfully casting, any creature that relies on conventional sight as its primary source of perception will believe the illusion to be real if the casting value is greater than their mental resistance.
• illusions can't directly influence physical matter, nor can they inflict any kind of damage or effects
• last for the duration of battle or 1 hour out of combat unless otherwise dispelled or destroyed
• dispel resistance is equal to the original casting value of the illusion
• if there is evidence to suggest that the illusion might not be real, creatures may pass a Wisdom or Perception test to see through the illusion and therefore not be affected by it in anyway
• GMs may choose to add advantage or disadvantage modifiers to these rolls depending on the situation. |
Spellbook |
Conjure Sea Hydra |
3 |
Conjuration |
Elemental |
Water |
Water |
2+3/Head |
action (uninterrupted)
or 1 minute |
8 |
Conjures a magical hydra with 1 head/Tier, where each head spits 1 'Water Jet'/round.
• Each time the hydra takes 10 or more damage it loses 1 head (no AC or resists).
• Can only lose multiple heads from a single attack if it is AoE or multi-target
• Hydra despawns when no there are no heads remaining. |
Sentinel |
Conjures/summons an active stationary combat oriented-entity under the casters control
• requires 1 minute of uninterrupted casting time outside of combat
• if cast as an action during combat the Sentinel appears at the start of the casters next turn, provided they were not interrupted
• can be cast an unlimited number of times, provided any Sentinels of the same type from previous castings no longer exist
• conjured Sentinels appear within range of the caster and cannot move except to rotate on the spot
• the Sentinel uses the casters Initiative Score and will attack any target the caster deems hostile
• Sentinels disappear after 24 hours if they are not fed Spirit equal to 10% of their original cost or 1 enchanting component of the appropriate type
• also disappear if dismissed by the caster (which counts as an instant), if the Sentinels HP drop below 0, or if dispelled
• if the caster is slain the Sentinel either disappears or becomes hostile to all, gaining its own Initiative Score of 1d12+1
• not worth any XP if destroyed |
Spellbook |
Standing Wave |
3 |
Conjuration |
Elemental |
Water |
Water |
7 |
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 |
Memory |
Healing Fount |
3 |
Conjuration |
Elemental |
Water |
Water |
6 |
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 |
Spellbook |
Imbue Undertow |
1 |
Destruction |
Elemental |
Water |
Water |
2 |
instant |
4 |
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 powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists)
• cannot stack imbues on a weapon but stays on the weapon until successfully hitting
• does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills
• roll to cast immediately, where a crit cast doubles the dispel resistance
• some imbues may require additional resist rolls upon hitting
• unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Spellbook |
Water Jet |
1 |
Destruction |
Elemental |
Water |
Water |
3 |
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. The knock back still occurs even if water jet is successfully blocked by a shield |
Missile |
Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield
• requires LOS and cannot cast on targets in base contact with the caster
• Target can add dodge to resistance roll |
Spellbook |
Pressurize |
2 |
Destruction |
Elemental |
Water |
Water |
6 |
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. |
Memory |
Tidal Shot |
2 |
Destruction |
Elemental |
Water |
Water |
7 |
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
• increase damage by +2 for every tier of the caster beyond 2
• 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 does not have solid/physical form and can only be blocked by shields that are rune crafted and/or enchanted.
• requires LOS and cannot cast on targets in base contact with the caster
• Counts as a 'Shot'
• Target can add dodge to resistance |
Memory |
Keelhaul |
3 |
Destruction |
Elemental |
Water |
Water |
4 |
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 |
Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill
• if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Spellbook |
Turbulent Waters |
1 |
Devastation |
Elemental |
Water |
Water |
2/Tier |
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 |
Memory |
Crashing Wave |
2 |
Devastation |
Elemental |
Water |
Water |
7 |
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 |
Spellbook |
Briny Thirst |
2 |
Devastation |
Elemental |
Water |
Water |
8 |
action |
20 |
1d6 damage per round
• if there is a source of drinking water nearby, affected 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 |
Memory |
Depth Charge |
3 |
Devastation |
Elemental |
Water |
Water |
12 |
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 within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled.
• Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb.
• Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Memory |
Riptide |
3 |
Devastation |
Elemental |
Water |
Water |
12 |
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
• casting rolls and spell power distribution is spell specific |
Spellbook |
Deluge |
3 |
Devastation |
Elemental |
Water |
Water |
12 |
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). Unless otherwise stated, uses a single casting roll and allows partially covered targets to add dodge to their resistance. |
Spellbook |
Ice Shield |
1 |
Fortification |
Elemental |
Water |
Frost |
3 +2/Tier |
instant |
10 |
creates a stationary 1d10 (+2 per Tier) physical and elemental damage shield made of solid ice around the target that also negates all Frost effects while the target remains adjacent to it
• the caster chooses a 90, 180, 270, or 360 degree around the target and the shield cannot be moved or attacked through
• the attack which destroys the shield causes the attacker to be frozen for 1 round or if resisted instead Slows the attacker for 1 round |
Shield |
places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects).
• When critically cast, doubles the value of the shield
• Remains until end of battle or until shield gives out
• attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield
• the attack which destroys the shield may inflict an effect back on the attacker that can be resisted without modifiers |
Spellbook |
Frostbite |
3 |
Destruction |
Elemental |
Water |
Frost |
8 |
instant |
20 |
1d6+2 damage
• target has movement reduced by 1/4 (or a minimum of -1) for the duration
• |
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 |
Memory |
Frost Thorns |
4 |
Fortification |
Elemental |
Water |
Frost |
13 |
instant |
self |
any enemy target that moves into base contact receives a 2d10 frost based impale attack, that does not count as a reaction
• this effect can occur 3 times before Frost Thorns are consumed |
Defense |
Self cast only. Effects remain in play for up to one hour, or until dispelled or consumed.
• active magical defenses typically aimed at preventing or discouraging opponents from targeting or moving into base contact with the caster |