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Skip Navigation LinksHigh Fantasy HERO>Content>Magic>Magic Systems>Magecraft>Spells
Magecraft Sample Spell Skills

Magecraft

Magecraft System Magicians Magecraft Variations
Sample Magecraft Spells Magician Package Deals  
This document provides some sample Spell Skills. It is important to note that this list is intended purely to provide some examples, and doesn't even scratch the surface of possible effects.
ARCANE BLAST
By means of this Spell a Magician can attack foes with a blast of magical force.
ARCANE BLAST
Arcane Blast: 12- (Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points); -2 Decreased STUN Multiplier (-1/2), No Knockback (-1/4), Gestures (-1/4) (Real Cost: 30))
Skill Cost: 5 points [-3 to roll, 6 END to cast]
ARCANE SHIELD
By means of this Spell a Magician can create a magical Shield that protects them from damage to the side of their choice.
LESSER ARCANE SHIELD
Arcane Shield: 15- (Force Wall (10 PD/10 ED), Costs END Only To Activate (+1/4), Hardened (+1/4) (75 Active Points); Limited Coverage [1-60] Degrees (Only on the same horizontal Level; -1 1/4), Self Only (-1/2), Incantations (-1/4) (Real Cost: 25))
Skill Cost: 11 points [-2 to roll, 6 END to cast]
ARCANE SHIELD
Arcane Shield: 21- (Force Wall (14 PD/14 ED), Costs END Only To Activate (+1/4), Hardened (+1/4) (105 Active Points); Limited Coverage [1-60] Degrees (Only on the same horizontal Level; -1 1/4), Self Only (-1/2), Incantations (-1/4) (Real Cost: 35))
Skill Cost: 23 points [-3 to roll, 9 END to cast]
MYSTIC FLIGHT
By means of this Spell a Magician can fly and even if they are stunned or knocked unconscious they will stay aloft
MYSTIC FLIGHT
Mystic Flight: 12- (Flight 15", Reduced Endurance (0 END; Lasts for One Hour; +1/2), Persistent (+1/2) (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Costs AP/10 In END When Cast; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 20))
Skill Cost: 5 points [-2 to roll, 6 END to cast]
CREATE STEED
By means of this Spell a Magician is able to summon a steed.
CREATE STEED
Create Steed: 11- (Summon 100-point Light Warhorse, Amicable Loyal (+1/2) (30 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, -3/4), Concentration 1/2 DCV (-1/4), Gestures (-1/4), Incantations (-1/4), Horse Fades Away After 12 Hours (-1/4); (Real Cost: 11))
Skill Cost: 3 points [-1 to roll, 3 END to cast]
BOW OF CAUSTIC CORROSION
By means of this Spell a Magician is able to summon a mystic bow from which they can launch noxious acidic arrows.
LESSER BOW OF CAUSTIC CORROSION
Lesser Bow of Caustic Corrosion: 15- (RKA 2d6-1 (vs. ED), Penetrating (x2; +1), Lingering up to 1 Minute (+3/4), Reduced Endurance (1/2 Endurance, +1/4) (75 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Incantations (-1/4), Gestures (-1/4), Physical Manifestation (Bow, -1/4); (Real Cost: 30))
Skill Cost: 11 points [-3 to roll, 3 END to cast and use]
BOUNTIFUL BOW OF CAUSTIC CORROSION
Bountiful Bow of Caustic Corrosion: 20- (RKA 2d6 (vs. ED), Penetrating (x2; +1), Lingering up to 5 Minutes (+1), Reduced Endurance (1/2 Endurance, +1/4) (97 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Incantations (-1/4), Gestures (-1/4), Physical Manifestation (Bow, -1/4); (Real Cost: 39))
Skill Cost: 21 points [-4 to roll, 5 END to cast and use]
SOLID FOG
By means of this Spell a Magician is able to summon a fog so thick that it actually impedes movement as well as perceptions.
SOLID FOG
Solid Fog: 15- (CE 8" radius, -4 to Sight Group PER Rolls, -2 to Normal Hearing PER Rolls, -4" Leaping, -8" Running, Multiple Combat Effects (75 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Does Not Work In High Winds Or Rain (-1/4), Incantations (-1/4), Gestures (-1/4); (Real Cost: 33))
Skill Cost: 11 points [-3 to roll, 7 END to cast and per Phase]
SHOCKING TOUCH
By means of this Spell a Magician is able to merely brush against a target with both hands to release a painful shock into them.
SHOCKING TOUCH
Shocking Touch: 12- (Killing Attack - Ranged 2d6 (vs. ED); AoE: 1 Hex (Accurate; +1/2), Reduced Endurance (1/2 END; +1/4), Semi-Armor Piercing (+1/4) (60 Active Points); Concentration (1/2 DCV; -1/4), Gestures (Requires both hands; -1/2), No Range (-1/2), Extra Time (Delayed Phase, -1/4); (Real Cost: 24))
Skill Cost: 5 points [-2 to roll, 3 END to cast]
JOLTING ARC
By means of this Spell a Magician is able to projects an arc of electricity through a modest area. The arc can jag around to affect several targets that are not in a straight line.
LESSER JOLTING ARC
Jolting Arc: 12- (Killing Attack - Ranged 2d6 (vs. ED); AoE: Any Area (+1) (60 Active Points); Concentration (1/2 DCV; -1/4), Gestures (Requires both hands; -1/2), No Range (-1/2), Extra Time (Delayed Phase, -1/4); (Real Cost: 24))
Skill Cost: 5 points [-2 to roll, 6 END to cast]
JOLTING ARC
Jolting Arc: 20- (RKA 3d6-1 (vs. ED), AOE (16" Any Area; +1 1/2) (100 Active Points); No Range (-1/2), Gestures (Requires both hands; -1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4); (Real Cost:40))
Skill Cost: 21 points [-4 to roll, 10 END to cast]
SUPPLE ARMOR
By means of this Spell a Magician is able to make their own or another's attire serviceable as a suit of armor for 12 hours.
SUPPLE ARMOR
Supple Armor: 11- (Armor (5 PD/5 ED), Hardened (+1/4), UBO (Lasts for 12 hours; +1/4), LOS Not Required To Maintain (+1/2), IPE (Fully Invisible; +1) (45 Active Points); Costs END (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Concentration 1/2 DCV (-1/4), IIF (Clothes of Opportunity; -1/4); (Real Cost: 15))
Skill Cost: 3 points [-1 to roll, 4 END to cast]
DISINTEGRATE
By means of this Spell a Magician is able to render a target into fine dust; however this is an all or nothing effect; if the target is not completely destroyed by a single application of the Power then nothing happens, but the Magician must still pay the END cost.
DISINTEGRATE
Disintegrate: 21- (RKA 7d6 (vs. ED) (105 Active Points); All or Nothing (Does No Damage If It Does Not Kill/Destroy Target; -2), Extra Time (Delayed Phase, Full Phase, -3/4), Incantations (-1/4), Concentration 1/2 DCV (-1/4), No Knockback (-1/4), Gestures (-1/4); (Real Cost: 22))
Skill Cost: 23 points [-2 to roll, 10 END to cast]
ANALYSIS PARALYSIS
By means of this Spell a Magician is able to trap an opponent in their own minds, rendering them briefly unable of making a decision and thus leaving them standing stock still.
ANALYSIS PARALYSIS
Analysis Paralysis: 12- (Entangle 2d6, 2 DEF, Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Cannot Be Escaped With Teleportation (+1/4), Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1), Range Modifiers Apply (-1/4) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Delayed Phase, -3/4), Gestures (-1/4), Incantations (-1/4), Cannot Form Barriers (-1/4); (Real Cost: 22))
Skill Cost: 5 points [-2 to roll, 6 END to cast]
POWER WORD (PAIN)
By means of this Spell a Magician is able to utter a single word that is only heard by a single target, but which is so loud and dissonant that it causes intense pain.
POWER WORD (PAIN)
Power Word (Pain): 15- (EB 6d6 (vs. AVLD: Flash Defense (Hearing)), AVLD: Flash Defense Hearing (+1 1/2) (75 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Incantations (Voice Range Option; -1/4); (Real Cost: 37))
Skill Cost: 11 points [-4 to roll, 7 END to cast]
INFLUENCE
By means of this Spell a Magician is able to influence the actions of others by bending their wills.
INFLUENCE
Influence: 18- (Mind Control 8d6 (Human class of minds), Telepathic (+1/4), Invisible Power Effects (Mental Group; +1/2), Cumulative (x1 max.; +1/2) (90 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4); (Real Cost: 33))
Skill Cost: 17 points [-3 to roll, 9 END to cast]
ENTHRALL
By means of this Spell a Magician can insinuate themselves into the psyche of another via eye contact. If they are able to maintain eye contact long enough they can take control of all but the strongest willed of individuals.
ENTHRALL
Enthrall: 18- (Mind Control 5d6 (standard effect: 15) (Human class of minds), Telepathic (+1/4), Invisible Power Effects (Mental Group; +1/2), Cumulative (x16 max.; +1 1/2), Costs END Only To Activate (1/2 END; +1/4) (87.5 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4); (Real Cost: 32))
Skill Cost: 17 points [-3 to roll, 9 END to cast]
INVULNERABLE
By means of this Spell a Magician is able to protect themselves from most forms of harm. While this Spell is active attacks which would otherwise have hit the Magician if not for the DCV levels granted by this ability appear to hit the Magician but seemingly have no effect. This does not protect vs. Area of Effect attacks or any attack that does not target vs. DCV.
INVULNERABLE
Invulnerable: 12- (+6 with DCV, IPE (Fully Invisible; +1) (60 Active Points); Costs END (-1/2), Gestures (-1/4), Incantations (-1/4); (Real Cost: 30))
Skill Cost: 5 points [-3 to roll, 6 END to cast and per Phase]
ARCANE SIGHT
By means of this Spell a Magician is able to gain a tremendous amount of information regarding Magic, Magic Items, and Spellcasters.
ARCANE SIGHT
Arcane Sight: 18- (Detect Information About Spellcasters, Magic Items, and Magic Spells 19- (no Sense Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Rapid (x10), Sense, Targeting; IPE (Invisible to Sight Group (Visible to Magic Detect and Mental Awareness); +1/2) (90 Active Points); Costs END (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration 1/2 DCV (-1/4), Incantations (-1/4); (Real Cost: 36))
Skill Cost: 17 points [-4 to roll, 9 END to cast]
SENSE RIDER
By means of this Spell a Magician is able to see through the senses of another (willing) Character.
SENSE RIDER
Sense Rider: 12- (Clairsentience (Sight , Hearing , Smell/Taste And Touch Groups), +5 to PER Roll, Discriminatory (60 Active Points); Concentration 1/2 DCV, throughout (-1/2), Only Through The Senses Of Others (-1/2); (Real Cost: 30))
Skill Cost: 5 points [-3 to roll, 6 END to cast and per Phase]
MAGE HAND
By means of this Spell a Magician is able to exert force and manipulate objects at range.
MAGE HAND
Mage Hand: 11- (Telekinesis (10 STR, Fine Manipulation), Invisible Power Effects (Fully Invisible; +1) (50 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration 1/2 DCV (throughout; -1/2); Real Cost: 25))
Skill Cost: 3 points [-2 to roll, 3 END to cast and per Phase]
DIMENSIONAL TRANSPOSITION
By means of this Spell a Magician is able to teleport to another location within line of sight.
DIMENSIONAL TRANSPOSITION
Dimensional Transposition: 12- (Teleportation 30" (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Line of Sight Only (-1/2); (Real Cost: 27))
Skill Cost: 5 points [-3 to roll, 6 END to cast]
CONTINGENCY TELEPORTATION
By means of this Spell a Magician is able to teleport vast distances to safety if they are badly injured, or in some other event of their discretion.
CONTINGENCY TELEPORTATION
Contingency Teleportation: 15- (Teleportation 1", No Relative Velocity, Position Shift, x2 Increased Mass, Safe Blind Teleport Only if INT Roll is Made (+0), Trigger ([If Staggered or Below 1 STUN or 1 BODY] or [Other Condition Defined When Cast]; +1/2), Megascale (1" = 1 million km; +1 3/4), Can Be Scaled Down: 1" = 1km (+1/4) (77 Active Points); Can Only Teleport To Fixed Locations (-1), Requires A INT Roll to remember location (No Active Point penalty to Skill Roll -1/2), Concentration 1/2 DCV (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4); (Real Cost: 22))
NOTE: A Character using this ability would need to have a fixed location bought outside of this Spell and set before this Spell is cast.
Skill Cost: 11 points [-2 to roll, 8 END to cast]
SAFEGUARDING
By means of this Spell a Magician can lend protection to allies that remain near them.
SAFEGUARDING
Safeguarding: 18- (Armor (10 PD/10 ED), UBO (+1/4), Hardened (x2; +1/2), AOE (5" Radius, Selective; +1 1/4) (90 Active Points); Costs Endurance (Only to Activate; -1/4), Only vs Damage From Spells Cast By Caster Of This Spell (-2), Extra Time Extra Segment (Delayed Phase; -3/4), Gestures (-1/4), Incantations (-1/4); (Real Cost: 20))
Skill Cost: 17 points [-2 to roll, 9 END to cast]
THIEF SNARE
By means of this Spell a Magician can ensnare a would be Thieves.
THIEF SNARE
Thief Snare: 15- (Entangle 2d6, 3 DEF, Only vs Characters Using The Lockpicking or Sleight of Hand Skill (+0), Takes No Damage From Attacks (All Attacks; +1/2), AOE (One Hex, Accurate; +1/2), IPE (Fully Invisible; +1) (75 Active Points); Extra Time Extra Segment (Delayed Phase; -3/4), Gestures (-1/4), Incantations (-1/4), Concentration 1/2 DCV (-1/4); (Real Cost: 30))
Skill Cost: 11 points [-3 to roll, 7 END to cast]
WARDS
By means of this Spell a Magician is able to grant themselves Triggered protection to specific sorts of damage. Two examples are provided, but any specific sort of attack damage could be specified for separate Spells.
SWORDWARD
Swordward: 15- (FF (21 PD), Hardened (+1/4), IPE, Hide effects of Power (Fully Invisible; +2), Trigger ([Attacked By A Sword]; +1/4), (75 Active Points); Only vs Swords (-2), Extra Time Extra Segment, Only to Activate (Delayed Phase; -1/2), Incantations (-1/4), Gestures (-1/4); (Real Cost: 19))
Skill Cost: 11 points [-2 to roll, 7 END to cast and per Phase once Triggered]
ARROWWARD
Arrowward: 15- (FF (21 PD), Hardened (+1/4), IPE, Hide effects of Power (Fully Invisible; +2), Trigger ([Attacked By A Arrow or Sling Stone]; +1/4), (75 Active Points); Only vs Sling Stones & Arrows (-2), Extra Time Extra Segment, Only to Activate (Delayed Phase; -1/2), Incantations (-1/4), Gestures (-1/4); (Real Cost: 19))
Skill Cost: 11 points [-2 to roll, 7 END to cast and per Phase once Triggered]
SHADOW MAGIC
By means of this Spell a Magician is able to work powerful magics...or seem to in the minds of one or more targets.
SHADOW MAGIC
Shadow Magic: 15- (Mental Illusions 8 1/2d6, Variable Advantage (+1/2 Advantages Limited Group of Advantages (Explosion, One Hex, IPE vs Mental, Cumulative (x1)); +3/4) (75 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Incantations (-1/4), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4), Concentration 1/2 DCV (-1/4), Gestures (-1/4); (Real Cost: 25))
Skill Cost: 11 points [-2 to roll, 7 END to cast]
SHADOW WALL
By means of this Spell a Magician is able to summon an opaque wall that lends enormous protection from physical harm.
SHADOW WALL
Shadow Wall: 15- (Force Wall (18 PD/5 ED; 4" long and 1" tall) (Opaque: Sight Group) (74 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration 1/2 DCV (-1/4), Gestures (-1/4), Incantations (-1/4); (Real Cost: 33))
Skill Cost: 11 points [-3 to roll, 7 END to cast and per Phase]
SHADOWFANES
By means of this Spell a Magician can terrify opponents that are standing in darkness or shadow. This Spell requires effort and circumstance to use during the day, but can be savagely effective in the hours of twilight and at night
LESSER SHADOWFANES
Lesser Shadowfanes: 12- (Drain PRE 4d6, Ranged (+1/2) (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Only Versus Targets In Darkness/Shadows (-1/2), Gestures (Requires Both Hands; -1/2), Incantations (-1/4); (Real Cost: 20))
Skill Cost: 5 points [-2 to roll, 6 END to cast]
SHADOWFANES
Shadowfanes: 18- (Drain PRE 6d6, Ranged (+1/2) (90 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Only Versus Targets In Darkness/Shadows (-1/2), Gestures (Requires Both Hands; -1/2), Incantations (-1/4); (Real Cost: 30))
Skill Cost: 17 points [-3 to roll, 9 END to cast]
GREATER SHADOWFANES
Greater Shadowfanes: 24- (Drain PRE 8d6, Ranged (+1/2) (120 Active Points); Extra Time (Delayed Phase, -1/4), Only Versus Targets In Darkness/Shadows (-1/2), Incantations (-1/4); (Real Cost: 60))
Skill Cost: 29 points [-6 to roll, 12 END to cast]
SHADOW DRAGON
By means of this Spell a Magician can summon a powerful Dragon (or campaign equivalent creature) to aid them.
SHADOW DRAGON
Shadow Dragon: 30- (Summon 500-point Dragon (or Campaign Equivalent), Amicable Friendly (+1/4), Expanded Class of Beings Very Limited Group (+1/4) (150 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), Side Effects, Side Effect occurs automatically whenever Power is used (Caster takes 15 LTE loss from Personal END; -1/2), Incantations (-1/4), Gestures (-1/4), Concentration 1/2 DCV (-1/4), Dragon Fades Away After 1 Hour (-1/4); (Real Cost:43))
Skill Cost: 41 points [-4 to roll, 15 END and 15 LTE to cast]
SPELL TURNING
By means of this Spell a Magician can turn another Spellcaster's magic back at them.
SPELL TURNING
Spell Turning: 13- (Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When An Offensive Ranged Spell Is Incoming; +1/4) (62 Active Points); Spells Only (-2), Costs END (Only Costs END to Activate; -1/4) (Real Cost:19))
Skill Cost: 7 points [-2 to roll, 6 END to cast]
DISPEL MAGIC
By means of this Spell a Magician can negate the magic of other Spellcaster's.
DISPEL MAGIC
Dispel Magic: 18- (Dispel Magic 20d6, Any Magic Power One At A Time (+1/2) (90 Active Points); Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Gestures (-1/4); (Real Cost:51))
Skill Cost: 17 points [-5 to roll, 9 END to cast]
PREPARED JOLT
By means of this Spell a Magician casts a nasty magical attack that they can later trigger with a single word (as a 0 Phase Action).
PREPARED JOLT
Prepared Jolt: 15- (RKA 4d6 (vs. ED), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Command Word; +1/4) (75 Active Points); Gestures (Requires both hands; -1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4); (Real Cost:33))
Skill Cost: 11 points [-3 to roll, 7 END to cast]
MAGE BOLTS
By means of this flexible Spell a Magician is able to project blasts that can affect desolid, accurately strike opponents at range, over great distances, and even explode to affect many.
MAGE BOLTS
Mage Bolts: 16- (EB 8d6 (vs. ED), Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Affects Desolid, No Range Modifier, Explosion, AoE 1 hex Accurate); +3/4) (80 Active Points); Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4); (Real Cost:40))
Skill Cost: 13 points [-4 to roll, 3 END to cast]
FADE FROM VIEW
By means of this Spell a Magician is able to cloak themselves from detection.
FADE FROM VIEW
Fade From View: 14- (Invisibility to Sight, Smell/Taste, Hearing, Mental and Touch Groups and Spatial Awareness , No Fringe, Costs END Only To Activate (+1/4) (69 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4); (Real Cost:31))
Skill Cost: 9 points [-3 to roll, 5 END to cast]
MAGE EYE
By means of this Spell a Magician is able to create a mystic sensory point that they can send out over great distances, observing vicariously through it. However, while using the Eye, the Magician cannot use their own senses and are severely vulnerable.
MAGE EYE
Mage Eye: 14- (Clairsentience (Sight And Hearing Groups), Discriminatory, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 24" per Phase), Costs END Only To Activate (+1/4) (69 Active Points); Blackout (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration, throughout (1/2 DCV; -1/2), Gestures (-1/4), Incantations (-1/4); (Real Cost:23))
Skill Cost: 9 points [-2 to roll, 5 END to cast]