|
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: 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. |
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: 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: 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: 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: 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: 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: 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: 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. |
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: 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: 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: 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: 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): 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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] |