Magic and Spells
Magic is an inherent part of the world and can be harnessed to create a wide variety of unique and useful effects. Magic can be wielded directly as spells or used in the form of enchanted items.
Magic Power
Your magic power determines what spells you are capable of learning and casting. Magic Power also acts as a pool of additional mana that refreshes each round that you can use to cast spells without having to spend from your normal mana pool. Your magic power is equal to your Reason + Arcana. If you have a specialization in a magic school, you gain an additional pool of mana equal to your specialization level that can be spent each round on magic utilizing that school. The maximum amount of mana you can spend on a single spell is equal to double your magic power plus double your specialization level.
Spell Power
A spell's power, and thus its mana cost, is determined by the spell's base power, its area, and its range. The base power is given in the spell's description, and can sometimes be adjusted by using spell upgrades or other methods given in the spell's text. The area is given in the description as the type of area the spell affects, such as a sphere or cone, and the units used to determine the size of the area if it is something other than yards. The range is listed as Short, Medium, or Long. You choose the exact range and area when you cast the spell, using the tables below. The final spell power is calculated with the following formula:
Spell Power = Base Spell Power × Area Cost Multiplier + Range Cost Adjustment.
Cost Adjustment | Range Category | ||
---|---|---|---|
Short | Medium | Long | |
0 | Self | 5 yards | 30 yards |
1 | Touch | 10 yards | 60 yards |
2 | 3 yards | 20 yards | 100 yards |
3 | 6 yards | 30 yards | 200 yards |
4 | 10 yards | 50 yards | 500 yards |
5 | 15 yards | 80 yards | 1 mile |
6 | 25 yards | 120 yards | 5 miles |
7 | 40 yards | 200 yards | 10 miles |
8 | 60 yards | 300 yards | 100 miles |
9 | 100 yards | 500 yards | 1000 miles |
10 | 150 yards | 1 mile | Unlimited |
Spell Areas
Spells can either target a set number of objects or creatures, or they can target an area of various shapes. If a spell affects a sphere, hemisphere, circle, or semicircle, use the Radius column in the table below. Unless a spell's description specifies otherwise, all areas are measured in yards. A spell's point of origin must be within range, and the area emanates from that point as described below. If the point of origin is the caster and the caster is not already fully included in the shape, the caster may choose whether or not to be included in the effect.
- Sphere: The point of origin is the center of the sphere.
- Hemisphere: The point of origin is the center of the circle making up the flat portion of the hemisphere. If on a surface, the hemisphere extends away from the surface. Otherwise, you may choose its orientation.
- Circle: The point of origin is the center of the circle. Circles typically follow a surface, but if not, you may choose their orientation.
- Semicircle: The point of origin is the center of the straight edge. You may choose the orientation.
- Cone: The point of origin is the tip of the cone, and its height and the diameter of its base are equal to the listed area. You choose the direction the cone spreads.
- Cube: The point of origin is either the center of the cube or the center of one face of the cube (caster's choice).
- Line: The point of origin is one end of the line, which extends directly away from the caster out to the listed distance.
- Path: The point of origin is one end of the path. The caster determines the shape of the path when casting the spell, out to the listed total length.
Area Type | Cost Multiplier | |||||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
Targets | 1 | 2 | 3 | 5 | 7 | 10 | 15 | 20 |
Radius | 1 | 2 | 3 | 4 | 5 | 7 | 10 | 15 |
Cone | 1 | 3 | 5 | 7 | 10 | 12 | 16 | 25 |
Cube | 1 | 3 | 4 | 6 | 8 | 10 | 12 | 18 |
Line | 1 | 9 | 20 | 40 | 75 | 120 | 180 | 300 |
Path | 1 | 4 | 8 | 15 | 30 | 50 | 75 | 120 |
Learning Spells
Each spell lists which school or schools of magic can be used to cast it. In order to learn that spell, you must have the ability associated with one of those schools. Learning a new spell costs XP equal to the spell's power.
Spell Descriptions
Spell descriptions include several pieces of information. Some are included in every spell, while others only apply to certain spells and may or may not be included. The different headings are described below. After all applicable headings for a spell is the effect description, which details exactly what the spell does.
Schools
Schools The schools of magic associated with the spell are listed here. You cannot learn the spell unless you have access to one of these schools, and you can only use these associated abilities to cast the spell, regardless of any other schools you may have access to.
Trigger
Trigger If the spell requires a certain condition before it can be used, this is listed here.
AP Cost
AP Cost The AP cost of the action to cast the spell.
Target
Target The creature, object, or area affected by the spell and the maximum range of the spell.
Duration
Duration How long the spell lasts. If the duration includes the words "up to" in the text, then you may end the spell at any time before the duration expires if you choose. Otherwise, it continues until the end of its duration or until dispelled. Instantaneous effects end as soon as they begin and cannot be dispelled.
Spell List
Spells below are listed alphabetically within each power level.
Power Level 5
Awaken
Schools Divine, Summoning (Divine, Wind)
AP Cost B
Target One unconscious target touched
Duration Instantaneous
Charges 2: +1 target
1: +1 to Arcana (Rsn) check
The target immediately awakens and any nonmagical effect causing it to sleep or lose consciousness ends. To end a magical effect causing unconsciousness, you must succeed on a Spell check against the effect's TN, or against the caster's passive Spell check if it has no TN. On a failure, this spell has no effect.
Bolster
Schools Divine, Focus, Innate, Summoning (Divine, Earth)
AP Cost C
Target Self or one creature touched
Duration 5 rounds
Charges 2: +1 target
1: +2 rounds
The target's wound thresholds increase by 1/2/3/4/5.
Firebolt
Schools Blade, Focus, Innate, Summoning (Fire)
AP Cost B
Target One target within 30 yards
Duration Instantaneous
Charges 1: +15 yards
1: +1 damage
You launch a magical bolt of fire at a target. Make a Spell attack against the target's Defense. On a hit, you deal 1d6 fire damage.
Flame Breath
Schools Focus, Innate, Summoning (Fire)
AP Cost B
Target One target in a 3-yard line
Duration Instantaneous
Charges 1: +2 yards
1: +1d4 damage
You exhale flames in a line 3 yards long. Make a Spell attack against the Agility defense of the first target in the line. On a hit, you deal 1d8 fire damage. On a miss, repeat the attack against the next target in the line until it hits or reaches the limit of its range. You may choose to ignore an adjacent friendly target when making attacks.
Ghost Lights
Schools Divine, Focus, Summoning (Divine, Fire)
AP Cost D
Target 1 orb within 6 yards
Duration Up to 30 minutes
Charges 1: +1 orb
1: +3 yards
1: +15 minutes
You conjure one or more small, glowing orbs that appear within range. Each orb emits a pale blue or green light, increasing the light level by two steps within 5 yards, or by 1 step within 10 yards, up to a maximum level of moderate.
The orbs are weightless and intangible, floating and moving as you direct them, including through solid objects, at a movement rate of 18 (30 yards per round). You can move one or more lights as an instantaneous reaction, provided that the light does not move more than 30 yards total in that round. You may extinguish or recreate any or all lights at any time before the spell ends as a speed class A action.
If a light is ever farther from you than the maximum range, you lose control over it until you move within range again. Uncontrolled lights remain in place and cannot be extinguished except by the spell ending.
Icy Touch
Schools Blade, Focus, Innate, Summoning (Water)
AP Cost B+
Target One target within 1 yard
Duration Instantaneous
Charges 1: +3 damage
Make a Spell attack against the target's Fortitude defense. On a hit, you deal 1d8 cold damage. If the target takes at least a light wound, its initiative is reduced by 1d6.
Ignite
Schools Divine, Focus, Innate, Summoning (Divine, Fire)
AP Cost A+
Target One object within 15 yards
Duration Instantaneous
Charges 1: +1 object
1: +5 yards
You immediately ignite an easily flammable object you can see within range, such as a candle, a torch, or tinder. If the object is in another creature's possession, you must succeed on a Spell attack against their Agility defense in order to ignite the object.
Reveal Magic
Schools Divine, Focus, Innate
AP Cost C
Target All magic within 10 yards of you
Duration 2 rounds
Charges 1: +5 yards
1: +1 round
You immediately become aware of the presence of any magical objects, ongoing spells, or other magical effects within range. You can pinpoint specific sources of magic in range within line of sight and you learn the approximate distance and direction to other effects that you cannot see (such as "a few yards ahead and a little to the left").
Effects that specifically block magical detection methods prevent this spell from revealing any protected magic sources. Invisible targets can be detected but not pinpointed.
Stone Barrage
Schools Focus, Summoning (Earth)
AP Cost C+
Target 5-yard cone
Duration Instantaneous
Charges 1: +2 yards
1: +1 damage
You conjure dozens of small stones that hurl away from you in a 5-yard-long cone. Make a penetrating Spell attack against the Agility defense of all targets in range that deals 2 damage. The stones disappear when the spell ends.
War Blessing
Schools Divine, Summoning (Divine)
AP Cost D+
Target Self and all allies within 5 yards
Duration 10 rounds
Charges 1: +1 range
1: +5 rounds
2: +1 damage
1: +1 defense vs fear
You fill your allies with optimism and courage, bolstering their abilities in battle. Each affected creature gains a +1 bonus to hit and damage, and to defense against fear.
Wind Slash
Schools Blade, Focus, Innate, Summoning (Wind)
AP Cost C+
Target One target within 30 yards
Duration Instantaneous
Charges 2: +1 target
1: +1 damage
1: +15 yards
By means of this spell, the caster creates a sudden, precise blast of wind that acts as a blade on any target within range. The force deals 1d6 damage and acts as a slicing weapon. If there are multiple targets, all targets must be within 1 yard of the previous target.
Power Level 10
Close Wounds
Schools Divine, Innate, Summoning (Divine)
AP Cost C+
Target Self or one creature touched
Duration Instantaneous
Charges 1: +1 to check result
Wound Level | Cost |
---|---|
Light | 7 |
Moderate | 10 |
Severe | 13 |
Critical | 16 |
Fatal | 19 |
You attempt to reduce the level of a wound on yourself or an adjacent target. Make a Spell check. You can reduce wounds with a total cost equal to your check result as listed in the table to the right. You can spend the result on one or multiple wounds. Spending the listed amount reduces the wound by one step, plus one step for every 2 additional points spent on that wound.
The target takes fatigue equal to the level of the highest wound healed and loses that much stamina.
Dispel Magic
Schools Blade, Divine, Focus
AP Cost C+
Target One target within 10 yards
Duration Instantaneous or 2d6 minutes (see text).
Charges 1: +5 yards
1: +1 to Arcana (Rsn) check
You are able to dispel or suppress magical effects on the target. If you know a specific effect, you may target that effect before others; otherwise, effects on the target are targeted in order of increasing power. A spell's power is calculated as double the level of the spell plus the number of charges added to it. Other effects are calculated as the total mana invested into the effect. On a tie, choose one randomly. Make a Spell check and divide the result by 4. Compare the new total to the power of each persistent magical effect currently affecting the target. If the result is greater than or equal to the effect's power, that effect is dispelled and the check result is reduced by that amount before being compared to the next effect.
A dispelled spell effect is treated as if the duration of the spell used to create it had expired. Continuous effects granted from magical items are instead suppressed for 2d6 minutes, after which they resume functioning normally.
Explosive Burst
Schools Blade, Focus, Summoning (Divine, Earth)
AP Cost B
Target A target space within 10 yards and all creatures within 1 yard of it
Duration Instantaneous
Charges 1: +1 yard radius
1: +5 yards range
1: +1 damage
Small shards erupt from the target space, flying in all directions. All creatures within 1 yard of it are subject to a penetrating Spell attack against their Agility defense that deals 1d6 damage.
Eyes of the Owl
Schools Divine, Focus, Innate, Summoning (Divine)
AP Cost D+
Target Self or one creature touched
Duration 20 minutes
Charges 2: +1 target
1: +10 minutes
The target treats ambient light as one step brighter, up to bright, and all light sources as having double their normal range.
Smoke Cloud
Schools Blade, Focus, Summoning (Fire, Wind)
AP Cost C+
Target A 5-yard-radius sphere centered on a point within 10 yards of you
Duration 3 rounds
Charges 1: +1 round
1: radius +1 yard
1: range +5 yards
A cloud of thick black smoke erupts from the point you choose within range, filling the area and blocking all sight. Solid barriers prevent the smoke from passing through, but it can spread around corners and through crevices to reach the full area.
Creatures and objects in the area when the spell is cast are coated with a black sooty substance that persists after the spell ends. It can be washed away normally. Any creature that enters the cloud, begins the round in the cloud, or is in the cloud when the spell is cast must make a Fortitude check against your passive Spell check. On a failure, it begins coughing, suffering a -2 penalty to Dexterity until the end of the round. A creature that holds its breath or that does not need to breathe automatically succeeds on the check.
Turn Undead
Schools Divine, Summoning (Divine)
AP Cost D+
Target All undead creatures within a 3-yard radius around yourself
Duration Instantaneous and 3 rounds
Charges 1: +1 damage
1: +1 yard radius
1: +1 round
Your divine power erupts in a visible radiance around you, driving away undead. Make a penetrating Spell attack against the Willpower defense of each undead creature within range who can see you, dealing 1d4 holy damage to all targets.
Any target that takes a wound is also pushed directly away from you to the limit of the range. A target that takes a moderate or higher wound is unable to approach you of its own volition for the duration or until you attack it. A target that takes a severe wound flees from you by the most direct route for the duration, or cowers if it is unable to flee. A target that takes a critical wound is immediately disintegrated.
Power Level 15
Invisibility
Schools Focus, Innate, Summoning (Wind)
AP Cost D
Target Self or one creature touched
Duration Up to 10 minutes
Charges 2: +1 target
1: +5 minutes
The target becomes invisible for the duration and remains completely undetectable by sight as long as he moves no faster than a walking pace (half his base speed) and does not speak above a whisper or generate other sounds of a similar or greater volume.
If the target fails to follow these restrictions, such as by running, making a melee attack, clapping his hands, and so on, he becomes visible, though somewhat distorted and translucent, until the end of the round. While distorted in this way, the target is not considered invisible, but still gains a +2 bonus to Defense and to Stealth checks to avoid being seen.
Veil Presence
Schools Divine, Focus, Summoning (Divine, Water)
AP Cost D
Target Self or one creature within 5 yards
Duration Up to 10 minutes
Charges 2: +1 target
1: +2 yards
1: +5 minutes
1: +1 detection TN
The target is protected from being noticed by others. Anyone who can see or hear the target when the spell is cast is not affected, but all other creatures must make a Prc [Arcana] check against a TN equal to your passive Spell check or else be unable to perceive the target either visually or auditorily for the duration. If they have a specialization that is among the schools of magic allowed by this spell, they can apply that to the check.
If the target performs any action that can be perceived by an affected creature (such as attacking another creature within sight, opening a door, and so on), the creature is allowed to make a new check immediately to see the target, with a cumulative +2 bonus for each time this check is made. If the triggering action directly affects the creature, such as a push or attack, the effect immediately ends with respect to that creature.
If you attempt to cast this spell on an unwilling target, you must succeed on a Spell attack against its Willpower defense or the target is unaffected.