Spells

* Please Limit The Spells Listed To Those Used By Characters & NPCs.
* Spells In Italic are custom spells created by Characters or NPCs you will have to spend resource points on a good relationship with the creator in order to buy the spell.
Chameleon, Dexterity Of The Cat, Eldritch Shield, Emperor's Hand, Falcon Skin, Fire Fan, Firewalker, Fish Lung, Horse's Stride, Low Speech, Magesense, Turn Aside the Blade, White Fire


Chameleon

Ob: 4^ Casting Time: 8 Actions
Origin: Personal Area of Effect: Single Target or Caster
Element: Heaven Impetus: Control
Duration: Sustained Resource Points: 16
Successes over the obstacle count as stealthy successes (even if the character doesn't have the skill). In addition, so long as one success over the obstacle is generated, the chameleoned character cannot be casually spotted. Another character must explicitly state that he is looking about (either via expressed action or by an Instinct or trait). Only than can his Perception/Observation be tested to spot the one so concealed.

Dexterity Of The Cat

Ob: 1+Speed Casting Time: 35 Actions
Origin: Personal Area of Effect: Single Target or Caster
Element: Anima Impetus: Enhance
Duration: Sustained Resource Points: 12
+2D to Speed for cat-like actions such as dodge, climb and jump.

Eldritch Shield

Ob: 3^ Casting Time: 9 Actions
Origin: Personal Area of Effect: Caster+Single Target
Element: Arcana Impetus: Control
Duration: Sustained Resource Points: 12
The shield protects the caster from the Destroy and Tax impetus spells-Fire Breath, Rain of Fire, White Fire, Fire Fan, Emperor's Hand, Havoc's Hand, Choking Hand, ect. It will not protect against a spell like The Fear or Persuasion. When casting the spell, note the number of successes over the obstacle. This is the strength of the shield. When a spell effect hits the shield, subtract the shield's strength from the dice used to cast the spell. If the shield reduces the incoming spell's dice below the obstacle needed to cast it, then the spell is completely absorbed. If the spell is not completely reduced, subtract the shield dice from the spell cast and use this number as the new Power/effect for the spell. A sorcerer may extend his shield to his friends. Additional successes may be spent to cover additional characters. Those characters gain the full benefits of the remaining dice of the shield.

Emperor's Hand

Ob: 3^ Casting Time: 4 Actions
Origin: Presence Area of Effect: Single Target
Element: White Impetus: Tax
Duration: Instantaneous Resource Points: 12
Each success over the obstacle drains one point of Forte from the victim.

Falcon Skin

Ob: 4 Casting Time: 12 Actions
Origin: Personal Area of Effect: Caster
Element: Anima Impetus: Transmute
Duration: Sustained Resource Points: 8
While sustaining Falcon Skin, the caster takes on the stats of the Bird of Prey listed in the Creature Codex in the Monster Burner. He may fly as the bird does, but since he cannot speak or gesticulate, he may not cast spells. For the purpose of The Power Still Flows Through Him rules, use the wizard's own Forte.

Fire Fan

Ob: 3^ Casting Time: 1 Actions
Origin: Personal Area of Effect: Half Presence
Element: Fire Impetus: Destroy
Duration: Instantaneous Resource Points: 12
Damaging effect spell: Power = 1/2 Will, +1 Power for every additional success. DoF. VA: 4

Firewalker

Ob: 4 Casting Time: 35 Actions
Origin: Personal Area of Effect: Single Target or Caster
Element: Anima Impetus: Control
Duration: Sustained Resource Points: 10
This incantation protects the caster and his belongings from the ravages of fire. This does not protect against fire created via the Destroy Impetus.

Fish Lung

Ob: 5 Casting Time: 10 Actions
Origin: Presence Area of Effect: Single Target or Caster
Element: Water/Anima Impetus: Enhance
Duration: Sustained Resource Points: 10
The caster or target may breath normally under water.

Horse's Stride

Ob: 3 Casting Time: 4 Actions
Origin: Personal Area of Effect: Caster or Single Target
Element: Anima Impetus: Enhance
Duration: Sustained Resource Points: 6
This spell increases the recipient's Speed multiplier to that of a horse(x8)

Low Speech

Ob: Varies Casting Time: x3 Actions
Origin: Personal Area of Effect: Presence
Element: Anima Impetus: Enhance
Duration: Sustained Resource Points: 8
This spell allows the caster to communicate with animals. Apes and simians, Ob 1. Dogs, pigs and dolphins, Ob2. Horses, oxen, Ob 3. Wild beasts, Ob 4. Birds, Ob 5. Reptiles, Ob 6. Fish, Ob 7. Insects, Ob 8. Decide which type of animal before casting.

Magesense

Ob: 4^ Casting Time: 300 Actions
Origin: Personal Area of Effect: 10s of Paces
Element: Anima/Arcana Impetus: Enhance
Duration: Sustained Resource Points: 16
This is a powerful spell that extends the sorcerer's senses from the realm of the mundane into that of the arcane. When the spell is erected, the mage sees, hears and smells magic. He can see auras and, using the Aura Reading skill, he can parse the very mysteries of the soul. He can also sense when magic is being invoked: When a spell is cast within his Magesense area of effect, the mage may make a Perception test at the Ob of (10 - the spell Ob). If successful, he can pinpoint the location of the cast spell. This also counts for sustained spells entering into his detection range. Enchanted items subtract their highest die pool/bonus from the 10 to determine the Ob to pinpoint their location. If a mage can see the source of the spell, he may add the additional successes from Magesense casting to his Perception to detect, a mage can see, sense and feel the bonds and bounds of the spell. Aura Reading is used to determine what type of spell it is. Lastly, while the Magesense is being sustained, the sorcerer's Perception counts as Observation for detecting Stealthy and Inconspicuous characters; and the sorcerer suffers a +1 Ob penalty to all physical activities like fighting, running and jumping.

Turn Aside the Blade

Ob: 4^ Casting Time: 11 Actions
Origin: Personal Area of Effect: Presence
Element: Anima/Earth Impetus: Control
Duration: Sustained Resource Points: 16
Increase the obstacle to strike or shoot the caster by one for each success over the spell obstacle. Thus, if a sorcerer casts the spell with eight successes, all incoming strikes are at +4 Ob.

White Fire

Ob: 4^ Casting Time: 3 Actions
Origin: Personal Area of Effect: 10s of paces
Element: White Impetus: Destroy
Duration: Instantaneous Resource Points: 16
Damaging effect spell: Power = Will, +2 Power for every additional success. DoF. VA: 8
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