Sorceror's Arcana

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Sorceror's Arcana

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Post by Tony »

Sorcerer's Arcana

"Sorcerer's Arcana" is the colloquialism given to the most varied and practiced of magical arts, cast with a wand or staff along with vocal chants and waves of the hand. Many, many subtle variations on this style of casting is present across the universe, but it all deals in the same sort of arcanism; wielding raw, generally non-elemental spiritual energy to impact the physical world, enchant the weak-willed, divine the future, or transmute matter.

Sorcerer/Wizard Arcana is able to be cast by the Arcana school of magic, and is one of the most easily accessible schools of magic available.

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Level 0 Sorcerer/Wizard Spells (Cantrips) - 5 MP to cast, 5 Spell Points
  • Resistance - Allows up to (Mage Level) targets to roll one step higher on Magic Defense checks for a single round. Each additional target raises the MP Cost of this spell to that corresponding level (i.e.: a single target costs Level 0 MP, two targets cost Level 1 MP, 5 targets cost Level 6 MP).
  • Detect Charm - Use extrasensory perception to recognize unnatural mental/emotional influences (magic, psionic, drug-induced, etc.) active within two Areas.
  • Detect Magic - Detects magical auras within one Area for (Mage Level) actions; this spell allows closer inspection the more time is dedicated to it. First, the presence of an aura; then how many and how strong each is; then, further inspection can allow checks to further determine the specifics of the aura. Overly powerful auras may mask weaker ones, and magic-rich areas may distort the effect.
  • Detect Poison - Allows the caster to determine whether an object, creature, or item is poisoned. Poisons can come in different varieties, potencies, and types, and this spell allows the caster to generally detect toxins, venoms, chemicals, food, water, or inanimate objects that could harm that caster. This spell will also detect airborne poisons, ranging from carbon monoxide to Sarin gas, and will determine whether a particular poison is natural or supernatural in effect.
  • Dancing Lights - Create up to (Mage Level/2) floating lights that offer the same amount of light as a lantern or torch. If this spell is cast more than once, the previous instances of light wink out. These lights can move up to (Mage Level) Areas away from the caster; beyond that, the light will dissipate. These offer visibility in low-light or dark areas, can be different colors, and these lights can function in lieu of flashlights or torches.
  • Flare - Creates a blinding flash of light directly in front of one target, inflicting the "Blind" status effect beginning at Mild, adding +1 Severity level per 2 Mage Levels. This effect lasts for 1d5 rounds. This does not affect sightless targets or targets that are already suffering that status effect. [Magic Defense Only]
  • Light - Give an object a torch-like glow for (Mage Level) rounds that will illuminate up to (Mage Level/2) Areas around the lit item. Only one Light spell can be active at a time; if it is cast again on another object, the previous Light will fade.
  • Ghost Sound - Create phantom sounds at a particular location; once the type and placement of a sound is specified, it cannot be changed until it is either dispelled or fades naturally. You can produce as much noise as four normal humans per Mage Level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. [Magic Defense Only]
  • Mending - Allows the caster to gradually repair inanimate objects. All of the object's pieces, or replacements for it, must be present in order to proceed. This cannot create new objects, does not conjure tools or parts, nor is it an instant effect. A caster's Mage Level improves the caster's ability to Mend more complicated objects (GM discretion).
  • Message - Allows a caster to whisper cross a distance; up to (Mage Level) specific targets can both hear and reply to (Mage Level) messages transmitted this way. This is not inaudible, but non-targeted creatures must pass a Perception check against a casting roll to discern the sound. This is not line-of-sight, and can travel up to (Mage Level) Areas away from the target, including through thin barriers (glass, a simple door, a thin wall, etc.) or through gaps in larger barriers (through an open doorway in a wall, an open window, etc.)
  • Open/Close - Allows the caster to open or close objects at a distance, including doors, windows, chests, barrels, boxes, etc. If something is preventing that object from simply opening (a lock, a bar, a latch, etc.) that object does not open. Large or heavy objects (a reinforced door, a bulkhead, etc.) may not work with this spell, depending on the caster's Mage Level (GM discretion).
  • Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible). Detectable by Detect Magic whether visible or not.
  • Prestidigitation - Allows a caster to perform minor magical tricks for an hour; these include sleight of hand tricks, cleaning or soiling an area, slowly lift and move small objects, chill, warm or flavor non-living material, create small, crude, and artificial, fragile objects, and perform minor "stage magician" tricks.
  • Spark - Allows the caster to ignite flammable objects. This function grows more powerful as a character's mage level increases; the Level 0 version is equivalent to using flint and steel, so as the character progresses, its Mage Level determines how potent its Spark is. A master mage may be able to ignite rocket fuel inside an engine.
  • Bleed - Allows the caster to de-stabilize a creature that is "Bleeding Out." This forces the target creature to resume taking normal "bleed" damage and advance towards the death threshold. The target can be restabilized after this spell is cast. This spell has no effect on creatures that are above 0 HP or are already "Bleeding Out."


Level 1 Sorcerer/Wizard Spells - 10 MP to cast, 10 Spell Points
  • Abundant Ammunition - This spell, when cast on a weapon that requires reloading (suppressing fire weapons, etc.), allows a weapon to continue firing for an additional round. This only works on standard ammunition.
  • Air Bubble - Allows the caster to create a small pocket of breathable air that surrounds a target's head or a target object. The air bubble allows the target to breathe underwater or in similar airless environments, or protects an object from water damage. This will allow a target to breathe in a vaccuum, but will not prevent the other effects from exposure to vaccuum. This will not stop a directed gas or vapor-like attack (a chemical thrower, for example) but will permit a target to ignore or decrease the effects of environmental hazards (choking gas clouds, et cetera) at GM discretion. The Air Bubble is considered self-sustaining for 1d5 rounds.
  • Alarm - Allows a caster to create a subtle ward on a selected Area. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature enters the warded area or touches it. A creature that speaks the password (determined at the time of casting) does not set off the alarm. The caster decides at the time of casting whether the alarm will be mental or audible in nature. Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within a reasonable distance of the warded area. The caster notes a single mental "ping" that can awaken the caster from normal sleep but does not otherwise disturb concentration. Audible Alarm: An audible alarm produces the sound of a hand bell. The sound lasts for 1 round.
  • Alter Winds - The character is able to minorly shift and adjust existing wind currents within (+1 per 2 Mage Levels) Areas. The wind can be increased or decreased, its direction can be subtly changed, and other similar adjustments, but it cannot be completely banished or created.
  • Animate Rope - You can animate a nonliving rope-like object. The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). Commands can be given once per round as a support action; this includes directly interacting with an enemy. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reaction check against the caster's magic roll to become entangled. Targets can use a standard action to fight off the coil, dealing its physical or magical damage against the caster's Spell Level damage as if it were the rope's hit points. The rope itself and any knots tied in it are not magical. The spell cannot affect objects carried or worn by a creature.
  • Ant Haul - Allows a caster to add (Mage Level * 3) Item Slots to a target's carrying capacity. These slots are temporary, and will wear off within (Mage Level) hours or when the party reaches a "rest point" (GM determination). Any items slotted in these temporary Item Slots when the spell ends are dropped immediately.
  • Anticipate Peril - This spell grants a character a bonus to Initiative rolls equivalent to the caster's magic roll bonus. Once cast on a target, this spell will last until the next initiative roll required.
  • Break - This spell allows a caster to damage an inanimate object; this can break doors, shatter boxes, or damage components on vehicles. If used against a vehicle, this spell deals one "hit" of damage to a targeted hardpoint. Otherwise, GM-determined damage can be done to other inanimate objects.
  • Bungle - This spell inflicts a roll penalty on a single target's next action (including dodges and non-combat actions) equal to the caster's (Mage Level * 2) (-20 at Level 10).
  • Burning Hands - This spell renders a target's physical attacks fire-elemental for 5 rounds.
  • Cause Fear - This spell grants a bonus of +2 per mage level(+20 at L10) to a Speechcraft check for the purposes of intimidation. Requisite MP is spent for this spell each time it is used.
  • Charm Person - This charm makes a humanoid creature regard the caster as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by the caster or its allies, however, it receives a rolls a step higher against this spell. The spell does not enable the caster to control the charmed person as if it were an automaton, but it perceives the caster's words and actions in the most favorable way. The target will not do something it would ordinarily not do, but Speechcraft checks can be made with more favorable conditions to persuade it. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by the caster or its apparent allies that threatens the charmed person breaks the spell. This effect otherwise lasts for 1d5 actions, or will fade when the caster leaves the target's immediate area.
  • Chill Touch - This spell grants Mild "Enwater" status on a single non-elemental target for 5 rounds.
  • Comprehend Languages - Allows the caster to understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables the caster to understand or read some unknown languages, not speak or write it. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic. It does not decipher codes or reveal messages concealed in otherwise normal text.
  • Corrosive Touch - This spell allows a caster to reduce the effectiveness of armor until it's repaired. Inflicts magic damage +200 to Physical Soak (not magic!) on armor pieces until the armor is repaired.
  • Crafter's Curse - This spell inflicts a mild curse on a target's creative faculties. The next Craft check by the target suffers a (caster's Mage Level * 2) (-20 at Level 10) roll penalty. Each time this bonus is used, costs level-requisite MP.
  • Crafter's Fortune - This spell grants a temporary boon to a target's creative faculties. The next Craft check by the target receives a (caster's Mage Level * 2) (+20 at Level 10) roll bonus. Each time this bonus is used, costs level-requisite MP.
  • Damp Powder - This spell causes ammunition already loaded into the target firearm to be ruined with moisture. Any attempt to fire the weapon fails, with no chance for misfire, and the user must then take a full-round action to clear the weapon before reloading and firing it.
  • Dancing Lantern - Allows a target light source to follow the caster; this can be a listed item or otherwise, but must be on-hand. The light does not require power, batteries, fuel, or other similar prerequisites. It hovers about shoulder-height and will follow the caster at its speed. The spell ends after 1d5 move actions.
  • Delusional Pride - This spell inflicts a severe sense of hubris on a single target, bolstering his/her self-confidence to annoying levels... however, that sense of self also protects them from exterior influences. The subject of this spell receives a roll penalty of (Mage Level * 2) (-20 at Level 10) to skill checks and physical combat rolls for (Mage Level) rounds, but receives a roll bonus of (Mage Level * 2) (+20 at Level 10) magic and magic defense rolls, as well as Willpower checks vs. Intimidation, Diplomacy, and "Charm"-like effects.
  • Detect Secret Doors - Allows the caster to detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. This can be used to allow Search checks to roll one step higher. This spell can penetrate small barriers, and the effect lasts for 5 checks.
  • Detect Undead - Allows the caster to detect the aura that surrounds undead creatures. This effect lasts for 5 rounds, and can be used to enhance Perception checks by one step particularly regarding looking for undead creatures.
  • Disguise Self - Allows the caster to change the appearance of itself, its clothing, equipment, and whatever it's carrying. The character cannot change its size rating, its race, but can change its hair or skin color, sex, or other external appearances. The character still feels and sounds the same. This can be used to allow a character to roll a step higher on Disguise checks. Anything that interacts with the character gets a Magic Defense check against the original casting check to see through the illusion. This effect lasts for an hour.
  • Ear-Piercing Scream - This spell allows the caster to create a banshee's scream, emanating powerful sonic waves to damage and disorient targets. Inflicts Force-based damage (+500) and Mild "Pain" status for (Mage Level) rounds.
  • Endure Elements - Allows the caster to target (Mage Level) creatures, permitting them to endure reasonable environmental discomforts. These can include hot or cold temperatures, increasing in severity as the caster's Mage Level goes up. A target's equipment is likewise protected. Endure elements doesn't provide any protection from elemental damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
  • Enlarge Person - This spell causes instant growth of a target creature, making it advance one size along the size ratings (Normal becomes Giant 1, Tiny 2 becomes Tiny 1, etc.). All equipment worn or carried by a creature is similarly enlarged by the spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack. This effect lasts for Mage Level rounds.
  • Erase - Allows a caster to remove writings of either magical or mundane nature. Nonmagical writing is automatically erased if no one else is holding it. To erase magical writing, the caster must defeat an opposing roll; failure on this spell will trigger magical writing.
  • Expeditious Excavation - Allows the caster to excavate and move earth, dust, and sand. If the caster is buried, it may open a cube around itself, but the spell cannot be used for tunneling. Besides its mundane applications, the caster can open a pit at a creature's feet, forcing it to pass a Reaction check or suffer the "Off Guard" status at +1 Severity level per 2 Mage Levels (Mild at Level 1, Chronic at Level 7).
  • Expeditious Retreat - Allows multiple targets, up to Mage Level, to roll one step higher while performing Athletics checks for 5 checks.
  • Fabricate Bullets - This spell allows a character to transmute 1 unit of radiant metal, radiant gem, or prime material into ammunition, which improves the effectiveness of the ammunition depending on the type of material. Radiant metal deals 200%, radiant gem deals 300%, and prime material deals 500% damage. One unit of material can only create 1 type of ammunition; one unit for 1-3 slot weapons creates 5 rounds of use, 4-8 slot weapons creates 3 rounds of use, and 9-16 slot weapons creates 1 round of use per cast.
  • Feather Fall - Allows the caster to select (Mage Level) targets; these targets fall more slowly, preventing them from taking damage when they land. This does not grnt the subjects the ability to fly, nor overly guide their descent. When the spell fades, a normal rate of falling resumes. This spell works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
  • Flare Burst - Creates a blinding flash of light directly in front of all targets in a single Area, inflicting Mild "Blind" status if failed. This effect lasts for 1d5 rounds. This does not affect sightless targets or targets that are already suffering that status effect. This spell does not grow more severe as the caster's level rises.
  • Floating Disk - Allows the caster to create a slightly concave, circular plane of force that follows itabout and carries loads. It can hold more weight as the caster's Mage Level increases, by about one normal-sized character per level. The disk floats a few feet above the ground at all times and remains level. It floats along horizontally within an Area of the caster. The disk winks out of existence when the spell duration expires. The disk will also disappear if the caster exceeds an Area from the disk, or if it's moved higher away from the ground. When the disk winks out, whatever it was supporting falls to the surface beneath it. The disk will last for 1d5 rounds.
  • Forced Quiet - This spell prevents a single target from speaking above a whisper for (Mage Level) rounds/actions.
  • Gravity Bow - This spell grants bow and crossbow-type weapons additional damage over the distance that it's fired. Within 1 Area, +500 damage; for each additional area, add +500 damage, up to a maximum of (Mage Level) Areas away and the bonus that incurs. This effect only affects 1 shot per cast.
  • Grease - This spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reaction check against the caster's level. Creatures that do not move do not need to make this check and are not considered flat-footed. The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reaction check to avoid the effect or drop the item. That target must check again each action the creature attempts to pick up or use the greased item. When used on a target's armor, that target can roll some contextual checks a step higher. This effect lasts for 1d5 rounds.
  • Hold Portal - This spell magically holds shut a door, gate, window, shutter, or similar object. The magic affects the portal just as if it were securely closed and normally locked with a latch. Any attempts to open this portal must be made against the caster's roll, whether physical or magical. This effect lasts for 1d5 rounds.
  • Hydraulic Push - This spell creates a gout of water that strikes a single target as if loosed from a fire hydrant, dealing +500 magic damage and incurring "Knockback / Wall Rush" status at +1 Severity/2 Mage Levels (Terminal at Level 10).
  • Hypnotism - Allows a character to use gestures and droning incantation to fascinate nearby targets, causing them to stop and stare blankly. While under this effect, the character's suggestions and requests seem more plausible. Only creatures that can see or hear the caster are affected, but they do not need to understand it to be fascinated. If in combat, targets roll a step higher on their Magic Defens against this effect. Any requests must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it. A character gets an additional request per Mage Level.
  • Illusion of Calm - This spell creates a copy of a target that draws enemy fire, counting as a separate target that can't actually be damaged. The doppelganger moves enough to appear realistic, but if its 'other' makes too dramatic an action it may be obvious which is the fake. Inflicts Acute "Illusion" status, and lasts for (Mage Level) rounds.
  • Interrogation - This spell creates a magical curse on a single target that forces them to either tell the truth under questioning or suffer pain. Lasts for (Mage Level) rounds/actions per cast, and deals the caster's magic damage for every conscious lie told while under the curse's effect (ignores lies of ignorance and omission).
  • Jump - Allows the caster to grant a single target a (+2 per Mage Level) bonus to Acrobatics checks for 1d5 checks.
  • Jury-Rig - This spell temporarily removes negative effects on equipment, such as damaged weapons or armor. Lasts for (Mage Level) rounds, and does not replace permanent repair or regular maintenance.
  • Liberating Command - If the target is bound, grappled, or otherwise restrained, he may make an applicable check to escape as an immediate action, with a bonus equivalent to +5 per Mage Level.
  • Lock Gaze - Allows a caster to force a target to look at it and only it for the duration of the spell or until it is discharged. While staring at the caster, the target is considered to be distinctly averting its gaze from every other creature but the caster, granting other creatures Moderate "Concealment" status against that target's attacks. If the target leaves the caster's line of sight, it immediately suffers Mild "Blind" status for one round and the spell ends. If the caster willingly leaves the creatures's line of sight or are reduced to 0 HP, the target suffers no penalties.
  • Longshot - This spell removes some barriers of range from a single weapon a single shot per cast. This allows a target to ignore (Mage Level) Areas of distance when firing at a range, negating those Areas' increments to a shooting DC.
  • Mage Armor - An invisible but tangible field of force surrounds the subject of this spell. This adds the caster's Spell Damage to that target's physical and magical armor soaks for 1d5 rounds.
  • Magic Missile - This spell creates a cluster of magical projectiles that barrage a single target. Creates 2 (+1 every 2 Mage Levels) (7 at Level 10) missiles that deal +200 spell damage apiece; however, when damage is entered, it counts as 1 hit for soak purposes).
  • Magic Weapon - For 5 rounds, the character is able to imbue the weapons of one target with their spiritual energy, adding magic damage +100 to the character's normal damage.
  • Mirror Strike - This spell allows a single target's next attack to strike twice as many targets as normal (a 1-target will hit 2, a 4-target will hit 8, etc.). Whether the attack strikes or not, the spell fades immediately afterwards.
  • Moment of Greatness - Each creature affected by this spell is given the potential for greater success and glory. If the affected creature is benefiting from a positive status effect (that is not granted by an equipment enchantment or similar effect), the severity of that status effect is raised by one level, but the duration of the effect is reduced immediately to one round.
  • Mount - This spell allows a caster to summon a single steed per cast, which will serve a designated master for (Mage Level) hours per cast, negating the need for taming the beast.
  • Negative Reaction - Allows the caster to force a target to simply fail to impress, whether it's actions or words. This target suffers a (-2 per Mage Level) penalty to any Speechcraft checks for the next 1d5 rounds.
  • Peacebond - This spell prevents a target from drawing or summoning a weapon. Magic defense only; if the target fails the roll, it must spend a round drawing the weapon, or beat a Strength check, DC 25 (+15 * Mage Level) (DC 175 at Level 10), to draw as normal. This effect lasts for (Mage Level) rounds.
  • Ray of Enfeeblement - Allows the caster to create a coruscating ray from its hand at a single target. This subject suffers Mild "Feeble" status when first struck, and will last for 1d5 rounds. If struck by more Rays of Enfeeblement, that severity increases by one level for each successive attack, but once the original duration ends, the entire effect dissipates.
  • Reduce Person - Allows a caster to shrink a target, moving it one step downwards on the size rating chart (Normal becomes Tiny 1, Giant 3 becomes Giant 2). Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that reduce size do not stack. This effect fades in 1d5 rounds.
  • Reinforce Armaments - Allows a caster to reinforce a weapon or armor piece temporarily. If this is cast on a character's weapon, that weapon will behave the same as its original iteration, but deals the damage of a weapon up to (Mage Level) slots larger than it is of the same material; that is, a 3-slot Short Sword boosted by a Level 3 caster may deal the damage of a 5-slot Sword of the same material. This does not affect roll bonus. If this spell is cast on a character's armor, that armor's physical and magical damage soak values are raised by half (a 100-soak armor would enhance to 150). This effect lasts for 1d5 rounds.
  • Restore Corpse - Allows the caster to grow flesh on a decomposed or skeletonized corpse of a Giant 1 or smaller creature, providing it with sufficient flesh that it can be animated, buried, or otherwise laid to rest. The corpse looks as it did when the creature died. The new flesh is somewhat rotted and not fit for eating.
  • Shocking Grasp - This spell renders a target's physical attacks lightning-elemental for (Mage Level) rounds.
  • Silent Image - Allows the caster to create the visual illusion of an object, without sound, smell, texture, or temperature. The image can be moved within (Mage Level) Areas, and will last for 1d5 rounds.
  • Stone Fist - This spell transforms its own hands into living stone; this replaces the character's damage done with unhanded strikes with its Spell Level damage (+200) per hit. This effect lasts 1d5 rounds.
  • Summon Monster I - The caster is able to summon a Level 1 creature for 5 rounds.
  • Touch of Gracelessness - This character can inflict a target with debilitating clumsiness; this character takes a Dexterity statistic penalty of -20 per Mage Level for 1d5 rounds. This will not reduce a target's Dexterity below 20. If the target attempts a movement action while under this effect, it must roll Acrobatics, DC 50 (+20 per caster's Mage Level) to not suffer Mild "Off Guard" status. The character may make Magic Defense checks against the caster's initial roll to overcome the effect.
  • Touch of the Sea - Allows a caster to create webs between a target's fingers and painlessly change its feet into flippers, allowing it to roll one step higher when making Swimming checks. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water. The transformation lasts for 1d5 checks.
  • True Strike - Allows this character to get a glimpse into the immediate future in the midst of combat. This allows the character to, on its next direct attack, roll twice and take the higher of the two rolls. This cannot be used with feats, abilities, or other unique attacks; only written spells and standard Advanced Skill-based attacks are affected.
  • Unerring Weapon - When targeted by this spell, a character benefits from an enhanced critical attack range. For 1d5 rounds, the target's critical hit range expands by (+2% per Mage Level).
  • Unprepared Combatant - This spell reduces a target's readiness before combat. If the spell succeeds against an enemy before combat begins or before its first turn, the target rolls its initiative with a (Mage Level * 10) penalty (no lower than half its normal value) and the first direct attack against the target forces it to roll flat-footed.
  • Vanish - Allows the caster to make a single target invisible to the normal perceptable light spectrum. If the target is carrying gear or equipment, it becomes invisible as well. This spell functions against allies as well as enemies. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). The character is still visible using other forms of perception on different spectra of light (ultraviolet, infrared, sonic, et cetera). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. This effect will fade within 1d5 rounds.
  • Vocal Alteration - Allows the caster to alter a target's voice with different qualities. for instance, the target's voice can become higher-pitched, huskier, or nasal, or the target's accent could change to one the caster is familiar with. If this spell is used as part of a disguise check, the character gets a (+2 per Mage Level) bonus to convincing checks. This effect lasts for 1d5 rounds.
  • Weaken Powder - Allows a caster to weaken the charge or lessen a weapon's discharge velocity when fired, specifically regarding firearm-like weapons. For 1d5 rounds, the target's damage is reduced by (-5% per Mage Level). If a target spends a standard action to reload the weapon, the effect is nullified.
Last edited by Strato on August 5th, 2023, 2:46 pm, edited 8 times in total.
Tony
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Re: Sorceror's Arcana

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Post by Tony »

Level 2 Sorcerer/Wizard Spells - 40 MP to cast, 15 Spell Points
  • Accelerate Poison - This spell increases the Severity level of a "Poison," "Disease," "Infestation," and "Plague" status effect by 1 per cast. Regardless of the new level's severity, the spell only lasts as long as its original cast dictates.
  • Adoration - This spell makes a single character appeal much easier to others. This spell grants a Diplomacy bonus of (+2 * Mage Level) to a single target for (Mage Level) rounds.
  • Animal Aspect - This spell grants a character a single Trait from the "Animal" race for (Mage Level) rounds/actions.
  • Ant Haul, Communal - The character is able to imbue (Mage Level) targets with spiritual strength. For 5 rounds, the targets gain +20 Inventory Slots.
  • Arcane Lock - This spell creates an illusory lock on a single object (a chest, a doorway, etc.) that cannot be picked. This spell, however, can be dispelled by magic instead, with a DC equal to that of the caster's lock-creating cast. This lock lasts until it is dispelled.
  • Arrow Eruption - This spell, when cast on a single target, creates an explosion of projectiles outwards if that target is killed by a firearm or a bow/crossbow. This effect lasts for (Mage Level) rounds, and acts as a grenade-like effect if the target is killed by a projectile attack within the effect's duration: all targets in the Area must roll Flat-Foot dodge, DC 50 (+10 * Mage Level) (DC150 at Level 10) to avoid damage equal to that of the projectile that killed the target.
  • Bear's Endurance - The character grants a bonus of +20 Physical Soak/Mage Level (+200 at Level 10) to a single target for 5 rounds.
  • Bestow Weapon Proficiency - The character is able to bestow divine knowledge onto a character temporarily. This spell removes the Unskilled penalty from a single weapon for a character's use, and lasts for 5 rounds.
  • Blur - This spell makes a target appear blurred and distorted in view, making him/her more difficult to strike. Grants a single target Mild (Alt) "Invisible" status for (Mage Level) rounds.
  • Bull's Strength - The character grants a bonus of +20 Strength/Mage Level to a character for lifting and damage purposes (+200 at Level 10).
  • Bullet Shield - This spell allows a caster to use his/her magic defense roll as a shield against projectile weapons. This spell is cast on a single target and lasts for (Mage Level) rounds, and each time a projectile attack is used on the affected target, the caster's magic defense roll is used, then the target character's dodge may be used after.
  • Cat's Grace - The character grants a bonus of +20 Dexterity/Mage Level to a character for movement and dodging purposes (+200 at Level 10).
  • Certain Grip - This character is able to add a bonus of +3 per mage level(+30 at L10) to Climbing checks. Each use of this bonus uses requisite MP.
  • Command Undead - This spell allows a character to control and manipulate a single lesser Undead/Demon/Devil-type target for a short time. This inflicts Terminal "Confuse" status on a single Undead/Demon/Devil-type target for (Mage Level) rounds/actions.
  • Compassionate Ally - The character is able to use divine influence to compel a single target to assist an ally of the caster in some way as dictated by the caster at the time of casting. The effect lasts for 5 rounds.
  • Continual Flame - The character is able to give a torch-like radiance to a single object. This effect is permanent until dispelled, and is able to illuminate (Mage Level) Areas or less to reduce or remove low-light penalties.
  • Darkvision - This spell allows a single target to see in total darkness. This spell negates low-light/no-light penalties and negates +1 Severity/2 Mage Levels (Terminal at Level 10) "Blind" status effects when cast. Lasts for (Mage Level) rounds.
  • Daze Monster - This spell dazes and disorients a single target for a short time, preventing it from action. Makes a target lose its next dedicated action, not including defensive ones.
  • Delay Pain - This spell temporarily nullifies pain effects on a single target. For (Mage Level) rounds, +1 Severity/2 Mage Levels (Terminal at Level 10) "Pain" statuses are ignored.
  • Destabilize Powder - This spell curses a single projectile weapon to misfire. The normal critical failure threshold on this weapon is raised to 10% for (Mage Level) rounds; if the character botches like this, the weapon jams and the target's next action must reload the weapon before it can be used again.
  • Disfiguring Touch - With a touch, the caster causes the victim of this spell to suffer a painful curse that causes it to grow hideously disfigured. The physical appearance of the deformity is subject to the caster's whim, and the subject suffers a -20/Mage Level penalty to a selected statistic. The effect lasts for (Mage Level) rounds.
  • Dust of Twilight - A shower of iridescent black particles clings to and extinguishes mundane light sources (not electric) and dispels any light-casting spell within (Mage Level) Areas.
  • Eagle's Splendor - The character grants a bonus of +20 Spirit/Mage Level (+200 at Level 10) to a single character for 5 rounds.
  • Elemental Speech - This character is able to briefly communicate with Elemental-type creatures, powerful embodiments of the different elements in the universe. This does not sway their perception any, unless they appreciate the gesture of speaking in their language. Each casts lasts for (Mage Level) exchanges.
  • Endure Elements, Communal - The character and (Mage Level * 2) allies are able to safely survive in inclement weather/elements (high heat/cold, freezing rain, etc.) without passive penalties for 5 rounds/actions per cast.
  • False Life - This spell twists life energy into granting the caster only additional vitae. This spell grants the caster an additional (+500 * Mage Level) (+5000 at Level 10) to its Maximum HP, but does not restore it to that amount. This effect lasts for (Mage Level) rounds, and when that time is expired, HP is ripped from the caster by the aether, (-250 * Mage Level) (-2500 at Level 10), which cannot be restored except by 8 hours (or equivalent) of rest.
  • Frost Fall - The user is able to, by spending requisite MP, shower (Mage Level / 2) areas in real frost and snow at a rather high rate. Snow leaves footprints when passed through and inflicts Mild "Slow" status on any subjects traveling through the snowy area. The snow lasts for (Mage Level) rounds.
  • Ghostly Disguise - This novelty spell makes a target appear as a ghastly outline of itself, though it does not benefit from the incorporeal disguise beyond appearances. It is mostly transparent, a lightish tinge, and even walks with a floating appearance. This effect lasts for (Mage Level) rounds, and may be seen through with a Sensory Perception check, DC 25 (+15 * Mage Level) (DC 175 at Level 10).
  • Ghoul Touch - This spell infects a single target with a paralyzing curse, while also making its body appear to be a ghoulish apparition, with rotting flesh and a skeletal visage. Roll against 1 target; if target fails, inflicted with Acute "Pain" status for (Mage Level) rounds. Each additional round afterwards, each target in the same Area as the "infected" must roll Health vs. DC 10 (+10 * Mage Level) (DC 110 at Level 10) to avoid Moderate "Weak" status effect. This can be avoided by moving 1 Area away from the "infected," and if a target fails its Health roll, effects can be negated by moving away or by simply succeeding on the next round's Health roll.
  • Glide - This spell allows a character and (Mage Level * 2) Allies to not take fall damage, and even move around while falling (not self-propelled flight) at 2x Running Speed as if hang-gliding. Each cast of this spell lasts for 5 rounds.
  • Glitterdust - This spell douses an entire Area in glittering magical dust that can blind targets and outline invisible objects for the duration of the spell. Magic defense only; if a character fails this roll, inflicts Mild "Blind" status for 1 round and outlines it in flickering dust that negates Invisibility effects (except Acute Alternate) and inflicts a penalty of (-10 * Mage Level) (-100 at Level 10) on all stealth-related skill checks.
  • Gust of Wind - The character is able to form a violent spiral of hard wind that affects all targets in (Mage Level) Areas in a single direction, including upwards. This spell can make flight incredibly difficult, forcing flying creatures to beat the roll with a Flight check to avoid it. Characters on the ground avoid normally, or suffer Knockdown(Mild 'Off Guard') and "Knockback" at +1 Severity/2 Mage Levels (Terminal at Level 10). If the target hits a wall as a result of Knockback, use the caster's base magic damage to determine damage inflicted.
  • Haunting Mists - A stationary illusion of misty vapor inhabited by shadowy shapes arises around the caster. This cloud covers (Mage Level / 2) (round up) (5 Areas at Level 10) areas for (Mage Level) rounds and inflicts Moderate "Blind" status effect on all characters inside of it, including negating Darkvision and Night Vision technology (thermal and other heat- or spirit-related vision is unaffected). This effect is considered automatic. While inside of the mist, any and all characters must roll magic defense vs. DC 50 (+10 * Mage Level) (DC150 at Level 10) each round; if the target fails, it suffers caster's base magic damage +500 and Mild "Stop" effect for the next round due to fright.
  • Hideous Laughter - This spell enchants a target and curses it to bouts of manic, unstoppable laughter, causing it to double over with maniacal cackles. Magic defense only; if the target fails, suffers Moderate "Stop" effect for (Mage Level) rounds.
  • Hypnotic Pattern - A twisting pattern of subtle, shifting colors weaves through the air, fascinating up to (Mage Level) targets within it. Magic defense only; if a target fails to defend, the target can take no action other than to stare at the origin of the fascination dazedly, including the place where the cast originated from if the caster moves. This effect lasts for (Mage Level) rounds, or until the fascinated target is shaken, attacked, or an overtly offensive action is taken towards it.
  • Invisibility - This spell renders a subject invisible for a short time, or until it is forced to move overtly quickly or until it makes an attack. This spell grants a single target Acute "Invisibility" effect for (Mage Level) rounds or until it is forced to make an Athleticism check (except Move Slowly) or an attack, including Sneak Attacks.
  • Kinetic Reverberation - This spell curses a target to suffer from the damage his/her attacks deal for a short time. For (Mage Level / 2) (round up) (5 at Level 10) rounds, subject suffers from Moderate "Reverse" status.
  • Knock - This spell allows a user to open locked or sealed doors, both physically and magically. For physically locked doors, this spell allows a user to add +3 per mage level to a Lockpicking roll(+30 at L10), spending requisite MP each time the bonus is used. For magically locked doors, this spell is cast against that of the door's seal to break the magical lock, spending requisite MP with each attempt.
  • Magic Siege Engine - The character is able to enchant siege, artillery, or vehicular weapons for a short time. The blessing lasts for 5 rounds, and the weapon's accuracy bonus is doubled, and its damage is raised to 150%.
  • Minor Image - This spell creates a minor illusion along with sound emulation. The illusion can be passed through, and lasts for (Mage Level) rounds/actions. To see through the illusion, characters must pass a Sensory Perception check, with a DC equivalent to the caster's initial creation roll.
  • Miserable Pity - This spell enchants a single ally and makes them appear weak and pitiful to any who attempt to attack it. When the subject is targetted by an enemy, the attacker must roll Magic Defense, DC 50 (+10 * Mage Level) (DC150 at Level 10), to see through the enchantment and attack as normal. If the attacker fails this roll, he/she is unable to follow through with the attack (despite his/her normal disposition). However, if the subject of the enchantment makes an offensive action, the enchantment is broken immediately and any who attacked the subject under this effect and were rebuffed are granted a roll bonus of (+5 * Mage Level) (+50 at Level 10) to their attacks for (Mage Level / 2) (round up) (5 at Level 10) rounds. The enchantment, unless broken, lasts for (Mage Level) rounds.
  • Obscure Object - This spell is able to imbue a single inanimate object with spiritual energy to cloak it from scrying attempts. This effect is permanent unless dispelled, but can only be placed on a single object at a time by any one mage.
  • Oppressive Boredom - This spell makes a single target undeniably bored by his/her current task. Magic defense only; if the target fails against this spell once, he/she becomes frustratingly bored with his/her work/task -- excluding combat -- and has the urge to find something else to do. However, the next round/after a short time, the target is given another Magic Defense check, DC 25 (+10 * Mage Level) (DC125 at Level 10) to regain interest in his/her original task. This boredom feels natural to the subject.
  • Pernicious Poison - This spell increases the potency of any poison drawn into the body by 1 Severity level. This effect lasts until a poison is introduced into the body, or until it is dispelled.
  • Pilfering Hand - This spell allows a caster to manipulate a simple object from a distance. This spell has a range of (Mage Level / 2) (round up) (5 at Level 10) Areas and can only operate or move simple objects in lieu of minor telekinesis. Each different action with this spell costs requisite MP.
  • Qualm - This spell makes a target feel uncomfortable with him/herself and his/her ability to perform any task competantly. Magic defense only; target suffers from Mild "Weak" status for (Mage Level) rounds, or until he/she spends an action/a short time focusing.
  • Recoil Fire - This spell makes a single target firearm suffer from extreme recoil with each shot. This spell turns a firearm's natural roll bonus (excluding augmentations) into a negative (a +4 weapon becomes -4) and weapons with multiple controlled shots lose 1 shot (including augmentations). This effect lasts for (Mage Level) rounds.
  • Reinforce Armaments, Communal - The character is able to improve the performance of others' defensive equipment. Physical armor soak on (Mage Level) targets is raised by 25 for 5 rounds.
  • Reloading Hands - This spell magically reloads a target slow-loading weapon for a short time. This spell removes the need to reload a "suppressing fire" weapon for (Mage Level) rounds.
  • Returning Weapon - The character is able to put a temporary enchantment on a weapon that returns it to its point of origin safely when thrown. Lasts for 5 rounds.
  • Ricochet Shot - This spell allows a target to ricochet his/her projectile-based attacks from one target to another. For (Mage Level) rounds, a single target's number of targets is doubled when firing projectiles.
  • See Invisibility - This spell grants a target the ability to see through most forms of invisibility easier. This spell negates the detection penalties on invisibility subjects for (Mage Level) rounds.
  • Share Language - The character is able to temporarily share his/her knowledge of a known or learned language, whether through education or a successful Linguistics check. This effect is shared between (Mage Level * 2) allies for (Mage Level) hours.
  • Shatter - The caster is able to project concentrated sound in a cone-like shape ahead of him/herself. This is considered "Force" elemental damage (+500), and is highly effective against glass- or crystal-like objects.
  • Spectral Hand - This spell allows a target to deal martial arts attacks at a range. This spell creates disembodied duplicates of a target's hands and feet that mimic the target's movements at a range of up to (Mage Level / 2) (round up) (5 at Level 10) Areas, allowing the subject to attack normally at a range.
  • Spider Climb - This spell allows a character to walk and climb on parallel surfaces and remain upside down on surfaces for a short time. This effect does not add to Climbing checks, and lasts for (Mage Level) rounds per cast.
  • Stabilize Powder - This spell restores an unstable or damaged weapon to firing capacity for a short time. Dispels such spells as "Weakened Powder" or "Damaged Powder" or any similar effects.
  • Summon Monster II - The character is able to summon 1 Level 2 lesser monster for 1d5 rounds.
  • Tactical Acumen - This spell grants a target great insight on the tactical and strategic movements of enemies for a short time; patterns become more obvious and gut feelings feel stronger. Grants a bonus of (+2 * Mage Level) (+20 at Level 10) to stealth-based movements and Sneak Attacks/ambushes, as well as macro-level strategerie.
  • Thunder Fire - This spell makes a target firearm create a deafening sound when fired, stunning nearby targets and wasting the affected shot. When cast on a single target firearm, that weapon's next shot prompts all targets inside the firearm's Area to roll Magic Defense, DC25 (+15 * Mage Level) (DC175 at Level 10) to avoid Moderate "Off-Guard" status.
  • Twisted Space - This spell warps and distorts time-space around a single target that makes its attacks strike different areas than intended. For (Mage Level) rounds, the target's actions are randomly targetted (1d(number of possible targets)), including allies, AFTER they are declared.
  • Web - This spell creates thick, sticky webbing in a wide area that impairs movement and sticks to any who cross. Creates webs in up to (Mage Level / 2) (round up) (5 at Level 10) Areas; any who cross into these Areas are subject to Acute "Slow" effect. Paths through the webbing can be cut with bladed weapons, DC 50 (+10 * Mage Level) (DC150 at Level 10), including the penalty, but any who follow the path do not suffer the penalty. The webbing is permanent until removed and will not regrow to cover paths unless recast.
  • Web Shelter - This character is able to conjure study magical webbing in the likeness of natural shelter, providing protection from the elements and a safe resting place for the caster and allies. The webbing lasts for (Mage Level) hours.
Level 3 Sorcerer/Wizard Spells - 90 MP to cast, 20 Spell Points
  • Animate Dead, Lesser - The character is able to transform a deceased skeleton or corpse into a short-lived minion. This can only be used on weak, common monsters or NPCs. The effect lasts for (Mage Level * 2) rounds.
  • Anthropomorphic Animal - This spell makes a single target animal bipedal and able to move around as such with no negatives. This effect lasts for (Mage Level) rounds.
  • Arcane Sight - This spell allows a single target to perceive magical emanations visually instead of just with extrasensory perception. For (Mage Level) rounds, this character can see and track magical auras and signs within 2 Areas.
  • Ash Storm - This spell conjures a storm of dark, hot ash and soot to cover an area as if it were snow. This stinging cloud of smoke, dust, ash, and tar particles covers (Mage Level / 2) Areas, lasts for (Mage Level) rounds, inflicts Mild "Slow" status, and deals caster's base magic damage +500 to all targets caught in the storm.
  • Blood Biography - The character is able to gain information and knowledge about a single creature or subject by studying its blood with spiritual energy. The information gained with each use may be different, but once the spell is used on a subject once it will return the same answer regardless of how many times the spell is used on it.
  • Burrow - This spell allows a target to move through soft or solid earth by digging at Running speed. This lasts for (Mage Level) rounds.
  • Campfire Wall - This character is able to erect a natural shelter out of dirt, foilage, and vegetation around a campfire, which will provide bonuses to resting and survival away from civilization depending on the caster's roll.
  • Chain of Perdition - The character is able to conjure a chain of pure spiritual energy that can be used for a myriad of tasks. This may be substituted for rope, a weapon, or a binding tool. The chain deals the user's base magic damage +400 if used as a weapon (consider it a whip), and has a durability of the user's base magic damage in HP.
  • Cloak of Winds - The character is able to form a shrouding, swirling tempest of wind around up to (Mage Level) targets. This wind buffers away ranged attacks (including gunfire) with a +2/Mage Level bonus (+20 at Level 10) to Dodge checks, and any melee attacking target must pass a Reaction check, DC50 + (10 * Mage Level) (DC150 at Level 10), to succeed. A failure repels the attack away harmlessly, a success pierces the wind and the cloaked character can dodge/block/brace as normal.
  • Darkvision, Communal - This spell allows a small group of targets to see in total darkness. This spell negates low-light/no-light penalties and negates +1 Severity/2 Mage Levels (Terminal at Level 10) "Blind" status effects when cast. Lasts for (Mage Level) rounds and affects (Mage Level) characters.
  • Daylight - The character is able to create a temporary light that shines over (Mage Level) Areas, negating some area-wide shadow or fog effects. This effect lasts for (Mage Level) rounds.
  • Deep Slumber - This spell creates a delayed-effect enchantment on a single target, giving a small time gap before that character falls deeply asleep. Inflicts Acute "Sleep" status.
  • Devolution - This spell reduces the power of a lesser summoned creature (not Grand Summons) for a short time. For (Mage Level) rounds, the level of a summoned creature is lowered by -1 Level / 2 Mage Levels (round down) (-5 levels at Level 10) (level 1 is minimum).
  • Distracting Cacophony - This spell fills a single Area with increasingly loud and disruptive noises that make focusing on complex tasks difficult. For (Mage Level) rounds, any character attempting a Minor Skill, Magic Skill, or Knowledge Skill must pass a Concentration check, DC 25 (+10 * Mage Level) (DC125 at Level 10), before rolling or be unable to perform their action due to distraction, losing their turn in the process.
  • Draconic Reservoir - This spell allows a character to absorb and discharge energy he/she is attacked by. For (Mage Level) rounds, the damage the subject takes to HP (after soaks and defense) is pooled in a spiritual reservoir, and at the end of the spell's duration, is able to discharge all of that energy into a single normal one-hit attack as damage. This spell expires when a character is rendered below 0 HP, and energy can be discharged before the end of the spell's duration.
  • Eldritch Fever - This spell puts a curse on a single target that makes him/her sickened when any attempts to conjure mana are attempted. For (Mage Level) rounds, when any MP is spent, this character must roll Concentration, DC 25 (+10 * Mage Level) (DC 125 at Level 10), to avoid taking the caster's magic damage and forfeiting his/her action automatically.
  • Enter Image - The character is able to imbue a physical likeness of them -- such as a painting, a statue, or a photograph -- with their consciousness. This effect lasts for (Mage Level) rounds, and the natural body is considered "sleeping" while this effect is active.
  • Eruptive Pustules - This spell creates a dense packing of acidic pustules on the outside of a single target, which explode violently when the subject is attacked. For (Mage Level) rounds, if the target suffers a physical attack to HP, the attacker must make a Flat-Foot dodge check, DC 50 (+10 * Mage Level) (DC150 at Level 10), to avoid taking the caster's base magic damage +500 and Mild "Melt" status, which has a cumulative effect.
  • Excruciating Deformation - This spell makes a single target painfully disfigured, warping his/her body in grotesque ways for a short time. Deals base magic damage +1500 and inflicts Acute "Sprain" status for (Mage Level) rounds.
  • Explosive Runes - This spell creates a scrawl of arcane writing across a smooth, flat surface that, when read regardless of comprehension, violently explode. This spell lasts until dispelled or tripped; when activated, deals the caster's base magic damage +750 to all targets in an Area.
  • Fly - This spell allows a single target to perform sustained, controlled flight for a short period of time. For (Mage Level) rounds, this character is able to use "Flight" as if in possession of the feat.
  • Force Punch - This spell allows a character to deal blows with exponential force behind them against enemies. For (Mage Level) rounds, target is granted Mild "EnForce" status, and the character deals Mild "Knockback / Wall Rush" status with normal physical martial arts attacks.
  • Gentle Repose - This spell uses spiritual energy to preserve a deceased body and prevent it from decaying, either naturally or otherwise. Once cast, the spell will linger unless dispelled.
  • Halt Undead - This spell has the ability to stop Undead/Dark/Devil-type creatures in their tracks. This spell inflicts Chronic "Stop" effect on a single Undead/Dark/Devil-type creature for (Mage Level) rounds.
  • Healing Thief - This spell places a curse on a single target that drains half of the healing energy put into the target and returns it to the caster instead. For (Mage Level) rounds, when the target has restorative magic or effects -- including items -- the effect is halved, and that half of the restoration is granted to the caster.
  • Heroism - This spell boosts a single character's ability to classically heroic levels for a short time. For (Mage Level) rounds, the subject is granted a (+2 * Mage Level) (+20 at Level 10) bonus to combat and skill checks.
  • Hold Person - The caster is able to render a single target unable to move from a locked position. Inflicts Chronic "Stop" effect for 1 round.
  • Hostile Levitation - This spell is able to levitate an unwilling target into the air. This effect lifts a single target off of the ground a short distance, preventing Earth-based effects and tripping traps.
  • Howling Agony - This spell curses a single target with incredible racking pain, to the point of being unable to perform. Inflicts Acute "Pain" effect and inflicts base magic damage +500 on a single target each round for (Mage Level) rounds.
  • Invisibility Sphere - This spell makes a small group of targets visually invisible for a short time. Grants (Mage Level) targets Moderate "Invisibility" effect for (Mage Level) rounds.
  • Keen Edge - This spell makes a single target's strikes much more potent when the time is right. Grants a single target Mild "Sharpen" effect for (Mage Level) rounds.
  • Ki Leech - This spell allows a target to absorb some of the mana and spiritual energy exuded when he/she is attacked. Grants Mild "Runic" effect for (Mage Level) rounds.
  • Loathsome Veil - This spell creates a transparent veil of shifting, multicolored strands of light that form into endlessly varied and alien patterns, which can nauseate or sicken targets. Magic Defense only; inflicts Moderate "Weak" status on one target for (Mage Level) rounds.
  • Locate Weakness - This spell allows a single target's most dangerous blows be exactly that -- most dangerous. For (Mage Level) rounds, on a critical hit/divine, roll 2 crit cards and choose 1.
  • Mad Monkeys - This spell summons up to (Mage Level * 2) mischievious monkeys that obey the caster's orders and receive Swarm Bonus to perform simple actions.
  • Magic Weapon, Greater - For 5 rounds, the character is able to imbue the melee weapons of one target with their spiritual energy, adding magic damage +300 to the character's normal damage.
  • Major Image - This spell creates a single, lifelike illusion that emulates sight, sound, and even smell. The illusion can be passed through, and lasts for (Mage Level) rounds/actions. To see through the illusion, characters must pass a Sensory Perception check, with a DC equivalent to the caster's initial creation roll.
  • Marionette Possession - This spell allows the caster to possess the physical body of a single willing target within a short area. The caster projects his/her consciousness into a single willing target within (Mage Level) Areas, and can possess that body and benefits from all of its effects for (Mage Level) rounds. If the body is slain while within (Mage Level) Areas of the caster's body, the consciousness returns to the original body and the target is slain as normal; however, if the caster's body is outside (Mage Level) Areas of the possessed body, both the body and the possessor are slain.
  • Nondetection - This spell creates an anti-scrying/divination field in short area, preventing magical espionage. For (Mage Level) rounds/actions, (Mage Level) Areas are immune to magical means of detection, scrying, and other types of clairvoyance.
  • Pain Strike - This spell curses a single target to suffer severe pain for a short time. Deals nonlethal base magic damage +600 per round and inflicts Mild "Weak" status for (Mage Level) rounds.
  • Pellet Blast - This spell creates a "magical grenade" that works off of the same principles, flinging tiny magical projectiles outwards in all directions after a short time. All targets within 1 Area must roll Reaction, DC 50 (+10 * Mage Level) (DC150 at Level 10), to avoid the caster's base magic damage +500.
  • Phantom Driver - This spell creates an illusory pilot for a simple vehicle, such as a car, horse, or other similar one-operator vehicle for a short time. For (Mage Level) rounds, the ghost driver performs vehicle operations in lieu of another, and uses the caster's magic roll in lieu of Vehicle Operation checks.
  • Phantom Steed - This spell creates a shimmering, corporeal ghost of a horse that can be used for quick traveling. This horse is considered in prime condition at all times, and lasts for (Mage Level) hours per cast.
  • Protection from Arrows, Communal - This spell grants a small group of targets an enhanced defense against projectiles, such as guns, bows, or thrown weapons. This adds (+2 * Mage Level) (+20 at Level 10) to (Mage Level / 2) (round up) (5 at Level 10) targets' dodge checks vs. projectiles for (Mage Level) rounds.
  • Pup Shape - This enchantment changes one wild animal or a monster-type creature into a younger, "cuter" version of itself to make it less dangerous and potentially harmless. This enchantment lasts for (Mage Level) rounds.
  • Ray of Exhaustion - This spell creates a beam of malevolent energy that saps the energy from a single target. Inflicts Moderate "Fatigue" status on a single target for (Mage Level) rounds.
  • Reckless Infatuation - This spell makes a single target unable to resist the divine presence of another single target, urging him/her to remain as close to the second target as possible. For (Mage Level) rounds/actions, the first target is compelled to stay as close as possible to the second target (who does not roll against the spell), regardless of danger or environment.
  • Returning Weapon, Communal - The character is able to put a temporary enchantment on a weapon that returns it to its point of origin safely when thrown. Lasts for 5 rounds.
  • Shifting Sand - The character is able to turn (Mage Level / 2) Areas of soft ground/earth into shifting and churning dirt or sand, which completely erases tracks and creates difficult to pass terrain, inflicting Mild "Slow" effect on any targets that pass through the sand. In addition, any creatures trying to pass through the sandtrap must make a Reaction check, DC 50 + (10 * Mage Level) (DC150 at Level 10), to avoid losing a turn/action and being denied passage across the sand for that round. This effect lasts for (Mage Level) rounds.
  • Sleet Storm - The user is able to create a dense sleet and ice storm across (Mage Level / 2) Areas. This storm will last for (Mage Level) rounds unless dismissed and shrouds the affected areas with Acute "Blind" status.
  • Spider Climb, Communal - This spell allows (Mage Level) characters to walk and climb on parallel surfaces and remain upside down on surfaces for a short time. This effect does not add to Climbing checks, and lasts for (Mage Level) rounds per cast.
  • Stinking Cloud - This spell douses an Area in a toxic cloud of spiritual energy. Creates a tinted fog in one Area that forces any who pass through it to roll Health, DC 25 (+10 * Mage Level) (DC 125 at Level 10), to avoid suffering the caster's base magic damage +500 once and Moderate "Poison" status for (Mage Level) rounds.
  • Strangling Hair - This spell emulates the ancient gorgons by causing a single target's hair to extend and grow automated to help defend the subject. For (Mage Level) rounds, any who attack the subject with melee must dodge an automatic "counter" grapple by the subject's hair, which is rolled with the caster's magic roll. Counter deals caster's base magic damage +500.
  • Summon Monster III - The character is able to summon 1 Level 3 lesser monster for 5 rounds.
  • Tiny Hut - This spell creates a magical shelter for a short time, which can be used as a safe resting and recuperating point when away from civilization. Lasts for (Mage Level) hours.
  • Tongues - The character is able to temporarily speak and understand a great deal of terrestrial languages. Unique, inhuman, dead, or ancient languages are not always applicable. This effect lasts for (Mage Level) verbal exchanges.
  • Touch Injection - This spell allows a single target to use One-Use Items with much more subtlty, including potions, poisons, and similar effects. For (Mage Level) rounds, the subject can use One-Use Items effects with martial arts rolls.
  • Toxic Gift - This spell allows the caster to force another target to suffer its ailments. When used, this spell inflicts any and all status effects the caster is under onto the target, with fresh durations.
  • Unadulterated Loathing - This spell enchants a single target to stay as far away from a second target as possible, for a short time. Magic defense only on the first target; if successful, the target will use whatever reasonable means possible to stay as far away from the second designated target for (Mage Level) rounds.
  • Vampiric Touch - This spell allows a single target to drain the life from targets it attacks. For (Mage Level) rounds, half of any physical melee damage the subject incurs on another target is returned as HP.
  • Versatile Weapon - This spell allows a single target's weapon to pierce through armor when attacking. For (Mage Level) rounds, armor soak on targets the subject attacks is reduced by (10% * Mage Level) (100% at Level 10) for the subject's attack only.
  • Vision of Hell - The character is able to mentally project a powerful series of illusory flashes into a group of targets' minds, attempting to paralyze and shake them. This spell forces an image of an illusory wasteland of fire, brimstone, floating fire heads, and other horrifying visions into (Mage Level) targets' minds. Targets roll magic defense to defend, and if they fail they are struck with Moderate "Stop" status for 5 rounds.
  • Water Breathing - The character is able to breathe underwater for a short time. This effect lasts for 5 rounds.
  • Wind Wall - The character is able to summon a buffering wall of wind stretching from one point to another. It is 1 Area tall, and any ranged attack, magic spell, or gas or similar substance that tries to pass through it must beat the caster's original roll to establish the wall to do so.
Last edited by Strato on July 13th, 2023, 5:06 am, edited 5 times in total.
Tony
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Re: Sorceror's Arcana

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Post by Tony »

Level 4 Sorcerer/Wizard Spells - 160 MP to cast, 30 Spell Points
  • Agonize - A wrathful spell places a temporary curse on a target. The caster places it on a single subject, and issues simple commands. If the target does not obey within his/her next free action, the target suffers the caster's magic damage +800. This effect lasts for (Mage Level) actions/commands.
  • Animal Aspect, Greater - This spell grants a single target 2 Traits from the "Animal" race for (Mage Level) rounds.
  • Animate Dead - The caster is able to reanimate a corpse or skeleton. This can be used on standard, mundane human beings and larger, slightly stronger animals and monsters such as dogs, wolves, and other similarly sized creatures. The effect lasts for (Mage Level * 2) rounds.
  • Arcane Eye - This spell allows a caster to create a spiritual "eye" that can move freely within a short distance to scout areas. Lasts for (Mage Level * 2) rounds/actions and can move up to (Mage Level) Areas away; uses the caster's Sensory Perception rolls when necessary.
  • Bestow Curse - The character is able to temporarily place a curse on a single character. Inflicts Mild "Curse" status for 5 rounds.
  • Black Tentacles - This spell causes a cluster of dense, ichor tentacles to burst from the area around a group of targets and attempt to grapple them. This spell affects (Mage Level) targets, and if a subject fails to avoid the attack, it is considered Grappled, Strength OR Martial Arts DC 25 (+15 * Mage Level) (DC175 at Level 10) to break free. If not broken, the tendrils grapple targets for (Mage Level) rounds.
  • Charm Monster - This spell has the ability to make one monster into his/her friend, a loyal companion and assistant for (Mage Level * 2) rounds. Magic defense only.
  • Control Summoned Creature - The character is able to subjugate a lesser summoned monster as if it were his/her own. The character rolls his/her magic roll vs. the original summoner's magic roll for subjugation control of the summoned monster. The effect lasts until the summoned monster is dismissed or the caster is usurped again, but is not usable against Grand Summons or similar.
  • Crushing Despair - This spell destroys a single target's morale for a short time. For (Mage Level) rounds, the subject suffers a (-5 * Mage Level) (-50 at Level 10) penalty to combat and skill checks.
  • Darkvision, Greater - This spell allows a single target to see better in the dark than in the daytime. For (Mage Level) rounds, a single target is immune to Mild, Moderate, and Acute "Blind" effects, low-light penalties, and benefits from thermal-type vision.
  • Detect Scrying - This spell makes a character aware of magical espionage via extrasensory perception. For (Mage Level) rounds, the subject of this spell learns if scrying or divination or other forms of magical spying is in effect within (Mage Level) Areas.
  • Enlarge Person, Mass - This spell allows a caster to raise a group of targets' size to Giant 1. This effect lasts for (Mage Level) rounds and affects (Mage Level) targets.
  • False Life, Greater - This spell twists life energy into granting the caster only additional vitae. This spell grants the caster an additional (+1000 * Mage Level) (+10000 at Level 10) to its Maximum HP, but does not restore it to that amount. This effect lasts for (Mage Level) rounds, and when that time is expired, HP is ripped from the caster by the aether, (-500 * Mage Level) (-5000 at Level 10), which cannot be restored except by 8 hours (or equivalent) of rest.
  • Familiar Melding - This spell allows a caster to place his/her consciousness into the body of its familiar within a short distance. The caster projects his/her consciousness into a familiar within (Mage Level) Areas, and can possess that body and benefits from all of its effects for (Mage Level) rounds. If the familiar is slain while within (Mage Level) Areas of the caster's body, the consciousness returns to the original body and the familiar is slain as normal; however, if the caster's body is outside (Mage Level) Areas of the possessed familiar, both the familiar and the possessor are slain.
  • Fire Shield - A scorching shield of flame surrounds the user, dealing caster's Fire-based magic damage +500 to enemies who attempt to melee attack the user for (Mage Level) rounds. Attacks still pass through the shield and deal normal damage. When struck with a Water-element attack, the shield falls immediately.
  • Fire Trap - This spell places a curse on a single target that, when interacted with (a box, a door, etc.), the disturber activates the trap and is dealt Fire-element magic damage +800. This spell lasts from when it is cast to until it is activated or dispelled.
  • Firefall - This spell allows a caster to exponentially grow and detonate an existing flame. An existing fire source is grown before exploding, dealing Fire-based magic damage +800 and inflicting Moderate "Burning" effect on all targets within (Mage Level) Areas.
  • Fleshworm Infestation - The caster is able to fester a single target with flesh-eating worms for a short time. This spell requires a character to grab another, but upon contact -- for however brief a time -- the target begins to fester with painful worms that gradually leech away health and hinder movement. Inflicts Acute "Infested" status for (Mage Level) rounds.
  • Globe of Invulnerability, Lesser - This spell allows a single target immunity to lesser spell effects. For (Mage Level) rounds, the target reduces all damage from Level 1, 2, and 3 spells to 10%, but it's considered unsoakable.
  • Hallucinatory Terrain - This spell creates a widespread illusion across still, natural terrain, allowing the caster to make others mistake forest for plains, desert for ocean, et cetera, affecting sight, sound, and smell. This spell lasts until dispelled, and to perceive the illusion requires a Sensory Perception check, DC 25 (+15 * Mage Level) (DC175 at Level 10).
  • Ice Storm - The user is able to create a dense sleet and ice storm across (Mage Level/2) Areas. This storm will last for 5 rounds unless dismissed and shrouds the affected areas with Acute "Blind" status.
  • Illusory Wall - This spell allows a caster to make an illusory vertical or horizontal surface. This spell creates an intangible illusion of a wall, ceiling, floor, or other similar surface that can be up to (Mage Level / 2) (round down) (5 at Level 10) Areas in size, and lasts for (Mage Level) rounds/actions.
  • Invisibility, Greater - This spell grants a single target a greater level of invisibility, amking them nearly impossible to detect by mundane means. Grants a single target Acute "Invisibility" effect for (Mage Level) rounds.
  • Magic Siege Engine, Greater - The character is able to bless siege, artillery, or vehicular weapons with divine power, enhancing their performance greatly. This spell adds +25% damage and +25% accuracy to a weapon per Mage Level (+250% Damage/Accuracy at Level 10, for a total of 350% effectiveness (weapon * 3.5)).
  • Malfunction - This spell makes a single synthetic target behave erratically for a short time. Inflicts Chronic "Charm" effect on a machine or synthetic-type target for (Mage Level) rounds.
  • Mnemonic Enhancer - This spell allows a single target to access its mana pools and cast duration spells quicker. Grants a single target Mild "Multicast" effect for (Mage Level) rounds.
  • Moonstruck - This spell reverts a target into a bestial, lycanthropic form that drops all weapons and items, sheds its armor, and grows enraged and feral. This target suffers from both Mild "Berserk" and Acute "Confuse" status for (Mage Level) rounds.
  • Obsidian Flow - This spell converts 1 Area into molten glass that cools immediately. All targets within the area must pass a flat-foot dodge check, DC50 (+15/Mage Level) (DC200 at Level 10), to avoid taking damage and being stuck in the glass. The Area is considered rough terrain and requires an athletics check, DC50 (+15/Mage Level) (DC200 at Level 10), to pass; if the DC is failed, target is "stuck" inside until the spell wears off or the pass is made, and any rolls (EXCEPT the athletics check to escape) are rolled at -20. The spell lasts for (Mage Level) rounds.
  • Overwhelming Grief - This spell forces a subject to suffer terrible sadness for a short time. Magic defense only; inflicts Acute "Sadness" effect on a single target for (Mage Level) rounds.
  • Phantasmal Killer - This spell creates an illusory double of a single target, which claims to be the actual target. The caster then rolls 1d(number of targets); if the subject of the illusion is targetted by this, the illusion attacks and deals "Death Sentence" to the target before disappearing; if any other is targetted, deals regular magic damage +800 and lasts for (Mage Level) rounds, making the target roll each time on the caster's turn independently.
  • Phantom Chariot - This spell creates an illusory, corporeal four-wheeled, four-horse chariot that can be driven normally. The chariot lasts for (Mage Level) rounds/actions.
  • Phantom Steed, Communal - This spell creates a group of shimmering, corporeal ghosts in the likeness of horses that can be used for quick traveling. Creates (Mage Level) horses that are considered in prime condition at all times, and last for (Mage Level) hours per cast.
  • Rainbow Pattern - A twisting pattern of subtle, shifting colors weaves through the air, fascinating up to (Mage Level * 2) targets within it. Magic defense only; if a target fails to defend, the target can take no action other than to stare at the origin of the fascination dazedly, including the place where the cast originated from if the caster moves. This effect lasts for (Mage Level) rounds, or until the fascinated target is shaken, attacked, or an overtly offensive action is taken towards it.
  • Reduce Person, Mass - This spell reduces a group of targets' size to Tiny 2. This effect lasts for (Mage Level) rounds.
  • Remove Curse - This spell is able to remove lesser curses placed on a single target. Removes Mild "Curse" status. This can only be used once every 3 rounds.
  • Resilient Sphere - This spell creates a sphere of spiritual energy around a single target that prevents exterior influences from reaching the subject, but also prevents the subject inside from leaving it. This sphere has (normal magic damage * 5) HP and is considered non-elemental.
  • Ride the Waves - This spell grants a target the ability to swim at twice normal speed and grants +5/Mage Level to Swimming checks. Lasts for (Mage Level) rounds.
  • River of Wind - The character is able to create a narrow corridor of wind that courses through several Areas. The "river" is only 1 Area wide/deep, but "flows" up to (Mage Level) Areas in the direction its "current" is moving. Any targets or characters caught in the affected Areas must beat a Movement Check, DC50 + (10 * Mage Level (DC150 at Level 10)) or be swept 1 Area in the current's direction with "Knockback" and "Knockdown" +1 Severity/2 Mage Levels (Terminal & Terminal at Level 10).
  • Scrying - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character cannot receive audio, but can otherwise control the scry point as if it were a camera.
  • Secure Shelter - This spell creates a comfortable, temporary shelter in the likeness of a small cottage that can be used as a comfortable, safe resting place. This effect lasts for (Mage Level) hours per cast.
  • Shadow Conjuration - The character is able to "summon" a shadowy conjuration of a myriad of different creatures, with only a fraction of real strength unless the illusions are believed to be real. The caster can create up to (Mage Level) levels of illusory lesser summon monsters (if Level 10: 1 level 10, 2 Level 5s, 3 Level 3s and 1 Level 1, etc.) that are at their beck and call. All targets in the surrounding areas must make a Magic Defense check vs. the caster's "summon" roll to determine if they are real or not; if a target succeeds, the monster's attacks are all at Level 1 magic damage (+100), but if the target fails, the monster's attacks are all at full magic damage (+800).
  • Shadow Step - The character is able to move rapidly point-to-point within (Mage Level / 2) (round down) (5 at Level 10) Areas through naturally occurring shadows as if teleporting. The destination must be line-of-sight from the beginning point. Each individual movement spends requisite MP.
  • Share Senses - This spell allows a single target to use extrasensory perception to perceive things that its familiar does. The familiar uses its own Sensory Perception rolls as normally, but the caster is able to benefit from it for (Mage Level) rounds.
  • Shocking Image - The character is able to create a series of mirror images around him/herself that guise the character's own movements. When the character is attacked by anything, the defender rolls a die to determine if he/she is targeted or if it is a mirror image of him/her. A caster can have up to (Mage Level) mirror images, and "1" will always be the caster him/herself. If it is a spell or a ranged attack, the image is simply destroyed; if it is a melee attack, though, striking the image prompts a Reaction check, DC 25 + (15 * Mage Level) (DC 175 at Level 5) to avoid being shocked for the caster's magic damage +800. This effect lasts for (Mage Level) rounds or until all the images are destroyed.
  • Shout - This spell creates a series of powerful sonic waves that strike and blow back a group of targets. Deals Force-based magic damage +800 and (+1 Severity/2 Mage Levels) (round down) (5 at Level 10) "Knockback / Wall Rush" effect to (Mage Level) targets.
  • Solid Fog - A user is able to enshroud (Mage Level) Areas in a thick surreal mist that shrouds optics and eyesight alike, as well as impedes movement. The first time this Ability is used inflicts Mild "Blind" and Mild "Slow" status on the affected Areas, and each subsequent use raises Blind and Slow by 1 severity level (Mild to Moderate, Moderate to Acute, etc.)
  • Stone Shape - The character is able to bend and naturally "chisel" stonework or pieces of solid stone or earth into many different shapes at will. The quality of the work is depending on the roll achieved, and can take many forms which will have circumstantial effects.
  • Stoneskin - The character is able to shroud (Mage Level / 2) targets in impenetrable earthen armor for a period of time. This armor actually wholly absorbs (Magic damage * 2) HP damage -- physical or magical -- before crumbling away. Any damage that is "bleed over" after the armor has lost its effectiveness is carried over onto the user as normal. However, dodging with Stoneskin active is impossible; only Bracing, Blocking, or Magic Defense is available.
  • Summon Monster IV - The character is able to summon 1 Level 4 Dark lesser creature to fight for him/her for 5 rounds.
  • Symbol of Revelation - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, an illusion is projected around the surrounding (Mage Level) Areas. This effect lasts for 5 rounds.
  • Symbol of Slowing - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, the rune inflicts Acute "Slow" effect on all targets in that Area for 5 rounds.
  • Telekinetic Charge - This spell allows the caster to hurl a single, willing ally great distances, giving bonuses to attacks as if in flight. The caster can throw a single target up to (Mage Level) Areas away, giving the subject Flight "Dive Bomb" bonuses according to how many Areas it is thrown.
  • Tongues, Communal - The character and a group of allies are able to temporarily speak and understand a great deal of terrestrial languages. Unique, inhuman, dead, or ancient languages are not always applicable. This effect lasts for (Mage Level) verbal exchanges (between each character, not total) and includes (Mage Level) characters per cast.
  • Touch of Slime - This spell infects a single target with a parasitic green slime! This spell imbues a target with Moderate "Infested" status; the slime can be removed by scraping, freezing, burning, cutting, sunlight, or remove disease, but the attempts must beat the caster's original roll to do so. If the slime kills a creature (not just KO), it consumes the body and then dies. It cannot transfer to a creature other than the original target, and dies if separated from the original target.
  • True Form - This spell restores a a target to its natural state. Removes Mild, Moderate, and Acute "Zombie," "Transform," and polymorphing effects.
  • Vitriolic Mist - A cloud of dense toxic acid surrounds the user, dealing caster's magic damage +500 and inflicting Mild "Melt" status to enemies who attempt to melee attack the user for (Mage Level) rounds. Attacks still pass through the shield and deal normal damage.
  • Wall of Fire - An immobile, blazing curtain of shimmering red fire springs into existence within 5 Areas of the caster. Touching the fire deals magic damage +800, and it lasts for (Mage Level) rounds without the caster's concentration.
  • Wall of Ice - The user is able to create a fully solid wall of ice that can be up to (Mage Level / 2) (round down) (5 at Level 10) Areas high/wide, though works best in enclosed areas. When completed, the wall has (magic damage * 5) HP and must be destroyed to pass through. Wall is considered "Ice" elemental.
Level 5 Sorcerer/Wizard Spells - 250 MP to cast, 40 Spell Points
  • Acidic Spray - This spell sends a gout of noxious acid to strike a group of targets. Attacks (Mage Level) targets and deals magic damage +1000, as well as Moderate "Melt" status.
  • Animal Growth - This spell grants Giant 1 to a single animal target, along with the effects of each level. These effects can be stacked per cast to Giant 2.
  • Astral Projection, Lesser - The character is able to project him/herself into the "astral plane" or the Lifestream, to commune with spirits past and present. The character is able to reside in this state of trance for (Mage Level) hours at a time.
  • Baleful Polymorph - This spell transforms a single target into another form temporarily. Imbues a target with "Transform" status, +1 severity/2 mage levels (Terminal at Level 10), and lasts for (Mage Level) rounds.
  • Blight - This spell withers non-sentient plants to death (+3500 magic damage), and deals double magic damage against plant-type monsters.
  • Break Enchantment - The character is able to break the enchantments and transmutations of another character. Removes Mild "Confuse," "Transform," and "Curse" status effects. This can only be used once every 3 rounds.
  • Contact Other Plane - This spell allows the caster to commune with an extraplanar creature for a short time. With meditation, the character can ask (Mage Level) "yes or no" questions to an extraplanar or similar creature/character and receive answers appropriate to his/her casting roll. This spell can only be used once per diem, and multiple questions about the same subject will receive the same answers until a new roll is made.
  • Corrosive Consumption - This spell creates a pool of acid across the ground that corrodes and eats away at things that pass through. This pool covers 1 Area and lasts for (Mage Level) rounds; any that pass through the pool suffer non-elemental magic damage +1000 and Mild "Melt" status, and each round spent inside of the pool inflicts damage and Mild "Melt" status again.
  • Curse of Disgust - This spell places a curse on a single target that makes him/her ill whenever a specific trigger is viewed. Magic defense only; this spell lasts until dispelled. Whenever the subject views the given trigger, it suffers Acute "Weak" status for (Mage Level) rounds.
  • Dismissal - The character is able to banish a creature or monster back to the plane it originally came from. This spell is only useful against Level 4 or lower extraplanar or similar summon creatures; roll magic vs. target's magic defense for success.
  • Dominate Person - This spell allows the caster to inflict its willpower on a weaker minded target for a short time. Inflicts Terminal "Confuse" status on a single target for (Mage Level) rounds.
  • Dream - This spell allows a caster to send a message in the form of a dream to a familiar, sleeping target across great distances.
  • Echolocation - The character is able to "see" within (Mage Level) areas in total darkness, or when suffering from "Blind" status up to (+1 Severity/2 Mage Levels) Severity (level 6 - Acute, Level 8 - chronic, etc.)
  • Energy Siege Shot - This spell allows a 12-, 16-, or greater slot weapon to deal elemental damage for a single shot per cast. Grants Mild "En-element", with an element of the caster's choosing, for one shot.
  • False Vision - This spell creates an illusion that is only visible to magical espionage, fooling would-be spies and divinators. The illusion lasts for (Mage Level) rounds, and forces a scryer or detector to beat the illusion cast roll in order to see through it.
  • Feeblemind - This spell causes a single target's mental facilities to abandon it for a short time. Inflicts Chronic "Lapse" effect on a single target for (Mage Level) rounds.
  • Fickle Winds - A swirling cyclone of wind forms around a group of targets to protect them from projectiles attempting to get inside of it, but allows projectiles to be fired from the inside, out. This spell surrounds (Mage Level) targets with a buffering circle of wind that helps deflect projectiles and spells from reaching the targets, but allows the targets to shoot through the wall. Ranged attacks, magic spells, or gas or similar substances that try to pass through it must beat the caster's original roll to establish the wall to do so.
  • Life Bubble - The character is able to protect a group of allies from inclement environments. This spell surrounds targets with a constant and moveable shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons. In addition, the shell protects subjects from extremes of temperature as well as extremes of pressure.
  • Mage's Faithful Hound - This spell creates an illusory canine that acts as a sentinel over an Area for a short time. The dog acts independently and uses the caster's magic roll and damage +1000 to attack non-allies who attempt to pass into the dog's guard area.
  • Magic Jar - This spell creates a phylactory out of a gem or large crystal, allowing it to act as an in-between for malevolent possession. The caster places his/her soul into the "magic jar", leaving its body lifeless, and from the "magic jar" can attempt to possess another target within (Mage Level) Areas. If successful, the subject and the caster's spirits are exchanged; the caster keeps its Mental Statistics, mental stat-based Skills, and Magic, but uses the subject's Physical Statistics, physical-based skills, feats, and equipment. This possession can last for (Mage Level) rounds before the caster must return to the "magic jar". If a possessed body is killed with the jar in (Mage Level) Areas, the caster is returned to the jar and the possessed target is slain as normal; if the jar is out of range, the caster is killed as well. If the jar is smashed and the body is in range, the possession is completely forfeited and the caster's soul returns to its body; if it is out of range, the caster is killed immediately.
  • Mirage Arcana - This spell creates a widespread illusion across still, natural terrain, allowing the caster to make others mistake forest for plains, desert for ocean, et cetera, affecting sight, sound, and smell. This spell can also disguise structures such as buildings, or create entirely illusory structures. This spell lasts until dispelled, and to perceive the illusion requires a Sensory Perception check, DC 25 (+15 * Mage Level) (DC175 at Level 10).
  • Nightmare - This spell sends a frightening visage to a single target in an effort to paralyze it in fear. Magic defense only; deals nonlethal magic damage +3500 and inflicts Moderate "Weak" and Acute "Stop" effects for (Mage Level) rounds.
  • Pain Strike, Mass - This spell curses a group of targets to suffer severe pain for a short time. Deals nonlethal magic damage (+1000) per round and inflicts Mild "Weak" status to (Mage Level) enemies for (Mage Level) rounds.
  • Passwall - This spell allows a caster to create a passageway through soft materials such as stone, plaster, or wood (not metal or reinforced cement, for instance) where there would otherwise not be one. This spell can create a passage (Mage Level / 2) (round down) (5 at Level 10) Areas in any direction.
  • Plague Carrier - The caster is able to imbue a single target with a terrible effect that spreads their misery to others, like one carrying disease to his/her friends. Deals magic damage +3500 and inflicts Moderate "Trouble" status on a single character for 5 rounds.
  • Planar Adaptation - The character is able to use spiritual pressure to ward off the strange and foreign effects of other planes on the caster and other characters. The character is able to deny the strange effects of different planes on a single character for (Mage Level) rounds per cast.
  • Polymorph - This spell allows a caster to transform a willing subject into a number of different superficial forms, including animals, humans, and certain monsters. When under an animal or monster effect of polymorph, the subject receives minor traits and aspects that help define that creature; when under human disguise, this spell also grants a character (+10 * Mage Level) to Disguise checks. Polymorph lasts for (Mage Level) rounds/actions per cast.
  • Prying Eyes - This spell creates a number of small floating magical sensors that quickly fly and can scout out areas before returning to the caster. Creates (Mage Level) magical "eyes" that use the caster's magic roll for perception checks and each can travel up to (Mage Level) Areas away; however, the caster does not receive information until the eyes return. The caster has no connection past concentration on maintaining the spell with the eyes; therefore, if an eye does not return, the caster does not know its fate. The eyes can scout for (Mage Level) rounds before they have to return.
  • Rapid Repair - This spell rapidly repairs damage to a machine or synthetic creature for a short time. Grants a single target machine or synthetic creature Acute "Regen" effect for (Mage Level) rounds.
  • Seeming - This spell allows a caster to disguise a group of willing subjects in different ways. This spell superficially changes the appearances of (Mage Level) subjects and grants a (+5 * Mage Level) (+50 at Level 10) bonus to Disguise checks while under the effect. The effect lasts for (Mage Level) rounds/actions.
  • Smug Narcissism - There hasn't been this much love in a room since Narcissus discovered himself. Magic defense only; for (Mage Level) rounds, the target character is unable to take any action that may threaten its appearance (such as offensive combat) and suffers from extreme hubris and vanity, to the point of causing distraction to him/herself and others around. The character suffers from Mild "Weak" status, and will take every opportunity possible to talk about itself and will spend as long as physically possible (beyond reasonableness) admiring itself in a reflective surface.
  • Sonic Thrust - This spell creates a column of sonic energy that emanates from the caster's hand, striking a group of enemies and blowing them backwards. Deals magic damage +1000 and inflicts Acute "Knockback / Wall Rush" effect.
  • Soothe Construct - This spell allows a caster to calm and befriend an enemy machine or synthetic creature. Magic defense only; if successful, the machine becomes passive again until controlled or commanded otherwise.
  • Summon Monster V - The character is able to summon 1 Level 5 Dark-element monster to fight for him/her for 5 rounds.
  • Summoner Conduit - The character is able to form a spiritual binding between one character and his/her summoned creature or spiritual companion. When the summoned creature takes damage, the target does as well, for (Mage Level) rounds.
  • Symbol of Pain - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Moderate "Pain" status on all targets in that Area.
  • Symbol of Scrying - The character is able to create a runic symbol on a smooth, flat surface about an Area wide. When this rune is tripped, it activates a "scrying sensor" for the caster, which causes the image to appear on a given reflective surface nearby.
  • Symbol of Sleep - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Chronic "Sleep" status on all targets in the Area.
  • Symbol of Striking - The character is able to create a runic symbol on a smooth, flat surface about an Area wide. When this rune is tripped by a character, that one character is cursed with dark energy. Inflicts "Countdown" status on one target, which will reduce it to -1 HP in 1d5+5 rounds.
  • Telepathic Bond - This spell creates a number of telepathic links between a group of characters to allow for silent communication. Mentally links up to (Mage Level * 2) characters together for (Mage Level) rounds/actions.
  • Transmute Rock and Mud - This spell permanently transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) and vice versa. Any creature in the mud or stone is allowed a flat-foot dodge check, DC10 + (+10/Mage Level) (DC110 at Level 10) to escape before the area is transmuted.
  • Unbreakable Construct - This spell grants a machine or synthetic construct a great deal of resiliance for a short time. Grants a single target Chronic "Defense" status for (Mage Level) rounds.
  • Wall of Force - This spell erects a shimmering barrier of non-elemental magical energy that stretches across a wide area. This wall can be (Mage Level) Areas in dimension and has (normal magic damage * 5) HP. The wall lasts for (Mage Level * 2) rounds or until destroyed.
  • Wall of Stone - The character is able to erect a massive wall of the ground underneath him/her to fortify a place or block passage. The wall can be up to (Mage Level) Areas in dimension, and it has (Magic Damage * 2) HP. IT is considered "Earth" elemental in nature.
  • Waves of Fatigue - This spell creates several waves of sickening energy that weakens and damages a group of enemies. Inflicts non-elemental magic damage +1000 and Moderate "Fatigue" status on (Mage Level) targets.
Last edited by Strato on July 13th, 2023, 4:47 am, edited 2 times in total.
Tony
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Re: Sorceror's Arcana

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Post by Tony »

Level 6 Sorcerer/Wizard Spells - 360 MP to cast, 60 Spell Points
  • Acid Fog - A noxious fog of dangerous acid lingers inside of a single Area, wearing away whatever dares to pass through it. For (Mage Level) rounds, a hazy green cloud of acid hangs inside of the target Area, and anything that passes through it must take the caster's base magic damage +1500 and suffer from Acute "Melt" status.
  • Analyze Dweomer - Reveals magical aspects of surrounding subjects. May examine magical auras as a free action for 1d5 rounds/hours.
  • Bear's Endurance, Mass - The character grants a bonus of +50 Physical Soak/Mage Level (+500 at Level 10) to up to (Mage Level * 2) (20 at Level 10) characters for up to 5 rounds.
  • Bull's Strength, Mass - The character grants a bonus of +20 Strength/Mage Level to (Mage Level * 2) (20 at Level 10) characters for lifting and damage purposes (+200 at Level 10) for 5 rounds.
  • Cat's Grace, Mass - The character grants a bonus of +20 Dexterity/Mage Level to up to (Mage Level * 2) targets for movement and dodging purposes (+200 at Level 10).
  • Contagion, Greater - A deadly spiritual drain is placed on a single target. This spell ravages a target's stamina and its virulence is treatable only with specialization. Inflicts Acute "Disease" and Moderate "Poison" status on a single target.
  • Contingency - This spell-- more a casting technique than anything -- allows a mage to set a "condition" for the automatic casting of another spell. This condition-spell combo can only be set once per mission (even if it's multi-session) and cannot be altered once set. Setting the condition costs "Contingency"'s MP, but that MP cannot be regained until the mission is over. When the condition is met during the mission, the specified spell is cast automatically as a free action, but costs the spell's MP each time. Valid condition-spell combinations are based on a GM's "I'll know it when I see it" jurisprudence.
  • Control Water - The character is able to control existing bodies of water with some proficiency, allowing them to expend power to mold and move water. This spell allows a character to control (Mage Level / 2) Areas of water (deep and/or wide), allowing them to part, push, lower, or raise it. This effect lasts for 5 rounds.
  • Curse, Major - The character is able to bestow a powerful curse on a single target that debilitates and weakens it for a short time. Inflicts Moderate "Curse" status on a single target for 5 rounds.
  • Disintegrate - The character is able to send a beam of non-elemental energy from his/her hands to strike a single target. This beam is extremely dangerous, dealing full-power non-elemental damage +5000 to the target if struck ... but the beam carries with it a chance of outright destroying lesser creatures ("goons") and solid objects (doors, walls, machines, etc.). Critical hit range on this spell is raised to 10%, but Divine remains at 1%.
  • Dispel Magic, Greater - The character is able to remove the most recent Mild, Moderate, or Acute status effect placed on up to (Mage Level) targets.
  • Eagle's Splendor, Mass - The character grants a bonus of +20 Spirit/Mage Level (+200 at Level 10) to (Mage Level * 2) characters for 5 rounds.
  • Energy Siege Shot, Greater - This spell allows a 12-, 16-, or greater slot weapon to deal elemental damage for a single shot per cast. This spell can also be cast on vehicular-level weapons for similar effect. Grants Mild "En-element", with an element of the caster's choosing, for 5 rounds.
  • Envious Urge - Target becomes envious for 1d5 rounds. Will try to steal from or disarm a random ally or enemy every turn, taking a valuable, weapon, or prized possession. Can make a will-resist check every turn to negate this effect against the original cast.
  • Forceful Hand - The user is able to project an extremely powerful wave of force towards a single target, pushing it backwards. Deals Force-based damage +5000 and inflicts (+1 Severity / 2 Mage Levels) (Terminal at Level 10) severity "Knockback / Wall Rush" status to a single target.
  • Freezing Sphere - The user is able to create a dense ball of spiritual energy that, upon contact with an object, flash-freezes it and the surrounding area. Can be used to create barriers (block doorways), freeze up to (Mage Level / 2) (round up) Areas (5 Areas at Level 10) of the surface of liquid water to allow passage, and various other similar effects.
  • Geas/Quest - The character is able to place a divine mandate on a single character, forcing them to either complete a set of tasks laid out before it or suffer the consequences... This spell places a "mandatory" quest on a single character, which can be as closed- or open-ended as needed, but geas/quests that are too open-ended or impossible by the user's own ability can only last a period of (Mage Level) days at maximum. So long as the character stays on a "voluntary" path towards the goals of this quest or task, they suffer no consequences; if the character stops or is prevented from carrying on the task, it begins to suffer the "Curse" status effect. The first week incurs Mild "Curse" status; after a month, Moderate; after two months, Acute; after six months, Chronic; after a year, Terminal. A Geas can be removed by a Curse-curing spell, but someone attempting to break the geas must roll against the caster's original spell cast result each time the "break" is attempted. Otherwise, this spell lasts until the quest is completed or it is successfully dispelled.
  • Getaway - Teleports a group of predetermined allies and creatures to a predetermined location. Range: within the same plane. Allies can choose to stay if they wish.
  • Globe of Invulnerability - This spell allows a single target immunity to lesser spell effects. For (Mage Level) rounds, the target reduces all damage from Level 1, 2, 3, and 4 spells to 10%, but it's considered unsoakable damage.
  • Heroism, Greater - Target is emboldened by a hero's spirit. For (Mage Level) rounds, a single target benefits from a (+5 * Mage Level) bonus to all rolls, Chronic "Offense" status, and Moderate "Endure" status.
  • Leashed Shackles - This spell creates spiritual bindings that lash around a target and latch them into a single place in the ground, preventing movement. They are still able to speak and interact, but cannot move from where their feet are anchored. This effect lasts for 5 rounds.
  • Legend Lore - Lets you learn tales about a person, place, or thing. If you are in the same general location as said legend, casting time is 1d4*10 minutes. If you only have detailed information on the legend, time is 1d10 days. If you only know rumors, time is 2d6 weeks. In this time period you cannot participate in missions and the like; you may only partake in normal activities (sleep, eating, etc). At the end of this time period, roll luck. On a 51+, more rumors and legends about this being are brought to mind. On a 501+, more current information is given into the caster's mind. On 801+, more forgotten or unknown details can be offered.
  • Mislead - This spell masks a target in an invisible shroud and creates in his/her stead a basic doppelganger of the target that can perform basic actions and interact with the environment to a limited extent. It counts as a separate target and draws the fire away from the original subject. Inflicts Acute "Illusion" status on a single target and lasts for (Mage Level) rounds.
  • Serenity - The character is able to inflict a "pacifist zone" around him/her that will strike offending targets with nonlethal pain and damage. This spell creates a zone of tranquility (Mage Level) Areas in diameter and fills minds inside of it with peaceful feelings. Those attempting to commit violence suffer the caster's nonlethal magic damage +1500 each round they attempt to harm another creature. If attacked, affected individuals can defend themselves using defensive actions, such as dodges, blocks, counters, and magic defenses, without suffering the effects.
  • Shadow Walk - Step into the shadow plane to travel rapidly at 50 mph. It's impossible to accurately judge distance and terrain from the shadow plane. If the caster and allies appear where there would be a solid body, they are shunted 1000 feet in a random direction and take *0.5 base magic damage until they reach an empty space.
  • Sirocco - The character is able to create a searing-hot blastwave of down-draft air and project it downwards onto a single Area, affecting all targets inside. This actually deals a mix of Fire- and Wind-element magic damage +1500, and any who are struck by it suffer from Acute "Fatigue" status for 5 rounds.
  • Suggestion, Mass - 1 target per 2 mage levels (round down) are influenced by a 1- or 2-sentence suggested course of activity. The suggestion must be logically reasonable or the spell will not work. (Will-Resist Only)
  • Symbol of Sealing - The character is able to place a symbol above or below a door or similar passage/throughway less than 2 Areas wide, which -- when triggered by a character or creature passing within 1 Area of the symbol -- activates a powerful wall of non-elemental, shimmering spiritual energy that bars passage beyond the wall. This wall has (magic damage * 2) HP and is considered non-elemental.
  • Transformation - This spell briefly transforms the subject into a larger, stronger, faster, more brutal version of itself. Inflicts Chronic "Berserk" status on a single target for (Mage Level) rounds; however, the character is completely unable to cast magic spells while under this effect.
  • True Seeing - The character is able to bestow "divine sight" on a single target. This spell doubles a character's roll result when attempting to look through or discern illusion-type spells or effects. The character is also automatically able to see through shapeshifting effects
  • Unwilling Shield - A spiritual bond is wound between the caster and a specified enemy, making the latter share in the former's torment. Inflicts Moderate "Reverse" status on the target, making it take any damage the caster suffers even if not done by the target's hand.
  • Utter Contempt - Target receives -20 to Diplomacy checks for 1d5 rounds due to complete and utter contempt for other beings. (Magic defense nly)
  • Veil - Changes appearance of up to 3 targets to whatever you wish. A will check can be made against the original cast to see through the illusion.
  • Wall of Iron - This spell creates a massive, dense wall of metal that blocks passages. Erects a non-elemental wall of iron that can span up to (Mage Level) Areas, and has (magic damage * 20) HP. This spell lasts until dispelled or the barrier is broken; if broken in any section, the entire wall will fall.
Level 7 Sorceror/Wizard Spells - 490 MP to cast, 75 Spell Points
  • Arcane Cannon - This spell allows a user to create a magical rune up to (Mage Level) Areas away, placed on a flat surface or the ground. This rune will cast a single programmed spell once per round when tripped by either an ally or an enemy, which is also "programmed" into the rune when created. The rune has (Magic Damage) HP and can be destroyed physically or magically. The rune uses the caster's spell damage +2000 and magic roll to strike. It lasts for (Mage Level) rounds unless destroyed. Spells cast by the rune do not cast the user MP.
  • Arcane Sight, Greater - This spell can be cast on the user or another target, and allows them to see and track not only magical aurae or emanation, but also allows them to easily identify magical effects or spiritual signs in other creatures or objects. For (Mage Level) rounds, the target is able to visually identify a vast array of Status Effects, Enchantments, and other magical effects around them.
  • Banishment - This spell severs the spiritual bond between lesser summoned creatures and a Summoner, returning the lesser creatures to the aether. This spell banishes up to (Mage Level / 2 (round down)) lesser summoned creatures by besting a Magic vs. Magic Defense roll. This spell can also be used against Greater Summons, but instead of Banishing them, deals magic damage +5000 and a critical hit against them if they strike.
  • Circle of Clarity - The character is able to place an area enchantment on his/herself or a single target that will emanate within a wide area to dispel illusions, reveal the hiding, and enhance the sight of those within. This spell is cast on a single target and within (caster's Mage Level) Areas of that target, allies' Spot/Search check results are immediately doubled before any other modifications. This works against other creatures' Move Slowly/Hide/Sneak Attacks, against Illusions, and against Invisibility effects.
  • Control Construct - Take control of a construct. A caster is able to temporarily take over magical constructs to make them do ones bidding for (Mage Level) rounds
  • Control Weather - The character is able to manipulate local weather patterns; unless otherwise specified, this spell only works outside in actual weather-affected environment. Can turn rain to shine, shine to rain, shine to snow, et cetera. This effect lasts for (Mage Level) hours.
  • Deflection - Attacks that miss are redirected back to the source of the attack. This defensive ability is cast by a standard action against the caster or a designated target. The roll result determines the DC to strike the subject. If the DC is not met whenever an attacker strikes, that damage is delt back onto them instead of the caster. This effect lasts for (Mage Level) attacks (not rounds).
  • Epidemic - This spell devastates a single target with a ravenous, lethal disease. Inflicts Acute "Disease" status, Acute "Poison" status, and Acute "Fatigue" status for 1d5 rounds.
  • Ethereal Jaunt - The caster is able to surround itself or a single target in ethereal spiritual energy to render them partially out of phase with the current plane. Inflicts Acute (Alt) "Invisible" status on a single target for (Mage Level) rounds.
  • Firebrand - Imbue your allies with the power of fire. Up to (Mage Level) targets gain fire element to physical attacks and become immune to Fire-element damage for (Mage Level) rounds..
  • Fly, Mass - This spell allows a party to perform sustained, controlled flight for a short period of time. For (Mage Level) rounds, up to (Mage Level) targets are able to use "Flight" as if in possession of the feat.
  • Forcecage - This spell creates an ethereal cage around a target, leaving them a fraction of room to move or communicate. The cage has (base Magic damage * 20) HP and lasts until dismissed or destroyed.
  • Giant Form - This spell imbues a target with vast amounts of spiritual energy, doubling or tripling their size and mass. For (Mage Level) rounds, a target is granted the "Giant 2" trait.
  • Grasping Hand - Hand provides cover, pushes, or grapples. A giant hand appears and temporarily acts as cover for the caster for (Mage Level) rounds.
  • Hold Person, Mass - Create a bounded field in which you control who stays and who leaves. Those within are held in place untell the spell fades or they beat the caster's DC.
  • Ice Body - Your body becomes living ice. Become immune to Water-based damage for (Mage Level) rounds. Fire deals double damage and removes the casting.
  • Insanity - Subject suffers continuous confusion. Target suffers from Acute "Confuse" status for (Mage Level) rounds, [Willpower-resist only.]
  • Instant Summons - Prepared object appears in your hand. Items you have made personally and marked with an arcane mark will appear before you when called upon in a magic cloud of smoke.
  • Ki Shout, Greater - This spell allows a caster to bellow sonic energy powerful enough to rupture objects in a banshee-like howl. Deals Spell Damage +2000, Moderate "Knockback" status, and can destroy objects that provide up to Moderate "Concealment" status.
  • Lightning Rod - Absorb electrical attacks and gain immunity to electricity. For (Mage Level) rounds, when hit with an electric attack you are both immune to damage and absorb the damage taken as healed HP.
  • Lunar Veil - With the power of the moon, dispel curses of the night such as lyncans, nosferatu, zombification, etc. reverting them back to their natrual forms. Note: These cures come at GM discretion
  • Mage's Sword - Floating magic blade strikes opponents. This weapon acts on the caster's initiative, can deal up to (Mage Level) hits at magic damage +2000 apiece. The sword lasts for (Mage Level) rounds.
  • Plague Storm - Cloud infects creatures like contagion. Inflict Chronic "Venom" status on up to (Mage Level) targets.
  • Planar Adaptation, Mass - The character is able to use spiritual pressure to ward off the strange and foreign effects of other planes on the caster and other characters. The character is able to deny the strange effects of different planes on a 5 targets for (Mage Level* 2) rounds per cast.
  • Polymorph, Greater - This spell allows a caster to transform a willing subject into a number of different superficial forms, including animals, humans, and certain monsters. When under an animal or monster effect of polymorph, the subject receives minor traits and aspects that help define that creature; when under human disguise, this spell also grants a character (+20 * Mage Level) to Disguise checks. Polymorph lasts for (Mage Level*2) rounds/actions per cast.
  • Power Word: Blind - The character is able to place a hex on a single creature that lasts until it is dispelled. Whenever the caster -- up to a distance of (Affinity Level * 2) Areas -- utters the "power word" assigned to the hex, the subject is immediately subjected to Acute "Blind" status that lasts until the effect is dismissed. The actual blindness can be cured as a normal magical effect, but the actual hex must be removed as if it is a curse.
  • Project Image - For 1d5 rounds this 'double' can remain, casting spells. This double has access to all of the caster's spells level 5 and below.
  • Resonating Word - Your words have power and deeply resonate the destruction of those that hear their true meanings. Inflict Chronic "Feeble" status on a target for 1d5 rounds.
  • Reverse Gravity - Create a bounded field that extends (Mage Level/2) areas. Within that field the ceiling is the floor and the floor is the ceiling, inverting the very nature of gravity itself in an area. This lasts for up to (Mage Level) rounds.
  • Scouring Winds - This spell creates a sandstorm within 1 Area that lasts for (Mage Level) rounds and deals Acute "Blind" status to all targets caught within, as well as Wind-element magic damage +2000.
  • Scrying, Greater - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character receives audio through the aether as well, and can otherwise control the scry point as if it were a camera.
  • Shadow Conjuration, Greater - The character is able to "summon" a shadowy conjuration of a myriad of different creatures, with only a fraction of real strength unless the illusions are believed to be real. The caster can create up to (Mage Level) levels of illusory lesser summon monsters (if Level 10: 1 level 10, 2 Level 5s, 3 Level 3s and 1 Level 1, etc.) that are at their beck and call. All targets in the surrounding areas must make a Magic Defense check vs. the caster's "summon" roll to determine if they are real or not; if a target succeeds, the monster's attacks are all at magic damage +800, but if the target fails, the monster's attacks are all at magic damage +2000.
  • Simulacrum - Creates partially real double of a creature. Inflict Terminal "Illusion" status upon yourself, which lasts for up to (Mage Level) rounds.
  • Statue - This spell allows a caster to turn him/herself into a statue, with all the boons and busts that implies. The character is rendered as stone and cannot move, but is perfectly safe otherwise. This effect can last up to (Mage Level) rounds before it fades automatically. The character can break the spell at anytime to return to normal.
  • Symbol of Stunning - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Acute "Off Guard" status on all targets in the Area.
  • Vision - Lets you learn tales about a person, place, or thing. If you are in the same general location as said legend, casting time is 1d2*10 minutes. If you only have detailed information on the legend, time is 1d5 days. If you only know rumors, time is 2d3 weeks. In this time period you cannot participate in missions and the like; you may only partake in normal activities (sleep, eating, etc). At the end of this time period, roll luck. On a 51+, more rumors and legends about this being are brought to mind. On a 501+, more current information is given into the caster's mind. On 801+, more forgotten or unknown details can be offered.
  • Vortex - This spell creates a massive whirlpool 1 Area in diameter inside of a large enough body of water. All targets that pass within 1 Area of the outside of the whirlpool (2 areas from the epicenter) must pass a Swimming/Vehicle Operation check, DC50 + (+10/Mage Level) (DC150 at Level 10) or be pulled in. Any object or creature pulled into the whirlpool suffers the caster's magic damage +2000 per round, but can make a Swimming/Vehicle Operation check, DC50 + (+20/Mage Level) (DC250 at Level 10) to escape both Areas of the whirlpool at the same time. The whirlpool lasts for (Mage Level) rounds.
Last edited by Strato on July 13th, 2023, 4:54 am, edited 2 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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