Bardic Arcana

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Bardic Arcana

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Post by Strato »

Bardic Arcana

The magic of the performer, "bardic" music is titled so because it generally requires a melody or chorus to be performed while casting, whether it's performed by an instrument or by a singer. These spells are especially varied in nature; they can be offensive, defensive, restorative, supportive, indirect, utility... the bard is truly an all-around caster, and does indeed have the power ... to move you.

Bardic Arcana can only be cast by the Bardic Arcana Magic Skill.
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Level 0 spells 5 MP to cast, 5 Spell Points
  • 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.
  • Daze - Cancels 1 action of target, sending them in a slight daze. (Will Resist Only)
  • 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.
  • 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]
  • 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]
  • Haunted Fey Aspect - You surround yourself with disturbing illusions, making you appear as a strange, insane fey creature. +200 physical soak per mage level for 1d5 rounds or until you're hit.
  • Know Direction - You are able to discern north and remember directions.
  • 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.
  • Lullaby - Makes target drowsy and somewhat unaware. -5 to sense checks for 1d5 rounds.
  • Mage Hand - Can move objects weighing up to 5 pounds at will. Range is 15 feet per mage level.
  • 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).
  • 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.
  • Read Magic - Read scrolls and spellbooks if they bear magical writing that is otherwise undecipherable.
  • 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).
  • Sift - Caster can find fine details with a +5 to spot and touch checks for 1d5 hours.
  • 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.
  • Summon Instrument - Summons one handheld musical instrument of typical quality for 1d5 hours.
  • Unwitting Ally - Target cannot tell friend from foe for 1 round. Will not target enemies during this time. (Will Resist Only)
Level 1 Spells 10 MP to cast, 10 Spell Points
  • Abstemiousness - Target a food item. Will keep someone satisfied for a full day.
  • 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.
  • Adjuring Step - You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
  • Adoration - This spell makes a single character appeal much easier to others. This spell grants a Diplomacy bonus of (+10 * Mage Level) to a single target for (Mage Level) 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.
  • 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.
  • 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.
  • Beguiling Gift - Target immediately accepts an offered item and uses/consumes it unless it physically cannot. Target is beguiled for 1d5 rounds.
  • Borrow Skill - Make a skill check using another’s skill level for 1d5 rounds. Designate a target and a skill upon casting. You still use your own stats.
  • Call Weapon - Telekinetically draw a weapon from an ally's possession.
  • 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.
  • Compel Hostility - The character is able to direct the attention of (Mage Level) monsters and other nonsentient or semi-sentient creatures to a specific target instead of others. This effect lasts for 5 rounds. This spell is considered a "self buff" rather than a targetted spell, and creatures who may attack others around the targetted object/character must roll regular Willpower vs. DC50 + 20/Mage Level (250 at Level 10).
  • 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.
  • Cultural Adaptation - You gain the correct native accent and mannerisms when you speak a language with a spell like tongues, granting you bonuses to interactions with native speakers of that language. This does not teach you the native language. 1d5 hours.
  • 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.
  • Dazzling Blade - Cast upon 1 target, their weapon becomes dazzlingly shiny and bright, able to cause Mild 'Blind' status for 1d3 rounds on a successful strike.
  • Deadeye’s Lore - Cast upon one target, the target gains a hunter's instinct. +10 to Survival checks for 1d5 hours, and the subject is not slowed by treacherous terrain.
  • 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 Charm - Use extrasensory perception to recognize unnatural mental/emotional influences (magic, psionic, drug-induced, etc.) active within two Areas.
  • 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.
  • 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.
  • Enhance Water - Transforms water into an alcoholic beverage of middling quality. Also purifies toxins and poisons. The more contaminants present, the darker the ale & the more full-bodied the wine.
  • Erase - This spell completely erases the presence of mundane writing, and temporarily removes magical writing from a surface. Mundane writing is removed completely, but magical writing is removed for only 1d5 rounds/actions per cast, and can be restored by dispelling magic.
  • Expeditious Retreat - Allows multiple targets, up to Mage Level, to roll one step higher while performing Athletics checks for 5 checks.
  • 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.
  • Feather Step - This spell allows a caster and up to (Mage Level) targets to negate Mild, Moderate, and Acute "Slow" or similar penalties incurred by rough or inclimate terrain, such as thick grass or quicksand.
  • 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.
  • Forced Quiet - This spell prevents a single target from speaking above a whisper for (Mage Level) rounds/actions.
  • Fumbletongue - Target cannot speak intelligently for 1d5 rounds, instead speaking in babbling syllables.. When attempting to cast, roll luck. If the luck roll is 200 or lower, the cast fails.
  • 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.
  • Haze of Dreams - Creates illusory images of dreams past, good and bad, in the target's mind, distracting them from the task at hand. Target's roll bonuses are halved for 1d3 rounds. (Will-Resist Only)
  • 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.
  • Horn of Pursuit - Create three notes heard miles away, loud as a roaring dragon, short or long notes possible.
  • 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.
  • Identify - Gives +10 bonus to identify magic items and their properties. Not artifacts, however.
  • Innocence - Gain +10 on Bluff checks, seeming innocent for 1d5 hours.
  • Invigorate - Temporarily relieves fatigue or exhaustion, granting a temporary +250 HP and Max HP per mage level to the target for 1d5 rounds. When the spell wears off, the target receives damage equal to the HP and Max HP s/he gained.
  • 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.
  • Ki Arrow - Target can throw an arrow that deals damage as your unarmed strike for 1d5 rounds.
  • 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.
  • Lighten Object - Target object's weight is cut in half for 1d5 rounds or 1d5 hours. Targeted item occupies half the inventory slots it used to (round up).
  • 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.
  • Magic Aura - Alters object's magic aura. When target is subjected to a 'detect' spell, target is detected as if it either bore no magic aura or a was a magical item. Identify spell can identify this aura as false if the identifier's roll exceeds the original caster's roll.
  • Magic Mouth - Cast upon an object which bears a 'mouth' that speaks a pre-recorded message when triggered.
  • Memory Lapse - This spell addles a single target's memories, making it difficult for them to perform common tasks. Inflicts Mild "Lapse" status for (Mage Level) rounds.
  • 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.
  • 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.
  • 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.
  • Play Instrument - Allows caster to play an instrument for 1d5 hours, exceeding the unskilled cap of 1s0 if s/he possesses no skill levels in the instrument. You may also use an 'improvised' instrument for this, such as a barrel for a drum.
  • Read Weather - Allows the user to predict the naturally-occuring weather in an area for the next 48 hours. This does not account for any magical alterations in the weather.
  • Remove Fear - The character is able to negate Mild, Moderate, and Acute "Stop" status effects.
  • Restful Sleep - A full night's rest leaves allies hale and hearty for the adventure ahead. For 1d5 hours after awakening from sleep, target gains 2500 temporary HP and Max HP. Can target (mage level) allies.
  • Saving Finale - A last-ditch effort to bring an ally from death's door. Target may reroll a Survival check once. Must be used immediately when an ally is beyond death threshold.
  • See Alignment - Pick an alignment (chaotic neutral, etc); in your sight, creatures and items with that alignment emit a ghostly radiance for 1d5 hours.
  • 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.
  • 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.
  • Solid Note - Creates tangible musical note that can be used as a hook, pulley, or what have you for 1d5 hours.
  • Summon Minor Monster - Summon 1d3 tiny animals such as rats or bats. They must be the same type of creature.
  • Summon Monster I - The caster is able to summon a Level 1 creature for 5 rounds.
  • Timely Inspiration - Augments an ally into reaching that extra inch to fulfill the task at hand. Adds +2*mage level to result on failed check/attack roll. Must be used at time of failed check.
  • 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.
  • Unbreakable Heart - Steels an ally's heart to staying true. Target gains +2*mage level bonus to Spirit rolls for 1d5 rounds.
  • Undetectable Alignment - Conceals alignment (chaotic neutral, etc) for 24 hours.
  • Unnatural Lust - Target is compelled to kiss or caress another, overwhelmed with physical desire. Will not do this to someone they're not attracted to. Lasts for 1d2 rounds. (Magic Defense Only)
  • 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.
  • Unseen Servant - An invisible force, a servant, obeys your commands. Servant exerts at most 20 pounds of force and can perform simple tasks. Must remain within 15*mage level feet. Cannot attack.
  • 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.
  • Ventriloquism - Throws voice for 1*mage level minutes as if the voice is coming from elsewhere. Can make a magic defense check to recognize as illusory.
  • 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.
  • Youthful Appearance - Target appears younger than they truly are for 1d5 hours.
Level 2 spells 40 MP to cast, 15 Spell Points
  • Acute Senses - Target gains +2*mage level to sense checks for 1d5 rounds/hours, their senses sharpening to greater clarity.
  • Alter Self - User can assume a smaller form. Grants Tiny 2. Lasts 1d5 rounds.
  • Ancestral Communion - You contact your ancestors to bolster your own knowledge for 1d5 rounds/hours. You gain +2*mage level to knowledge checks during this time.
  • Animal Messenger - Sends a Tiny animal to a specific place to deliver a message.
  • Animal Trance - This spell mesmerizes and calms (Mage Level * 2) wild animals (not monsters) into nonaggression and lethargy for (Mage Level) rounds.
  • Blistering Invective - Make an Intimidate check upon casting against all opponents with the use of a blistering, insulting tirade. Those who fail are so verbally scorched that they take +400 fire damage. Get some ice for that burn.
  • 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.
  • 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.
  • Boiling Blood - The character is able to conjure illusory high-temperature blood from spiritual energy, only to blast it at a single target. Deals +1000 Fire-elemental damage.
  • Book Ward - Protects an object of 10 lbs*mage level from fire and acid for 1d5 hours/rounds.
  • Buoyancy - Target object becomes much more buoyant for 1d5 hours/rounds, floating easily and swiftly in water to the surface. Anyone carrying a 'buoyant' object must beat a swimming DC of 15*mage level to remain in place if they are trying to remain submerged.
  • Cacophonous Call - Target's head is filled with loud, raucous noise that renders them unable to focus on anything requiring attention. Target can only move for 1d5 rounds. (Magic Defense Only)
  • Calm Emotions - The character is able to remove Mild "Fury" and "Sadness" status effects. This can only be used once every 3 rounds.
  • 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).
  • Codespeak - Target yourself and 1 other willing target. For 1d5 rounds/hours you both can now comprehend and speak a unique language all to your own while all others will hear only babbling syllables.
  • 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.
  • Darkness - The character is able to shade (Mage Level) Areas in thick clouds of spiritual energy. Any targets inside these Areas suffer Moderate "Blind" status. The clouds last for 5 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.
  • Delay Poison - This spell prevents deadly and unique toxins or poisons, such as Phazon Poisoning, Tiberium Infection, or overly strong diseases from overtaking the body. This spell doubles the "rollover" time for these effects once; that is, if something takes 10 rounds to progress to the next level, it will take 20.
  • Detect Thoughts - Allows “listening” to surface thoughts of a target for 1d5 rounds. (Magic Defense Only)
  • Disguise Other - Works as Disguise Self, only it affects a chosen target rather than the caster.
  • 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.
  • Distressing Tone - Targets 1 with a tone that vibrates and disturbs the flesh. -3*mage level to all rolls and -500*mage level damage per hit to all attacks for 1d5 rounds. (Magic Defense Only)
  • 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.
  • 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.
  • Gallant Inspiration - Cast when someone fails a roll. Grants them +10*mage level to the result of their roll, emboldening their spirit and inspiring them to push that extra mile.
  • Ghostbane Dirge - The character is able to give the incorporeal physical form. For 5 rounds, a Ghost-, Spirit-, or Heartless-like target takes half-damage (instead of no damage) from non-magical weapons.
  • 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).
  • 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.
  • 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.
  • Heroic Fortune - The hero is gallant, bold...and, sometimes, lucky. The target is able to force ONE reroll of an enemy or ally's action. This effect vanishes after 1d5 rounds. This spell can only be used once per day/mission, and is not effective on botches or crits.
  • 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.
  • Hidden Speech - Obscures communication between the caster and one chosen target for 1d5 rounds/hours, increasing the Listen DC to hear it by 10*mage level.
  • 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.
  • Honeyed Tongue - 1 target gains the gift of honeyed words to entice a fellow negotiator. When using Diplomacy, roll twice and take the higher roll. Only affects 1 dodge atempt.
  • 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.
  • Locate Object - Senses direction toward object (specific or type). In the case of a general object, the spell will direct you to the nearest one. To find a more specific object requires a more accurate mental image. You cannot use this to find a unique item unless you have seen it firsthand before.
  • Mad Hallucination - This spell induces a hallucinogenic reality in the mind of a single target. Surfaces seem to swim, and movement constantly distracts the eye. Magic defense only; inflicts Mild "Slow" for (Mage Level) rounds.
  • 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.
  • Misdirection - Misleads detect casts towards one target for 1d5 hours, obscuring elemental affinity and so forth, unless the detection cast's roll is higher than the Misdirection 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.
  • 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.
  • Piercing Shriek - Target is staggered by a painful sound unheard by others in the area. For 1d5 rounds, target can only dodge. (Magic Defense Only)
  • 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.
  • Pyrotechnics - Turns fire into blinding light or choking smoke. 2 targets receive Mild 'Blind' status for 1d5 rounds. (Magic Defense Only)
  • Qualm - This spell makes a target feel uncomfortable with him/herself and his/her ability to perform any task competently. Magic defense only; target suffers from Mild "Weak" status for (Mage Level) rounds, or until he/she spends an action/a short time focusing.
  • Rage - This spell inflicts severe anger within a single target, blinding it to all but the need to assert itself. Inflicts Mild "Berserk" 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.
  • Retrieve Item - Must be cast on an inanimate object you're holding. For 1d5 hours you can now snap your fingers, causing that item to appear in your hand as necessary. Spell fails if someone else is holding the object.
  • 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.
  • Scare - A sense of dread causes Moderate 'Fear' status on 1 target for 1d5 rounds. (Magic Defense Only)
  • Seducer's Eyes - Lets someone get that look that says you-know-what. Receive +2*mage level to charisma/seduction checks against those who may find you attractive for 1d5 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.
  • Silence - The character is able to mute all sound within (Mage Level) Areas. This does not inflict Silence status. The silence lasts for (Mage Level) rounds.
  • Silk to Steel - An ordinary piece of clothing or accessory can now function as an equivalent/feasible Denzium weapon/armor for 1d5 rounds/hours.
  • Snapdragon Fireworks - For 1d5 rounds you have a dragon firework that can fire in the direction of up to 3 enemies, dealing +400 fire damage.
  • Sound Burst - The character is able to project a concentrated blast of sound waves at a single target. Deals magic damage +1000 to a single target and inflicts Mild Off-Guard status.
  • Spell Gauge - Reveals up to (mage level) spells the target knows, starting from level 0 on up, stylized in the mind as a scroll bearing a short list. (Magic Defense Only)
  • Suggestion - Target is influenced by a 1- or 2-sentence suggested course of activity. The suggestion must be logically reasonable or the spell will not work. (Magic Defense Only)
  • Summon Monster II - The character is able to summon 1 Level 2 lesser monster for 1d5 rounds.
  • Summon Swarm - Calls a swarm of bats, rats, or spiders. Deals +400 damage to ALL within the area. The caster has no control over the swarm. If they are called to an area with no creatures, they will attack the nearest one before leaving.
  • 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.
  • 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.
  • Track Ship - Requires a nautical chart. Cast on part of a ship you wish to track. An icon of the ship appears upon the nautical chart and moves as the ship moves.
  • Trail of the Rose - Caster and allies can see and notice an illusory 'path' in their wake, dusted with a rosy scent, for help leaving dungeons and the like, for 1d5 hours.
  • 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.
  • 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.
  • Wartrain Mount - This spell grants a boon to a mount, giving it enhanced cooperation and improving its synergy with a rider. Regardless of the rider, this mount gives a +5/Mage Level bonus to Vehicle Operation rolls when it's used, and lasts for (Mage Level * 2) rounds.
  • Whispering Wind - Can send a message heard only by a chosen target in a familiar place as far as 1 mile per mage level, carried as a whisper in the wind.
Level 3 Spells 90 MP to cast, 20 Spell Points
  • Arcane Concordance - Strengthens altering magic. Grants 'extension metamagic' effect to one target for 1d5 rounds without doubling MP costs. This spell doubles the duration of buffs/debuffs, such as 1d3 to 1d6, et cetera.
  • Aura of the Unremarkable - Surrounding creatures within 30 feet will accept strange behavior from the caster as normal and innocuous for 1d5 rounds, even if it's pointing a crossbow at a queen.
  • Blink - This spell makes a single target randomly and rapidly visually disappear and reappear, making targetting and striking him/her rather difficult. Grants a single target Mild (Alt) "Invisibility" status for (Mage Level) rounds.
  • Blot - Ruins writings & carvings, reducing them to illegible smears. Affects surface writing only.
  • 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.
  • Channel the Gift - Allows the caster to transfer their own MP to fuel another's spellcast, channeling a green aura of sorts.
  • Charm Monster - This charm makes a monster 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.
  • 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.
  • Coordinated Effort - Allows you to give the effects of one of your Adaptation Statistic Feats to an ally for 1d5 rounds. Choose the feat upon casting.
  • 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.
  • 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.
  • 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.
  • Delay Poison, Communal - This spell prevents deadly and unique toxins or poisons, such as Phazon Poisoning, Tiberium Infection, or overly strong diseases from overtaking the body. This spell doubles the "rollover" time for these effects once; that is, if something takes 10 rounds to progress to the next level, it will take 20. This spell affects (Mage Level) targets.
  • Displacement - When target is attacked, attacker rolls luck. On 500 or less the attack is an automatic miss due to an altered image of where the target actually is. Lasts 1d5 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.
  • Exquisite Accompaniment - Calls a magical instrument that maintains music for you for 1d5 hours. Cannot be damaged, but can be dispelled.
  • Fear - This spell inflicts a great fear upon a group of targets. Magic defense only; inflicts Mild "Stop" status on up to (Mage Level) targets.
  • Feather Step, Mass - (Mage Level) targets can move through treacherous terrain without penalty for 1d5 hours, their footsteps light as a feather.
  • Fractions of Heal and Harm - When you deal damage with your next spell, it deals 75% of the damage it normally does, and heals you for the other 25%.
  • Glibness - You gain +20 bonus on Bluff checks with a silver tongue's aid.
  • Good Hope - Target gains +10 to roll bonus to all actions, emboldened with a sense of hope.
  • Harrowing - Alters the fortunes of a chosen target. Roll 1d3. 1: -25 to Luck checks. 2: No effect. 3: +25 to Luck checks. Lasts 1d5 rounds.
  • Haunting Choir - Spirits cause wracking pain to listeners resembling the howling moans of the dead. 1 target receives -10 to all rolls. (Magic Defense only)
  • Illusory Script - Writes on a suitable writing material; designate another character. Only this character can read the illusory script; it appears as an unintelligible mess to anyone else.
  • Invigorate, Mass - Temporarily relieves fatigue or exhaustion, granting a temporary +250 HP and Max HP per mage level to up to 3 targets for 1d5 rounds. When the spell wears off, the targets receive damage equal to the HP and Max HP they gained.
  • 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.
  • Jester's Jaunt - Teleports target within 30 ft. of itself. Must be upon solid, non-hazardous ground.
  • Lover's Vengeance - Target yourself or a lover. Target goes into Mild 'Berserk' status, and only targets the object of the caster's vengeance for 1d5 rounds or until the object of the caster's vengeance is slain.
  • 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.
  • 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.
  • 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.
  • 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.
  • Purging Finale - Removes one Mild or Moderate status effect on a target from the 'Off Guard' or 'Stop' family, restoring their senses.
  • Rain of Frogs - Summon a swarm of poisonous frogs. Targets up to 3 enemies, inflicting Moderate 'Poison' status.
  • 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.
  • 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.
  • Reviving Finale - Heals all allies for your base magic damage, the tune putting more pep in their step.
  • 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.
  • Sculpt Sound - Creates new sounds or changes existing ones into new sounds on one target. You cannot create sounds you are unfamiliar with. A spellcaster whose voice is changed dramatically in such a way cannot cast spells with verbal components.
  • Secret Page - Alters one page to hide its real content. Can be used on a spellbook to show another spell of equal or lower level known by the caster. Cannot be used on a spell scroll in this manner, but can still be used to hide a scroll's contents. A hidden page can only be revealed through speaking a special word.
  • 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.
  • Seek Thoughts - Detects thinking creatures’ thoughts regarding a topic chosen at casting.
  • Sepia Snake Sigil - This spell creates an embossed pattern of a slithering serpent onto a flat, smooth surface that, when viewed, stops the viewer(s) in his/her/their tracks. This spell lasts until tripped or dispelled; when viewed, subjects roll Magic Defense against the caster's creation roll to avoid Chronic "Stop" status for (Mage Level) rounds.
  • 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.
  • Speak with Animals - This spell allows a target to effectively and thoughtfully communicate with animals, speaking their "language" for (Mage Level) rounds/actions.
  • Summon Monster III - The character is able to summon 1 Level 3 lesser monster for 5 rounds.
  • Terrible Remorse - Creature is compelled to strike itself once on its turn. Can only be used on a targt once every 5 rounds.(Magic Defense only)
  • Thunderous Drums - A powerful drumbeat knocks over up to 3 targets. Targets must make a Health roll of DC 10*mage level. Upon failing, targets take +500 damage and are knocked down.
  • 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, 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.
  • 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.
  • Witness - See through the target's eyes and ears for 1d5 hours.
Level 4 spells 160 MP to cast, 30 Spell Points
  • Ancestral Gift - A ghostly ancestor appears and gives you a weapon up to Starmetal, which you may use beyond the 1s0 unskilled cap. The weapon vanishes if it leaves your person.
  • Apparent Master - Charm makes a construct regard you as its master for 1d5 hours. Affects only the mindless such as golems & animated objects.
  • 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.
  • Dance of a Hundred Cuts - Target gains +2*mage level to attack rolls and +1 combo hit every 4 mage levels for 1d5 rounds, gaining the grace of a dancer amidst his/her combat style.
  • Daze, Mass - Cancels 1 action of up to 3 targets, dazing their senses. (Magic Defense Only)
  • Denounce - Worsens attitudes toward target creature. Target receives -15 to Diplomacy checks for 1d5 rounds/hours.
  • 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.
  • Dimension Door - Teleports you a short distance, as well as one other target which you must be in contact with. Range is 200*(mage level) feet. Destination must be visible or familiar. If there is a solid body in the destination area, the spell fails and the caster (and additional target if applicable) takes +500 magic damage.
  • Discordant Blast - Target takes +2500 sonic damage and 1 area of knockback from a sudden blast of sound.
  • 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.
  • 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.)
  • 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 magic defense check every turn to negate this effect against the original cast.
  • Freedom of Movement - The target is able to move easily through what would otherwise be inclement ground or objects to slow them. This effect removes Mild and Moderate "Slow" effects from a single target. This can only be used once every 3 rounds.
  • Ghostbane Dirge, Mass - The character is able to give the incorporeal physical form. For 5 rounds, up to (Mage Level) Ghost-, Spirit-, or Heartless-like target takes half-damage (instead of no damage) from non-magical weapons.
  • 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).
  • Heroic Finale - Choose a target to take an additional action at the end of the round, for an encore that may win the day.
  • Hold Monster - Causes Acute 'Off Guard' status on 1 target, paralyzing them momentarily.
  • 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.
  • 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.
  • Locate Creature - Points caster in direction of desired creature. This creature must have been seen before.
  • Modify Memory - Changes/alters up to the last 5 minutes of subject's memories. (Magic Defense Only)
  • Neutralize Poison - The character is able to dissolve and prevent against poisons and other such toxins for a short time. This spell removes Mild and Moderate "Poison" statuses, as well as Mild and Moderate "Infested" statuses. This can only be used once every 5 rounds.
  • 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.
  • Primal Scream - Free yourself from enchantments, paralysis effects, and other such magical alterations.
  • 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.
  • Repel Vermin - The character is able to exude a spiritual presence that makes small vermin -- such as bugs, rodents, and flies -- away. Vermin flee from the Area the caster walks in for (Mage Level) rounds per cast.
  • 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.
  • 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 +1000 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 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.
  • Shield of the Dawnflower - Unarmed & small-weapon attackers, when they attack the caster, are dealt +500 magic damage from a disc of pure, searing sunlight upon the caster's arm acting as a shield.
  • 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.
  • 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 +800 and inflicts Acute "Knockback / Wall Rush" effect.
  • Speak with Plants - This spell allows a target to speak and communicate with plants and plant-based creatures, including monsters. This spell allows for (Mage Level) rounds of communication per cast.
  • Summon Accuser - Summons a single accuser devil from Hell to do your bidding for 1d5 hours. Can transmit visions back to the caster, for they make good spies.
  • Summon Monster IV - The character is able to summon 1 Level 4 lesser creature to fight for him/her for 5 rounds.
  • Unseen Crew - Create 1 unseen crewmember per caster level to attend to a ship's riggings and other affairs.
  • Wall of Sound - A wall of pwoerful sound deflects and damages creatures. All who come within 10 feet of the wall take +800 sonic damage.
  • Wandering Star Motes - Outlines subject, produces light and cancels concealment. Target must make a will save against the original cast or s/he loses their next action. Will saves must be made until success, or target remains dazed. On a successful magic defense, Wandering Star Motes move on to another enemy. A target can only be affected once; after all enemies have made a successful magic defense, the spell dissipates.
  • Zone of Silence - Keeps eavesdroppers from overhearing you. Any attempting to eavesdrop faces a Listen DC increased by 20*mage level.
Level 5 spells 250 MP to cast, 40 Spell Points
  • Bard's Escape - You and allies escape an emergency by teleporting to safety. Range is 50*mage level feet. Can target all allies.
  • Cacophonous Call, Mass - Up to 3 targets' heads are filled with loud, raucous noise that renders them unable to focus on anything requiring attention. Target can only move for 1d5 rounds. (Magic Defense Only)
  • Cloak of Dreams - Living creatures within 5 ft. fall asleep. Cloak lasts for 1d5 rounds. Attackers can make a magic defense save against the original cast to resist the effect.
  • Covetous Aura - An aura of covetousness surrounds the caster. Caster may also gain the benefits of a spell meant for someone else. The spell must be a harmless spell of level 3 or lower.
  • Deafening Song Bolt - Blast of song deals +3000 damage. Target suffers -25 to Listen checks for 1d5 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.
  • 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.
  • Foe to Friend - Redirect an enemy creature's next attack to another enemy. (Magic Defense Only)
  • Frozen Note - Paralyzes a creature listening to your song. Target cannot take action as long as this spell is used. (Magic Defense Only)
  • 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.
  • Joyful Rapture - The character is able to balance the emotional states of him/herself and many of his/her allies to save them from despair or fury. The character is able to remove Mild, Moderate, Acute, and Chronic "Confuse," "Stop," "Sadness," "Trouble", and "Fury" status effects.
  • Ki Shout - Target takes +3000 sonic damage and loses an action from a concentrated blast of sound.
  • Mind Fog - This spell creates a light haze that permeates through the air within 1 Area; it is not enough to cloud the eyes... at least not the physical ones. While within the affected Area, all targets suffer a (-25 * Mage Level) (-250 at Level 10) penalty to their Spirit statistic. The cloud lasts for (Mage Level) rounds.
  • 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).
  • Mislead - Turns you invisible and creates illusory double of yourself for 1d3 rounds.
  • 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.
  • Persistent Image - Maintains an image with visual, auditory, olfactory, and thermal components for 1d5 rounds/hours.
  • Phantasmal Web - Catches subject in illusory web. Target cannot attack or cast for 1d5 rounds. (Magic Defense Only)
  • Resonating Word - Creates a lingering blast of sound that reverberates in a target's eardrums. Deals +3000 damage to 1 target. Must also make a will check against the cast for 3 rounds. 1st failure = Mild 'Off Guard' status. 2nd = Moderate 'Off Guard' status. 3rd = Acute 'Off Guard' status.
  • 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.
  • 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 +250 base magic damage until they reach an empty space.
  • Song of Discord - Forces target, in a state of mental chaos, to attack his/her allies for 1d5 rounds. (Magic Defense Only)
  • Stunning Finale - Stuns 3 targets for 1 round in a flourish of powerful notes. (Magic Defense Only)
  • 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. (Magic Defense Only)
  • Summon Monster V - The character is able to summon 1 Level 5 monster to fight for him/her for 5 rounds.
  • Unwilling Shield - Target receives half the damage you receive, linking your pain to theirs. (Magic Defense Only)
  • Vengeful Outrage - Target is compelled to destroy one enemy, gaining Mild 'Berserk' status as well, for 1d5 rounds. Target must be recognizable or familar. (Magic Defense Only)
Level 6 spells 360 MP to cast, 60 Spell Points
  • Analyze Dweomer - Reveals magical aspects of surrounding subjects. May examine magical auras as a free action for 1d5 rounds/hours.
  • Animate Objects - The character is able to give temporary spiritual "life" to otherwise inanimate, mundane objects, such as brooms, boxes, or ladders to move themselves at a caster's whim and follow simple, pointed directions. This spell creates a temporary "Flunkies" effect, giving a character up to (Mage Level) small-to-medium sized minions to perform simple actions with swarm bonus. The effect lasts for (Mage Level) rounds/actions before the life is drained from the objects.
  • Brilliant Inspiration - 1 target, lasts 1d5 rounds. The target rolls twice when taking an action on their turn, and may use the higher roll due to a surge of inspiration. This does not apply to dodging; only when taking an action on their turn.
  • 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).
  • Charm Monster, Mass - Charms up to 3 monsters to aid you for 1d5 rounds. (Magic Defense Only)
  • Dance of a Thousand Cuts - Adds +2*mage level to attack and +1 combo hit every 2 mage levels to 1 target, giving the target the grace and swiftness of a skilled blademaster.
  • Deadly Finale - Deals +1500 damage to as many as 3 targets with a final flourish and blast of sound.
  • Dirge of the Victorious Knights - Call forth special illusions of mounted Hellknights. Deals +5000 magic damage divided among enemies as the caster sees fit as they are trampled by the hellknights' steeds.
  • 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.
  • Euphoric Tranquility - A creature under the effect of this enchantment enters a state of euphoria. The target treats all creatures as dear friends and abhors violence, but may rise up to protect itself if violence is perpetrated against it. Furthermore, if the creature is interacted with, or questioned while under the effects of this spell, it is considered to be helpful to any questions, though any advice or answers it gives may be disjointed or stream of consciousness due to its euphoric state. This effect lasts for (Mage Level * 2) rounds.
  • Eyebite - Imbues target with a trembling sense of fear. Target rolls Luck. On 901+, no effect. 501-900, -10 to all actions for 1d5 rounds. 101-500, -10 to all actions and Acute 'Terror' status for 1d5 rounds. 100 or lower, character receives -10 to all actions, Acute 'Terror' status, and Sleep for 1d5 rounds. (Magic Desense Only)
  • Find the Path - Shows most direct way to a specified destination such as a city, lake, dungeon, or keep so long as it is prominent (a hunter's cabin, for example, is not).
  • Fool's Forbiddance - Confuses enemies who come within a magical emanation centered on you. Lasts 1d5 rounds. All enemies within the area are afflicted with Moderate 'Confuse' status. Area is 5 feet around the caster. (Magic Desense Only)
  • 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.
  • Heroes' Feast - Provides an hour-long feast for up to (mage level) allies. Grants +500 temporary Max HP per mage level and +5 to all actions for 12 hours.
  • Irresistible Dance - Forces subject to dance in place for 1d5 rounds, taking no other actions (including dodge). (Magic Desense Only)
  • Overwhelming Presence - The character exudes a powerful, intimidating spiritual pressure, causing all targets within (Mage Level) Areas to either pass a Magic Defense check or be magically forced to bow and submit themselves to the caster as if he/she were divine or had similar power over the characters. This effect lasts until the caster's concentration is broken.
  • Permanent Image - Permanent illusion, including sight, sound, smell, and thermal effects.
  • Pied Piping - Compel creatures with a common physical trait to follow you, such as hair color, eye color, age, subtype, etc. (Magic Desense Only)
  • 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.
  • Shout, Greater - A mighty shout/war cry deals +1500 sonic damage and knockdown to as many as 3 targets.
  • Summon Monster VI - The character is able to summon 1 Level 6 lesser creature to fight for them for 5 rounds.
  • Sympathetic Vibration - Deals +5000 damage to a standing structure via strong vibrations that ignore the solidity of the structure. Ineffective on a non-freestanding target.
  • Veil - Changes appearance of up to 3 targets to whatever you wish. A magic defense check can be made against the original cast to see through the illusion.
Strato
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Joined: December 31st, 2008, 10:08 pm

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