Sorceror's Arcana
Posted: January 19th, 2017, 12:06 am
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
Level 1 Sorcerer/Wizard Spells - 10 MP to cast, 10 Spell Points
"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.