Changed or New Spells

Trials of Man Spells

  • Counterspell: You are able to nullify any ongoing spell you know is being cast whether you know the spell or not. You must first be able to identify the spell using an appropriate Religion or Path skill roll. If you cannot identify the skill, your counter attempt is at a -5.
    If the spell is celestial and you know the spell at a skill of 12 or higher, you gain a +3 to successfully counter it.
    If the spell created from incatation magic, you can still attempt to counter it, but you must have the appropriate Path skills and be able to cast the spell with all of its modifiers at a skill level of 12 or higher to benefit.

  • Ward: You are able to block an incoming non-missile spell you know is being cast whether you know the spell or not. You must first be able to identify the spell using an appropriate Religion or Path skill roll. If you cannot identify the skill, your ward attempt is at a -5.
    If the spell is celestial and you know the spell at a skill of 12 or higher, you gain a +3 to successfully ward against it.
    If the spell created from incatation magic, you can still attempt to ward against it, but you must have the appropriate Path skills and be able to cast the spell with all of its modifiers at a skill level of 12 or higher to benefit.

  • Great Ward: (same as Ward, but may protect multiple targets) You are able to block an incoming non-missile spell you know is being cast whether you know the spell or not. You must first be able to identify the spell using an appropriate Religion or Path skill roll. If you cannot identify the skill, your ward attempt is at a -5.
    If the spell is celestial and you know the spell at a skill of 12 or higher, you gain a +3 to successfully ward against it.
    If the spell created from incatation magic, you can still attempt to ward against it, but you must have the appropriate Path skills and be able to cast the spell with all of its modifiers at a skill level of 12 or higher to benefit.

  • Drain Primal Sanctity:


Weaver Spells

  • Counterspell: You are able to nullify any ongoing spell you know is being cast whether you know the spell or not. You must first be able to identify the spell using an appropriate Religion or Path skill roll. If you cannot identify the skill, your counter attempt is at a -5.
    If the spell is celestial and you know the spell at a skill of 12 or higher, you gain a +3 to successfully counter it.
    If the spell created from incatation magic, you can still attempt to counter it, but you must have the appropriate Path skills and be able to cast the spell with all of its modifiers at a skill level of 12 or higher to benefit.

  • Ward: You are able to block an incoming non-missile spell you know is being cast whether you know the spell or not. You must first be able to identify the spell using an appropriate Religion or Path skill roll. If you cannot identify the skill, your ward attempt is at a -5.
    If the spell is celestial and you know the spell at a skill of 12 or higher, you gain a +3 to successfully ward against it.
    If the spell created from incatation magic, you can still attempt to ward against it, but you must have the appropriate Path skills and be able to cast the spell with all of its modifiers at a skill level of 12 or higher to benefit.

  • Great Ward: (same as Ward, but may protect multiple targets) You are able to block an incoming non-missile spell you know is being cast whether you know the spell or not. You must first be able to identify the spell using an appropriate Religion or Path skill roll. If you cannot identify the skill, your ward attempt is at a -5.
    If the spell is celestial and you know the spell at a skill of 12 or higher, you gain a +3 to successfully ward against it.
    If the spell created from incatation magic, you can still attempt to ward against it, but you must have the appropriate Path skills and be able to cast the spell with all of its modifiers at a skill level of 12 or higher to benefit.


Scribe Spells

  • Aura: When cast on a subject, it will give the caster information about the target as a flash of insight. How much information you gain depends on how well you beat your roll:
    • Matched Skill:
      A basic idea of the subject's personality
      If the subject is tagged as Undead, Abomination, or Celestial
    • Beat Skill by 2:
      If the target is hostile or could be hostile towards you
      If the target has at least 1 level of Incantation Gift or Power Investiture for any Celestial and what they are
      Any celestial packages that are bought at the 1st level of Power Investiture
      How many levels of Magic Resistance or Magic Susceptiblility the target has
      If the target is Possessed or Controlled
      If the target is tagged as Primal, Divine, or Outsider
    • Beat Skill by 4:
      If the target is hostile or could be hostile towards anyone in your party
      If the target has at least 2 levels of Incantation Gift or Power Investiture for any Celestial and what they are
      Any celestial packages that are bought at the 2nd level of Power Investiture
      Whether a person, creature, or spirit is Possessing or Controlling them
      What celestial realm the target is from
    • Beat Skill by 6:
      If the target is trying to