Incantation Spells

All spells require an appropriate Path skill to cast. Some spells are very Simple and only have one or two effects with little modifications. Complex spells have multiple effects attached to them and/or are heavily modified. The simpler the spell, the easier they are to cast. Spells that can be



Arcanum Spells

Affect mana, magical items, magical creatures, etc.

Simple Spells
Alarm
Spell Effects: Create Arcanum.
Inherent Modifiers: Area of Effect.
Skill Penalty: Path of Arcanum-6.
Casting Time: 5 Minutes.

You create a mystical "booby-trap", akin to cans strung along a wire, in a five-yard radius from the starting point. When an unauthorized being (you may authorize up to six) enters the area, every authorized being automatically wakes up (if asleep) and becomes aware of the invasion. Mundane stealth cannot overcome this; resolve any supernatural attempts at stealth as a Quick Contest against the incanter's Path of Arcanum.
This is a conditional spell that "hangs" until triggered or until everyone wakes up for the day.

Typical Casting: Create Arcanum (6) + Conditional Spell (5) + Area of Effect, 5 yards, includes six targets (53). 64 SP.

Animate Object
Spell Effects: Create Arcanum + Control Arcanum.
Inherent Modifiers: None.
Skill Penalty: Path of Arcanum-2.
Casting Time: 10 minutes.

This spell gives any inanimate object the ability to move, and to understand and follow simple commands. It has DX equal to your Path level-5, Move equal to Path/3 (round down), and ST/HP based on its weight (B558). It has whatever skills (equal to your Path of Arcanum level) and advantages the GM thinks are appropriate to an object of its shape or purpose. For example, if a caster had Path of Arcanum-15 and they animated a 3 lb. broom, it might have ST/HP 12, DX 10, Move 5, and Housekeeping-15.
Many casters will customize this spell, using Bestows a Bonus to give higher skills or attributes. Botches usually produce an animated object with creative and hostile intent.

Typical Casting: Create Arcanum (6) + Control Arcanum (5) + Duration, 12 hours (10) + Subject Weight, 100 lbs. (2). 23 SP.



Arcane Fire
Spell Effects: Create Arcanum.
Inherent Modifiers: Damage, Indirect Burning (Alternative Enhancements*).
Skill Penalty: Path of Arcanum-(0/1/2/2).
Casting Time: 5 minutes.

This spell conjures a ball of pure magical energy. In addition to causing (3d/6d/8d/12d) burning damage, it also reduces the target's resistance to further magic. For each point of damage that penetrates the target's DR, they must make an HT roll (at -1 per 2 points of penetrating damage), or lose a level of Magic Resistance per point by which they failed. If the target has no Magic Resistance, they instead gain levels of Magical Susceptibility per point by which they failed their roll (maximum of five). These effects last for (20-HT) minutes, minimum of one minute.

Typical Casting: Create Arcanum (6) + Damage, Indirect Burning (3d/6d/8d/12d) (Alternative Enhancements*, +77%) (0/8/15/22). (6/14/21/28) SP.

*Alternative Enhancements, Side Effect (Negated Advantage, Magic Resistance (Improved) 1, Margin-Based), Side Effect (Disadvantage, Magic Susceptibility 1, Margin-Based), +77%.

Aura Reading
Spell Effects: Sense Arcanum.
Inherent Modifiers: Bestows a Bonus, Aura Reading.
Skill Penalty: Path of Arcanum-1.
Casting Time: 5 minutes.

This spell allows an immediate roll to read the target's Aura. Use your margin of success+6 to determine the final result. This information comes in a flash of insight.

Typical Casting: Sense Arcanum (2) + Bestows a Bonus, +6 to Aura Reading Roll (16). 18 SP.




Create Golem Warrior
Spell Effects: Create Arcanum x 2.
Inherent Modifiers: Summoned.
Skill Penalty: Path of Arcanum-3.
Casting Time: 10 minutes.

This spell summons a Warrior Simulacrum to defend you for one hour. You may specify its combat skills when the spell is cast. (The two Create Arcanum effects are for its body and its independent spirit.)
The warrior is a dedicated, fanatic guardian who will willingly lay down its life for its master. While it will refuse to be separated from its master, and will abandon all orders to rush to its master's defense. It has the attitude of a faithful but healous dog; it does not understand the motivations of the living beyond "survival", and may mistake jokes and harmless social situations for aggression.
Summons count as a buff spell on the caster. The warrior is created without armor or weapons; these must be provided via another spell or given to it by hand.

Typical Casting: Create Arcanum (6) + Create Arcanum (6) + Duration, 1 hour (7) + Subject Weight, 300 lbs. (3) + Summoned, 125 Character Points (8). 30 SP.

Dispelling
Spell Effects: Destroy Arcanum.
Inherent Modifiers: Bestows a Bonus, Dispelling + Girded.
Skill Penalty: Path of Arcanum-4.
Casting Time: 5 minutes.

This spell cancels any other spell targeted. The caster gets a total of +10 to their Path roll to terminate the spell: +4 from the SP total of Dispelling and another +6 from Bestows a Bonus.

Typical Casting: Destroy Arcanum (5) + Bestows a Bonus, +6 to Dispelling rolls (16) + Girded (20). 41 SP.




Magically Sealed
Spell Effects: Destroy Arcanum.
Inherent Modifiers: Altered Traits, Magic Resistance.
Skill Penalty: Path of Arcanum-1.
Casting Time: 5 minutes.

The target gains 5 levels of Magic Resistance for the next 3 minutes. This also just so happens to remove the target's ability to use any incantation or celestial magic. If unwilling, the target resists at a -2.

Typical Casting: Destroy Arcanum (5) + Altered Traits, Magic Resitance 5 (10) + Duration, 3 minutes (4), Range, up to 20 yards (6), Bestows a Penalty, Resistance Roll -2 (4). 29 SP.

Repair Enchantment
Spell Effects: Restore Arcanum.
Inherent Modifiers: Repair.
Skill Penalty: Restore Arcanum-0/1/1/1.
Casting Time: 5 minutes.

You restore 1d/2d/3d/4d HP (or number of times DR has been penetrated) and DR to a damaged magical item up to 100 pounds in weight. This will not work on an item that has been completely broken.

Typical Casting: Restore Arcanum (4) + Repair Undead, 1d/2d/3d/4d (0/4/8/12) + Subject Weight, 100 lbs (2). (6/10/14/18) SP.




Spell Static
Spell Effects: Create Arcanum.
Inherent Modifiers: Area of Effect + Bestow a Penalty, All Spells.
Skill Penalty: Path of Arcanum-8.
Casting Time: 5 minutes.

Create an area of "agitated" mana. This makes it difficult for anyone to cast spells inside. Whenever someone attempts to cast a spell in the area, they take a -3 penalty to incantation spells, celestial spells, incantations, any skill roll that involves the use of magic.

Typical Casting: Create Arcanum (6) + Area of Effect, 5 yards (50) + Bestows a Penalty, -3 to all spells cast in area (20) + Duration, 1 hour (7). 83 SP.

 


Augury Spells

Mild prophesizing and affecting chances.

Simple Spells
Jinx
Spell Effects: Control Augury.
Inherent Modifiers: Area of Effect + Bestows a Penalty, Critical Failures.
Skill Penalty: Path of Augury-8.
Casting Time: 5 minutes

This spell affects everyone within five yards of the caster - except for up to 12 allies chosen at the time of casting. Those who fail to resist increase their critical failure range by 3 for the next hour; e.g., a foe who normally critically fails only on an 18 now does so on a 15 or higher, even if they would normally have succeeded.

Typical Casting: Control Augury (5) + Area of Effect, 5 yards, excluding 12 allies (56) + Bestows a Penalty, -3 to critical failure range of all rolls (20) + Duration, 1 hour (7). 88 SP.

Occultus Oculus
Spell Effects: Sense Aurgury.
Inherent Modifiers: Bestows a Bonus, Identification.
Skill Penalty: Path of Augury-1.
Casting Time: 5 minutes.

This spell allows immediate roll to identify the target. Uses rules for Identification, but roll your Path of Augury+6 instead of a particular skill. This information comes in a flash of insight.

Typical Casting: Sense Augury (2) + Bestows a Bonus, +6 to Identification Roll (16). 18 SP.



Seek Treasure
Spell Effects: Sense Augury.
Inherent Modifiers: None.
Skill Penalty: Path of Augury-0.
Casting Time: 5 minutes.

This spell tells the caster the location of the nearest collection of valuables worth $1,000 or more; they may exlude any or all known subjects. This happens as a flash of insight, which tells the caster the path to the detected loot from their current position.

Typical Casting: Sense Augury (2). 2 SP.
Scry
Spell Effects: Strengthen Augury.
Inherent Modifiers: Speed.
Skill Penalty: Path of Augury-6.
Casting Time: 5 minutes.

Allows the caster to project their senses of hearing, sight, and smell to any spot up to 100 miles from thier current location. They must make appropriate Sense rolls normally, as if they were in the spot they are projecting to, but may use the higher of their Per-based Path skill or their actual Sense roll. After the spell is cast, the incanter can change their view to another area as long as it's within 100 miles of their current location and the spot is percetible from the scried spot. This takes one second per 10 miles from their current point of view.
Scry uses normal range costs, not long-distance modifiers, as its utility is significantly greater than a typical "information" spell. You cannot go through walls or closed doors, but you can go through windows or bars with this. As long as you can "see" the other side of the barrier. This cannot be used to "feel" your way through darkness. If you cannot see in the dark, you cannot navigate it with this spell. You can listen or smell what's in the dark though.

Typical Casting: Strengthen Augury (3) + Duration, 3 hours (8) + Range, 100 miles (30) + Speed, 10 miles/second (24). 65 SP.



Twist of Fate
Spell Effects: Transform Augury.
Inherent Modifiers: Altered Traits, Destiny.
Skill Penalty: Path of Augury-2.
Casting Time: 5 minutes.

Alters the target's immediate fate, protecting them from a single failure or injury for the next hour. When the target either fails a roll, takes damage, or suffers some other mishap, they can choose to trigger this effect, either to reduce a terrible injury to just 1 HP or to turn a failed roll into a success (critical failures are too sever to salvage). This spell can be recast as usual, but no subject may benefit from such a "save" more than once per session.

Typical Casting: Transform Augury (8) + Altered Traits, Destiny (5) + Duration, 1 hour (7). 20 SP.
 


Cosmology Spells

Affect any celestial beings.

Censure
Spell Effects: Control Protection.
Inherent Modifiers: Bestows a Penalty, Resistance.
Skill Penalty: Path of Protection-2.
Casting Time: 5 minutes.

This spell banishes extradimensional entities, who must make a resistance roll at -6. Failure means instant banishment from their non-native reality. Critical success on the resistance roll means they cannot be banished by the caster for the next 24 hours. This spell does not work on Half-Celestials or beings within their native realm.

Typical Casting: Control Protection (5) + Bestows a Penalty, -6 to rolls to resist Censure (16). 21 SP.

Cosmic Conjecture
Spell Effects: Sense Cosmology.
Inherent Modifiers: Bestows a Bonus, Identification.
Skill Penalty: Path of Cosmology-1.
Casting Time: 5 minutes.

This spell allows immediate roll to identify the celestial target. Uses rules for Identification, but roll your Path of Cosmology+6 instead of a particular skill. This information comes as a flash of insight. If the target is a mortal, this spell will tell the caster if the target is possessed, cursed, or empowered by a celestial being and what the identity of the celestial being is.

Typical Casting: Sense Cosmology (2) + Bestows a Bonus, +6 to Identification Roll (16). 18 SP.




Hellfire Aura
Spell Effects: Create Cosmology.
Inherent Modifiers: Damage, Direct Burning (Aura; Melee Attack, Reach C).
Skill Penalty: Path of Cosmology-2.
Casting Time: 5 minutes.

This spell wreathes the subject in an aura of pure hellfire, causing 1d/2d/3d/4d burning damage to anyone or anything they touch or that touches them. For the purpose of determining whether the target catches fire, triple the effective damage; e.g., 4 points of damage sets fire like 12 points of burning damage.

Typical Casting: Create Cosmology (6) + Damage, 1d/2d/3d/4d Direct Burning (Aura, +80%; Incendiary, +10% Melee Attack, Reach C, -30%) (12/16/20/24) + Duration, 1 minute (3). 25 SP.

Planar Travel
Spell Effects: Create Cosmology.
Inherent Modifiers: .
Skill Penalty: Path of Cosmology-4.
Casting Time: 5 minutes.

This spell lets the caster and up to 5 other allies travel to an external plane (plane chosen at time of casting or preparation). The heaviest ally and their equipment cannot exceed 300 pounds. After a day passes, the party will return to the exact location they were at before casting the spell with one exception.
If using this spell to return to the mortal realm after using a gate, casting a celestial Planar Travel spell, or someother way of ending up in another realm, this spell brings all targets (that belong in the mortal realm) back into the mortal realm permanently. They will be replaced randomly within 100 yards of their points of departure. If the group was forced into another realm unwillingly, the casting of this spell requires a Quick Contest between the Planar Travel spell and the Will of the being keeping the party there.

Typical Casting: Create Cosmology (6) + Area of Effect, 2 yards, Excludes all but 6 allies (23) + Duration, Up to 1 day (11) + Subject Weight, 300 lbs (3). 43 SP.




Relieve Curse
Spell Effects: Restore Cosmology.
Inherent Modifiers: Altered Traits.
Skill Penalty: .
Casting Time: 5 minutes.

This spell attempts to temporarily suspend the effects of a Celestial Curse. The penalty of this spell depends on the curse you are trying to suspend. INCREASE SP BY X FOR THIS AND Y FOR THAT.

Typical Casting: Restore Cosmology (4). XX SP.

Invoke (Celestial)
Spell Effects: Control Cosmology.
Inherent Modifiers: Summoned.
Skill Penalty: Path of Cosmology-3.
Casting Time: 5 minutes.

This spell allows you to snatch a Celestial being (determined at time of casting or preparation) that is 125 points and 300 lbs or less. This creature will do what you ask it to for up to 12 minutes, then return to wherever it had come from. Absent of any orders, it will meander in the area around the caster and will act as the celestial would do normally, but with the caster as an ally. Summon spells count as a buff spell on the target that casts the spell.

Typical Casting: Control Cosmology (5) + Duration, 12 minutes (6) + Range, Extradimensional (10) + Summoned, 125 Character Points (8) + Subject Weight, 300 lbs (3). 32 SP.




Weaken Bonds
Spell Effects: Destroy Cosmology.
Inherent Modifiers: Direct Damage.
Skill Penalty: Path of Cosmology-(0/1/2/2).
Casting Time: 5 minutes.

This spell "attacks" the energy that binds the celestial that weighs 300 pounds or less to the plane they currently inhabit, which does cause physical damage to the target. This spell does not work on Half-Celestials or beings within their native realm.

Typical Casting: Destroy Cosmology (5) + Damage, Direct Toxic (1d/2d/3d/4d) (0/6/12/18) + Subject Weight, 300 lbs (3). (8/14/20/26) SP.
 


Elementalism Spells

Affect unliving materials.

Boring
Spell Effects: Control Elementalism.
Inherent Modifiers: Altered Traits.
Skill Penalty: Path of Elementalism-3.
Casting Time: 5 minutes.

This spell allows the caster to use their hands to move massive amounts of soft material very quickly. You are able to create a tunnel through soft ground at a speed of 2 yards per second for 12 minutes. The tunnel is roughly a circle just big enough for a creature your size to walk through without ducking.

Typical Casting: Control Elementalism (5) + Altered Traits, Tunneling 2 (25*) + Duration, Up to 12 mintues (6). 36 SP.

*The reduced cost is because of the lack of ability to tunnel through stone.

Cone of Flame
Spell Effects: Create Elementalism.
Inherent Modifiers: Damage, Indirect Burning (Cone; Reduced Range).
Skill Penalty: Path of Elementalism-(2/2/3/3).
Casting Time: 5 minutes.

The caster conjures a cone of fire, emanating from their hands and extending out to a maximum width of five yards and length of 20 yards. This cone does (3d/6d/9d/12d) burning damage and requires a roll against Innate Attack to hit.

Typical Casting: Create Elementalism (6) + Damage, (3d/6d/9d/12d) Indirect Burn (Cone, 5 yards, +100%; Reduced Range, x1/5, -20%) (16/20/24/28). (22/26/30/34) SP.



Create (Elemental)
Spell Effects: Control Elementalism + Create Elementalism.
Inherent Modifiers: Summoned.
Skill Penalty: Path of Elementalism-3.
Casting Time: 10 minutes.

This spell allows you to create and control an Elemental that you choose when casting or preparing the spell. Create the elemental as if you were casting the Create Elemental spell givin by one of the Primals, but instead of increasing FP cost, you must limit it to 125 character points. The Elemental will follow your verbal orders and nothing else. It will not act on its own nor will it go out of its way to defend you. Absent of any other commands, it will follow its summoner unless told to stay put.

Typical Casting: Control Elementalism (5) + Create Elementalism (6) + Duration, 1 hour (7) + Subject Weight, 100 lbs. (4) + Summoned, 125 Character Points (8). 30 SP.

Creeping Frost
Spell Effects: Create Elementalism.
Inherent Modifiers: Altered Traits, Fragile (Brittle) and Vulnerability (Crushing x2) + Area of Effect + Damage, Direct Burning (No Incindiary).
Skill Penalty: Path of Elementalism-(6/6/6/7).
Casting Time: 5 minutes.

This spell slowly freezes anyone or anything caught in the area and weighing five tons or less. For the next minute, every target who failed to resist acquires Fragile (Brittle) and any crushing injury they recieve is doubled. In addition, for the first seven seconds of that minute, the subject takes 1/1d-4/1d-3/1d-2 burning damage per second that ignores DR. This spell cannot set fires, but subjects may need to make a Fright Check, at the GM's discretion.
Note that the 3d damage being spred out over multiple turns is a special effect: 1d-3 is effectively 1.5 points of damage and 1.5 x 7 = 10.5, the average of rolling 3d.

Typical Casting: Create Elementalism (6) + Altered Traits, Fragile (Brittle) and Vulnerability (Crushing Attacks x2) (9) + Area of Effect, 3 yards (30) + Damage, Direct Burning Damage 1d/2d/3d/4d (No Incendiary, -10%) (0/4/8/12) + Duration, 1 minute (3) + Range, 20 yards (6) + Subject Weight, 5 tons (6). (60/64/68/72) SP.



Divine (Matter)
Spell Effects: Sense Elementalism.
Inherent Modifiers: None.
Skill Penalty: Path of Elementalism-0.
Casting Time: 5 minutes.

This spell tells the caster the location of the nearest collection of whatever material they chose at time of casting or preparing. The caster may exclude any material they are aware of at time of casting. The spell gives the caster a path to the identified material in a flash of insight.

Typical Casting: Sense Elementalism (2). 2 SP.

(Elemental) Blast
Spell Effects: Create Elementalism.
Inherent Modifiers: Damage*.
Skill Penalty: Path of Elementalism-(1/1/1/2).
Casting Time: 5 minutes.

This spell allows the caster to conjure a ball of elemental energy or matter (the type is chosen at time of casting or preparing) which can be thrown using Innate Attack or delivered by touch. Unless otherwise noted, it has the following statistics when thrown: Acc 3, RoF 1, and Rcl 1. Consult the table below for the specifics on a given type of energy; each blast is a separate spell.

Typical Casting: Create Elementalism (6) + Damage* (4/8/12/16). (10/14/18/22) SP.


Elemental Blast Table
Type Damage Range Notes
Acid 3d/6d/9d/12d cor inc 50/100 Can Start Fires
Air 4d/8d/12d/16d cr ex dkb dbt nw 10/100 Explosive; cause only blunt trauma and knockback, both doubled; low signature.
Earth 3d/6d/9d/12d [1d] cr 20/100 Stone Fragments spray up to five yards from target.
Fire 3d/6d/9d/12d burn inc 50/100 Three times as potent at setting things aflame.
Ice 3d/6d/9d/12d fat 10/100 Lost FP can only be recovered with adequate shelter and a heat source (flame, body warmth, etc.)
Lightning 3d/6d/9d/12d burn 50/100 Acc 5. Can start fires. Metal armor protects normally.
Sound 3d/6d/9d/12d burn dbt 10/100 Acc 1. Double blunt trauma. Cannot start fires. Can be used underwater at 1/10 range.

 



Empower Weapon
Spell Effects: Strengthen Elementalism x2.
Inherent Modifiers: Bestows a Bonus.
Skill Penalty: Path of Elementalism-(2/2/4/6).
Casting Time: 10 minutes.

This spell temporarily enchants a weapon of 10 pounds or less. This enchantment balances out the material in a way that regular forging is unable to do, giving the weapon a +1/+2/+3/+4 to hit when attacking. This spell also sharpens edges, makes blunt edges denser, and spiky bits spikier, all of which increases the damage of the weapon by +1/+2/+3/+4.
The Puissance and Accuracy Enchantments do the same thing as this spell and so they will not stack. Use the highest bonus if this spell is affecting a weapon enchanted with either of these enchantments.

Typical Casting: Strengthen Elementalism (3) + Strengthen Elementalism (3) + Duration, 1 hour (7) + Subject Weight, 10 lbs. + Bestows a Bonus, +1/+2/+3/+4 to all Attack Rolls (5/10/20/40) + Bestows a Bonus, +1/+2/+3/+4 to all Damage Rolls (2/4/8/16). (22/27/41/69) SP.

Firebomb
Spell Effects: Create Elementalism.
Inherent Modifiers: Area of Effect + Damage, Indirect Burning.
Skill Penalty: Path of Elementalism-(7/8/8/8).
Casting Time: 5 minutes.

This spell conjures a ball of fire that is thrown (using Innate Attack) at an area of ground. Everything within seven yards of that spot is momentarily engulfed in flames, causing 3d/6d/9d/12d burning damage. If you miss your Innate Attack, be careful about Scattering.

Typical Casting: Create Elementalism (6) + Area of Effect, 7 yards (70) + Damage, 3d Indirect Burning (0/4/8/12). 76/80/84/88 SP.



Frozen Bonds
Spell Effects: Create Elementalism.
Inherent Modifiers: Bestows a Bonus, Increased Binding ST.
Skill Penalty: Path of Elementalism-1.
Casting Time: 5 minutes.

This spell conjures a block of ice around the body of the target (who must be within 20 yards of the caster), effectively acting as Binding with the Engulfing modifier. The ST of the Binding is equal to the caster's Path of Elementalism+3. As a special effect, any FP lost by the struggling victim can be recovered only with shelter and warmth, but they don't become helplessly entangled.

Typical Casting: Create Elementalism (6) + Bestow a Bonus, +3 to Binding ST (4) + Range, 20 yards (6). 16 SP.

Invisibility
Spell Effects: Control Elementalism.
Inherent Modifiers: Altered Traits, Invisibility (Can Carry Objects).
Skill Penalty: Path of Elementalism-9.
Casting Time: 5 minutes.

The target (along with all of their gear) becomes invisible for the next minute. However, any hostile action on the subject's part instantly ends the spell.
Optionally, this may be "mind clouding" invisibility which uses Path of Mesmerism instead of Path of Elementalism. The spell is resisted by viewers' Perception or Will instead of Will or HT (a special effect).
Typical Casting: Control Elementalism (5) + Altered Traits, Invisibility (Can Carry Objects, Heavy Encumbrance, +100%) (80) + Duration, 1 minutes (3) + Subject Weight, 1,000 lbs. (4). 92 SP.
 
 



Produce (Equipment)
Spell Effects: Create Elementalism.
Inherent Modifiers: None.
Skill Penalty: Path of Elementalism-1.
Casting Time: 5 minutes.

This spell allows you to craft any item that you are able to craft instantly. The item, chosen at the time of casting or preparing of spell, can be a weapon or bundle of ammunition, piece of armor, shield, or any other piece of general equipment that you have the skill to craft.
At the time of casting, roll the crafting skill necessary with a penalty based on the price of the item you want to make (see table below). If you succeed the crafting roll, the object is made (degree of success does not matter). If you fail your crafting roll, the spell fails. If the spell is being cast through a script or infusion, use the crafting skill of the person using the script or infusion. You may add any modifiers you wish at time of casting to the equipment, except for any enchantments, as long as the modifiers keep the item below 30 pounds.
This item will remain in existance for 3 hours. Each item also takes up an active spell on the caster and so it can be dispelled normally. The item is obviously created magically and any buyer will refuse to purchase it in normal situations.

Typical Casting: Create Elementalism (6) + Subject weight, 30 lbs. (1) + Duration, 3 hours (8). 15 SP.

Sense Surroundings
Spell Effects: Sense Elementalism.
Inherent Modifiers: Altered Traits.
Skill Penalty: Path of Elementalism-3.
Casting Time: 5 minutes.

This spell gives you the ability to read sound waves bouncing around the environment to percieve your surroundings by listening to them. Even without eyes, you can "see" rough shapes of objects, small objects you normally might not notice, and get a layout of a room. This has a range of 20 yards in air and 2000 yards under water. Objects behind other objects or walls will remain hidden from you.
You may attempt to detect fine details on a specific object/person by making a Perception Roll with a +3 bonus. This will allow to you know what that small object you found was, what some carved details in the wall were, identify who you're looking at, etc.

Typical Casting: Sense Elementalism (2) + Altered Traits, Scanning Sense (Sonar) (20) + Bestows a Bonus, Scanning Sense +3 (8) + Duration, 1 hour (7) . 37 SP.
 
Crafing Skill Penalty Table
Object Price Crafting Skill Penalty Object Price Crafting Skill Penalty
$5.01-$10 -1 $500.01-$1,000 -7
$10.01-$20 -2 $1,000.01-$2,000 -8
$20.01-$50 -3 $2,000.01-$5,000 -9
$50.01-$100 -4 $5,000.01-$10,000 -10
$100.01-$200 -5 $10,000.01-$20,000 -11
$200.01-$500 -6 Etc. Etc.

 


Mesmerism Spells

Affect the minds of any sentient (IQ 6+) beings.

Bewitchment
Spell Effects: Destroy Mesmerism.
Inherent Modifiers: Afflictions, Daze.
Skill Penalty: Path of Mesmerism-1.
Casting Time: 2 minutes.

This spell holds the subject (who must have an IQ of 6 or higher) motionless and unaware of time's passage (treat as dazed). The subject may roll against the better of HT or Will to "shake off" the effect every (margin of loss) minutes. Otherwise, this lasts as long as the caster and the subject's eyes meet; if either one can no longer see the other's eyes, the spell is instantly broken. (The short casting time is due to this drawback)
This is often cast as a "blocking" spell at the usual -10 to skill.

Typical Casting: Destroy Mesmerism (5) + Afflictions (Daze) (10). 15 SP.

Cognition Aid
Spell Effects: Create Mesmerism.
Inherent Modifiers: Altered Traits.
Skill Penalty: Path of Mesmerism-6.
Casting Time: 5 minutes.

This spell creates a separate mind in your head for up to 3 hours. This allows you to perform Concentrate Maneuvers while performing normal actions. For a list of things you can do see the Elf Lineage page.

Typical Casting: Create Mesmerism (6) + Altered Traits, Compartmentalized Mind (50) + Duration, 3 hours (8). 64 SP.



Expertise
Spell Effects: Strengthen Mesmerism.
Inherent Modifiers: Bestow a Bonus.
Skill Penalty: Path of Mesmerism-(1/1/1/2).
Casting Time: 5 minutes.

This spell gives you a +1/+2/+3/+4 bonus in one IQ, Will, or Per based skill for a day. This spell cannot improve any magical skills. So any Path skills, spells, Enchanting, or Alchemy are off-limits.

Typical Casting: Strengthen Mesmerism (3) + Bestow a Bonus, single IQ/Will/Per-based skill +1/+2/+3/+4 (1/2/4/8) + Duration, 1 day (11). (15/16/18/22) SP.

 



Locate Person
Spell Effects: None.
Inherent Modifiers: .
Skill Penalty: Path of Mesmerism-0.
Casting Time: 5 minutes.

This spell lets you locate a specific person. Choose the person at the time of casting or preparation. When you cast the spell, you know about how far away the person is from you and a rough path of how to get to them. This comes as a flash of insight.

Typical Casting: Sense Mesmerism (2). 2 SP.

Mental Network
Spell Effects: Create Mesmerism.
Inherent Modifiers: Altered Traits.
Skill Penalty: Path of Mesmerism-6.
Casting Time: 5 minutes.

This spell allows you to open a communication network with up to 9 people within 1 yard of the caster at time of casting for up to 6 hours. Communication between these people can continue, regardless of distance, as long as that person is in a least an area of Low Mana, still has the spell active on them (this counts as an active spell on everyone in the area), or is in the same plane of existance. Everyone can take a Concentrate Maneuver and broadcast sentences or still images to anyone or everyone affected by this spell.

Typical Casting: Create Mesmerism (6) + Altered Traits, add Telesend and Mindlink (40) + Area of Effect, 1 yard (10) + Duration, 6 hours (9). 65 SP.



Mind Swap
Spell Effects: Transform Mesmerism.
Inherent Modifiers: None.
Skill Penalty: Path of Mesmerism-2.
Casting Time: 5 minutes.

This spell allows you to swap conciousnesses with another target within 15 yards. If they are unwilling, they resist normally. The bodies of each character keep their ST, DX, HT, and any physical Advantages and Disadvantages. The minds of each character keep their IQ, Per, Will, any mental Advantages or Disadvantages, and any skills. Any ST, DX, or HT based skills keep their reletive level with the new attribute amount (Example: You know Broadsword at DX+2. Normally you would use your DX to determine the skill level, but now you use the Mind Swap target's DX instead.)
This counts as an active spell on both the caster and the target. The spell must remain active on both characters' bodies to keep the spell going. If either the caster or the target are knocked unconcious, fall asleep, or have their IQ reduced to less than 6, the spell is immediatly broken and both minds are returned to their respective bodies. If either character dies before the spell can be broken or worn off (this is caused by being reduced to -5xHP before the character is knocked out), both the caster and the target die. If the spell wears off or is broken, both the caster and the target are mentally stunned for 1d seconds.

Typical Casting: Transform Mesmerism (8) + Range, up to 15 yards (5) + Duration, 1 hour (7). 20 SP.

Whiplash
Spell Effects: Control Mesmerism.
Inherent Modifiers: Afflicions, Seizure + Damage, Direct Crushing.
Skill Penalty: Path of Mesmerism-2.
Casting Time: 5 minutes.

Causes the target to thrash about violently to the unseen beat of some devilish canticle. Treat this as a seizure, except that the target doesn't fall down, but instead undulates and whips their head back and forth to the diabolic hymn. Additionally, because of the flailing and jerking, they inflict 1d+1 crushing damage upon themsef, which ignores DR.

Typical Casting: Control Mesmerism (5) + Afflictions, Seizure (20) + Damage, Direct Crushing 1d+1 (1). 26 SP.


Necromancy Spells

Affect any undead beings.

Black Blade
Spell Effects: Create Necromancy.
Inherent Modifiers: Damage, Direct Toxic (Follow-Up).
Skill Penalty: Path of Necromancy-(0/0/1/1).
Casting Time: 5 minutes.

This spell causes a weapon, weighing no more than 10 lbs., to gain a (1d-1/1d+2/2d+1/3d) toxic follow-up after 10 seconds. This spell manifests as a visible halo of black energy around the weapon and is resisted like a normal spell.
This essentially uses the rules for conjured weaponry, but the weapon itself is the carrier for the damage.

Typical Casting: Create Necromancy (6) + Damage, Direct Toxic (1d-1/1d+2/2d+1/3d) (Follow-Up, +0%) (0/2/5/8) + Duration, 10 seconds (1). (7/9/12/15) SP.

Create Undead Servitor
Spell Effects: Control Necromancy + Create Necromancy.
Inherent Modifiers: Summoned.
Skill Penalty: Path of Necromancy-2.
Casting Time: 10 minutes.

You animate a corpse from a nearby dead body or grave and apply an appropriate Undead Template. It does your bidding for the next day, after which it crumbles to dust or putrefies. Every servitor counts as an active spell and can be dispelled normally.

Typical Casting: Control Necromancy (5) + Create Necromancy (6) + Duration, 1 day (11) + Subject Weight, 300 lbs. (3) + Summoned, 63 Character Points (4). 29 SP.



Final Rest
Spell Effects: Restore Necromancy.
Inherent Modifiers: None.
Skill Penalty: Path of Necromancy-0.
Casting Time: 5 minutes.

This spell performs the exact same function as the Final Rest spell.

Typical Casting: Restore Necromancy (4). 4 SP.

Greater Solidify Spirit
Spell Effects: Control Undead + Strengthen Undead.
Inherent Modifiers: Altered Traits, Negated Insubstantiality.
Skill Penalty: Path of Undead-4.
Casting Time: 10 minutes.

As for Lesser Solidify Spirit, except this ritual can force spirits to manifest in the material plane even if they cannot inherently do so. (Cosmology-based variations exist for this spell as well.)

Typical Casting: Control Undead (5) + Strengthen Undead (3) + Altered Traits, Negated Insubstantiality (16) + Duration, 12 minutes (6) + Range, Extradimensional (10). 40 SP.



Incinerate Undead
Spell Effects: Destroy Necromancy.
Inherent Modifiers: Damage, Direct Burning.
Skill Penalty: Path of Necromancy-1/1/2/2.
Casting Time: 5 minutes.

This spell uses the necromantic energys inside undead and spirits to ignite the target. The target must be less than 300 pounds and within 20 yards of the caster. The target takes 1d/2d/3d/4d burning damage.

Typical Casting: Destroy Necromancy (5) + Damage, Direct Burn 1d/2d/3d/4d (0/4/8/12) + Range, up to 20 yards (6) + Subject Weight, up to 300lbs (3). (14/18/22/26) SP.

Lesser Solidify Spirit
Spell Effects: Control Undead + Strengthen.
Inherent Modifiers: None.
Skill Penalty: Path of Necromancy-2.
Casting Time: 10 minutes.

This ritual forces a spirit that can manifest in the material world to use that ability, rendering it vulnerable to physical threats, for the next 12 minutes. If the spirit usually has to spend fatigue to stay manifested, this requirement is temporarily lifted; the ritual provides the energy required.
If the spirit cannot normally manifest under its own power, this ritual fails and does nothing. Variations of this spell that affect Celestials use Path of Cosmology instead.

Typical Casting: Control Necromancy (5) + Strengthen Undead (3)) + Duration, 12 minutes (6) + Range, Extradimensional (10). 24 SP.



Mend the Dead
Spell Effects: Restore Necromancy.
Inherent Modifiers: Repair.
Skill Penalty: Path of Necromancy-1.
Casting Time: 5 minutes.

You heal any undead creature for 2d HP, by reinforcing its necromantic energies and mending any rips and tears (will not restore any lost limbs). If used on the corpse of a previously reanimated body (through either incantation or celestial magic) you may repair the corpse back to a point where it can be reanimated once more (above 0 HP). This cannot be used on a zombie that was raised with the Mass Zombie spell.

Typical Casting: Restore Necromancy (4) + Repair Undead, 2d (4) + Subject Weight, 300 lbs. (3). 11 SP.

Necrotic Recognition
Spell Effects: Sense Necromancy.
Inherent Modifiers: None.
Skill Penalty: Path of Necromancy-1.
Casting Time: 5 minutes.

This spell allows an immediate roll to identify a spirit or undead target. Uses rules for Identification, but roll your Path of Necromancy+6 instead of a particular skill. A successful identification roll will give you the usual information plus what kind of magic is reanimating the target (incantation or celestial), and if the person or object that animated the undead is within sight, the spell will point them out. This information comes in a flash of insight.
This only stacks with natural darkness. If there are any other incantation or celestial spell that adds a darkness penalty, you only add the highest darkness penalty
Typical Casting: Sense Augury (2) + Bestows a Bonus, +6 to Identification Roll (16). 18 SP.



Obscuring Darkness
Spell Effects: Strengthen Necromancy.
Inherent Modifiers: Altered Traits.
Skill Penalty: Path of Necromancy-(1/1/1/1).
Casting Time: 5 minutes.

This spell causes the area around the caster to darken significanly. Anything within 2 yards of the caster has an extra -1/-2/-3/-4 darkness penalty. This darkness is unnaturally thick and any light sources like torches or lanterns are also affected (with the one exception being the Sunlight spell. Anyone who has the ability to see in the dark can see through this. A character with levels of Night Vision can offset this penalty. This spell also affects the caster's ability to see things around themselves.

Typical Casting: Strengthen Necromancy (3) + Altered Traits, Obscure 1/2/3/4 (2/4/6/8) + Duration, up to 12 minutes (6). (11/13/15/17) SP.

Plague
Spell Effects: Control Necromancy.
Inherent Modifiers: Damage, Direct Toxic, Affliction.
Skill Penalty: Path of Necromancy-1/1/2/2.
Casting Time: .

This spell causes a living target that is less than 300 pounds and within 20 yards of the caster to have their insides infected with random diseases. The target takes 1d-1/2d-2/3d-3/3d toxic damage, and if they fail their resistance roll by 5 or more, they are afflicted with Nausea for minutes equal to margine of failure.

Typical Casting: Control Necromancy (5) + Damage, Direct Toxic 1d-1/1d+2/2d+1/3d (0/2/5/8) + Affliction, Nauseated (Secondary) (2) + Subject Weight, up to 300 pounds (3) + Range, up to 20 yards (6). (16/18/21/24) SP.



Red Blade
Spell Effects: Create Necromancy.
Inherent Modifiers: Damage, Special.
Skill Penalty: Path of Necromancy-4.
Casting Time: 5 minutes.

This spell must be cast on a weapon weighting no more than 10 lbs.; it manifests as a glowing halo of red energy around the weapon for the next 10 seconds. If this weapon injures a foe while the spell is active, the victim continues to take the same injury every second for the next 1d seconds. Each cycal can be resisted (using the usual rules for resisting incantation magic): successful resistance prevents further damage from that attack only.

Typical Casting: Create Necromancy (6) + Damage, Direct Damage (Cyclic, 4 additional 1-second cycles, Resistible, +200%) (40*) + Duration, 10 seconds (1). 47 SP.

*SP is calculated as adding a cyclic attack with damage determined by the weapon rather than the spell.
Soul Jar
Spell Effects: Create Necromancy.
Inherent Modifiers: Altered Traits.
Skill Penalty: Path of Necromancy-3*.
Casting Time: 5 minutes.

This spell allows you to "place" your soul inside an inanimate object you are touching for a day. You do not have to actively carry the object with you for it to work. If your body is killed while the spell is active, your conciousness is pulled to the object. Your body cannot heal naturally while dead nor can your body make use of any kind of potion or infusion, but spells like Mend the Dead and any other healing spells will work. If the caster's body is able to get up to -1xHP before Soul Jar wears off, the caster's soul is able to return to their body and survive. If not, when their soul attempts to return, it fails and the caster dies.
This spell is dangerous if used too many times. A critical failure when casting this spell will always kill you. It drains all of your life energy and takes you down to -5xHP. Also, every time your life is saved this way (you fail a death save, but are successfully resuscitated before the spell wears off) you take a cumulative -2 penalty to the next time you attempt to cast the spell and every attempt afterward (Example: you've died and been revived using this spell 3 times, you are at a -6 everytime you cast it afterward).
This counts as an active spell on your body. If it is dispelled in any way, your soul is brought back to your body and no harmful effects happen.

Typical Casting: Create Necromancy (6) + Altered Traits, Extra Life (20**) + Duration, up to 1 day (11). 37 SP.
* every time this spell saves the life of the caster, add a cumulative -2 to this penalty
** the point discount on Extra Life is because it requires your body to be magically healed within a limited time before it can take effect




Weaken Life
Spell Effects: Strengthen Necromancy.
Inherent Modifiers: Bestows a Penalty.
Skill Penalty: Path of Necromancy-1/1/2/2.
Casting Time: 5 minutes.

This spell causes the organs of the target to falter. If a target within 20 yards and is less than 300 pounds fails to resist the spell, for the next 1 minute, they will have a -1/-2/-3/-4 penalty to their checks for death on top of any normal penalties

Typical Casting: Strengthen Necromancy (3) + Bestows a Penalty, Checks for Death -1/-2/-3/-4 (2/4/8/16) + Subject Weight, 300 lbs (3) + Duration, 1 minute (3) + Range, 20 yards (6). (17/19/23/31) SP.

 


Protection Spells

Enhance protective capabilities of yourself and allies.

Simple Spells
Bulwark
Spell Effects: Strengthen Protection.
Inherent Modifiers: Altered Traits, Damage Resistance.
Skill Penalty: Path of Protection-(2/3/4/5).
Casting Time: 5 minutes.

This spell grants the subject DR (2/4/6/8) with the Tough Skin and Hardened 2 modifiers. This protection lasts for 12 minutes.

Typical Casting: Strengthen Protection (3) + Altered Traits, Damage Resistance (2/4/6/8) (Hardened 2, +40%; Tough Skin, -40%) (10/20/30/40) + Duration, 12 minutes (6) + Subject Weight, 1,000 lbs. (4). (23/33/43/53) SP.

Hinder
Spell Effects: Destroy Protection.
Inherent Modifiers: Bestow a Penalty.
Skill Penalty: Path of Protection-(2/2/3/5).
Casting Time: 5 Minutes.

This spell makes a target's attempts to defend themselves sluggish and unreliable. The target, which must be less than 300 pounds and within 20 yards of the caster, takes a -1/2/3/4 penalty on all of their Active Defense rolls for the next minute.

Typical Casting: Destroy Protection (5) + Bestow a Penalty, Active Defenses -1/2/3/4 (5/10/20/40) + Subject Weight, less than 300lbs (3) + Range, up to 20 yards (6) + Duration, up to 1 minute (3). 22/27/37/57 SP.



Hypervigilance
Spell Effects: Sense Protection.
Inherent Modifiers: Altered Traits.
Skill Penalty: Path of Protection-2.
Casting Time: 5 minutes.

This spell makes the caster extremely aware of any dangers that could possibly affect them for 12 hours, even if the danger is normally imperceptible. For the duration of this spell, if something is about to attack you or cause any kind of bodily harm, the GM will roll vs your Perception-based Path of Protection skill. On a success, you're given enough of a warning that you can take action. A critical success gives you a bit of information about the approaching danger.

Typical Casting: Sense Protection (2) + Altered Traits, Danger Sense (15), Duration, up to 12 hours (10). 27 SP.

Probe Weakness
Spell Effects: Sense Protection.
Inherent Modifiers: Divination.
Skill Penalty: Path of Protection-0.
Casting Time: 5 minutes.

This spell allows you to Divine the target's defenses. Some possible pieces of information you can ask for would be the target's Active Defenses, its HP, its DR, what kind of resistances or vulnerabilities they would have, etc.

Typical Casting: Sense Protection (2). 2 SP.



Radiant Shield
Spell Effects: Strengthen Protection.
Inherent Modifiers: Altered Traits, Defense Bonus + Area of Effect.
Skill Penalty: Path of Protection-11.
Casting Time: 5 minutes.

This spell conjures a bright glow around the shields of six allies within four yards, adding +2 DB to each for an hour. Each shield must weigh 30 lbs. or less.

Typical Casting: Strenghten Protection (3) + Altered traits, Defense Bonus +2 (60) + Area of Effect, 4 yards, Excludes all but six allies (43) + Duration, 1 hour (7) + Subject Weight, 30 lbs. (1). 114 SP.

Rust Armor
Spell Effects: Destroy Protection.
Inherent Modifiers: Alter Traits, Damage Resistance.
Skill Penalty: Path of Protection-1/2/2/2.
Casting Time: 5 minutes.

This spell rapidly oxidizes any metal in the armor of the target. Leather, cloth, and wood armor are unaffected, while full metal armor becomes near useless. The armor loses 2/4/6/8 DR and any Ornate modifiers. Armor that is reduced to 0 DR is destroyed after being struck once. All undestroyed armor retuns to its original state after a minute.

Typical Casting: Destroy Protection (5), Altered Traits, negate Damage Resistance 2/4/6/8 (2/4/6/8), Subject Weight, up to 300lbs (3), Range, up to 20 yards (6) Duration, up to 1 minute (3). 19/21/23/25 SP.



Safeguard
Spell Effects: Strenghten Protection x2.
Inherent Modifiers: Altered Traits, Modified Altered Time Rate + Bestows a Bonus, Active Defense rolls.
Skill Penalty: Path of Protection-7.
Casting Time: 10 minutes.

For the next 10 seconds, the target of this ritual gains +2 to all active defenses or they can attempt two different defenses against each attack: e.g., they can try to dodge an attack and then parry if the dodge fails (both at +2). Other "once per turn" defensive abilities may now be attempted twice: they may retreat twice per turn, attempt up to two Blocking spells or power defenses per turn, and so on. They cannot gain any benefit from any All-Out Defenses.

Typical Casting: Strengthen Protection (3) + Strengthen Protection (3) + Altered Traits, Modified Altered Time Rate 1* (60) + Bestows a bonus, +2 to Active Defense rolls (10) + Duration, 10 seconds (1). 77 SP.

*This is Altered Time Rate 1 with a new limitation: Defensive (-40%). You may only use your additional maneuver to take All-Out Defense (Double Defense) after your normal turn. As a special benefit, this extra turn also grants you the ability to make an additional retreat, Blocking spell, etc. when attacked.

Zone of Tanquility
Spell Effects: Create Protectionx2.
Inherent Modifiers: Bestow a Penalty.
Skill Penalty: Path of Protection-4/5/6/9.
Casting Time: 10 minutes.

This spell slows down projectiles, partially negates spells, and creates a sense of peace for everyone in a 2 yard radius for an hour. This causes all attacks into or out of this zone to suffer a -2/4/6/8 to hit and all forms of damage are reduced by the same amount.

Typical Casting: Create Protection (6) + Create Protection (6) + Area of Effect, 2 yards (20) + Bestow a Penalty, Attack Rolls -2/4/6/8 (5/10/20/40) + Bestow a Penalty, Damage Rolls -2/4/6/8 (2/4/8/16) + Duration, up to 1 hour (7). 46/53/67/95 SP.


Transfiguration Spells

Affect the bodies of any sentient (IQ 6+) being.

Simple Spells
Flesh Mask
Spell Effects: Transform Transfiguration.
Inherent Modifiers: Bestows a Bonus, Disguise rolls.
Skill Penalty: Path of Transfiguration-3.
Casting Time: 5 minutes.

This ritual changes the appearance of the subject. If trying to make a target look like someone else, make an IQ roll or Disguise roll at +5. Success means the resemblance is close enough to the original to be mistaken for them. Success by 5 or more, or a critical success, gives +2 on all other rolls to emulate the target (Acting, Mimicry, etc.). This effect lasts for an hour.

Typical Casting: Transform Transfiguration (8) + Bestows a Bonus, +5 to Disguise rolls (12) + Duration, 1 hour (7) + Subject Weight, 300 lbs. (3). 30 SP.

Mule's Strength
Spell Effects: Strengthen Transfiguration.
Inherent Modifiers: Altered Traits, Lifting ST.
Skill Penalty: Path of Transfiguration-3.
Casting Time: 5 minutes.

This spell grants the subject Lifting ST 5 for the next 24 hours, allowing them to carry more.

Typical Casting: Strengthen Transfiguration (3) + Altered Traits, Lifting ST 5 (15) + Duration, 1 day (11) + Subject Weight, 1,000 lbs. (4). 33 SP.



Bat Wings
Spell Effects: Transform Transfiguration.
Inherent Modifiers: Altered Traits (Flight (Winged)).
Skill Penalty: Path of Transfiguration-4.
Casting Time: 5 minutes.

Membranous or leathery wings emerge from the target's back. These let the subject fly at Move equal to twoice their Basic Speed (round down) for the next hour.

Typical Casting: Transform Transfiguration (8) + Altered Traits, Flight (Winged, -25%) (30) + Duration, 1 hour (7) + Subject Weight, 1,000 lbs. (4). 49 SP.
Peel Back the Skin
Spell Effects: Destroy Transfiguration.
Inherent Modifiers: None.
Skill Penalty: Path of Transfiguration-0.
Casting Time: 5 minutes.

This ritual forces a shapeshifted subject to return to its native form. This spell's effects are instant and do not prevent the subject from transforming or being transformed again.

Typical Casting: Destroy Transfiguration (5) + Subject Weight, 300 lbs. (3). 8 SP.



DIAGNOSIS
Spell Effects: Sense Transfiguration.
Inherent Modifiers: None.
Skill Penalty: Path of Transfiguration-0.
Casting Time: 5 minutes.

This spell gives the caster the ability to discern what is wrong with a living being of IQ 6+ (treat as a successful use of Diagnosis), or if the target is deceased, it tells the caster what killed the target. This information comes as a flash of insight.

Typical Casting: Sense Transfiguration (2). 2 SP.
Reinforce Defenses
Spell Effects: Strengthen Transfiguration.
Inherent Modifiers: Bestows a Bonus.
Skill Penalty: Path of Transfiguration-2/3/4/6.
Casting Time: 5 minutes.

This spell boosts the target's immune system, organ health, etc. and gives them a +1/2/3/4 bonus to any physical resistance rolls (not spells, even if the spell causes a physical ailment). This bonus lasts an entire day.

Typical Casting: Strengthen Transfiguration (3) + Duration, up to 1 day (11) + Bestows a Bonus, +1/2/3/4 to physical resistance rolls (5/10/20/40) + Subject Weight, up to 300lbs (3) + Range, up to 20 yards (6). 28/33/43/63 SP.



Reduce Defenses
Spell Effects: Destroy Transfiguration.
Inherent Modifiers: Bestows a Penalty.
Skill Penalty: Path of Transfiguration-3/3/4/6.
Casting Time: 5 Minutes.

This spell wrecks the target's immune system, organ health, etc. and gives them a +1/2/3/4 penalty to any physical resistance rolls (not spells, even if the spell causes a physical ailment). This penalty lasts an entire day.

Typical Casting: Destroy Transfiguration (5) + Duration, up to 1 day (11) + Bestows a Bonus, +1/2/3/4 to physical resistance rolls (5/10/20/40) + Subject Weight, up to 300lbs (3) + Range, up to 20 yards (6). 30/35/45/65 SP.

Combat Expertise
Spell Effects: Bestows a Bonus.
Inherent Modifiers: None.
Skill Penalty: Path of Transfiguration-2/2/3/5.
Casting Time: .

This spell grants the target unusually high dexterity when in combat. This gives a +1/2/3/4 bonus to all DX based attack rolls in combat.

Typical Casting: Strengthen Transfiguration (3) + Bestows a Bonus, combat rolls +1/2/3/4 (5/10/20/40) + Duration, up to 1 hour (7) + Range, up to 20 yards (6) + Subject Weight, up to 300lbs (3). 24/29/39/59 SP.



Vital Strike
Spell Effects: Destroy Transfiguration.
Inherent Modifiers: Damage, Direct Impaling.
Skill Penalty: Path of Transfiguration-1/2/3/3.
Casting Time: 5 minutes.

This spell rends the insides of the target dealing 1d/2d/3d/4d impaling damage to their torso.

Typical Casting: Destroy Transfiguration (5) + Damage, Direct Impaling 1d/2d/3d/4d (0/8/16/24) + Subject Weight, up to 300lbs (3) + Range, up to 20 yards (6). 14/22/30/38 SP.
EXTRA ARM/ATTACK
Spell Effects: .
Inherent Modifiers: .
Skill Penalty: .
Casting Time: .


Typical Casting: . XX SP.



Numbed Nerves
Spell Effects: Destroy Transfiguration.
Inherent Modifiers: Altered Traits.
Skill Penalty: Path of Transfiguration-3.
Casting Time: 5 minutes.

This spell makes the target immune to the effects of pain! For the next hour, they never suffer from shock penalties, gain a +3 on all HT rolls to avoid knockdown and stunning, and any spells or afllictions that cause pain are negated. The target is still able to be wounded, but they won't feel it.

Typical Casting: Destroy Transfiguration (5) + Altered Traits, High Pain Threshold (10) + Subject Weight, up to 300lbs (3) + Duration, up to 1 hour (7) + Range, up to 20 yards (6) . 31 SP.
Agonize
Spell Effects: Destroy Transfiguration.
Inherent Modifiers: Affliction, Terrible Pain.
Skill Penalty: Path of Transfiguration-2.
Casting Time: 5 minutes.

This spell overloads the pain receptors in the target, causing them to suffer from terrible pain for the next minute. This gives them a -4 penalty to DX, IQ, their respective skills, and any Self Control rolls.

Typical Casting: Destroy Transfiguration (5) + Affliction, Terrible Pain (12) + Duration, 1 minute (3) + Range, up to 20 yards (6) + Subject Weight, up to 300lbs (3). 29 SP.




Spell Effects: .
Inherent Modifiers: .
Skill Penalty: .
Casting Time: .


Typical Casting: . XX SP.

Spell Effects: .
Inherent Modifiers: .
Skill Penalty: .
Casting Time: .


Typical Casting: . XX SP.


Multipath Spells

Some spells require multiple effects from multiple Path skills in order to perform or are flexible in what Path skills can be used. There are no "simple" Multipath Spells.

Bond of Servitude for (Class)
Spell Effects: See below.
Inherent Modifiers: Bestows a Penalty, Resistance..
Skill Penalty: Appropriate Path-2.
Casting Time: 5 minutes.

This spell imposes a magical compulsion on the target (who resists at -2), forcing them to obey all the caster's commands for an hour. The target cannot go against a direct command, but may interpret commands creatively. This spell doesn't provide any special means of communication or understanding of commands. If the subject is ordered to do something suicidal or radically against their nature (e.g., attack a co-religionist to whom they have a Sense of Duty) they get a roll to resist that command by rolling Will vs. the caster's effective skill. The caster may not repeat a resisted order, even rephrased, if the outcome would be similar. Different orders are still possible; e.g., if "Throw your friend in the lava" fails, "Make your friend leave" may still work, so long as leaving doesn't require a lava-swim.
The Path used depends on the class of the target: Arcanum for magical constructs; Cosmology for Celestials; Elementalism for elementals; Mesmerism for mortals; and Necromancy for undead. Other creature types are unaffected. Each class is a different spell.
This counts as an active spell on both the caster and the target. Both spells must remain active to keep this spell going.

Typical Casting: Control (specific Path) (5) + Bestows a Penalty, -2 to rolls to resist Bond of Servitude (2) + Duration, 1 hour (7) + Range, 20 yards (6). 20 SP.
Illusion
Spell Effects: Create Elementalism + Create Mesmerism.
Inherent Modifiers: None.
Skill Penalty: The lower of Path of Elementalism-1 or Path of Mesmerism-1.
Casting Time: 10 minutes.

This spell creates an extremely realistic illusion that can be seen by anyone and has a mind of its own (treat as having IQ equal to your Path skill-5). Others must make a resistance roll upon seeing the illusion; failure means they believe it is real and cannot be persuaded otherwise. The illusion does whatever its creator instructs it to do, including attempting to attack enemies. Each attack gives the target another roll to resist; failure means the victim believes they've been injured so much that they take damage equal to the margin of loss. The GM decides ultimately what can be an illusion, and should use appropriate statistics. Powerful illusory constructs might require the Summoned modifier.
The GM may allow "figment" illusions to be pure Create Mesmerism effects, instead of Elementalism. The GM may declare that such a spell is resisted - and by viewers' Perception or Will instead of Will or HT (a special effect).

Typical Casting: Create Elementalism (6) + Create Mesmerism (6) + Duration, 1 hour (7). 19 SP.



 
Mage-Arrow
Spell Effects: Control Arcanum + Special (see below).
Inherent Modifiers: As per attached spell.
Skill Penalty: See below.
Casting Time: One step longer than attached spell.

This spell allows an arrow, bolt, or similar ammunition to be the carrier of a specific spell. You only cast this spell (not both), but roll against the lower of yyour Path of Arcanum and the other spell's Path. Casting Time is one step longer due to the added effect; e.g., if the underlying spell takes 10 minutes to cast, the Mage-Arrow version takes 30 minutes.
If the arrow hits, the spell it carries goes off, immediatly affecting the subject. If it misses, the spell dissipates harmlessly. A spell carried in this manner does not need to include Range. It's delivered by contact with the arrow.
Any damaging spell is considered to be linked and is not a follow-up attack. For a spell that causes damage indirectly, this means the subject cannot attempt an active defense against it - they've already been hit. Each active Mage-Arrow spell occupies a magic slot.

Typical Casting: Control Arcanum (5) plus SP equal to the carried spell's total.



Ward for (Class)
Spell Effects: Control (Path).
Inherent Modifiers: Area of Effect + Bestows a Bonus, Power.
Skill Penalty: Appropriate Path-6.
Casting Time: 5 minutes.

You create a magical barrier in a five-yard circular area centered on a hex of your choosing. Anything within the ward is protected from a specific class of creatures or magic with Power equal to your Path skill + 2.
The Path used depends on the class of the target: Arcanum for magic (spells cast directly across the threshold) or Constructs; Augury for scrying (including similarnon-magical forms of supernatural detection Cosmology for Celestials; Elementalism for elementals; Mesmerism for mental intrusion or mortal creatures other than animals or animated plants; and Necromancy for undead. Other creature types are unaffected. Each class is a different spell.

Typical Casting: Control (specific Path) (5) + Area of Effect, 5 yards (50) + Bestows a Bonus, +2 to the ward's Power (4) + Duration, 1 hour (7). 66 SP.
Wrathchild
Spell Effects: Control Mesmerism + Strengthen Transfiguration.
Inherent Modifiers: Altered Traits, ST +5 and Berserk (N/A) + Bestows a Bonus, HT rolls to remain conscious or alive.
Skill Penalty: Lower of Path of Mesmerism-6 or Path of Transfiguration-6.
Casting Time: 5 minutes.

The subject flies into an amped-up, insane rage, ready to kill everything in sight. They act as if under the effects of Berserk, except that they gain +6 to HT rolls to remain conscious or alive instead of +4. Additionally, their fury drives them to overexert themselves tremendously and they temporarily gain +5 to their ST.
But this comes at a price once the spell ends: The subject loses 10 FP if they are still alive (The short casting time is due to this drawback)

Typical Casting: Control Mesmerism (5) + Strengthen Transfiguration (3) + Altered Traits, ST +5 and Berserk (N/A) (55) + Bestows a Bonus, +2 to HT rolls to remain conscious or alive (2) + Duration, 30 seconds (2). 67 SP.
  Instill Terror
Spell Effects: Control Mesmerism + Control Necromancy.
Inherent Modifiers: None.
Skill Penalty: Lower of Path of Necromancy-(1/1/1/2) or Path of Mesmerism-(1/1/1/2).
Casting Time: 10 minutes.

This spell causes the target within 20 yards of the caster to feel intense fear on a failed resistance roll with a -(1/2/3/4) penalty. On a failure, the target rolls on the Fright Check Table and adds the margin of failure to the dice roll.

Typical Casting: Control Mesmerism (5) + Control Necromancy (5) + Range, 20 yards (6) + Bestow a Penalty, Fright Checks -(1/2/3/4) (2/4/8/16). 13/15/19/27 SP.
                     

 

 

 

 

 

 

 

 

 

 

 

 

     

 

 

 

 

 

 

 

 

 

 

 

 

 

Summon Flaming Skull
Spell Effects: Control Cosmology.
Inherent Modifiers: Summoned.
Skill Penalty: Path of Cosmology-3.
Casting Time: 5 minutes.

This spell summons a Flaming Skull from one of the Chaos Realms to do the bidding of the caster for the next minute, after which it returns to where it came from.

Typical Casting: Control Cosmoloty (5) + Duration, 1 minutes (3) + Range, Extradimensional (10) + Summoned, 250 Character Points (20). 38 SP.


 

 

 

 

 

 

 

 

 

 

       

Spell Effects: .
Inherent Modifiers: .
Skill Penalty: .
Casting Time: .


Typical Casting: . XX SP.

Spell Effects: .
Inherent Modifiers: .
Skill Penalty: .
Casting Time: .


Typical Casting: . XX SP.
         
Spell Effects: .
Inherent Modifiers: .
Skill Penalty: .
Casting Time: .


Typical Casting: . XX SP.