Spells In Meaty Bones in Pangorio | World Anvil

Spells In Meaty Bones

BARDIC

Bad Melody Cost: 1 Trick Point. Range: 12 Squares.
The caster whispers a dischordant tune that travels to the ear of a creature within the range of the spell. The creature must make a Focus Roll DR: 13 or take 1D4 Sonic damage. Boost: each additional Trick Point used to cast this spell adds 1D4 to the damage.
  Blur Cost: 2 Trick Points. Self only. Maintain: 1 Trick Point.
The caster's body becomes a blurry, wavering blot to all who can see. Any creature trying to attack or target the caster gets a -2 Rank to their attempts unless they do not rely on sight or can see through illusions.
  Dazzling Aura Cost: 4 Trick points. Self only. Maintain: 2 Trick Points.
The caster creatures a shimmering aura about themself that moves with them. This aura grants them and any ally within 6 Squares gets a +2 rank to all Stat Rolls. If those affected successfully make a save where they would receive 1/2 damage, they instead receive no damage.
  Demand Cost: 1 Trick Point. Range: 12 Squares.
The caster speaks a word to one creature they can see within the range of the spell. The creature must make a Focus Roll DR: 13 or follow the demand on its next turn.
  • COME: the creature moves to within 1 Squares of the caster at 1/2 its movement speed. Soon as they reach that square, the spell ends. This requires 1 Trick Point and the creature can make no other movement until they have enough Points to comply to the Demand
  • DIVE: the creature dives to the ground, laying flat. This must be done first and cancels out all their remaining Trick and Reaction Points until their next turn. Once they comply to the Demand the spell ends.
  • FIGHT: the creature attacks one other creature within the range of the spell. Once they do so the spell ends.
  • FREEZE: the creature cannot move or use any Trick or Reaction points, ending their turn. Once they comply the spell ends.
  • RELEASE: the creature drops whatever items they hold in the arms including weapons and shields. This requires 1 Reaction Point or 1 Trick Point if there is no Reaction Point available. This Demand must be carried out before any other actions. Soon as they do so the spell ends.
  • RUN: the target must moves away from the caster at its full movement speed before doing any other actions and requires 1 Trick Point. They cannot make any other movement until they do so. Soon as they have carried out the demand the spell ends.

  Glow Bright Cost: 1 Trick Point. Range: 12 Squares. Maintain: 1 Trick Point.
The caster causes each object/creature within a 4 Square x 4 Square x 4 Square area to glow in any color of the caster's choice. This nullifies invisibility and other sight obscuring affects.
  Muffle Senses Cost: 2 Trick Points. Range: 6 Squares.
The caster targets one creature within the range of the spell. The target must make a Hearty DR: 15 or be Hindered and Numbed. This will last for four turns. Boost: each additional Trick Point used to cast this spell adds one additional creature the caster can target. This spell can only be cast with a boost during combat.
 
Quick Portal Cost 3 Trick Points. Range 100 Squares.
The caster chooses a place they know of or can see within the range of the spell and creates a swirling doorway that lasts until a creature or lone object passes through it. Whenever they do, they are instantly teleported to the chosen place. Boost each additional Trick Point used to cast this spell allows one more creature or lone object to pass through it before it ends.

  Stomp The Yard Cost: 4 Trick Points. Range: 3 Squares Radius.
The caster stomps on the ground creating a burst of sound that ripples out. Each creature in the area must make a Hearty Roll DR: 19 or take 9D6 Sonic damage.
 
 

DEITY

Aid Cost: 1 Trick Point. Range: 3 squares. Maintain: 1 Trick Point.
The caster bolsters up to three allies within range of the spell 5 HP. Boost: each additional Trick Point used to cast this spell adds another 5 HP. Casting this spell with a boost can only be done DURING an encounter.
  Bless Cost: 1 Trick Point. Range: 3 Squares. Maintain: 1 Trick Point.
The caster chooses up to three creature within range of the spell to grant +1 Rank to all their Stats. Boost: each additional Trick Point used to cast this spell allows the caster to Bless one more creature.
  Blessed Bolt Cost: 1 Trick Point. Range: 12 Sqaures. The caster causes a shaft of energy to streak throguh the air and hit the target dealing 1D6 Divine damage. Boost: each additional Trick Points used to cast this spell adds 1D6 to the damage.   Calmness Cost: 2 Trick Points. Range: 12 Squares. Maintain: 1 Trick Point.
Each creature within a 4 Square radius Sphere centered on any point within the range of the spell makes a Focus DR: 15 or have their morale improved by three tiers. At the end of the spell they make another Focus DR: 15 to return to their original Morale Tier.
  Chill Soul Cost: 1 Trick Point. Range: 12 Squares.
The caster greats a spectral hand that appears and touches a TARGETED creature within range of the spell delivering 1D4 Divine damage. Boost: each additional Trick Point used adds 1D4 to the damage.
  Curse Cost: 2 Trick Points. Range: Touch.
The caster touchs a creature and decides which Stat to give a -1 Rank to. The creature then makes a Save DR: 15 for that Stat. If they succeed the curse fails and the caster cannot try to curse that creature again for 24 hours.
  Favor Cost: 1 Trick Point. Range: self. Maintain: 1 Trick Point.
The caster adds 1D4 divine damage to all their weapon attacks. Boost: each additional Trick Point used to cast this spell adds 1D4 to the damage.
  Fell Burst Cost: 5 Trick Points. Range: 12 Squares. The caster creates a burst of vileness filling a TARGETED 3 Square x 3 Square area within the range of the spell. Those caught in the burst must make a Hearty Defense DR: 21. On a success they take 1/2 damage. On a fail they take the full amount of 12D4 Fell damage.
  Fell Rite Cost: 1 Trick Point. Self-Only.
The caster grants temporary Undead HP (only if the caster is at full HP) and/or heals their UNDEAD HP by 1D4 + 4 HP. This also heals 1 I jury Slot for a Fell or Undead only. Boost: each additional Trick Point used to cast this spell adds 1D4 to the HP granted
  Fell Tendrils Cost: 1 Trick Point. Range: 3 Square radius.
The caster calls forth dark spectral tendrils that batter all creatures within the radius of the caster dealing 1D10 Fell damage plus Numbed for their next two turns unless a save is made Hearty DR: 13. Boost: each additional Trick Point used to cast this spell adds 1D10 to the damage.
  Frosty Aid Cost: 1 Trick Point. Self Only.
The caster calls forth a protective shimmering frost that covers them and their gear. This Frost grants the caster 5 Temporary HP and delivers 1D4 Cold damage to any creature each time it is within 1 Square of the caster. This spell lasts for one hour. Boost: each additional Trick Point used to cast this spell grant 5 more Temporary HP and the Cold damage is increased by 1D4.
  Hamper Cost: 1 Trick Point. Range: 6 Squares. Maintain: 1 Trick Point.
The caster chooses up to three creatures within the range of the spell who must each roll a Focus DR: 13 or get Hindered until the spell ends. Boost; each additional Trick Point used to cast this spell grants one additional creature to be affected.
  Healing Touch Cost: 1 Trick Point. Range: Touch.
The caster can restore 1D8 + Caster's Hearty Roll of HP and 1 Injury for the touched creature. Boost: each additional Trick Point used to cast this spell adds 1D8 to the HP Roll. Each TWO additional Trick Points used to cast this spell heals 1 additional Injury.
 
Pestilence Cost: 4 Trick Points. Range: 6 Squares.
The caster creates a spectral hand that appears and touches a creature within range of the spell delivering the caster's choice of one of the following diseases that will last 1D6 days.
  • Searing Eyes The creature must make a Focus Roll DR: 19 or searing pain grips their minds and their eyes become milky white. They also get -2 Ranks to all Focus Rolls.
  • Weaknee Fever The creature must make a Brawn Roll DR: 19 or a raging fever sweeps throguh their body. They also get -2 Ranks to all Brawn Rolls.
  • Poxed The creature must make a Flair Roll DR: 19 or ugly and painful pustules cover their face. They also get -2 Ranks to all Flair Rolls.
  • Handbanger The creature must make a Reason Roll DR: 19 or their mind becomes feverish. They also get -2 Ranks to all Reason Rolls.
  • Twitchitis The creature must make a Nimble Roll DR:19 or they are overcome with shaking. They also get -2 Ranks to all Nimble Rolls.
  • Bloodpool The creature must make a Hearty Roll DR: 19 or they seep out blood from random orifices and pores. They also get a -2 Ranks to all Hearty Rolls.

  Preservation Cost: 2 Trick Points. Range: Touch.
The caster touches a dead creature and this spell will prevent that creature from rotting or rising up as undead for 7 Days. This prevents a nevromancer from turning that creature into an Animated Dead or a Undead as well.
  Repel Life Cost: 4 Trick Points. Range: 2 Square radius. Maintain: 2 Trick Points.
Casting this spell with a boost can only be done DURING an encounter. The caster calls forth a shimmering barrier reaching out 2 Squares in all directions that prevents any living creature unwanted by the caster from entering. Any unwanted living creature within the area when the spell is cast, is pushed out. These creatures can still make Reach Attacks, Missile Attacks, or Cast Spells through the barrier. This barrier moves with the caster.
  Restoration Cost: 4 Trick Points. Range: Touch.
The caster removes all conditions (EX: Curse, Disease, Petrify, Poison, etc) from the creature. This spell does NOT heal HP but will heal up to 4 Injury Slots.
  Sense Disease Cost: 1 Trick Point. Range: Self. Maintain: 1 Trick Point.
The caster can see an aura around any diseased creature or object as long as nothing blocks/prevents the creature or object from being seen.
  Sunlight Cost: 2 Trick Points. Range: 12 Squares. Maintain: 1 Trick Point.
The caster chooses a point within the range of the spell. Sunlight spreads from that point filling a 3 Squares x 3 Squares area. Undead and fell creatures entering or starting their turns within the sunlight take 3D4 Divine damage Boost: each additional Trick Point used to cast this spell in creases all the dimensions by 1 Square each and 1D4 to the damage.
 
 

ITEMS

Auguries (marked sticks, bones, cards, or stones) Craft: 2 Imbue Points.
The user beseeches some entity/power of choice about the results of a specific course of action that will be taken within the next hour. This will NOT take into account any possible changing circumstances like casting of certain spells or the loss or gain of a companion UNLESS these are specifically added when beseeching.
GM's Choices
  • Weal for a good outcome
  • Woe for a bad outcome
  • Weal and Woe for a mixed outcome
  • Nothing if the outcome would be not particulariy good or bad
Random use this to give a reading that tells more than the list of choices and could be about something entirely different. (they are beseeching something who might want to say stuff). To truly make this random, roll Percentile and on a 25% or less the Random can happen.

  Banishers (items reviled by creatures of otherworldly planes) Craft: 3 Imbue Points.
When the item is invoked, the user targets one creature that can sense the item and is within 12 Squares of the user. The creature (if it is from the plane the item is meant to banish) must make a Focus DR: 21 or be returned to their home plane.
  Bear Potion Craft: 2 Imbue Points.
This potion grants the drinker +1 Rank to Hearty for 1 Encounter.
  Bull Potion Craft: 2 Imbue Points.
This potions grants the drinker +1 Rank to Brawn for 1 Encounter.
  Clairscrier (a little earhorn made of horn and a hand-held looking glass) Craft: 2 Imbue Points
The user sets the earplug in one ear then stares into the looking glass. They focus on a location within 1 mile they have visited before and make a Focus Roll DR: 15. On a success, they can see and hear all that transpires within a 6 Square radius of their chosen area.
  Dark Sight Potion Craft: 2 Imbue Points. This potion grants the drinker Dark Sight which is the ability to see in total darkness, though fine details such as color are not able to be seen. This potion lasts for 3 encounters. Sleeping makes it wear off.
  Eagle Potion Craft: 2 Imbue Points.
This potion grants the drinker +1 Rank to Flair for 1 Encounter.
  Felis Potion Craft: 2 Imbue Points.
This potion grants the drinker +1 Rank to Nimble for 1 Encounter.
  Fire Bomb Craft: 2 Imbue Points.
This small ceramic sphere is filled with a concoction that, when broken, bursts into flames filling a 4 Square x 4 Square area dealing 3D10 fire damage. Boost: each additional Imbue Point used to make this item adds 1D10 to the damage upto a total of 10 Imbue points used.
  Fox Potion Craft: 2 Imbue Points.
This potion grants the drinker +1 Rank to Reason for 1 Encounter.
 
Orienteer (a golden fish swimming within a crystal pendant) Craft: 5 Imbue Points.
The user must name a place they are familiar with (but need not have visited before) and is on the same plane as the caster. Until the dawn of the next day, the fish will tug on the pendant, guiding the user along the shortest most direct route to the chosen location. This item has unlimited uses.
  Owl Potion Craft: 2 Imbue Points.
This potion grants the drinker +1 Rank to Focus for 1 Encounter.
  Read Mind Planc Craft: 2 Imbue Points.
This coin, inset with a swirl-pattern of ground Garnet, allows the user to read the thoughts of one creature within 6 Squares of the user unless the creature succeeds at a Reason Roll DR: 19. This only reads whatever is most on its mind in that moment.
  Walk Free Craft: 3 Trick Points.
This leather armband allows the wearer to move through difficult terrain, whether natural or magical, without hinderance.
 
 

NATURAL

(Fire, Ice, Poison, Water)
Bark Armor Cost: 2 Trick Points. Range: touch. Maintain: 1 Trick Point.
The caster covers the touched target in bark. This armor absorbs 2 Damage from every hit taken. It will also absorb one Injury but doing do ends the spell.
  Beast Friendship Cost: 1 Trick Point. Range: 6 Squares.
The caster raises a Beast's Morale Tier two levels. Lasts for 24 hours. Boost: each additional Trick Point used to cast this spell adds one more beast able to be affected.
  Beguile Cost: 3 Trick Points. Range: 6 Sqaures. Maintain: 1 Trick Point.
The caster targets one Beast they can see within the range of the spell. The Beast must succeed at a Focus Roll DC: 17 or fall under the sway of the caster. If the Beast fails, a telepathic bond links the caster to the Beast throguh which the caster can issue commands. These must be simple commands.
  • Attack attack a chosen creature
  • Move move to a chosen spot
  • Fetch fetch a chosen object

  Conjure Beasts Cost: 2 Trick Points. Range: 6 Squares. Maintain: 1 Trick Point.
The caster chooses one size category of Beast to make magical copies appear in an unoccupied space within the range of the spell.
  • 8 Tiny Beasts the caster creates 8 Beast (choose an animal/ non-humanoid shaped) conjurations that deal 1 Blunt, or Pierce, or Slash Damage.
  • 4 Small Beasts the caster creates 4 Beast (choose an animal/ non-humanoid shaped) conjurations that deal 1D4 Blunt, or Pierce, or Slash Damage.
  • 2 Medium Beasts the caster creates 2 Beast (choose an animal/ non-humanoid shaped) conjurations that deal 2D4 Blunt, or Pierce, or Slash Damage.
  • 1 Large Beast the caster creates 1 Beast (choose an animal/ non-humanoid shaped) conjuration that deals 3D4 Blunt, or Pierce, or Slash Damage.
Boost: each additional Trick Point used to cast this spell adds +2 to the damage.
  Ember Strike Cost: 1 Trick Point. Range: 12 Squares.
The caster shoots an ember of fire at a target within the range of the spell dealing 1D4 Fire Damage. Boost: each aditional Trick point used to cast this spell adds 1D4 to the damage.
  Fireball Cost: 2 Trick Points. Range: 6 Squares. Maintain: 1 Trick Point.
The caster creates a ball of fire that appears in any square within the range of the spell. If the fireball starts its turn or ends its movement in an occupied space, it bursts with flames that reach all within 1 Square of the space. The fireball deals 3D6 Fire damage to the creature in the occupied space as well as to those within reach of its flames. The ball can bounce 3 Squares high or long. Any creatures in the occupied spaces it passes through must take 3D8 Fire damage. The caster can use 1 Trick Point to move the ball 6 Squares each turn. Boost: each additional Trick Point used to cast this spell adds 1D6 to the damage.
  Flame Arc Cost: 1 Trick Point. Range: 2 Squares.
The caster sweeps an arc of magical flame 2 Squares wide and 2 Squares forward dealing 1D8 Fire damage to all creatures in reach of the arc. Boost: each additional Trick Point used to cast this spell adds 1D8 to the damage.
  Flame Geyser Cost: 4 Trick Points. Range: 6 Squares.
The caster creates a vertical column of fire to roar up from the floor or ground in a 2 Square x 2 Square area within the range of the spell. The flames can rise up to 12 Squares high. All creatures within the area take 9D6 Fire damage. Boost: each additional Trick Point used to cast this spell adds 1D6 to the damage.
  Gripping Plants Cost: 1 Trick point. Range: 12 Squares. Maintain: 1 Trick Point.
The caster causes vegetation to sprout up in a 2 Square x 2 Square area and grip at all creatures in the area. Everytime a creature tries to move within the area, they must make a Brawn Roll DR: 13. On a fail, thay cannot do the movement. When the spell ends, the vegetation disappears.
  Grow Cost: 2 Trick Points. Range: 6 Squares. Maintain: 1 Trick Point.
The caster targets one creature, and their equipment, within the range of the spell to grow to the next size category. Add 1 additional die to their damages and 2 Squares to their movement speeds. If the creature is already at the biggest category, this spell has no effect.
 
Poisonous Vapors Cost: 4 Trick Points. Range: 12 Squares. Maintain: 2 Trick Points.
The caster creates a 4 Square cube of yellow-green fog centered on a point the caster can see within the range of the spell. This fog causes a -1 Rank to all Attacks bane for those who use vision to target those within the fog. When a creature enters the fog or starts their turn within it, they must make a Hearty Roll DR: 19 or take 9D6 Poison damage. (This is a contact poison so it does not matter if the creature breathes or not.)
Each turn after the first, the fog will move 2 Squares away from the caster, sinking into low places, around corners, under doors, down openings, etc. once the center of the fog moves beyond the range of the spell, the spell ends. Boost: each additional Trick Point used to cast this spell adds 2D6 to the damage.
  Rot Cost: 3 Trick Points. Range: 6 Squares.
The caster targets one living or divine creature within range dealing 5D8 Rot Damage. If the targeted creature is a contruct or undead they take 1/2 damage. Boost: each additional Trick Points used to cast this spell adds 1D8 to the effect.
  Sense Poison Cost: 1 Trick Point. Range: Self. Maintain: 1 Trick Point.
The caster can see an aura around any creature or object that is poisonous as long as nothing blocks/prevents the creature or object from being seen.
  Shrink Cost: 2 Trick Points. Range: 6 Squares. Maintain: 1 Trick Point.
The caster targets one creature, and their equipment, within the range of the spell to shrink to the next size category. They now do 1/2 damage. If a creature is already at the smallest category, this spell has no effect.
  Slick Cost: 1 Trick Point. Range: 6 Squares. Maintain: 1 Trick Point.
The caster covers an area 1 Square x 2 Squares with a thin layer of ice, making it slippery. Any creature moving through the area must make a successful Nimble Roll DR: 13 or fall flat on the ground. Boost: each additional Trick Point used to cast this spell increases the area affected by 1 Square x 2 Squares.
  Snake Vine Cost: 3 Trick Points. Range: 6 Squares. Maintain: 1 Trick Point.
The caster creates a vine-like snake whose tail is rooted to the ground within the range of the spell. This snake can reach out 6 Squares to bite for 5D8 Piercing damage. The target must make a Brawn Roll DR: 17 or become constricted by the snake. Every turn a constricted cfreature starts while being constricted by the snake vine must take 5D4 Blunt damage. Once during each of their turns, the constricted creature and make another Brawn roll to try and escape.
  Water Mastery Cost: 3 Trick Points. Range: 100 Squares. Maintain: 1 Trick Point
The caster chooses one option upon casting:
  • Surge The caster causes all standing water in range of the spell to raise up to 4 Squares. If there is any land, the water spills into it. If there is no land, then the waterforms a tidal wave 4 Squares high and travel from one end of the area to the otherthen crashes down. Vehicles in the area are carried with it. Vehicles it crashes onto have a 25% chance of tipping over or capsizing. The water level remains up and the wave repeats itself until the spell ends.
  • Part The Waters The caster causes the water to move apart and create a trench as long as it is not any deeper than 60 Squares. This trench reaches out no farther than 12 Squares and remains until the spells ends. When the spell ends, the waters flow back to where they belong.
  • Change Current The caster causes the flow of water within the range of the spell to change to a new direction of choice. The water will continue to move in this new direction until the end of the spell.
  • Swirling Water The caster causes a body of water to swirl into a whirlpool at its center. This whirlpool will be 1/2 the width of the bodt of water and reach down to the bottom and/or to the range of the spell. Those who enter the whirlpool must make a Brawn Roll DC: 17 or be pulled down to the bottom. If the body of water is 60 Squares or less deep, the bottom is a patch of exposed ground where they take 5D8 Blunt damage but can still breath air. If the water is deeper there is no land and thye take 1/2 damage but begin to drown by taking one Injury at the start of each of their turns until the the spell ends or they escape.
 

RO

Beast Sense Cost: 2 Trick Points. Range: touch. Maintain: 1 Trick Point.
The caster touches a friendly Beast and can percieve throguh the sense of the touched Beast. The caster can use 1 Trick Point to change between the sense of the Beast and their own.
 
Spell Parry Cost: 1 Reaction Point. Range: 6 Squares.
The caster must make a Reason Roll to counter a spell or being cast or casting a spell with an item within range. The Reason Roll DR is based on the Trisck/Reaction Points used to cast the spell or the Imbue strength of the item:
  • 1 Trick/Imbue Point DR: 15

  • 2 Trick/Imbue Points or 1 Reaction Point DR: 17

  • 3 Trick/Imbue Points DR: 19

  • 4 Trick/Imbue Points of 2 Reaction Points DR: 21

  • 5 Trick/Imbue Points DR: 23

 

RUNE MAGIC

(Cannot be cast during an encounter)
Acid Weapon Craft: 2 Imbue Points
The crafter engraves this rune upon a weapon. The weapon is now considered magical and adds 1D4 Acid damage to the weapon's base damage.
  Cold Weapon Craft: 2 Trick Points.
The crafter engraves this rune upon a weapon. The weapon is now considered magical and adds 1D4 Cold damage to the weapon's base damage.
  Dodge Death Craft: 3 Imbue Points.
The crafter draws the rune as a tattoo on a creature. When the creature takes its 8th and final Injury and would die, the rune absorbs that final injury and the creature survives. After which the rune is used up and vanishes.
  Fetch Craft: 5 Imbue Points.
The crafter draws a rune on one object that takes up 3 or less slots. Someone must possess the object from dawn to dawn and then it will instantly appear in hand with just a thought, even it has been lost, stolen, or thrown.
  Fire Weapon Craft: 2 Imbue Points.
The crafter engraves this rune upon a weapon. The weapon is now considered magical and adds 1D4 Fire damage to the weapon's base damage.
  Lighting Weapon Craft: 2 Imbue Points.
The crafter engraves this rune upon a weapon. The weapon is now considered magical and adds 1D4 Cold damage to the weapon's base damage.
 
Proximity Rune Craft: 2 Imbue Points.
The caster scribes this rune on an unoccupied space or on an object that can be opened such as a book, door, chest, pack, etc. Once crafted, this rune is very difficult see giving all those who are looking a -1 Rank to the roll. Any creature other than the caster who steps within 1 Square of the rune's space or opens the object, triggers the rune which then deals 3D12 Blunt damage to the creature.
  Sanctum Craft: 5 Imbue Points.
The caster scribes this rune on a wall or floor. The rune will protect up to 100 Squares including rooms, corridors, stairways, etc. When scribing the rune, the caster decides who will be immune to all the effects. They can open otherwise locked doors, etc. The rune creates:
  • FOG in all corridors. Those within the fog can only see 1 Square distance. Those outside the cloud can target those within it at a -2 to Rank.
  • LOCKS all doors. These locks can be picked at a -2 Rank.
  • WEBBED STAIRS. All stairs and ramps are curtained with strands of sticky webs. Getting past them requires a Brawn Roll DR: 21. Failure and the creature is stuck in the strands. At the start of each of their turns, stuck creatures can roll again.
  • ILLUMINATES. The caster chooses 4 places where an orb will light up the moment a creature gets within 10 Squares of it.
  • BEWARE. The caster chooses two locations to place a voice that speaks a message 25 words or less whenever someone gets within 2 Squares of it. This can even be a sound like a horrendous scream, a roar, etc rather than words.
  • STENCH. The caster chooses two places to put a horrible Stench then spreads to fill a 6 Square x 6 Squares area when a creature gets wihtin 2 Squares of it. The Stench cause all to succeed at a Hearty Roll DR: 21 or feel Nauseous and get -2 Ranks on all attacks or spell casting.
  • GALE. The caster chooses one straight corridor where a strong wind constantly blows. All creatures must make a Brawn Roll DR: 21 to pass through it
  • DEMAND. The caster can choose one location where a voice will whisper the chosen demand to all who enter the location. Each creature whispered to must make a Reason ROll DR: 21 or comply to the demand. At the start of each of their turns, the creature can roll again.
    • DIVE: the creature dives to the ground, laying flat. This must be done first and cancels out all their remaining Trick and Reaction Points until their next turn. They remain laying down until removed from the location. At the start of each of their turns they can roll again.
    • FREEZE: the creature cannot move or use any Trick or Reaction points, ending their turn.
    • RELEASE: the creature drops whatever items they hold in the arms including weapons and shields. This requires 1 Reaction Point or 1 Trick Point if there is no Reaction Point available. This Demand must be carried out before any other actions can be done.
    • RUN: the target must moves away from the area at its full movement speed before doing any other actions and requires 1 Trick Point. They cannot make any other movement during their turn until they do so.
 

SLOW MAGIC

(Cannot be cast during an encounter)
Alarm 1 Imbue Point.
The caster chooses a door or window and places a silver wire in the threshold then hang a bell above the top sill. If a 4 Square cubic area is chosen, the caster places a silver wire at the North, East, South, and West limits of the chosen area then places the beel att he center. The caster then choose whether the bell will sound within their mind (no range limit) or aloud for everyone within 12 squares to hear. Finally, the caster intones the names of those creatures beyond themself allowed to pass freely without setting off the spell. When triggered the spell will sound until the end of the spell. This will last for eight hours.
  Animate Dead 2 Imbue Points. Maintain: 1 Imbue Point.
The caster must choose a pile of bones (becomes a skeleton) or a corpse (becomes a zombie) of Medium or lesser size that has at least two eyes or eye sockets. In one eye/ eye socket, the caster must place one drop of magically preserved blood. In the other, the caster must place a pinch of bone dust. The skeleton/zombie will have a companion level for each of the caster's magic class level beyond the first. If the caster has more than one spell casting class, they must choose one to use for this spell. The caster then uses 1 Trick Point to carry out the skeleton/zombie's turn and each skeleton/zombie get 1 turn per round.
  Awaken 4 Imbue Points. Range: Touch.
The caster spends 8 uninterrupted hours tracing magical pathways within a Sea Stone, Opal, or Sapphire. They then must touch the gemstone to a Beast or Plant of Huge or lesser size. This grants the creature sapience and they now know one language of the caster's choice. If the creature is a plant it can now move its limbs, vines, creepers, and roots. This allows it to move at 2 Squares per size category and has senses equal to that of a human. For one full month the awakened creatures is charmed by the caster and is friendly unless the caster or caster's companions do something harmful to it. At the end of the month, the creature decides if it will remain friendly.
  Beast Messenger 2 Imbue Points. Range: 6 Squares.
The caster targets a Tiny Beast they can see within the range of the spell. The Tiny Beast must be able to see and hear the caster. The caster talks to the Beast saying everything in the proper order: Specify a location the caster has visited, give a general description of the recipient, then speak the message of 25 words or less. The Tiny Beast will then travel to the location, speaks only to any creature matching the description in the caster's voice, then goes on about its way. If the Tiny Beast fails to reach the destination the message is lost and it returned to the caster. The spell lasts for 24 hours. In that time, the Tiny Beast can travel 25 miles on land or 50 miles if it can fly.
  Conjure Primordial Cost: 2 Imbue Points. Range: 12 Squares.
The caster burns incense (Air), molds clay (Earth), starts a fire (Fire), or carves a shallow indent into the ground/floor and pours water into it (Water) then chooses one size category to make magical copies of the performed element. Elemental creatures appear will follow and obey the caster until the caster cancels the spell or they are destroyed.
  • 8 Tiny Primordials the caster creates 8 Beast (choose an animal/ non-humanoid shaped) conjurations that deal 1 Acid, Cold, Fire, or Lightning Damage.
  • 4 Small Primordials the caster creates 4 Beast (choose an animal/ non-humanoid shaped) conjurations that deal 1D4 Acid, Cold, Fire, or Lightning Damage.
  • 2 Medium Primordials the caster creates 2 Beast (choose an animal/ non-humanoid shaped) conjurations that deal 2D4 Acid, Cold, Fire, or Lightning Damage.
  • 1 Large Primordial the caster creates 1 Beast (choose an animal/ non-humanoid shaped) conjuration that deals 3D4 Acid, Cold, Fire, or Lightning Damage.

  Construct Cost: 3 Imbue Points.
The caster conducts magic to assemble all the raw materials/components into a finished product.
  Contact Entity Cost: 4 Imbue Points. Self only.
The caster mentally contacts a demigod, spirit, or mysterious non-mortal entity by repeating the name over and over with mind and voice. The caster must make a Reason Roll DR: 19/23 to succeed. On a fail, the caster takes 6D6 arcane damage and does not contact the chosen being.
  Create Ghoul Cost: 5 Imbue Points. 2 Squares.
This spell can only be cast buring Nighttime or in a place daylight cannot enter. The caster chooses three corpses of Medium or lesser size within range. They then draw a triangle around the corpses. At one point of the triangle they place a clay pot filled with gravedirt. At another point of the triangle they place a clay pot filled with brackish/swamp or fouled water. At the third point they place a SAPPHIRE. The caster then must make a Reason Roll DR: 21 for EACH corpse. On a success, the corpse rises up as a ghoul under the command of the caster. At every midnight after that first night, the caster must make the Reason Roll DR: 21 again or PERMANENTLY LOSE control of the ghoul. The ghoul is not destroyed but is now under its own command.
  Death Trick Cost: 2 Imbue Points.
The caster causes a touch creature that is laying down. The creature falls into a Deep Sleep and takes 1/2 damage from all attacks. The target can negate 1 Injury Slot from an attack. The target becomes immune to disease and poison. The target looks and seems dead to all perceptions, including magical ones. This effect lasts for 1 hour.
  Dreamtalk Cost: 4 Imbue Points. Range: same plane of existence.
The caster chooses one creature that they know. Creatures that do not sleep cannot be targeted. The caster then chooses, by touch, those who will enter the dream of the targeted creature to hold a conversation/deliver a message. The spell lasts until the dreamer awakens or the "invaders" feel they have carried out the conversation and/or delivered the message. This will return them back to the real world in the very place they were at. (The GM can make entering the dream an adventure)
  Familiar Bond Cost: 1 Imbue Points.
The caster gains the service of a spirit entity that can shapechange between 2 corporeal Beast forms (that must be one SIze category less than the caster) chosen by the caster at will. The familiar can also revert to its spirit (incorpreal) form at will.
  Geas Cost: 4 Imbue Points.
The caster and creature(s) sign a magically binding contract where the creatures are then obligated to complete the quest as soon as possible. Each day they decide to not work at the Geas, they get -1 HP to their Total HP. This HP cannot be healed in any way and only come back when the Geas has been completed or removed.
 
Node Cost: 5 Imbue Points.
The caster makes an area up to 12 Squares x 12 Squares x 12 Sqaures immune to all forms of teleportation magic whether trying to teleport in or out.
 
 

SORCERY

(Air, Lightning)
Allure Cost: 2 Trick Points. 6 Sqaures. Maintain: 1 Trick Point.
The caster chooses any number of creatures within the range of the spell. The chosen creatures must make a Focus Roll DR: 15 or notice nothing else other than the caster. All Tricks attempted are rolled with -1 Rank. At the start of each of their turns, the creatures can roll again.
  Alter Self Cost: 2 Trick Points. Self only. Maintain: 1 Trick Point.
The caster chooses one option:
  • Aquatic The caster's body adapts for an aquatic envirnment by sprouting gills and webbing between their fingers. This allows them to breathe in water and swim at their land speed.
  • Appearance The caster can adjust any or all of the following: height, weight, facial features, sound of their voice, hair length, coloration, distinguishing features, and species (of the same size and form such as bipedal-only or quadrepedal-only).
  • Natural Weaponry The caster grows claws, fangs, spines, horns, or other natural weapon of choice that deals 1D6 (blunt or pierce or slash) damage.

  Animate Objects Cost: 4 Trick Points. Range: 12 Squares. Maintain: 2 Trick Points.
The caster animates objects within range. Then can spend 1 Trick point to command all their animated objests' turns. Each Animated Object gets one turn per round. The caster has 10 Animate Points to use to animate any objects within range.
ANIMATE COST
Tiny = 1 Animate Point
Small = 1 Animate Point
Medium = 2 Animate Points
Large = 4 Animate Points
Huge = 8 Animate Points
BLUNT/PIERCE/SLASH DAMAGE
Tiny = 1 Dam, 3 Action Points, 1 Reaction Point
Small = 1D4 dam, 3 Action Points, 1 Reaction Point
Medium = 1D8 dam, 4 Action Points, 1 Reaction Point
Large = 2D6 dam, 4 Action Points, 1 Reaction Point
Huge = 2D8 dam, 5 Action Points, 2 Reaction Point
Boost: using an additional Trick Point to cast this spell raises the caster's Animate Points to 12.
  Ball Of Lightningl Cost: 2 Trick Points. Range: 6 Squares. Maintain: 1 Trick Point.
The caster creates a ball of lightning that appears in any square within the range of the spell. If it starts its turn or ends its movement in an occupied space, it bursts with static that reaches all within 1 Square of the space. The fireball deals 3D6 Lightning damage to the creature in the occupied space as well as to those within reach of its static. The ball can bounce 3 Squares high or long. Any creatures in the occupied spaces it passes through must take 3D6 Lightning damage. The caster can use 1 Trick Point to move the ball 6 Squares each turn. Boost: each additional Trick Point used to cast this spell adds 1D6 to the damage.
  Beguile Person Cost: 3 Trick Points. Range: 6 Sqaures. Maintain: 1 Trick Point.
The caster targets one Person they can see within the range of the spell. The Person must succeed at a Focus Roll DC: 17 or fall under the sway of the caster. If the Person fails, a telepathic bond links the caster to the Person through which the caster can issue commands. These must be simple commands.
  • Attack attack a chosen creature
  • Move move to a chosen spot
  • Fetch fetch a chosen object

  Blade Wall Cost: 5 Trick Points. Range: 12 Squares. Maintain: 2 Trick Points.
The caster creates a wall of spinning blades: Straight Wall up to 12 Squares long x 3 Squares high x 1 Square wide or a Ring Wall up to 6 Squares across x 3 Squares high x 1 Square think. Anyone stepping within 1 Square of the wall or starting their turn within 1 Square of the wall takes 12D4 Slash Damage.
  Charm Folk Cost: 1 Trick Point. Range: 6 Squares.
The caster attempts to charm one of any folk within the range of the spell as long as that person can hear/see the caster AND knows the language the caster is speaking. The person makes a Flair DR: 13. On a fail their Morale Tier is raised by four tiers for one hour. Boost: each additional Trick Point used to cast this spell adds one additional folk the caster can target.
  Cleanse Magic Cost: 2 Trick Points. Range: 12 Squares.
The caster chooses one creature, object, or magical effect they can see/sense within the range of the spell. One magical condition/spell/effect that is maintained is dispelled. If the target is an object then the effect is stopped for 1D4 turns.
  Cloud Cost: 1 Trick Point. Range: 100 Squares. Maintain: 1 Trick Point.
The caster creates a 4 Squares x 4 Squares x 4 Squares cloud centered on a point within the range of the spell. Those within the cloud can only see 1 Square distance. Those outside the cloud can target those within with a -1 to Rank.
  Cloud Form Cost: 2 Trick Points. Range: Touch. Maintain: 1 Trick Point.
The caster touches a WILLING creature. That creature and its belonging turn into a cloud with a Fly Movement speed of 2 Squares. As a cloud, the creature can hover in place. While in cloud form, the creature is at the mercy of any wind and forced to travel along at the speed and direction of the wind. Boost: eacha dditional Trick Point used to cast this spell adds 1 additional creature the caster can affect.
  Cloud Wrath Cost: 2 Trick Points Range: 12 Squares. Maintain: 1 Square.
The caster calls forth a storm cloud 3 Squares tall x 6 Squares radius centered on a point within range of the spell. This cloud hovers at least 2 Squares off the ground. A bolt of lightning strikes the chosen point. Each creature within 1 Square of that point takes 3D6 lighting damage. If this is outdoors, the damage increases to 5D6. Each turn, the caster can send down another bolt of lightning to any point within range of the spell. Boost: each additional Trick Point used to cast this spell adds 1D6 to the damage.
  Flicker Cost: 2 Trick Points. Self only.
The caster choose to:
  • Wavering: their body constanty appears and vanishes in rapid succession. Any successful attack must make a percentile roll. On a 50% or less the attack misses. On a 51% or higher the attack hits.
  • Hop instantly teleports to an unoccupied space within 3 Squares. Can do this once per turn while the spell is active.
This spell lasts for three turns.
  Fly Cost: 2 Trick Points. Range: Touch. Maintain: 1 Trick Point.
The caster grants the touched creature the Fly Movement with a speed of 12 Squares. The creature cannot stop flying and all targeted attacks or spells are made with a -1 to Rank. Boost: each additional Trick Point used to cast this spell adds one additional creature the caster can affect.
  Forked Lightning Cost: 5 Trick Points. Range: 12 Squares.
The caster casts a bolt of lightning at a target within the range of the spell. The bolt deals 12D4 Lightning damage. Once hitting the first target, the bolt reflects off of that target and hits up to three other targets the caster chooses within 6 Squares of the first target dealing 1/2 the damage to each of these new targets.
  Invisibility Cost: 3 Trick Points. Range: Touch. Maintain: 1 Trick Point.
The caster makes the touched creature unseeable for the duration of the spell. Any attempts to target the creature are done so with a -2 Rank to the rolls.
  Move It Cost: 3 Trick Points. Range: 6 Squares. Maintain: 1 Trick Point.
The caster choose one creature within the range of the spell. As long as that creature can see and hear the caster, the creature, at the start of its turn, must make a Focus Roll DR: 17 or be compelled the move at their speed in whatever direction the caster chooses. Successful saves do NOT end the spell, but means the creature has resisted the spell for that turn.
 
Seeker Cost: 2 Trick Points. Range: 12 Squares.
The caster can sense the location of any trap/snare/devious device though NOT around corners, through walls, or behind closed doors. The caster CANNOT sense what type it is just the square it occupies.
  Sense Magic Cost: 1 Trick Point. Range: Self. Maintain: 1 Trick Point.
The caster can see the magical aura around any magical creature or object as long as nothing blocks/prevents the magical creature or object from being seen. If the creature or object cannot be seen by the caster, they can detect which direction the magical creature or object is currently if it is within 8 Squares of the caster.
  Sorceror's Gate Cost 5 Trick Points. Range 100 Squares. Maintain 2 Trick Points.
The caster chooses an unoccupied point on the ground within 2 Squares of themself and another unoccupied point they can see within range. The spell creates a 2 Square diameter portal over each chosen spot. Any creature can enter one portal and instantly exit through the other in either direction.

  Warrior's Ward Cost: 1 Trick Point. Self only. Maintain: 1 Trick Point.
The caster coats themself with a shimmering silver cover that reduces all damage from weapons by one-half. This protection does not prevent Injuries.
  Zoom Cost: 1 Trick Point. Self only. Maintain: 1 Trick Point.
The caster doubles the speed of their movement.
 
 

Villain/Plot Magic

Antimagic Field Wizarding PHB p.213
Antipathy/Sympathy Wizarding PHB p.214
Astral Projection Slow Magic PHB p.215
Beast Shapes Natural PHB p.212
Clone Slow Magic PHB p.222
Conjure Angel or Devil Slow Magic PHB p.225
Contingency Item PHB p.227
Control Weather Slow Magic PHB p.228
Delayed Blast Fireball Wizarding PHB p.230
Demiplane Ro PHB p.231
Divine Word Deity PHB p.234
Dominate Monster Sorcery PHB p.235
Earthquake Wizarding PHB p.236
Etherealness Sorcery PHB p.238
Feeblemind Wizarding PHB p.239
Finger Of Death Sorcery PHB p.241
Fire Storm Sorcery PHB p.242
Forcecage Wizarding PHB p.243
Gate Item PHB p.244
 

WIZARDING

(Acid, Arcane, Earth)
Acid Ball Cost: 2 Trick Points. Range: 6 Squares. Maintain: 1 Trick Point.
The caster creates a ball of acid that appears in any square within the range of the spell. If the acid ball starts its turn or ends its movement in an occupied space, it sprays acid that reachs all within 1 Square of the space. The acid ball deals 3D6 Acid damage to the creature in the occupied space as well as to those within reach of its spray. The ball can bounce 3 Squares high or long. Any creatures in the occupied spaces it passes through must take 3D6 Acid damage. The caster can use 1 Trick Point to move the ball 6 Squares each turn. Boost: each additional Trick Point used to cast this spell adds 1D6 to the damage.
  Acid Bubble Cost: 1 Trick Point. Range: 12 Squares.
The caster hurls a bubble at up to two creatures within one square of each other and within the range of the spell dealing 1D6 acid damage to each. Boost: each additional Trick Point used to cast this spell adds 1D6 to the damage roll.
  Arcane Blast Cost: 1 Trick Point. Range: 6 Squares.
The caster creates a beam of magical energy that strikes a creature within range of the spell dealing 1D8 Arcane damage. Boost: each additional Trick Point used to cast this spell add 1D8 to the damage.
  Arcane Eye Cost: 3 Trick Points. Range: 6 Squares. Maintain: 1 Trick Point.
The caster creates an invisible eye with Twilight Sight within range they can see through. It can peer through gaps as small as 1 inch (2.54 cm). The caster can spend 1 Trick Point to move the Arcane Eye 6 Squares each turn. There is no limit to how far away the Arcane Eye can be from the caster. Moving through a magical portal or teleportation destroys the Arcane Eye.
  Arcane Wave Cost: 4 Trick Points. Range: 12 Squares
The caster send out a wave of arcane magic 3 Squares wide x 3 Squares high that travels 12 Squares. Each creature in the area must make a Hearty Roll DR: 19 to take 1/2 damage from the wave which deals 9D4 Arcane damage. Boost: using an additional Trick Point to cast this spell adds 1D4 to the damage.
  Caustic Shield Cost: 3 Trick Points. Self-only. Maintain: 1 Trick Point.
The caster creates a thin yellow mist about themself and takes 1/2 damage from all acid damage. This shield also absorbs 1 Injury Slot from any acid damage. Any creature within 1 Square of the caster that lands a successful attack/damaging spell causes the mist to splash back at them. The attacker must then take 5D8 Acid damage.
  Darkness Cost: 2 Trick Points. Range: 12 Squares. Maintain: 1 Trick Point.
The caster chooses a point within the range of the spell. Darkness spreads from that point filling a 3 Squares x 3 Squares area. Inside the darkness, all sight based tricks and spells based on vision cannot be used unless the user has Dark Sight. Boost: each additional Trick Point used to cast this spell in creases all the dimensions by 1 Square each.
  Disintegration Ray Cost: 5 Trick Points. Range: 12 Squares.
The caster creates a thin yellow ray to stream from their hand to a target within the range of the spell. If the target is a creature, it must succeed at a Nimble Roll DR: 21 or take 12D4 Arcane damage. If the creature would take an Injury from the damage, they take 3 Injuries instead. If an injury taken is the 8th Injury, the creature dissolves into a fine dust that cannot be raised from the dead nor be raised as any other undead except as a ghost.
  Drift Cost: 1 Reaction Point. Range: 12 Square radius centered on caster. Maintain: 1 Trick Point.
The caster chooses up to 5 unattended objects/creatures within range of the spell drift gently to the ground or float up to the surface of a liquid. Can be used to Glide.
  Everbright Cost: 2 Trick Points, Range: Touch. At the caster's touch, an object shines with light equal to a torch. It can be covered or hidden but not doused as this will last until dispelled.
  Illuminate Cost: 1 Trick Point. Range: 12 Squares. Maintain: 1 Trick Point. The caster creates an orb providing as much light as a torch anywhere within the range of the spell. If they create the orb of light within their own occupied square, the orb will hover over one shoulder and follow them. Boost: each additional Trick Point used to cast this spell creates one more orb of light.
  Mystic Aura Cost: 1 Trick Point. Range: Self. Maintain: 1 Trick Point.
The caster can see the magical aura around any magical creature or object as long as nothing blocks/prevents the creature or object from being seen.
 
Negate Magic Cost: 2 Trick Points. Range: 12 Squares.
The caster chooses one creature, object, or magical effect they can see/sense within the range of the spell. One magical condition/spell/effect that is maintained is dispelled. If the target is an object then the effect is stopped for 1D4 turns.
  Oily Cost: 1 Trick Point. Range: 12 Squares. Maintain: 1 Trick Point.
The caster covers an object they can see within the range of the spell with mystic oil, making it slippery. Any time the creature uses the object (drawing it, picking it up, attacking, etc) they must make a Nimble Roll DR: 13 or drop the object. Boost: each additional Trick Point used to cast this spell allows the caster to choose another object to affect.
  Petrify Cost: 5 Trick Points. Range: 12 Sqaures. Maintain: 2 Trick Points.
The caster chooses 1 organic creature (not made of stone or metal) within the range of the spell. That creature must succeed at a Hearty Roll DC: 21 or be turned into stone for the duration of the spell.
  Primal Orb Cost: 1 Trick Point. Range: 12 Squares.
The caster chooses a damage type: Acid, Arcane, Cold, Fire, or Lightning. A tiny orb appears and zooms out to strike one chosen target within range of the spell. It deals 1d6 of the chosen damage type to the target. Boost: each additional Trick Points used to cast this spell adds 1d6 to the damage.
  Puzzlement Cost: 3 Trick Points. Range: 6 Squares. Maintain: 1 Trick Points.
The caster chooses an area 2 Squares x 2 Squares within the range of the spell. Each creature within the chosen area must make a Reason Roll DR: 19 or be Numbed. At the start of each of their turns, they must roll 1D4 to see which random action they take.
  • 1) The creature rolls 1D8 and uses all their movement to move in that direction. 1 = North, 2 = Northwest, 3 = East, 4 = Southeast, 5 = South, 6 = Southwest, 7 = West, 8 = Northwest.
  • 2) The creature does not move and will not use any Trick or Reaction Points.
  • 3) The creature rolls 1D8 to determine a direction (refer to 1) and attack the nearest creaturein that direction whether its friend or foe.
  • 4) The creature is Numbed.
Boost: each addtional Trick Point used to cast this spell adds 1 Square to each dimension of the spell.
  Rainbow Wave Cost: 1 Trick Point. Range: 6 Squares.
The caster sweeps a rainbow wave of 2 Squares long and 6 Squares forward. Up to three creatures in the area are affected.
  • THE CREATURE CLOSEST TO THE CASTER must make a Focus Roll DR: 13 or fall Asleep for the next 4 rounds.
  • THE NEXT CREATURE CLOSEST TO THE CASTER must make a Focus Roll DR: 13 or be Numbed for the next 3 rounds.
  • THE THIRD CREATURE CLOSEST TO THE CASTER must make a Focus Roll DR: 13 or be Dazed for the next 2 rounds.
Boost: each addition Trick Point used to cast this spell and one round to each duration and +1 to each Focus Roll DR.
  Read A Language Cost: 1 Trick Point. Self Only.
The caster chooses a written language (cyphers and codes do NOT count) to instantly understand for one hour.
  Spell Breaker Cost: 5 Trick Points. Self-Only. Maintain: 2 Trick Points.
The caster creates a faintly shimmering aura about themselves that repels all magic of 3 or less Trick/ Imbue Points. A Boosted spell using 4 or more points will not be repelled.
  Split Bolt Cost: 5 Trick Points. Range: 12 Squares.
The caster casts a bolt of Arcane Magic at a target within the range of the spell. The bolt deals 12D4 Arcane damage. Once hitting the first target, the bolt reflects off of that target and hits up to three other targets the caster chooses within 6 Squares of the first target dealing 1/2 the damage to each of these new targets.
  Swarm Of Blades Cost: 2 Trick Points. Range: 12 Squares. Maintain: 1 Trick Point.
1 Square within the range of the spell is filled with spectral blades. Any creatures in the square or passing through take 3D4 Slash damage. The caster can use 1 Trick Point to have the swarm attack 1 creature within 1 square of the Swarm dealing 3D4 Slash damage. The caster can use 1 Trick Point to move the Swarm upto 2 Squares. Boost: each additional Trick Point used to cast this spell adds 1D4 to the damages the Swarm can do.
  Tendril Patch Cost: 3 trick Points. Range: 6 Squares. Maintain: 1 Trick Point.
The caster fills a 4 Square x 4 Square area with 3 Square-tall squirming tendrils. These tendrils can reach out 2 Squares beyond the area they are anchored to. Any creature within the area or within 2 Squares of the area must make a Nimble Roll DR: 17. On a fail: those inside the area take 5D6 Blunt damage and are grappled, at the beginning of their turns they can make a Brawn Roll DR: 17 to escape the grapple; those within 2 Squares of the area only take the 3D4 Blunt Damage.
  Terror Cost: 2 Trick Points. Range: 2 Squares wide x 6 Squares long area. Maintain: 1 Trick Point.


Cover image: by jw432

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