Greater Paths & Greater Spells

True mages and gods understand magic on a level other mages cannot comprehend. They realize that the building blocks of the universe can be combined to create wondrous and predictable effects. Over time they codified the various greater paths, until we now understand all eight.   Above you can see the Circle, which lists each aspect and each greater path. Greater paths are only available to true mages, and the spells they offer are much more powerful than the base spells most mages employ.     Enchanting
  • Enhance Armor
  • Enhance Accuracy
  • Enhance Damage
  • Enhance Resistance
  • Spell Anchor
  • Repair
    Illusion
  • Beguile
  • Vanish
  • Slumber
  • Conjure Illusion
  • Conjure Greater Illusion
    Divination
  • Flame Reading
  • Locate
  • Fire Dreaming
  • Missive
  • Godsight
  • Truth of Om
    Destruction
  • Voidflame
  • Implode
  • Greater Bolt
  • Disintegrate
  • Pillage Magic
    Summoning
  • Summon Ammunition
  • Summon Rock Elemental
  • Summon Metal Elemental
  • Summon Tech Demon
  • Summon Demon Lord
  • Void Pocket
    Binding
  • Command
  • Seal
  • Puppet Master
  • Enthrall
  • Oath
      Protection
  • Spellward
  • Mark of Obscurity
  • Mark of Luck
  • Privacy Ward
  • Dome of Force
  • Immunity
  • Group Immunity
  • Greater Spellward
    Nature / Creation
  • Makeover
  • Revive
  • Purify
  • Enlarge
  • Mindwipe
  • Adaptation
  • Surgical Mindwipe
  • Reverse Death
     

Enchanting

Aspects: Life, Air     NOTE: You'll hear limit mentioned often. This is covered under the artificing rules, but repeated here for ease of use. Most non-magical items have a limit of 1. An eldimagus has a limit equal to the number of magical materials used to create it.   When you add an enhancement you are temporarily (or permanently) consuming one of the item's limit. If you have a standard pistol with a limit of one, then you could give it 1 accuracy. We're done. That item can't be further enhanced.   If you had a magitech pistol with a limit of four, then you could give it two accuracy, and two damage. The artificer path can build magic items, in addition to using the following enhancement spells.     Enhance Armor   Effect: 1 or more Armor   Range: Touch   Defense: NA   Resistance: NA   Cost: 1*   The mage may invest one or more pool into a set of armor to increase its armor up to the armor's limit. Each point of magic invested raises the suit's armor by 1 to a maximum equal to the caster's magic attribute.       Enhance Accuracy   Effect: 1 or more Accuracy   Range: Touch   Defense: NA   Resistance: NA   Cost: 1*   The mage may invest one or more pool into any weapon to increase its accuracy up to the weapon's limit. Each point of magic invested raises the weapon's accuracy by 1 to a maximum equal to the caster's magic attribute. This can be applied to either ranged or melee weapons, and will apply to non-magical weapons like standard Ternus firearms.       Enhance Damage   Effect: 1 or more Damage   Range: Touch   Defense: NA   Resistance: NA   Cost: 1*   The mage may invest one or more pool into any weapon to increase its damage. Each point of magic invested raises the weapon's damage by 1 to a maximum equal to the caster's magic attribute. This can be applied to either ranged or melee weapons, and will apply to non-magical weapons like standard Ternus firearms.       Enhance Resistance   Effect: 1 or more Resistance   Range: Touch   Defense: NA   Resistance: NA   Cost: 1*   The mage may invest one or more pool to increase an eldimagus's resistance up to its limit. Each point of pool grants one point of specific resistance (fire, dream, etc). This must correspond to one of the materials used in the creation of the eldimagus. Alternately, the mage may invest two pool to give a point of universal resistance.       Spell Anchor   Effect: Creates a spell anchor attached to an eldimagus.   Range: Touch   Defense: NA   Resistance: NA   Cost: 1*   The mage creates a spell anchor, which can be used to anchor spells such as wards, illusions, or void pockets. This anchor permanently consumes one of the object's limit and is linked to a single spell until broken. If broken a new spell may be anchored. The cost of the spell held may not be greater than the pool pledged when casting the spell.     Repair   Effect: Heals an object for 5 points per pool, plus 1 for each success   Range: Touch   Defense: NA   Resistance: NA   Cost: 1*   The mage makes a spellcasting + expression check. They heal 5 points per pool, plus 1 for each success to a mundane item, relic, artifact, or eldimagus. If the object possesses even a single hit point it can be brought back to full functionality, as if it were just forged.        

Illusion

Aspects: Dream, Air       Beguile   Effect: Target becomes enthralled   Range: Personal   Defense: Skepticism   Resistance: NA   Cost: 2   The target sees the mage as a trusted friend. If they are capable of feeling attraction for that species / gender, then they feel it intensely, and are pliant to any reasonable suggestion. The caster gains edge on all social interactions with the target. This is most often used to make the unreasonable seem reasonable, since the target has no defense against reasonable suggestions.       Vanish   Effect: Target becomes invisible   Range: Personal   Resistance: NA   Defense: NA   Cost: 1   The caster becomes invisible with a perception DT equal to successes rolled. The caster will still show up on thermographic scans, and will trigger motion detection. Enemies seeking to target the character suffer a +4 difficulty.       Slumber   Effect: Target falls into a deep slumber   Range: Touch   Defense: Skepticism   Resistance: Dream Resistance   Cost: 2   The target falls into a deep, magical slumber. If they are standing, then they fall prone. Unlike the standard sleep spell the target will not awaken as long as the cost is dedicated. Some vindictive mages have willingly reduced their own spell pool to keep enemies in a coma, though that comes with its own consequences. Slumber is most often employed directly in combat, as anyone overcome can be dealt with at the caster's leisure.       Conjure Illusion   Effect: Conjures an illusion   Range: Short   Defense: NA   Resistance: Dream Resistance   Cost: 2   The caster can conjure any illusion they can think of, provided it is no larger than their magic in meters. The illusion will only fool one sense, but if sight is chosen this includes cameras. Thermographic or magnetic scans will see through an illusion.   The illusion lasts as long as the pool is dedicated. Someone who suspects the illusion may make a perception check DT the successes rolled to verify that the spell is false. If they fail their check they believe the illusion.       Conjure Greater Illusion   Effect: Conjures a greater illusion   Range: Short   Defense: NA   Resistance: Dream Resistance   Cost: 4   As Conjure Illusion, but the caster may fool two senses. Sight and touch, or sight and sound are common pairings.       Implant Memory   Effect: Target believes false memory to be their own   Range: 1   Defense: Skepticism   Resistance: NA   Cost: 3   The target believes a memory or experience the caster has fabricated to be their own. If presented with evidence to suggest that their memories have been altered the character may make a willpower check. Each success detracts from the remaining successes the caster originally rolled.   This spell can be detected with several divination spells.          

Divination

Aspects: Dream, Fire       Flame Reading   Effect: Allows caster to perceive remote locations and times   Range: Personal   Defense: Skepticism   Resistance: Dream or Fire Resistance   Cost: 2*   The caster peers into flames and visualizes a person or place they are familiar with. The subject will appear in the flames, and they will be able to observe as if standing quietly in the room. This allows them to both see and hear what is transpiring, but will not allow them to translate languages, or to discern whether or not speakers are lying.   The caster may peer into the past, or a probable future by increasing the magnitude of the spell. The past can be perceived with clarity, while the future may or may not come to pass.       Locate   Effect: Allows caster to find an object they are familiar with   Range: Personal   Defense: Skepticism   Resistance: Dream or Fire Resistance   Cost: 2   The mage thinks of an object they are personally familiar with. A pulse of scarlet light drifts toward the object, however the spell has no range so if it is on another planet the spell will still move in that direction, rendering it useless. The DT to find the object increases the further away it is.   Most mages employ this spell to find lost ident cards, or their front door after a night binge drinking.       Fire Dreaming   Effect: Allows caster to perceive the past or future   Range: Personal   Defense: Skepticism   Resistance: Dream or Fire Resistance   Cost: 2   The caster goes into a deep slumber, and dreams of a person or place they wish to know more about. They will be shown a relevant episode, either a vision of the past, or perhaps of the future. These visions are accurate, at that time, but always in motion the future is.   Alternately, this spell can be used to directly contact a target. If the target is asleep, then the caster may pull them into a dream where they may converse. The caster controls all aspects of the dream, but may not harm the target in any way. They can certainly scare them, though. This spell is often used to communicate securely over vast distances when missives are considered too risky.       Missive   Effect: Allows caster to communicate over vast distances   Range: Special   Defense: NA   Resistance: NA   Cost: 2   This spell is iconic, and forms the backbone of magical communication in the sector. The caster can send up to a 30-second message to anyone, theoretically anywhere. This missive can take up to an hour to arrive if the target is on the other side of the galaxy, but is instantaneous if they are within the same system.   Use of a scry-screen or other mystical aid will enable two-way communication via this spell. Such communications are instant, regardless of distance.       Godsight   Effect: Allows caster to perceive all realities   Range: Personal   Defense: NA   Resistance: Dream or Fire Resistance   Cost: 4*   The caster can attempt to perceive other realities. These possibilities can give them insights on what might occur in our own reality, and reveal secrets that cannot be discovered any other way. Godsight allows a perfect view of the short term future, which renders games like Kem'Hedj utterly pointless to the caster.   From a gameplay perspective this is insanely powerful. The caster can see a number of seconds into the future equal to their total successes. They cannot be ambushed or surprised, nor can their companions.   Once per round the mage may immediately take an action, even if it interrupts someone else's turn. For example if Nebiat breathes acid on Voria, and Voria is running godsight, she could take an immediate action to blink away before Nebiat breathed.       Truth of Om   Effect: Allows caster to perceive the truth of all things   Range: Personal   Defense: NA   Resistance: Dream or Fire Resistance   Cost: 3*   The mage perceives reality as it is, not as others wish it to be. They detect all lies and deceptions, including illusions, half-truths, and outright falsehoods. The spell lasts as long as the pool is pledged.      

Destruction

Aspects: Void, Fire       Voidflame Bolt   Damage: 8 lingering void fire   Range: 12   Defense: Skepticism   Resistance: Void or Fire Resistance   Cost: 2*   Voidflame is the enhanced cousin of the standard void bolt. Unlike a standard void bolt, voidflame can be manipulated like fire, which means the caster can turn it into a cone or ball.       Implode   Damage: 15 void   Range: 12   Resistance: Void or Fire Resistance   Defense: Skepticism   Cost: 3*   The mage creates a micro-singularity inside the target that inflicts massive internal damage. This spell has no obvious component so unlike a void bolt or disintegrate a mage can use this from hiding while keeping their enemies guessing.       Greater Bolt   Damage: 10 Void, 10 Fire, 10 of 1 other aspect the caster possesses   Range: 12   Resistance: Void or Fire Resistance   Defense: Skepticism   Cost: 4*   The mage uses three aspects to create a nasty layered spell designed to work around an opponents defenses.       Disintegrate   Damage: 25 void, 15 fire   Range: 15   Resistance: Void or Fire Resistance   Defense: Dodge   Cost: 5*   A bolt of disintegration is the most feared spell in the sector. It cannot be countered, and if a target is killed their body is disintegrated. There's no coming back from that. Only a rare few mages in the sector are powerful enough to cast a disintegrate, and seeing it on any given battlefield marks that Eradicator as someone to be feared.   A disintegrate targets dodge instead of skepticism. If used from stealth it's generally GG.       Pillage Magic   Damage: 20 Void, drains 10 pool   Range: 12   Resistance: Void   Defense: Skepticism   Cost: 5*   This is the spell that makes Eradicators feared by all other mages. As if dodging disintegrates weren't bad enough they can now have their magic literally stolen. In addition to the damage the spell transfer up to 10 pool from the target to the caster. This means that if the target has 10 or more pool that the spell will net give the caster magic, rather than costing it.        

Summoning

Aspects: Void, Earth       Summon Ammunition   Effect: Summons a standard magazine filled with explosive ammunition   Range: Personal   Defense: NA   Resistance: NA     Cost: 3*   The caster summons a universal magazine, long since standardized by Ternus. It is filled with explosive ammunition that does physical and earth damage equal to the number of successes. For example if the mage rolled 5 successes their bullets would do 5 physical and 5 earth damage.   The bullets last as long as the pool is committed, and most mages keep them for the duration of a combat. Cautious mages will make many before a fight, and distribute them liberally, then reclaim the pool after the fight.       Summon Rock Elemental   Effect: Summons an elemental from surrounding rock   Range: Short   Defense: NA   Resistance: NA   Cost: 2*   The caster summons a rock elemental, which must manifest from nearby rock. If the caster is deep in the void with no source of earth, then this spell cannot be cast. Note that metal does not count as rock.       Summon Metal Elemental   Effect: Summons an elemental from surrounding metal.   Range: Short   Defense: NA   Resistance: NA   Cost: 3*   The caster summons a metal elemental, which must manifest from any nearby metal. As with other elemental summons they must have a source of metal to cast it. A metal elemental ripping free of a bulkhead can cause a space station to experience explosive decompression, so casters are advised to take great care.       Summon Tech Demon   Effect: Summons a tech demon   Range: Short   Defense: NA   Resistance: NA   Cost: 3*   The caster opens a portal to the Skull of Xal, and invites a tech demon to step through and fight on their behalf. Note that if this spell is used by someone who does not have a pact with the a demon prince, then the demon has no requirement to fight for the caster. They can attack, or simply leave, though most will cooperate since they can't return home any other way.       Summon Demon Lord   Effect: Summons a full demon lord   Range: Short   Defense: NA   Resistance: NA   Cost: 5*   The caster opens a portal to the Skull of Xal, and invites a demon lord to step through and fight on their behalf. They had better have a pact with the right demon prince, and have a damned good reason for bothering said demon lord.       Create Void Pocket   Effect: Creates a small void pocket that can hold up to Magic * 5 kilos   Range: Touch   Defense: NA   Resistance: NA   Cost: 3*   The mage creates a void pocket, which can only be opened by them or someone they designate. This extra-dimensional space can can be anchored, and is often implemented in spell armor, or occasionally attached to other items. The mage may open the pocket to add or remove items whenever they wish, but anyone else opening the pocket it is attached to will see nothing unless they possess some for of divination.   These items are in high demand, but their cost is steep enough to make creation prohibitive. A mage may only create a handful in their lifetime, each time pledging a large chunk of their pool.   Larger void pockets can be created with more powerful versions of the spell, but require a higher pledge, which is sometimes paid by multiple mages casting the spell together as a ritual.        

Binding

Aspects: Spirit, Earth       Command   Effect: Forces a target to obey a single command   Range: Short   Defense: Skepticism   Resistance: NA   Cost: 3*   The caster orders a target to perform a specific task that can be completed in a short time frame. Guard this door until someone comes. Shoot that guy. Jump off this bridge.   If used in combat the caster gains control of the target for a single round, and can force them to do almost anything.       Seal   Effect: Target door is sealed and will not open until the command word is given   Range: 1   Defense: NA   Resistance: Spirit or Earth   Cost: 3   The mage binds a door so that it will not open without the proper command. This will override security on starships, and more conventional doors. The door simply will not open so long as the pool is pledged. However, the door can be destroyed as normal.       Puppet Master   Effect: Forces a target to obey the caster for an extended period   Range: Short   Defense: Skepticism   Resistance: Spirit or Earth   Cost: 4*   The caster now maintains active control over a target, for as long as the spell pool is dedicated. This spell is visible to enchanters and diviners, but is otherwise invisible.   The spell is a ritual and takes 2 actions to cast. It is opposed by the target's skepticism, with a threshold equal to their will. The threshold increases by 1 each time this spell is recast on the same target, and 1 for each full day the target is bound. This additional cost must be dedicated each day.   For example, Nebiat binds Dirk. He has a 3 Skepticism and a 4 Will, which means she needs 7 successes to bind him. If she succeeds, that number will increase to 8 the next day, and 9 the day after. She'll have to dedicate that part of her spell pool, and if she stops, Dirk is free.       Enthrall   Effect: Forces a group to obey the binder for a single action   Range: Short   Defense: Skepticism   Resistance: Spirit or Earth.   Cost: 5   This terrifying spell will force all within earshot to obey the caster. A mage who tells a crowd to kill each other can destroy an entire room full of people with a single spell. There's a reason binders are outlawed in most parts of the sector.   This spell functions as Command, but for a group of people, up to the caster's magic * 10.       Oath   Effect: Creates a binding oath between two parties   Range: 1   Defense: NA   Resistance: Spirit or Earth   Cost: 5   The binder blesses a willing oath given freely. So long as this oath remains unbroken the target gains the oathsworn perk (this can take them higher than 3 perks). The target is honorbound to pursue or defend their oath at all costs. If they fail, then the spell is broken. They lose the oathsworn quality and gain the oathbreaker flaw.   The oathsworn perk gives the target edge on all actions taken in association with their oath. If you swear to protect the minister, then you don't get edge while dicing with guards, but you do when trying to spot the larcenist who just evaded his best scanners.   The oathbreaker flaw prevents the character from ever having edge when dealing socially with anyone who is aware of the flaw.            

Protection

Aspects: Spirit, Water       Spellward   Effect: Erects a ward with magic resistance equal to the dedicated pool, up to caster's magic   Range: 1   Defense: NA   Resistance: NA   Cost: 2*   The caster summons a spellward around around the target, which protects them from all forms of magical attack. This provides resistance equal to the pool dedicated, and cannot exceed the caster's magic attribute.       Mark of Obscurity   Effect: Places a rune on an object to make the caster less noticeable   Range: 1   Defense: NA   Resistance: NA   Cost: 2   The caster sketches sigils into an object such as a rock, comb, or other personal keepsake. So long as this object is kept on the caster's person no opponent can gain edge against them. This object will not function for anyone except the caster.       Mark of Luck   Effect: Places a rune on an object to make it lucky   Range: 1   Defense: NA   Resistance: NA   Cost: 2   The caster sketches sigils into an object such as a rock, comb, or other personal keepsake. So long as this object is kept on the caster's person they gain +1 dice to all rolls. This object will not function for anyone except the caster.   If the caster loses it they suffer -1 to all rolls until the object is found, or they create another.         Privacy Ward   Effect: Erects a ward against scrying with strength equal to the dedicated pool, plus successes   Range: 1   Defense: NA   Resistance: NA   Cost: 2*   The caster summons a ward around the target, which protects them from all forms of magical scrying, observation, or eavesdropping. The DT to pierce the ward is equal to the successes rolled.       Dome of Force   Effect: Summons a small dome to protect the caster and nearby allies   Range: 3 radius   Defense: NA   Resistance: NA   Cost: 3*   The caster summons a dome of pure magic that will repel any physical objects that attempt to pass through. This provides armor against physical attacks equal to the pool dedicated, up to the caster's magic attribute. This dome is stationary, and must be recast if the caster moves.       Immunity   Effect: Provides armor and resistance equal to pool dedicated   Range: Personal   Defense: NA   Resistance: Spirit or Earth.   Cost: 4*   The caster summons a ward that protects against all forms of attack. The spell provides armor and resistance equal to the pool dedicated, up to the caster's magic attribute. The ward moves with the caster.       Group Immunity   Effect: Provides armor and resistance equal to pool dedicated to a group   Range: Short   Defense: NA   Resistance: Spirit or Earth.   Cost: 5*   The caster summons a ward around a number of people up to the caster's magic attribute that protects against all forms of attack. The spell provides armor and resistance equal to the pool dedicated, up to the caster's magic attribute. The ward moves with the target.       Greater Spellward   Effect: Erects a dome with magic resistance equal to the dedicated pool, up to caster's magic   Range: 5 radius   Defense: NA   Resistance: NA   Cost: 5*   The caster summons a dome, which protects them from all forms of magical attack. This provides armor and resistance equal to the pool dedicated, and cannot exceed the caster's magic attribute. This dome is stationary, and stacks with other wards.        

Nature / Creation

Aspects: Life, Water       Makeover   Effect: Trims hair and nails, whitens teeth, removes blemishes   Range: 1   Defense: NA   Resistance: Water or Life   Cost: 2   The mage touches a target, who feels as if they've just arisen from a pleasant nap. They look like they've spent hours preparing, and gain a +1 to appearance. Unlike the Impeccable Taste spell this will not change their clothing. The changes are real.   This spell may raise appearance higher than racial maximum.       Revive   Effect: Restores a large amount of hit points   Range: 1   Defense: NA   Resistance: Water or Life   Cost: 2*   The mage channels life and water to heal the target's wounds. The spell restores 5 hit points for each point of spell pool spent, and this spell pool does not need to be dedicated. In addition, this spell will cure all minor aches and pains, disinfect all wounds, and provide the target with renewed vigor.   If used against undead or demons this spell does damage instead of healing. Demons no likey.       Purify   Effect: Cures sicknesses, diseases, curses, and hexes   Range: 1   Defense: NA   Resistance: Water or Life   Cost: 3*   The mage removes one ailment from the target for each success rolled. This spell is highly sought after in every civilization, as it will cure nearly anything       Enlarge   Effect: Increases a creature's size. Grants strength and fort based on spell pool.   Range: 1   Defense: Skepticism   Resistance: Water or Life   Cost: 3*   The caster enhances the target, causing them to grow to roughly double their previous size. This does not cause their equipment to grow, so it is advised to have the subject strip first. If the subject is wearing gear, that gear deals d6 points of constriction damage, and unless it is magical it is destroyed in the process. Note that this can be used offensively on enemies.   The spell lasts until the pool is no longer dedicated, and the subject gains +1 strength and +1 fort per point dedicated, up to the caster's magic attribute. This spell is often used by life or water hatchlings to appear to be larger Wyrms than they actually are.       Mindwipe   Effect: Removes all personal memories from target   Range: 1   Defense: Skepticism   Resistance: Water or Life   Cost: 3*   Removes all conscious memory from the subject. They will still remember language and basic skills, but not their name, age, where they were born, or who their spouse is. This spell can miss fragments, however it is not reversible and some memory is always lost, even if restorative magic is used.       Adaptation   Effect: Alters a life form to include the features of another life form   Range: 1   Defense: Skepticism   Resistance: Water or Life   Cost: 4*   The caster changes the subject to include the feature of another species. They can create wings, a tail, gills, or any other adaptation they consider suitable. This change lasts as long as the pool is dedicated. If used against an unwilling subject the threshold is the target's will.       Selective Mindwipe   Effect: Removes all personal memories from target   Range: 1   Defense: Skepticism   Resistance: Water or Life   Cost: 4*   Removes specified memories from the subject. They will still remember language and basic skills, anything including their name, age, where they were born, or who their spouse is can be selectively removed. This spell can miss fragments, however it is not reversible and some memory is always lost, even if restorative magic is used.       Reverse Death   Effect: Returns a body to life   Range: 1   Defense: NA   Resistance: Water or Life   Cost: 5*   The mage returns a body to life. If the soul is present, then they will return much as they were before, though perhaps troubled by what they witnessed on the other side depending on their faith or lack thereof. A body without a soul is simply a receptacle, and bringing it back to life will not animate nor return consciousness.   However, the soul placed in the body does not need to be the original. Several cultures practice forced reincarnation, where they will revive a desired body, but give it to someone other than the original soul.   This spell can only be used on a fresh or carefully preserved and treated body. If a cadaver has been allowed to sit for too long, then the spell will fail. The DT is equal to the number of days the target has been dead.

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