The Fall of Brekhan
Spellbook
See Spelling Board for spells under construction or awaiting approval.
Spell Rules:
- Summoning Spells
- Single target spells have a damage cap of 2d+3, AOE spells have a damage cap of 2d+1
- All spells cost 1FP and take 1 second to cast, and 1 second to switch
- Improv spells can’t be used for divination spells or anything that lasts > 3 minutes
Damage Spells
Debilitating Spells
Protection Spells
Healing Spells
Sensory Spells
Support Spells
Transportation Spells
Transformation Spells
Information Spells
Summoning Spells
Meta Spells
Spells for Review
[SE 3, 8pts] Acid Bombardment
Fire a trio of corrosive missiles out to 50yds. The missiles explode into pools of acid on impact which lasts for 5 seconds before neutralising. If the areas of the acid overlap, combine dice of damage and count DR against it once. Each missile fired must target the same spot, however, roll an attack roll for each to determine scatter. Only the first attack rolled can critically succeed or fail.
As per fiery bombardment but corrosive damage:
First Missile = +85% = 12.95pts
Second = +90% = 13.3pts
Third = +90% = 13.3pts
total = 40pts
Acid Bombardment | 1d-1 cor | Acc 1 | 50yd | RoF 1 | Rcl 1 | AoE 2yd, Persistent 5 seconds |
and | 1d-1 cor | Acc 1 | 50yd | RoF 1 | Rcl 1 | as above, roll scatter separately |
and | 1d-1 cor | Acc 1 | 50yd | RoF 1 | Rcl 1 | as above, roll scatter separately |
[SE 2, 5 Points] Break Mind:
The victim has the very functions of their mind assaulted. The caster rolls Will versus the target’s IQ, using the long-range penalties. On a success, the target takes 1d Toxic damage, ignoring DR. If the victim is missing HP due to this spell in excess of 1/3x their max HP, they have a seizure until they are missing less than 1/3rd HP from any source.
Toxic Attack 1d [Based on IQ, +20%; Malediction, +200%; Accessibility (only sentient creatures), -10%; Symptom (1/3x Basic HP, Seizure), +300%; Sorcery, -15% = +495%](25)
Author: Tim
Break Mind | 1d tox | WILL vs IQ | Mal, long, no limit | Seizure if dmg > 1/3 target’s HP |
[SE 3, 8pts] Cone of Cold #combat, #debuff, #innate-attack, #aoe, #paralysis
A billowing cloud of freezing snow is expelled out in a cone from the caster’s mouth, growing to a width of 4 yards at its max range of 20 yards. The caster rolls versus their Innate Attack skill to aim the cone. Anyone caught in the cone takes 1d+2 burning damage, ignoring DR. This damage is from cold, not heat, so it cannot set anything on fire. Anyone damaged by the cone must succeed a HT roll with a penalty equal to half the injury they took from the attack or be paralysed for 20-HT minutes. Anyone with the sealed advantage is immune to all the effects of this spell.
Burning Attack 1d+2 [ 8 ] (Cone Attack, 4, +90%; Contact Agent, +150%; Side Effects, Paralysis, +200%; Increased 1/2d Range 2x, +5%; Reduced Range 1/5, -20%; No Incendiary Effect, -10%; Sorcery, -15%) [ 40 ]
Author: Tim
Cone of Cold | 1d+2 burn | Acc 3 | 4/20yd | Cone 4yd, Contact Agent, Side Effect (Paralysis), No Incendiary Effect |
[SE 1, 4 points] Fiery Bombardment
Fire a trio of burning missiles out to 50yds. The missiles explode into fire on impact which lasts for 5 seconds before burning out. If the areas of the fire overlap, combine dice of damage and count DR against it once. Each missile fired must target the same spot, however, roll an attack roll for each to determine scatter. Only the first attack rolled can critically succeed or fail.
Burning Attack, 1d-1 (Sorcery -15%; Area of Effect 2yd +50%; Persistent +40%; Link, Single Projectile Variant +20%; no 1/2D +15%; Acc-2 -10%; Reduced Range ½ -10%; Reduced Duration ½ -5%) = +85% = 6.475
& Burning Attack, 1d-1 (Magical -10%; Area of Effect 2yd +50%; Persistent +40%; Link, Single Projectile Variant +20%; no 1/2D +15%; Acc-2 -10%; Reduced Range ½ -10%; Reduced Duration ½ -5%) = +90% = 6.65
& Burning Attack, 1d-1 (Magical -10%; Area of Effect 2yd +50%; Persistent +40%; Link, Single Projectile Variant +20%; no 1/2D +15%; Acc-2 -10%; Reduced Range ½ -10%; Reduced Duration ½ -5%) = +90% = 6.65
= 6.475 + 6.65 + 6.65 = 19.775 = 20pts
Made by: Declan
Fiery Bombardment | 1d-1 burn | Acc 1 | 50yd | RoF 1 | Rcl 1 | AoE 2yd, Persistent 5 seconds |
and | 1d-1 burn | Acc 1 | 50yd | RoF 1 | Rcl 1 | as above, roll scatter separately |
and | 1d-1 burn | Acc 1 | 50yd | RoF 1 | Rcl 1 | as above, roll scatter separately |
[SE 3, 8pts] Maelstrom #combat, #innate-attack, #aoe, #emanation
The caster is surrounded by a swirling storm of glass-like shards of force for the next 100 seconds. These shards will deal 1d cutting damage to anyone within 32 yards unless they have the sealed advantage or are in a space the caster decided to have the spell not affect. This damage ignores all DR.
Cutting Attack 1d [ 7 ] (Area Effect 32, +250%; Contact Agent, +150%; Persistent, +40%; Extended Duration x10, +40%; Selective Area, +20%; Emanation, -20%; Sorcery, -15%) [ 40 ]
Author: Tim
Maelstrom | 1d cut | Emanation | Persistent 100s | AoE, Contact Agent |
[SE 3, 8 Points] Magic Missile: #combat #innate-attack #cosmic
A target is hit by a missile of pure magic. The missile inflicts 1d crushing damage, ignores DR, has no knockback, and allows no active defences. If the target has DR that is effective against this spell, they do not receive blunt trauma injury if that DR blocks 5 or more damage. In order to hit a target with this spell, the caster must have an effective skill of at least 3, ignoring any penalties for obstacles in the way but still suffering any other normal penalty, such as from range or shock.
Crushing Attack 1d [ 5 ] (Increased 1/2d range x2, +5%; Overhead, +30%; No Blunt Trauma, -20%; No Knockback, -10%; No Die Roll Required, +100%; Irresistible attack, +300%; No Active Defence Allowed, +300%; Sorcery, -15%) [ 40 ]
Author: Tim
Magic Missile | 1d(inf) cr, nkb, nbt | Acc 3 | 20/100yd | RoF 1 | Rcl 1 | No defences, ignores direct cover, ignores armour |
[SE 3, 8pts] Mire
Target a point within 50yds. The ground within 4yds of that point becomes thick and muddy, and hard to move through. Everyone in the area is caught by a ST 10 binding so long as they are touching the muddy ground, which lasts for 10 seconds. Victims may break free with ST or escape skill as normal (but may then typically only move a step), and damage does not affect the mire. The exception to this is corrosive damage, whose acidic properties briefly neutralise the sticky mud.
Binding 10 [Sorcery -15%; AoE 4yd +100%; Persistent +40%; Only damaged by corrosive +30%; Max range 1/2 -10%; Inaccurate 3 -15%; Targets must be grounded -20%; Cannot layer -10%] = 200% = 40pts
Mire | ST 10 binding | Acc 0 | 50yd | AoE 4yd, must be grounded, only damaged by corrosives, persistent 10s |
[SE 2, 6pts] Modular Kinetic Missile
Blast an enemy (or several) with glowing kinetic energy. This attack deals 2d(2) crushing damage with a range of 100yds and can choose from several attack modes. The decision is made at the start of the caster’s turn on which they fire the spell.
Crushing Attack, 2d [Sorcery -15%; Accuracy +2 +10%; Armour Divisor 2 +50%; No 1/2d +15%; Variable Enhancements +140%] = 300% = 30pts
“Variable Enhancements” is [AoE 4yds +100%; or Cone, 1yd wide +10%; or Armour Divisor 3 +10%; or RoF 15 +20%] = 140%
Kinetic Blast | 2d(2) cr | Acc 5 | 100yd | RoF 1 | Rcl 1 | Area of effect, 4yd radius |
or Kinetic Column | 2d(2) cr | Acc 5 | 100yd | RoF 1 | Rcl 1 | Line |
or Kinetic Bullet | 2d(3) cr | Acc 5 | 100yd | RoF 1 | Rcl 1 | |
or Kinetic Salvo | 2d(2) cr | Acc 5 | 100yd | RoF 15 | Rcl 1 | +3 to hit from RoF |
[SE 1, 4 points] Poisonous Smog:
A pale ball of mist is conjured in the casters hand and then lobbed at an area. Upon impact, a faint smog suffuses the area within 8 yards of the point of impact. Anyone breathing in the area takes 1d-1 toxic damage each second unless they hold their breath. If cumulative damage from this attack reaches 1/3 the victim’s max HP, they begin choking helplessly. A PER roll is required to notice the caster firing this ball and to determine the edges of the area of effect (roll seperately for each). If the caster chooses, they can exempt certain people from the effects of the smog.
Toxic Attack 1d-1 [2.8pts] (Sorcery -15%; AoE 8yd +150%; Persistent +40%; Ext Duration 3x +20%; Low Signature on Cast and Area +20%; Respiratory Agent +50%; No 1/2D +15%; Symptom, 1/3HP taken, Choking +300%; Selective +20%) = 700% = 19.6 = 20points
Made by: Declan
Poisonous Smog | 1d-1 tox, respiratory | Acc 3 | 100yd | RoF 1 | Rcl 1 | AoE 8yd, Persistent 30 seconds, choking if damage > 1/3 victim’s hp, low signature |
[SE 3, 8 Points] Pyromancer’s Water: #combat, #innate-attack, #aoe, #cyclic
The caster lobs a globe of transparent iridescent green-blue liquid at their target. Upon making contact, the liquid ignites and explodes to fill an area with a radius of the caster’s choosing u to 16 yards with flammable vapours for the next ten seconds. The vapours condense on anything in the area and then ignite, dealing 1d burning damage that ignores DR, and continues to burn them over the next three seconds for another 1d burning damage each second. Anyone with the Sealed advantage is immune to this damage.
Burning Attack 1d [ 5 ] (Area Effect 16 yards, +200%; Contact Agent, +150%; Cyclic, 1 second 3x, +300%; Persistent, +40%; Variable, Area, +5%; Accurate 1, +5; No 1/2D range, +15%; Sorcery, -15%) [ 40 ]
Author: Tim
Pyromancer’s Water | 1d burn | aoe 16 Yards, Variable | Acc 4 | 100 Yards | Persistent 10 Seconds | Variable AoE, Persistent |
[SE 2, 6 Points] Remote Super Poke: #combat #buff #innate-attack
The caster concentrates on their will to poke those that have angered them as they poke the subject. The subject can then hold out their hands and send magical finger-shaped force projectiles out of their fingers at a target. This is an innate attack with RoF 1×10, so the subject gets +2 to their innate attack roll. Each force projectile deals 2d +3 crushing damage which is doubled for knockback purposes. The victim receives no wounding or blunt trauma from this attack. If the victim is within 10 Yards of the subject, treat the attack as RoF1, but with 12d +1 damage and the victim gets five times their DR.
Affliction 1 (Ten Finger Super Poke, +250%; Contact Agent, -15%; Melee Attack, Cannot Parry, -35%; Sorcery, -15%) [ 29 ]
Ten Finger Super Poke: Crushing Attack 2d +3 [ 14.5 ] (Increased Range x5, +20%; Double Knockback, +20%; Increased 1/2d range x2, +5%; Rapid Fire 1×10, +100%; Accurate 1, +5% No Wounding, -50%; No Blunt Trauma, -20%; Magical -10%) [ 25 ]
Author: Tim
Ten Finger Super Poke | 2d+3(0.1) cr, dkb, nw | Acc 4 | 100/500yd | RoF 1×10 | Rcl 1 | Double Knockback, No Wounding |
[SE 1, 2 Points/Level] Thundershot:
Shoots lightning up to 100 yards away, dealing 1d/level burning damage. Metal armour is treated as exactly 1 DR, and materials hit by this attack burn more easily than normal: treat them as having a flammability class of one lower than usual. For reference, here is the chart from Making Things Burn (p. B433), modified as per Incendiary (p. P102).
Highly Flammable (e.g., alcohol, paper, tinder): Negligible damage.
Flammable (e.g., dry wood, kindling, oil): 1 point.
Resistant (e.g., seasoned wood, clothing, rope, leather): 3 points.
Highly Resistant (e.g., green wood, flesh): 10 points.
Nonflammable (e.g., brick, metal, rock, fireproof synthetics): 30 points.
Note that this means that a victim’s clothing will begin to catch fire from 1 point of damage from this spell (1d-4 burning damage per round and -2 to DX), and will be completely on fire from just 3 (1d-1 burning damage per round and -3 to DX).
Innate Attack, 1d Burning [Arcing Surge, ( +100%); Incendiary, ( +10%); Increased 1/2d Range, x10, ( +15%); Sorcery, ( -15%); Environmental, Air, ( -5%); Nuisance Effect, obvious, ( -5%)] = 200%/level = 10pts/level. Additional levels increase damage by 1d each.
Author: Tim
Thundershot | 1d burn (inc) | Acc 3 | 100yd | RoF 1 | Rcl 1 | Arcing surge; V. loud; Req. air |
[SE 2, 6pts] Toxic Mine
Deploy a subtle floating gas to a hex within 50yd. Noticing the gas requires a PER roll at range penalties. When a sentient living creature gets within 3yd of the hex, the gas explodes into a toxic cloud, dealing 2d-1 toxic damage to everyone within 4 yards of the hex chosen. This damage is not prevented by DR unless the subject’s entire body is protected per the sealed advantage. The gas lasts for one minute before fading, and can be ended prematurely if targeted by successful dispelling magic.
Toxic Attack 2d-1 [Sorcery -15%; Delay, variable +50%; AoE 4yds, +100%; No 1/2d +15%; Max range 50 -10%; Low Signature +10%; Contact Agent +150%; Can’t maintain spell -5%] = 395% = 28pts
Made by: Declan
Toxic Mine | 2d-1 tox | Acc 3 | 50yd | RoF 1 | Rcl 1 | AoE 4yd, contact agent, proximity trigger(3yd) |
Note that the trigger condition (person within 3yd of center area) can be different but this must be specified when the spell is learned. The spell lasts a minute max (by default) to mirror standard sorcery durations. It seems reasonable that this could be maintainable, hence the nuisance effect. The nuisance effect does not change the spell’s cost.
[SE 2, 6 points] Wall of Thorns
The caster creates a solid wall made of thorn-covered vines, 1 yard wide and 48 yards long, in any shape of their choosing. Each yard of the wall has 9DR and 2HP, and any damage taken from colliding with the wall is treated as small piercing damage.
Innate Attack Small Piercing 2d+1 (3×2.3 = ~6.9) [Area effect, 16 yards, +200%; Persistent, +40%; Wall, rigid, +60%; Sorcery, -15%] = 385% = 27pts
Author: Tim
Wall of Thorns | 2d+1 pi- | Acc 3 | 50/100yd | WALL, 48yds | DR 9 / 2HP |
[SE 3, 8 points] Weight of the Void:
A small orb of pure black energy is fired from the caster’s hand, once it reaches its target destination it novas outward and covers a eight yard radius. This feels as if the subject is being crushed by the weight of a black hole while clothing and flammables are charred and freeze over.
Innate Attack: 2D+1 cr (Area Effect: 8 yd radius +150%, Sorcery -15%, Low sig +10. Half D (range 50/100) +10%, Selective Area +20%, No Knock Back -10%, Armor Divisor: 2 +50%, No Blunt Trauma -20%, Incendiary +10%, Selectivity +10%) Persistent +40% = 40 pts
Made by: Franzini
Weight of the Void | 2d+1(2) cr Inc | Acc3 | 50/100yd | RoF 1 | Rcl 1 | AoE 8yd radius (selective), Persistent Nbt, Nkb, Selectivity |
[SE 3, 8pts] Alchemical Instability #debuff #heart-attack
The caster wills their target’s body to alter its alchemical composition to be incredibly volatile. The caster rolls Will versus the target’s HT. If the target loses this contest, then for a number of minutes times their margin of failure their blood turns into a highly toxic and flammable clear blue liquid, reducing their HT by 13 and causing their body to ignite automatically if they suffer a major wound from a burning or explosive attack, or if they fail an HT roll after any major wound, at -3 if the major wound is to the vitals (This is a separate roll from the ordinary knockdown roll). While burning, the victim takes 1d-1 injury per second and may be put out by being submerged in water or rolling on the ground for 3 seconds, or some similar effect (up to the GM), and any critical failure on an HT roll to avoid death while ablaze means the victim explodes, dealing 6dx(hp/10) crushing damage as an explosion and reducing the victims HP to -10xHP. If the target of the spell fails their HT by 5 or more (or rolls a critical failure) in the initial quick contest, they also suffer a heart attack.
Affliction 1 (Disadvantage, Fragile, Combustible, +5%; Disadvantage, Fragile, Flammable, +10%; Attribute Penalty, HT -13, +65%; Secondary Heart Attack, +60%; Malediction, Long Range Max 200 yards, +175%; Sorcery, -15%) [ 40 ]
Author: Tim
Alchemical Instability | aff. | Long-Range Malediction | 200yd | Will vs. HT | Fragile(Combustible, Flammable), Attribute Penalty(-13HT), Heart attack if target fails HT by 5 or more/crit-fails |
[SE 2, 6 Points] Break Sorcerer:
The caster rolls Will at -1 per yard between them and the target versus the target’s IQ. if the target loses, they lose up to 4 levels of the Sorcerous Empowerment advantage, not cumulative with other effects, for 1 minute per degree of failure.
Affliction 1 [Negated Advantage (Sorcery 4), +50%; Based on IQ, +20%; Malediction, +100%; Affects Insubstantial, +20%; No Signature, +20%; Sorcery, -15% = +195%](30)
Author: Tim
Break Sorcerer | malediction | WILL vs IQ | short, no range limit | Target loses 4 levels SE for min x MoV |
[SE 3, 8 Points] Break Sorcerer II: Electric Boogaloo
The caster rolls Will versus the target’s IQ or DX (Caster’s choice). if the target loses, they lose up to 4 levels of the Sorcerous Empowerment advantage, not cumulative with other effects, for 1 minute per degree of failure. This spell has a maximum range of 200 yards.
Affliction [Negated Advantage (Sorcery 4), +50%; Based on IQ, +20%; Based on DX, +20%; Selectivity, +10%; Malediction, +175%; Affects Insubstantial, +20%; No Signature, +20%; Sorcery, -15% = +300%](40)
Author: Tim
Break Sorcerer | malediction | WILL vs IQ or DX | long, 200yd | Target loses 4 levels SE for min x MoV |
[SE 3, 8 points] Crucio:
Causes the target to experience excruciating pain.
Roll a quick contest between the caster’s Will – range penalties and the target’s HT and for one minute per degree of failure the target suffers the effects of the Low Pain Threshold disadvantage and the agony incapacitating condition (Bp. 428), and can not benefit from the High Pain Threshold advantage.
After the initial effect ends they are stunned and must roll versus HT once every second to recover. The target loses 2 FP for every minute they were affected and attempts to interrogate or intimidate the target are at +6 if threatened with a subsequent casting of the spell.
Affliction 1 [Agony, +100%; Negated advantage: High Pain Threshold, +10%; Temporary disadvantage: Low Pain Threshold, +10%; Sorcery, -15%; Malediction, +150%] (36)
Author: Tim
Crucio | malediction | WILL vs HT | standard, no range limit | Target suffers agony, LPT, and loses HPT for min x MoV |
[SE 2, 6 points] Death’s Grasp (Toxic variant)
Reach 10. The victim chokes, possibly to death. The caster makes a grasping gesture with their hand, rolling against innate attack to hit their target. On a successful hit, the victim receives 1d+3 non-wounding toxic damage that divides armour by 10. The victim must then roll versus HT at -1 for every 2 damage that penetrated their DR or they begin choking (Bp. 428) for 20-HT minutes, minimum 1 minute.
Innate Attack Toxic 1d+3 (4×1.9 = 7.6) [Armour Divisor 10, +200%; Side effect: choking, +150%; increased 1/2d range: x2, +5%; Jet, +0%; no wounding, -50%; Sorcery, -15%] = 390% = 30pts
Author: Tim
Death’s Grasp | 1d+3(10) tx (nw) | jet, 10yd | Target must roll at HT-1/2dmg or suffer choking for 20-HT min |
[SE 1, 3pts] Emancipation Emancipation #debuff, #aoe, #binding
The caster shoots an iridescent globe of magic up to 100 yards away. For 16 minutes and 40 seconds, pulsing cyan tendrils of magic embed themselves along the ground as far as 64 yards from the spot the spell landed at. Anyone who touches the targeted surface in this area is immediately engulfed in a translucent cyan prism that effectively grapples them, giving a -4 penalty to DX. The victim may only escape by winning a quick contest of ST against the prism to break free; they cannot attack the bindings nor use the escape artist skill. The prism’s ST begins at 1 and is increased by 1 every second the victim remains in the prism without breaking free while the original spell persists, counting as encumbrance with a weight equal to 10x the BL of the prism’s ST. Once the prism’s ST reaches one half of the victim’s effective Lifting ST, however, they become effectively pinned and can not move their limbs, speak, or take the concentrate maneuver. Once they are pinned the victim may only roll to break free once every 10 seconds and if the victim rolls a 17 or 18, they ensnare themselves further and may not break free without help. When the original spell expires or is dispelled, anything trapped in a prison remains trapped until they manage to escape.
Binding 1 [ 2 ] (Engulfing, +60%; Unbreakable, +40%; Environmental, victim must be touching the ground, -20%; Area Effect 64, +300%; Persistent, +40%; Extended Duration x100, +80%; Selective Area, +20%; Sorcery, -15%) [ 13 ]
Author: Tim
Emancipation Emancipation | 1ST Bind | Acc 3 | 100yd | RoF 1 | Rcl 1 | AoE 64yd, Selective Area, Persistent (1,000s) |
[SE 2, 6pts] Goo Geyser
Causes a geyser of goo to errupt that covers a 2yd area within 20yd (acc 0). Any grounded target that the goo hits is effected by a ST 15 binding which can only be damaged by burning or corrosive damage. See binding (B40) for details.
Binding 15 (Sorcery -15%; Area of Effect, 2yds +50%; Only damaged by burn/cor +20%; Inaccurate 3 -15%; Reduced Range 1/5 -20%; Environmental, ground-born targets -20%) = 100% = 30pts
Goo Geyser | ST 15 binding | Acc 0 | 20yd | AoE 2yd, must be grounded, only damage by burning or corrosive damage |
[SE 2, 6pts] Malign Influence
Contest your IQ vs the subject’s will, as per mind control (BASIC p68). On a success, you can influence their decisions and determine their general course of action. For example “murder that mage” is acceptable, but “step behind Gaben and telegraphed, all-out double to the back of the skull” is not. Your influence lasts for as long as you concentrate and for one second past this. If the suggested course of action is against the subject’s principles, the subject gets an additional resistance roll at the moment of truth. If you fail the initial contest to control someone, you may not try again for 24hrs and they can make an IQ roll to feel hostile intent from you. Technically this can control multiple people, but you may only concentrate to control one at a time.
Mind Control [Sorcery -15%; Long Range +50%; Low signature variant +10%; Reduced duration on control, 1/60 -35%; Suggestion -40%; Max range 100yd -10%] = 60% = 30pts
Made by: Declan
[SE 2, 6 points] Strip Power
Contest your Will + Talent vs HT with a target of choice within 200yds. If you win, they lose three levels of Sorcerous Empowerment for minutes equal to your relative MoS. While affected, the subject may only cast spells whose level is at or below that of the subject’s current SE level. i.e. an SE 3 or lower wizard cannot cast spells, an SE 4 wizard can only cast SE 1 or lower spells etc.
Affliction 1 (Sorcery -15%; Negated Advantage, SE 3 +40%; Mal 200yd, +175%) = 300% = 30pts
Made by: Declan
Strip Power | malediction | WILL vs HT | long, 200yd | Target loses 3 levels SE for min x MoV |
[SE 1, 4 points] Stunning Strike Make an unarmed melee attack to contact an opponent; you will be unable to parry with the attacking limb this turn. If you touch them, they must roll vs HT-9, with a bonus equal to their DR at the target location, or be stunned. The same net penalty or bonus applies to all rolls to recover from stunning. Once a subject resists they gain immunity to this spell for one day.
Affliction 10(Sorcery -15%; Melee C, no parry -35%; Immunity for 1 day -30%) = -80% = 20pts
Made by: Declan
Stunning Strike | STUN | Melee, C | HT-9 roll | can only affect a target successfully once per day; same roll to recover |
[SE 2, 6pts] Suppress Tongue
The caster uses the power of their mind to suppress the vocal muscles of a target no more than 200 yards from the caster. If the caster succeeds a Will roll versus the target’s DX, the target gains the Cannot Speak Disadvantage for a number of minutes equal to their margin of failure.
Affliction 1 (Disadvantage, Cannot Speak, +15%; Based on DX, +20%; Malediction, +175%; Sorcery -15%) [30pts]
Author: Tim
Suppress Tongue | malediction | WILL vs DX | long, 200yd | Target cannot speak for min x MoV |
[SE 1, 4 points] Weaken Resistance: A spell often taught to interrogators. The caster must touch the subject, although this can be through gauntlets or thick clothing, and win a quick contest of WILL+Talent vs HT. On a success, the victim’s resistance to magic is weakened significantly. They effectively gain 5 levels of Magic Susceptibility. This gives anyone casting spells on them +5 to do so, and applies a -5 penalty to their resistance roll. The spell casting is completely undetectable, and the effects of it will normally not be noticed until it is too late.
Affliction 1 [Magic Susceptibility 5 ( +15%); Malediction 1 ( +100%); No Signature ( +20%); Melee, C, can’t parry, ( -35%); Sorcery ( -15%)] = 200% = 20pts
Made by: Declan
Weaken Resistance | malediction | WILL vs HT | Melee, C | Target gains magic susceptibility 5 for min x MoV |
[SE 4, 9 points] Armor: Grant a target 6DR. Roll vs innate attack to aim at a distance target, and roll vs HT+Talent-DR if there is armour in the way to be affected.
Affliction 1 [Advantage Armor ( +330%); Fixed Duration ( +0%); Increased 1/2D, 10Y ( +15%); No Signature ( +20%); Sorcery ( -15%)] = 450% = 45pts
Armor: DR6 [Force field ( +20%); Magical ( -10%)] = 110% = 33pts = +330%
Made by: ???
[SE 4, 10 points] Kira’s Mirage:
The caster touches the target when they cast the spell. The image of the target immediately begins to blur and smear, flowing slowly like an oil painting as they move. While the person is no harder to notice, they are much harder to target if the attacker relies on sight. Attacks against the target take a -8 to hit. If other vision penalties, such as darkness, bring the total modifier to -10 the attacker must fire blindly into the occupied hex.
Additionally, the magic strengthens the target’s resistance to spell damage. While concentrated attacks are unaffected (if they can hit), the target has 3(1) DR against area-based magical attacks.
Affliction 1 [Blur 8 ( + 240%); Splash Guard ( + 105%); Extended Duration x300 ( + 100%); Fixed Duration ( + 0%); Melee C, no parry, ( -35%); Contact Agent ( -15%); Sorcery ( -15%)] = 480% = 48pts
Blur 8: Obscure 8 [Anti-targeting (-10%); Extended, magical sight ( + 20%); Defensive ( + 50%); Switchable ( + 10%); Magical ( -10%)] = 150% = 24pts = +240%
Splash Guard: DR 3 [Hardened 1 ( + 20%); Magical AoE only (-40%); Magical ( -10%)] = 70% = 10.5pts = +105%
Made by: the power of friendship
[SE 2, 6 points] Danger Dampener:
The caster touches the skin of a recipient and it coarsens, becoming much harder. They gain 4 DR, with the toughskin limitation. Additionally, a faint veil of mist surrounds them, dampening the inertia of any attacks that pass through it. This bestows 3(1) flexible DR which acts as a forcefield. The spell lasts for three minutes flat, unless dispelled.
Affliction 1 [Misty Veil ( +165%); Coarse Skin ( +100%); Fixed Duration ( +0%); Melee C, no parry, ( -35%); Contact Agent ( -15%); Sorcery ( -15%)] = 300% = 30pts
Misty Veil: DR 3 [Forcefield ( +20%); Hardened 1 ( +20%); Flexible ( -20%); Magical ( -10%)] = 110% = 16.5pts
Coarse Skin: DR 4 [Tough Skin ( -40%); Magical ( -10%)] = 50% = 10pts
Made by: Declan
[SE 1, 4 points] Entropic Harm Ward:
Allows an attack to pass harmlessly through the caster and be absorbed. So long as the attack would roll at most 3d damage (or 1d+2(2) etc), it is completely negated and heals the caster for half the average damage of the attack. HP past max is granted but drains away at 1 per 2 seconds until at max. If this ward fails, the attack strikes the caster squarely and ignores all sources of armour they may be wearing when damage is applied. Note that this spell loses DR equal to what it prevents and does not refresh this amount until the following day. This makes it difficult to abuse as a repeat-healing spell.
DR 11 [Sorcery -15%; Reflexive +40%; Still Feel Pain -10%; Absorptive, healing +80%; Doesn’t Stack with Armour -20%; Instantaneous -50%; Ablative -80%; All or Nothing -10%] = 30% = 20pts
Made by: Declan
[SE 1, 4pts] Great Auto-Ward:
While this spell is prepared, a wall of energy will spring into life when the sorcerer is attacked, protecting them from harm. The force field provides 11 flexible DR, lasting for 6 seconds, and goes on cooldown for 5 seconds after triggering. The shielding is not impervious to harm, and will lose 1point of DR per 10 basic damage it prevents. Furthermore, any hard impact on the force field will result in a loud metallic noise (think two magnets colliding) as the kinetic energy of the impact is dispersed. The force field also interferes with sound exiting it, distorting any sound (including speech) originating from the sorceror.
DR 11 [Sorcery -15%; Reflexive +40%; Fixed Duration +0%; Reduced Duration, 1/30, -30%; Takes recharge, 5 seconds, -10%; Loud on Impact -5%; Distorts Voice -5%; Flexible -20%; Semi-Ablative -20%] = 35% = 20pts
Author: Declan
[SE 3, 8pts] Greater Spell Ward
you or a willing person you touch receives Magic Resistance 5 for the next 15 hours. This does not interfere with spell casting and the beneficiary may waive the advantage against any known incoming spell effect to which it would apply.
Affliction 1 (Sorcery -15%; Spell Ward 5 +260%; Extended Duration x300 +100%; Fixed Duration +0%; Melee, C -35%; Contact Agent -15%) = 291% = 29.1pts
Spell Ward: Magic Resistance 5 (Magical -10%; Improved +150%; Selective Resistance +20%) = 260% = 26pts = +260%
Author: Declan
[SE 1, 4pts] Hardened Auto-Ward:
While this spell is prepared, a wall of energy will spring into life when the sorcerer is attacked, protecting them from harm. The force field provides 7(1) flexible DR, lasting for 6 seconds, and goes on cooldown for 5 seconds after triggering. The shielding is not impervious to harm, and will lose 1point of DR per 10 basic damage it prevents. Furthermore, any hard impact on the force field will result in a loud metallic noise (think two magnets colliding) as the kinetic energy of the impact is dispersed. The force field also interferes with sound exiting it, distorting any sound (including speech) originating from the sorceror.
DR 7 [Sorcery -15%; Reflexive +40%; Hardened +20%; Fixed Duration +0%; Reduced Duration, 1/30, -30%; Takes recharge, 5 seconds, -10%; Loud on Impact -5%; Distorts Voice -5%; Flexible -20%; Semi-Ablative -20%] = 55% = 20pts
[SE 2, 6pts] Integral Auto-Ward:
While this spell is prepared, a wall of energy will spring into life when the sorcerer is attacked, protecting them from harm. The force field provides 8(1) flexible DR, lasting for 6 seconds, and goes on cooldown for 5 seconds after triggering. Any hard impact on the force field will result in a loud metallic noise (think two magnets colliding) as the kinetic energy of the impact is dispersed. The force field also interferes with sound exiting it, distorting any sound (including speech) originating from the sorceror.
DR 8 [Sorcery -15%; Reflexive +40%; Hardened +20%; Fixed Duration +0%; Reduced Duration, 1/30, -30%; Takes recharge, 5 seconds, -10%; Loud on Impact -5%; Distorts Voice -5%; Flexible -20%] = 75% = 30pts
Made by: Declan
[SE 3, 8pts] Integral Auto-Ward II:
As Integral Auto-Ward but provides 10(1) flexible DR instead of 8.
DR 10 [Sorcery -15%; Reflexive +40%; Hardened +20%; Fixed Duration +0%; Reduced Duration, 1/30, -30%; Takes recharge, 5 seconds, -10%; Loud on Impact -5%; Distorts Voice -5%; Flexible -20%] = 75% = 40pts
Made by: Declan
[SE 2, 6 Points] Mage’s Lamination: #buff, #sealed
The caster must touch the subject to cast the spell. For the next fifty hours, the subject becomes immune to all effects that require skin contact to take effect, such as spells with the Contact Agent limitation.
Affliction 1 (Shiny Skin, +140%; Extended Duration 1,000x, +120%; Set Duration, +0%; Contact Agent, -15%; Melee Attack, Cannot Parry, -35%; Sorcery, -15%) [ 30 ]
Shiny Skin is Sealed(Magical, -10%) [ 14 ];
Author: Tim
[SE 3, 8 Points] Minor Morning Prep: #buff, #damage-resistance
A catch all defense spell which lasts 15 hours. It causes the target’s skin to harden significantly, providing a somewhat durable layer of protection against weapon and missile blows. This is supplemented by a close-in bubble shield consisting of a shock absorbent outer layer and a harder inner layer. These physical defenses will turn a life ending blow into mere bumps and bruises, but are not impervious to blunt trauma. Unfortunately, the sheer amount of magical shielding layered on the caster inhibits any practical application of wearing armour.
Affliction (Shock absorption, +50%; Shell, +70%; Tough skin, +140%; Fixed duration, +0%; Extended duration, 300x, +100%; Contact Agent, -15%; Melee Attack, Cannot Parry, -35%; Sorcery, -15%) [ 40 ]
- – advantages listed form outermost layer to inner most – -
Shock absorption: DR 2 [Force field ( +20%); Can’t Wear Armour ( -40%); Flexible ( -20%); Magical ( -10%)] (5) = +50%
Shell: DR 2 (Force field, +20%; Can’t Wear Armour, -40%; Magical, -10%) [ 7 ] = +70%
Tough skin: DR 14 (Low signature, +10%; Hardened 1, +20%; Semi-ablative, -20%; Can’t Wear Armour, -40%; Tough skin, -40%; Magical, -10%) [ 14 ] = +140%
Created by: Declan
Modified for Brekhan by: Tim
Layer Order:
DR 2: Force Field, Flexible
DR 2: Force Field
Wards
Can’t wear Armour
DR 14: Hardened 1, Semi-ablative, Tough Skin
[SE 2, 6 points] Missile Barrier:
Creates a 4yd radius semi-circular dome field that weakens incoming non-magical missile attacks. The field is created so that it is 4yds away from the caster at all points and remains in place so long as the caster “holds it there” with arms held out. Sufficiently powerful shots will punch through the shield, continuing as normal but any target protected by the shield is counted as having 5 DR extra. This shield can get whittled down over time, and loses 1 point of DR for every 10 damage it stops.
DR 5 (Sorcery -15%; Area of Effect, 4yd, front half +50%; Forcefield +20%; Affects Others +50%; Ranged Physical Attacks Only -40%; Semi-Ablative -20%; Requires Concentration -15%; Requires Gestures -10%) = +20% = 30pts
Made by: Declan
[SE 3, 8 Points] Mostly Ghostly: #buff, #insubstantiality
The subject must drink fresh blood from the caster for the spell to take effect, this deals 1 HP of injury to the caster and requires an impaling, cutting, or piercing source of damage. For the next 5 hours, the subject is shifted to the ethereal “plane” and must immediately make an HT roll to avoid falling unconscious. While this spell persists, the subject cannot affect the tangible world with anything other than speech, magic, or psionic abilities. Anything they were carrying including clothing and armour falls to the ground, they may pass through solid objects, and they can move in any direction at their Basic Move. The subject must still breathe, and they can be affected by non-material magic and psionic abilities.
Affliction 1 (Ghost Forme, +320%; Extended Duration 100x, +100%; Set Duration, +0%; Blood Agent, -40%; Blood Agent, Reversed, -40%; Melee Attack, Cannot Parry, -35%; Sorcery, -15%) [ 37 ]
Ghost Forme is Insubstantiality (Backlash, Incapacitation, Resisted, Unconscious, -100%; Affect Substantial, +100%; Always On, -50%; Magical, -10%) [ 24 ]
Author: Tim
[SE 3, 8 Points] Psychic’s lamentation: #buff, #mind-shield
The caster must touch the subject to cast the spell. For the next fifteen hours, the subject gains a mind shield that they can lower or raise at the start of their turn as a free action. This shield gives the subject a +7 bonus to their will and IQ when resisting a psionic skill or an advantage/spell with the telepathic limitation. While the shield is up, attempts to locate the subject’s mind using psionics or magic must win a quick contest against the subject’s Will + 2.
Affliction 1 (Glossy Brain, +260%; Extended Duration 300x, +100%; Set Duration, +0%; Contact Agent, -15%; Melee Attack, Cannot Parry, -35%; Sorcery, -15%) [ 40 ]
Glossy Brain is Mind Shield 7 (Magical, -10%) [ 26 ];
Author: Tim
[SE 1, 2pts] Quicksilver Prototype
This magical ward takes the guise of a quicksilver liquid coating the wearer’s entire body. While so covered (lasts 20 seconds, maintainable), the wearer is treated as having at least 10* DR for all purposes. This does not stack with armour. The suit is thin; it blocks damage, but pain (i.e. shock) is felt as normal (mundane armour does protect against this shock as normal). It also somewhat muffles the wearer’s voice…
Damage Resistance 10 [Sorcery -15%; Reduced Duration, 1/3, -10%; ; Doesn’t Stack with Armour -20%; Flexible -20%; Muffles Voice -5%; Still Take Shock Penalties -5%; Visible -5%] = 20% = 10pts
Made by: Declan
[SE 3, 8 Points] Ripstream: #combat, #innate-attack, #aoe, #wall
The caster creates a 96 yard long stream of wind with one yard of width that cannot extend further than 32 yards from the caster. This stream lasts for 100 seconds and follows the caster if they move. It blocks vision and anyone caught in or passing through the stream is buffeted for 2d crushing damage, which is doubled for knockback purposes and inflicts no injury or blunt trauma. Anyone who is knocked back by the stream is knocked back in the direction of that hex of the stream, as indicated by the caster at the time of casting.
Crushing Attack 2d [ 10 ] (Double Knockback, +20%; Area Effect 32 yards, +250%; Wall, Permeable, +60%; Persistent, +40%; Extended Duration, 10x, +40%; Emanation, -20%; No Wounding, -50%; No Blunt Trauma, -20%; Environmental, Air, -5%; Sorcery, -15%) [ 40 ]
Author: Tim
Ripstream | 2d cr, nw, dkb, nbt | Emanation | 96yd Permeable Wall | Persistent 100 Seconds | AoE, Wall, Double Knockback, req. Air |
[SE 2, 6pts] Spell Ward
You or a willing person you touch receives Magic Resistance 3 for the next 15 hours. This does not interfere with spell casting and the beneficiary may waive the advantage against any known incoming spell effect to which it would apply.
Affliction 1 (Sorcery -15%; Spell Ward 3 +156%; Extended Duration x300 +100%; Fixed Duration +0%; Melee, C -35%; Contact Agent -15%) = 291% = 29.1pts
Spell Ward: Magic Resistance 3 (Magical -10%; Improved +150%; Selective Resistance +20%) = 260% = 15.6pts = +156%
Author: Declan
[SE 2, 6 points] Reflective Ward: Negates one attack that would strike the caster if it rolls at most 2d +1 damage after subtracting armour DR, and reflects a kinetic blow of the same damage amount as crushing damage to the target. The first time this happens, they are probably surprised; if so, they get no active defences! Otherwise, they can defend against this as normal. Note that this spell loses DR equal to what it prevents and does not refresh this amount until the following day. This makes it difficult to abuse as a repeat counter-damage spell
DR 8 [Sorcery -15%; Reflexive +40%; Must be Aware of Attack -5%; Reflective +100%; Always Reflects as Crushing -10%; Instantaneous -50%; Ablative -80%; All or Nothing -10%] = 70% = 28pts
Made by: Declan
[SE 3, 7pts] Uncontainable IV
Buff a target you touch, lasting 15hrs. The beneficiary gains a +4 bonus on all rolls to maintain or regain their freedom of movement. This includes rolls to avoid or break free of a grapple or an entangling
weapon, to evade opponents, to use a skill such as Escape or Lockpicking to get out of a place, and to resist any ability, spell, or weapon that restrains or paralyzes the subject.
It does not include skill rolls to get into a place, defense rolls against most attacks, or rolls to resist mind control spells. The GM has the final say; if they have any doubt, they should disallow the bonus.
Affliction 1 [Sorcery -15%; Uncontainable 4 + 180%; Extended Duration x300 +100%; Fixed Duration +0%; Melee, C -35%; Contact Agent Buff -15%] = 320% = 32pts
Uncontainable 4: Higher Purpose 4 (Don’t confine me) [ Magical -10%) = 90% = 18pts = 180%
[SE 1, 4pts] Unyielding Auto-Ward:
While this spell is prepared, a wall of energy will spring into life when the sorcerer is attacked, protecting them from harm. The force field provides 7 flexible DR, lasting for 6 seconds, and goes on cooldown for 5 seconds after triggering. The shielding is impervious to harm. Any hard impact on the force field will result in a loud metallic noise (think two magnets colliding) as the kinetic energy of the impact is dispersed. The force field also interferes with sound exiting it, distorting any sound (including speech) originating from the sorceror.
DR 7 [Sorcery -15%; Reflexive +40%; Fixed Duration +0%; Reduced Duration, 1/30, -30%; Takes recharge, 5 seconds, -10%; Loud on Impact -5%; Distorts Voice -5%; Flexible -20%; ] = 55% = 20pts
[SE 2, 6points] Cleanse:
Touch a target and remove up to 100% of afflictions from them. This likely coves any one debilitating effect or most minor incapacitating conditions. (see affliction, B35 for guidance). Requires a successful IQ+talent roll, at +0 to +2 based on ease of condition to be removed ( +1 per 50% below). Cumulative -3 to cleanse the same person in a day, costs 1d fp on a failure, and cannot target self.
Healing (Magical -10%; Reduced FP 3 +60%; Afflictions only -40%; Reliable 2 +10%; Capped, 4fp -20%) = 100% = 30pts
Author: Declan
[SE 1, 3 Points] Empowered Stop Bleeding:
Upon casting this spell, a willing subject you touch becomes immune to bleeding and blood based effects for 90 minutes.
Affliction 1 [Stop Bleeding ( +45%); Extended Duration, 90x, ( +60%); Fixed Duration ( +0%); Contact Agent (-15%); Melee, C (-35%); Sorcery ( -15%)] = 140% = 14pts
Stop Bleeding: Injury Tolerance, no blood [Magical ( -10%)] = 90% = 4.5pts = +45%
Made by: Declan
[SE 3, 8 Points] Expedient Recovery: #buff, #healing, #regeneration
The subject must drink fresh blood from the caster for the spell to take effect, this deals 1 HP of injury to the caster and requires an impaling, cutting, or piercing source of damage. This spell hangs passively for 50 hours, and the subject can activate it at any time with a concentrate maneuver which costs them 1 FP, which only needs to be paid once per minute. Each second the spell subject is concentrating, they recover 10 HP and must make an HT roll to avoid cardiac stress—a roll of 14 or higher is always a failure. A failed roll costs the subject 1d FP on top of the 1 already spent, and on a critical failure the subject suffers a heart attack (p. B429).
Affliction 1 (Super Healing, +300%; Extended Duration 1,000x, +120%; Set Duration, +0%; Blood Agent, -40%; Reverse Blood Agent, -40%; Melee Attack, Cannot Parry, -35%; Sorcery, -15%) [ 39 ]
Super Healing is Extreme Regeneration (Requires Concentrate, -15%; Cardiac Stress, Every Second, -50%; Costs FP, -5%; Magical, -10%) [ 30 ]
Author: Tim
[SE 4, 9 points] Healing Touch:
Roll IQ+Talent and touch your target. They regain 2d6+1 HP.
Healing [Capped 4FP ( -20%), Reduced Fatigue 3 ( +60%), Affects Self ( +50%), Cannot Restore Crippled Limbs ( -10%), Injuries Only ( -20%), Magical ( -10%)] = 150% = 45pts
Made by: ???
[SE 2, 6points] Major Heal Wounds:
Touch a target and heal them for 2d+1 hp with a successful IQ+talent roll. Cumulative -3 to heal the same person in a day, costs 1d fp on a failure, and cannot target self.
Healing (Magical -10%; Reduced FP 3 +60%; Cannot restore crippled limbs -10%; Injuries only -20%; Capped, 4fp -20%) = 100% = 30pts
Author: Jackie
[SE 1, 4 Points] Mass Stop Bleeding:
Upon casting this spell, every willing subject within 2 yards of the caster becomes immune to bleeding and blood based effects for 30 minutes.
Affliction 1 [Stop Bleeding ( +45%); Area of Effect, 2 yards, ( +50%); Extended Duration, 10x, ( +40%); Fixed Duration ( +0%); Emanation ( -20%); Sorcery ( -15%)] = 200% = 20pts
Stop Bleeding: Injury Tolerance, no blood [Magical ( -10%)] = 90% = 4.5pts = +45%
Made by: Declan
[SE 1, 3 points] Minor Hasten Consciousness:
Incant a spell on a subject you touch who will awaken within the next hour. Expedites their recovery by a factor of 60. (Hours → Minutes → Seconds).
Affliction 1 (Sorcery -15%; Recovery +100%; Fixed Duration +0%; Requires Chants -10%; Reduced Duration ⅓ -10%; Contact Agent -15%) = +50% = 15pts
Made by: Declan
[SE 1, 4points] Minor Heal Wounds:
Touch a target and heal them for 1d hp with a successful IQ+talent roll. Cumulative -3 to heal the same person in a day, costs 1d fp on a failure, and cannot target self.
Healing (Magical -10%; Reduced FP 1 +20%; Cannot restore crippled limbs -10%; Injuries only -20%; Capped, 2fp -25%) = 55% = 17pts
Author: Jackie
[SE 2, 5 points] Reattach Limb:
Touch a willing target who has recently lost a limb and cast this spell. If the target holds a severed limb in place for a minute, or has the limb held in place by someone else the limb is reattached to their body. Reattachment is only possible within 6 hours of losing the limb.
Affliction 1 [Reattach ( +160%), Fixed Duration ( +0%), Range C ( -30%), Sorcery ( -15%)] = 215% = 22pts
Reattach is: Regrowth [Magical ( -10%), Reattachment Only ( -50%)] = 40% = +160%
Made by: ???
[SE 1, 4 points] Reattachment
Bestows the subject with the ability to reattach a severed body part by holding it in place for 1 minute.
Affliction (Sorcey -15%; Reattachment +160%; melee, C -30%; Contact Agent -15%, Nuisance, permanent scarring -5%) = +100% = 20pts
Reattachment = Regrowth (Magical -10%; Reattachment Only -50%) = -60% = 16pts = +160%
Made by: Declan
[SE 2, 6 points] Regenerate: The subject of this spell recovers 1HP every 12 hours until attacked or fully healed. While this effect persists, the subject gets +5 to HT rolls to recover HP and resist crippling injury as per Rapid Healing.
Affliction 1 (Advantage, Regeneration, Slow, Magical, +90%; Extended Duration, permanent*, +150%; Melee Attack, Cannot Parry, -35%; Sorcery, -15%) [ 30 ]
*Permanent until the subject is attacked or fully healed.
Made by: ?
Cleaned by Tim
[SE 2, 6pts] Resist Poison
You or a willing person you touch becomes immune to poison for the next 15 hours. This does not destroy any poisons in the beneficiary, but nullifies the effects for the duration
Affliction 1 (Sorcery -15%; Poison Immunity +135%; Extended Duration x300 +100%; Fixed Duration +0%; Melee, C -35%; Contact Agent -15%) = 270% = 27pts
Poison Immunity: Immunity to Poison (Magical -10%) = 90% = 13.5pts = +135%
Author: Declan
[SE 2, 6pts] Faerie Vision:
Touch a willing subject. For the next 15 hours, that subject gains the ability to see magically invisible people and objects, and gets +3 to all vision rolls to do so. This spell cannot be ended early unless dispelled.
Affliction 1 (Sorcery -15%; Faerie Vision +165%; Extended Duration x300 +100%; Fixed Duration +0% Melee, C, no parry -35%; Contact Agent -15%) = 300% = 30pts
Faerie Vision is:
See Magical Invisibility (Magical -10%) = 13.5pts = +135%
Acute Vision 3 (Magical -10%; Only to detect invisible things -40%) = 3pts = +30%
Made by: Declan
[SE 1, 4 points] Hawk Vision
Touch a beneficiary. For the next 5 hours, they gain the ability to “zoom in” visually at will, effectively using up to 2 levels of telescopic vision. While using this advantage, the user’s eyes turn yellow and beady, akin to a hawks. This is obviously magic and can occasionally discomfort people, naturally.
Affliction 1 (Sorcery -15%, Hawk Vision +90%; Extended Duration x100 +80%; Fixed Duration +0% Melee, C, no parry -35%; Contact Agent -15%; Nuisance, hawk eyes while using -5%) = 200% = 20pts
Hawk Vision: Telescopic Vision 2 (magical -10%) = 90% = 9pts = +90%
Author: Declan
[SE 3, 8 Points] High-Speed Targeting Assistance: #combat, #buff, #divination
The caster must touch the subject to cast the spell. For the next 5 hours, they gain a +3 bonus to aimed ranged attacks within 200 yards (100 yards in rain, 2 yards underwater), with an additional +1 bonus not limited to targets within this range for each second of aiming, up to a maximum of +4 after 4 seconds of aiming. These bonuses are in addition to the normal effects of aiming. The subject also ignores up to -4 in range penalties to vision, or -8 while aiming.
Affliction 1 (Lasy Sight, +100%; Zoomy Sight, +180%; Extended Duration 100x, +80%; Set Duration, +0%; Contact Agent, -15%; Melee Attack, Cannot Parry, -35%; Sorcery, -15%) [ 40 ]
Lasy Sight is Ladar Scanning Sense [ 20 ] (Targeting Only, -40%; Magical, -10%) [ 10 ]
Zoomy Sight is Telescopic Vision 4 [ 20 ](Magical, -10%) [ 18 ];
Author: Tim
[SE 3, 8 points] Invisibility: Carry up to light encumbrance while being invisible for a minute. You are still visible to spirits. Can be maintained at the end of the minute, other spells cannot be cast from this spell slot while this spell is in effect.
Invisibility [Substantial Only, ( -10%); Can Carry Objects, light encumbrance, ( +20%); Sorcery, ( -15%)] = 95% = 38pts
Made by: Tim
[SE 2, 6 points] Lesser Invisibility:
Turn invisible for a minute. You are still visible to spirits and through reflections. Anything carried up to basic lift also turns invisible. This spell can be maintained for 1FP per extra minute.
Invisibility [Substantial Only, ( -10%); Visible Reflection, ( -10%); Can Carry Objects, no encumbrance, ( +10%); Sorcery, ( -15%)] = 75% = 30pts
Made by: Tim
[SE 2, 6 Points] Moderate Illusion Create audible and visible effects within a 2yd area anywhere within 50yds. Requires concentration to maintain the illusion, and a quick contest of IQ vs PER to deceive as detailed on p.94 of powers. Artist(illusion) may substitute.
Illusion (Sorcery -15%; Ranged +40%; Max Range 1/2 -10%) = 115% = 29pts
Author: Declan
[SE 2, 6 Points] Pellucidate:
Touch beneficiary. They gain the ability to see through up to 12 inches of material. This vision buff does not work on silver and lasts 15 hours before expiring.
Affliction 1 (Sorcery -15%; Penetrating Sight +160%; Extended Duration x300 +100%; Fixed Duration +0% Melee, C, no parry -35%; Contact Agent -15%) = 295% = 30pts
Penetrating Sight: Penetrating Vision 2 (magical -10%; blocked by silver -10%) = 80% = 16pts = +160%
Made by: Declan
[SE 3, 8 Points] Pellucidate II:
Touch beneficiary. They gain the ability to see through up to 12 inches of material, and to ignore up to -9 in lighting penalties. This vision buff does not work on silver and lasts 15 hours before expiring.
Affliction 1 (Sorcery -15%; Penetrating Sight II +160%; NV 9 +81%; Extended Duration x300 +100%; Fixed Duration +0% Melee, C, no parry -35%; Contact Agent -15%) = 376% = 38pts
Penetrating Sight: II Penetrating Vision 2 (magical -10%; blocked by silver -10%) = 80% = 16pts = +160%
NV 9: Night Vision 9 (magical -10%) = 90% = 8.1pts = +81%
Made by: Declan
[SE 3, 8pts] Roguish Illusion
Create audible and visible effects within a 2yd area anywhere within 50yds. Requires a quick contest of IQ vs PER to deceive as detailed on p.94 of powers. Artist(illusion) may substitute for this roll. Further, the spell partially masks its own magic in illusion, and any rolls made to detect it via its magic are at -2. The illusion requires no concentration to maintain, and will react in the natural manner of what it represents. To alter it wildly, you must concentrate for a second. The illusions last for a minute (maintainable) by default, per standard sorcery rules.
Illusion (Sorcery -15%; Ranged +40%; Independent +40%; Low Magic Signature 1 +5%; Max Range 1/2 -10%) = 160% = 40pts
Made by: Declan
[SE 2, 6pts] Spell Blinder
You or a willing person you touch (the beneficiary) becomes harder to magically detect for 30 minutes. For the duration, any magical effects that attempt to detect the person take a -6 on all rolls to do so; the effect breaks if the beneficiary takes violent hostile action. This would work on scrying or watchdog spells; normal vision is unaffected. Against magically enhanced detection, the penalty can never be greater than the bonus received from magical aid (i.e. a guard with PER+3 from magic would only suffer -3). If someone can only detect the beneficiary due to magical aid, the full penalty should apply.
Affliction 1 (Sorcery -15%; Spell Blinder 6 +192%; Extended Duration x10 +60%; Fixed Duration +0%; Melee, C -35%; Contact Agent -15%) = 287% = 29pts
Spell Blinder 6: Obscure from magical detection 6 (magical -10%; Stealthy +100%; Defensive +50%; No area -50%; Breaks on Hostile Action -30%) = 160% = 19.2pts = +192%
[SE 3, 8pts] Acid Projector #combat, #buff, #corrosive, #innate-attack, #jet, #cyclic
The caster grants the subject the ability to spray jets of acid for three minutes. These jets are treated as melee attacks using Innate Attack skill to hit, and can have normal melee attack modifiers such as rapid strike, telegraphic attack, et cetera. If hit, the victim of one of these jets takes 1d corrosive damage, and then another 1d corrosive damage each second for the next two seconds. Corrosive damage gains a 1.5x damage modifier to the face, and reduces DR by 1 for every 5 points of damage dealt.
Affliction 1 (Acid Jet, +360%; Set Duration, +0%; Melee Attack, Cannot Parry, -35%; Contact Agent, -15%; Sorcery, -15%) [ 40 ]
Acid Jet is Corrosive Attack 1d [ 10 ] (Jet, +0%; Cyclic 2, Every Second, +200%; Increased Range x600%, +60%;) [ 36 ]
Author: Tim
Acid Jet | 1d cor | Jet | 70yd | Jet, Cyclic 2 (Every Second) |
[SE 2, 6pts] Divinity
When you learn this spell, choose a weapon type (eg longsword, broadsword, naginata). Upon casting this spell, a weapon of the chosen type, wielded by the caster, ignites into flame, casting light around its holder and a Crown of Light forms above the users head. The weapon does an extra 1d + 1 burn+ damage that ignites things as if they were one category more flammable (see Basic 433). If the weapon attack’s damage penetrates armour, no armour is applied to this follow up damage. Further, anyone wounded by the magical fire must roll vs HT -1/2 burning damage taken or be stunned. While this spell lasts, the caster wields their weapon as though they had the weapon master advantage (B99), granting better damage, parries, and rapid attacks.
Weapon Master(one weapon) [Sorcery -15%; Link +10%] =95% = 19pts
and
Innate Attack(burning, 1d + 1) [Magical -10%; Link +10%; Side effect, stunning +50%; Incendiary + +10%; Follow-up, chosen weapon +0%; Obvious -10%] = 150% =9.75pts
and
Perk(accessory, torchlight) [Magical -10%; Link +10%] = 100% = 1pt
TOTAL = 19 + 9.75 + 1 = 29.75pts = 30pts
[SE 1, 4 Points] Cutting Arrows:
Touch a quiver of arrows containing no more than 20 projectiles when you cast this spell. The arrows within the quiver are not visibly changed, but upon hitting their target and penetrating DR a magical cutting edge is extended to improve damage and sever limbs. If the attack hits, the target takes an additional 2d cutting damage; if the target’s DR is penetrated, the additional damage ignores DR. If the The enchantment upon these arrows lasts for 3 minutes.
Affliction 1 [Cutting Edge (+ 126%), Area Effect (1 Yard, + 25%), No Signature (+ 20%), Fixed Duration (+ 0%), Sorcery (- 15%), Range C (Cannot parry, – 35%), Accessibility (Only on Arrows, – 30%) = 191%] (19.1)
Cutting Edge is: Innate Attack (2d Cutting) [Follow-up (This weapon, + 0%), Magical (- 10%) = 90%] =12.6pts = +126%
[SE 2, 6 points] Eternal Sustenance The target of this spell no longer needs to eat or drink. The spell ends if the subject falls unconscious for any reason.
Affliction 1 (Contact Agent, -15%; Melee Attack, Cannot Parry, -35%; Advantage, Doesn’t Eat or Drink, Magical, +90%; Set Duration, +0%; Extended Duration, Permanent*, +150%; Sorcery, -15%) [ 28 ]
*Permanent until the subject falls unconscious.
Author: Tim
[SE 2, 5 points] Fragmenting Weapon The caster must touch a weapon to affect it. For the next 3 minutes, the affected weapon gains 2d+3 Huge Piercing follow-up damage. The weapon also gains a fragmented appearance that is obviously magical.
Affliction 1 (Accessibility, Only on weapons, -20%; Advantage, Fragmenting Weapon, +200%; Fixed Duration, +0%; Melee Attack, Cannot Parry, -35%; Sorcery, -15%) [ 23 ]
Fragmenting Weapon: Huge Piercing Attack 2d +3 (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [ 20 ]
Author: Tim
[SE 2, 6 Points] Ghost Step:
Touch beneficiary. They step into the “ghost field” with up to BL of encumbrance. The ghost field is dull and gray and not visible to most: while in it, the beneficiary is invisible but suffers from the colourblind disadvantage. They can affect the world around them but are ejected from the field should they engage in hostile action (attack or spell etc). The caster must maintain this spell every 30 minutes.
Affliction 1 (Sorcery -15%; Invisibility +200%; Extended Duration x30 +40%; Melee, C, no parry -35%; Contact Agent -15%) = 295% = 30pts
Invisibility: Invisibility(magical -10%; can carry BL +10%; breaks on hostile act -30%; temporary colourblindness -10%; substantial only -10%) = 50% = 20pts = +200%
Made by: Declan
[SE 2, 6 points] Great Haste:
Touch a willing target and make an IQ roll to cast this spell. If successful, the target must immediately make a HT roll (14+ always fails). On a failure, the target loses 1d fp, or suffers a heart attack on a crit fail. Assuming they survive this, they gain altered time rate 1 for the next 9 seconds. This cannot be used to cast spells any faster but otherwise allows multiple actions per the basic advantage. When the spell ends, the target must make another HT as described earlier, and suffers from moderate pain as their body is over-exerted (-2 to all skill and self-control rolls).
Affliction 1: [Great Haste 1 ( +300%); Fixed Duration ( +0%); Reduced Duration 1/30, ( -30%); Melee, C, no parry ( -35%);, Contact Agent ( -15%); Requires IQ Roll ( -10%); Sorcery ( -15%)] = 295% = 30pts
Great Haste 1: Altered Time Rate 1 [Magical ( -10%); Cardiac Stress, 10s, ( -40%); Backlash, moderate pain ( -20%)] = 30% = 30pts = +300%
Author: Declan
Note: Can replace IQ roll with any basic stat or skill roll (except for easy skills), specify when learning the spell. The skill/attribute must make sense.
[SE 3, 8 points] Great Haste II:
Touch a willing target and make an IQ roll to cast this spell. If successful, the target must immediately make a HT roll (14+ always fails). On a failure, the target loses 1d fp, or suffers a heart attack on a crit fail. Assuming they survive this, they gain altered time rate 1 for the next 9 seconds. This cannot be used to cast spells any faster but otherwise allows multiple actions per the basic advantage. When the spell ends, the target suffers from moderate pain for 10 minutes as their body is over-exerted (-2 to all skill and self-control rolls).
Affliction 1: [Great Haste 1 ( +400%); Fixed Duration ( +0%); Reduced Duration 1/30, ( -30%); Melee, C, no parry ( -35%);, Contact Agent ( -15%); Requires IQ Roll ( -10%); Sorcery ( -15%)] = 395% = 40pts
Great Haste 1: Altered Time Rate 1 [Magical ( -10%); Cardiac Stress, 1min, ( -30%); Backlash, moderate pain ( -20%)] = 40% = 40pts = +400%
Author: Declan
Note: Can replace IQ roll with any basic stat or skill roll (except for easy skills), specify when learning the spell. The skill/attribute must make sense. Essentially Great Haste I but no secondary cardiac stress roll
[SE 3, 8pts] Great Lift #buff, #lifting-strength
The caster touches the subject, granting them a bonus to their Basic Lift as though their ST was 9 higher for the next 5 hours or until the effect is dispelled.
Affliction 1 (Lifting ST 9, +270%; Set Duration, +0%; Extended Duration x100, +80%; Melee Attack, Cannot Parry, -35%; Contact Agent, -15%; Sorcery, -15%) [ 39 ]
Author: Tim
[SE 1, 4 points] Imbue Luck:
The caster, or someone they touch with their bare hand etc, is imbued with luck. Once within the next 9 minutes, they may replace anyone roll directly affecting them by rolling two additional times and choosing the result. A subject cannot use the benefits of this spell, or one like it, more than once within 24 hours.
Affliction 1: [Lucky (+135%); No Signature ( +20%); Extended Duration, x3 ( +20%); Fixed Duration ( +0%); Melee, C, no parry ( -35%);, Contact Agent, reversed ( -30%); Sorcery ( -15%)] = 195% = 19.5pts
Lucky: Luck 1 [Magical (-10%), Uses per in-game day ( +0%)] = 90% = 13.5pts = +135%
Author: Declan
[SE 2, 6pts] Lucky Break
The caster wishes to get a lucky break – and it happens! This can be in the form of an implausible coincidence of some sort decided by the GM or approved if suggested by the player. Each level of this spell allows use of this ability (or similar ones like it) once per week. Sorcerous talent adds to the first roll made in conjunction with the lucky break.
Serendipity 1 (Sorcery -15%; Wishing +100%; Game Time +0%) = 185% = 28pts/level
Made by: Declan
[SE 2, 6 points] Magnesis
The caster grants themselves magnesis for 30 minutes. This allows them to control a pair of glowing, magical, floating hands within 10 yards of the caster. The caster must make a concentrate maneuver, then the hands can make any standard maneuver. These hands can only affect objects made of iron/steel, nickel, or cobalt, and have an effective Basic Move and ST of 22.
Affliction 1 [Maglev 22, +220%; Extended duration x10 (30min), +40%; Set duration, +0%; Sorcery, -15%; Self only, -50%] = 295% = 30pts
Maglev is Telekinesis [Magnetic, -50%; +20%; visible, -20%; magic, -10%] = 20% = 1pt/level
Author: Tim
[SE 1, 4pts] Master Halberdier #combat, #weapon-master, #divination
The caster gains insight into the finer points of halberd usage for the next minute. They can choose to extend this duration by an additional minute when it is about to expire by expending an additional FP. While the spell persists, the caster gains +1 to damage per die of basic thrust or swing with a halberd if their skill is trained to DX +1. This becomes +2 per die if the skill is trained to DX +2 or better. They also halve all penalties to rapid strike and parry multiple times in one turn when using a halberd and their skill to use a halberd defaults to DX -2 if they are untrained. The caster may also make use of specific chi spells such as Power Blow or Blind Fighting should the GM reason that the skill could be used with a halberd.
Trained By A Master (One weapon, Halberd; Sorcery, -15%) [ 18 ]
Author: Tim
[SE 3, 8pts] Master Reincarnate #combat, #buff, #trained-by-a-master, #divination
The caster touches the subject, who gains the insight of a long-dead master of the martial arts for the next 5 hours or until the effect is dispelled. While this spell persists, the subject halves all penalties to rapid strike and parry multiple times in one turn when using unarmed or melee weapon skills, and can make use of any chi skills they have learned such as flying leap and breaking blow.
Affliction 1 (Trained By A Master, Magical, +270%; Set Duration, +0%; Extended Duration x100, +80%; Melee Attack, Cannot Parry, -35%; Contact Agent, -15%; Sorcery, -15%) [ 39 ]
Author: Tim
[SE 1, 4pts] Minor Improvement to Weapon Strikes #combat, #buff, #striking-st
The caster touches their skin to the subject’s, who gains A slight boost to their damage as though they gained one level of Striking Strength. This effect lasts for 50 hours.
Affliction 1 (Advantage, Striking ST 1 [Magical, -10%], +45%; Extended Duration, x1,000, +120%; Set Duration, +0%; Melee attack, Reach C, No parry, -35%; Contact Agent, -30%; Sorcery, -15%) [ 19 ]
Author: Tim
[SE 3, 8pts] Obscure Mind #psionics, #buff, #psi-static
The caster touches the subject and creates a cloud of random psionic energy around their head, making it impossible to directly affect them with any psionic abilities for the next 5 hours or until the effect is dispelled. While this spell is active, the subject can not use any psionic abilities.
Affliction 1 (Psi Static, Magical, +270%; Set Duration, +0%; Extended Duration x100, +80%; Melee Attack, Cannot Parry, -35%; Contact Agent, -15%; Sorcery, -15%) [ 39 ]
Author: Tim
[SE 3, 8 points] Our Slash no Sleep The subject is no longer affected by missed sleep. The spell ends if the subject eats or drinks something.
Affliction 1 (Contact Agent, -15%; Melee Attack, Cannot Parry, -35%; Advantage, Doesn’t Sleep, Magical, +180%; Set Duration, +0%; Extended Duration, Permanent*, +150%; Sorcery, -15%) [ 37 ]
*Permanent until the subject eats or drinks.
Author: Tim
[SE 1, 4pts] Searing Whip #combat, #buff, #innate-attack
The caster touches the subject when casting this spell, and then a glowing white tendril extends from the subject’s body for the next three minutes. They may use it to parry and attack at reach 1-4, using the Innate Attack skill and dealing 2d+3 cutting damage.
Affliction 1 (Force whip, +160%; Set Duration, +0%; Melee Attack, Cannot Parry, -35%; Contact Agent, -15%; Sorcery, -15%) [ 20 ]
Force Whip is Cutting Attack 2d +3 (Melee Attack, 1-4, -15%; Magical, -10%) [ 16 ]
Author: Tim
Force Whip | 2d+3 cut | Reach 1-4 | Melee Attack |
[SE 2, 6pts] Skin Elasticifier #disguise, #buff, #elastic-skin
The caster touches the subject and grants them the ability to alter their skin and facial features to that of any member of their race or similar race. It takes 10 seconds for them to transform normally, but only 3 seconds to return to their original appearance. They retain this ability for an hour and a half. The subject must make a disguise roll to pass as a specific individual, but they get a +4 bonus to all disguise rolls.
Affliction 1 (Elastic Skin, +200%; Set Duration, +0%; Extended Duration, x30, +60%; Melee Attack, Cannot Parry, -35%; Contact Agent, -15%; Sorcery, -15%) [ 30 ]
Author: Tim
[SE 1, 4pts] Strengthen Strikes #combat, #buff, #striking-strength
The caster touches the subject, and their blows become magically amplified, allowing them to fight as though they are 3 strength higher for the next three minutes. This bonus does not affect Basic Lift or HP.
Affliction 1 (Striking ST 3, +150%; Set Duration, +0%; Melee Attack, Cannot Parry, -35%; Contact Agent, -15%; Sorcery, -15%) [ 19 ]
Author: Tim
Warp Modifiers Table
Distance | Penalty | Preparation Time | IQ Modifier |
10 yards | 0 | none | -10 |
20 yards | -1 | 1 second | -5 |
100 yards | -2 | 2 seconds | -4 |
500 yards | -3 | 4 seconds | -3 |
2 miles | -4 | 8 seconds | -2 |
10 miles | -5 | 15 seconds | -1 |
100 miles | -6 | 30 seconds | 0 |
1,000 miles | -7 | 1 minute | +1 |
10,000 miles | -8 | 2 minutes | +2 |
100,000 miles | -9 | 4 minutes | +3 |
1,000,000 miles | -10 | 8 minutes | +4 |
x10 | -11 | 15 minutes | +5 |
x10 | -12 | 30 minutes | +6 |
x10 | -13 | 1 hour | +7 |
x10 | -14 | 2 hours | +8 |
x10 | -15 | 4 hours | +9 |
x10 | -16 | 8 hours | +10 |
[SE 1, 4pts] Bunny Hop #mobility, #buff, #super-jump
For the next 90 minutes, the subject of this spell has their maximum jump height and distance doubled. Each additional level of this spell adds 9 points to total cost, and further doubles the jump bonuses (i.e. at level 2, jump height is quadrupled and at level 3 jump height is octupled). The caster must touch the subject for the spell to affect them. While jumping, the jumper’s move is the greater of ground basic move and one 5th of their maximum long jump, i.e. a jumper with move 5 and a max broad jump of 30 can move at move 6 while jumping.
Affliction 1 (Super Jump 1, Magical, +90%; Set Duration, +0%; Extended Duration, x30, +60%; Melee Attack, Cannot Parry, -35%; Contact Agent, -15%; Sorcery, -15%) [ 19 ]
Further levels increase the level of Super Jump that is granted. [ +9 ]
Author: Tim
[SE 3, 8pts] Bunny Pop #mobility, #teleportation, #buff, #warp
For three minutes, the target of this spell gains the ability to teleport to any empty space within 5 fathoms that they can see or picture, but only in an emergency. To activate the power, the target must roll versus IQ-3+Talent. On a successful roll, they teleport successfully. On a failure, the power fails and a they have a -5 penalty to teleport again within the next 10 minutes. On a critical failure, they arrive at the wrong destination and can not teleport again for 1d hours. They may bring “stuff” with them up to a weight limit of their Basic Lift (along with anything in a payload); any extra “stuff” is left behind. The caster must touch the subject for the spell to affect them.
Affliction 1 (Five Fathom Frolic, +350%; Set Duration, +0%; Melee Attack, Cannot Parry, -35%; Contact Agent, -15%; Sorcery, -15%) [ 39 ]
Five Fathom Frolic is Warp (Reliable 7, +35%; Nuisance Effect, Cannot spend extra FP or time, -10%; Maximum Range, 10 Yards, -50%; Emergencies Only, -30%; Magical, -10%) 35pts
Author: Tim
[SE1, 4 Points] Channeled Warp:
Teleport to any location you are familiar with with an IQ+Talent-4. You can bring anything you are carrying up to your basic lift in weight. In order to use this spell, you must first spend 8 hours preparing it. You can then teleport as per the Warp advantage (b97), but you can not spend extra FP, and you can not spend extra time.
Warp [Nuisance Effect, cannot spend extra FP, ( -5%); Sorcery, ( -15%); Immediate Preparation Required, 8 hours, ( -90%); Accurate, +6, ( +30%)] = 20% = 20pts
Author: Tim
[SE 2, 6 Point] Dimensional Vault (Modified personal storage portal)
Touch an empty container, and use your magic to create a portal within it’s mouth that links it to your personal storage dimension (separate space for each individual caster). For the next 3 minutes, you can interact with the portal in a similar manner to a “bag of holding”. Anybody can access your portal from the afflicted container while it is on, and be aware that the only way to end this spell early is to dispel it. It is unknown what happens to objects in the portal once the caster dies, and what happens to something only partially inside the container when the spell ends (if this “something” is you, then may the GM have mercy on your soul).
Stores 28 lbs.
Affliction 1[Pocket Dimension Storage 13( +247%); Fixed Duration ( +0%); Melee, no parry, ( -35%); Only on an Empty Storage Containers ( -15%); Sorcery ( -15%)] = 292% [ 30 ]
→ Pocket Dimension Storage
Payload 1 (Cosmic, Pocket Dimension, +50%; Independent +70%; Inanimate objects only -10%; Fixed On St10 BL -10%; Magical -10%) =1.9pts per level and 2lbs
Made by: Declan/Tim
[SE 1, 4 Points] “I am Growing Tired of Dealing with this Noise, so I Shall be Going to Sleep!”: #mobility, #teleportation, #warp, #backlash
The caster can use this spell to attempt to teleport themself and everything they’re carrying up to extra-heavy encumbrance to a new location. To properly teleport, the caster must succeed an IQ + Talent + 8 check with a penalty based on the distance they are teleporting as seen in the table below. Pass or fail, the caster falls asleep and may roll versus HT once per minute to recover. On a success, the caster is asleep at their destination. On a failure, the caster goes nowhere and is at a -5 to teleport again for the next ten minutes, though they will be asleep for at least the first of these minutes. On a critical failure, the caster arrives at the wrong location (Wherever the GM wishes). Asleep. And unable to teleport again for 1d hours. The IQ roll also takes a penalty or bonus relative to how much time the caster spends preparing to cast the spell, as seen in the table above.
Warp (Backlash, Incapacitation, Sleep, -150%; Extra Carrying Capacity, Extra-Heavy, +50%; Reliable 8, +40%; Cannot Spend Extra FP, -5%; Sorcery, -15%) [ 20 ]
Author: Tim
[SE 3, 8pts] Kein-Flugel Morgul #mobility, #flight, #buff
AKA: Spirit of the Wind
For thirty minutes, the target of this spell becomes magically buoyant and can fly through the air. They are carried by the wind, but can otherwise move freely at their normal air move, which defaults to twice their Basic Speed and can be bought up as normal. The caster must touch the skin of the target for the spell to take effect.
Affliction 1 (Flight, Magical, Lighter Than Air, +320%; Set Duration, +0%; Extended Duration x10, +40%; Melee Attack, Cannot Parry, -35%; Contact Agent, -15%; Sorcery, -15%) [ 40 ]
Author: Tim
[SE 1, 4 Points] Magic Pocket:
The caster accesses their secret hammerspace. For the next minute (maintainable) they can pull forth any item already stored in this hammerspace, or “magic pocket” which can hold up to 12lbs. To do so they must appear to pull it from a hidden location (beneath a robe, under a hat, out of an actual pocket, etc.) and may store items the same way, so long as they would reasonably fit. Withdrawing or depositing an item this way only takes a second, no rummaging time required. Note that only the caster can interact with this magic pocket and anyone else who searches the caster for it will find nothing.
Affliction 1[Magic Pocket 6 ( +126%); Precise ( +20%); Switchable ( +10%); Self Only ( -50%); Sorcery ( -15%)] = 191% = 20pts
→ Magic Pocket
Payload 1 [Cosmic, pocket dimension, ( +50%); Independent ( +70%); No Signature ( +20%); Inanimate Objects Only ( -10%); Limited, Fixed on St10 BL ( -10%); Magical ( -10%)] = 210% = 2.1pts per level and 2lbs
Made by: Declan
[SE 2, 6 Points] Panic-Port:
Turn invisible and teleport to a location within 20yds with an IQ roll. This roll is at -1 beyond 10yds, and a further -5 if the caster does not spend a full second in concentration prior to casting. Each 1fp the caster spends above and beyond the first gives +1 to the roll, up to an extra 10fp. On a failure, nothing happens and this spell is at -5 to cast for the next 10 minutes.
On a success, the caster arrives somewhere within 1yd of their destination and turns invisible along with up to their BL in gear etc. The invisibility must be maintained once every 20 seconds, and ends if the caster takes direct hostile action or casts a spell, or if there is no longer danger (GM call).
This spell will only work in emergencies (DM discretion), and is useless under normal circumstances.
Warp (Sorcery -15%; Reliable 4 +20%; Link +10%; Range Limit 20yd -45%; Emergencies Only -30%; Drift -15%; Maximum 1 second of channeling -5%) = -80% = 20pts
& Invisibility (Sorcery -15%; Link +10%; No Encumbrance +10%; requires IQ roll from warp -10%; Reduced Duration 1/3 -10%; Ends on Spell or Attack -30%; Emergencies Only -30%) = -75% = 10pts
=20pts + 10pts = 30pts
Made by: Declan
[SE 2, 6 points] Speed of the Road Father The target’s sprinting speed is increased to 2x their Basic Move while they remain on a road. However, they suffer a -4 penalty to all DX rolls made while sprinting. The effect is dispelled if the target is no longer on a road. Level 2 of this spell [SE 3, 8] increases the sprint speed to 16x the target’s Basic Move.
Affliction 1 (Advantage, Road Sprint 1, +40%; Set Duration, +0%; Extended Duration, Permanent*, +150%; Sorcery, -15%) [ 28 ]
Level 2 adds 3 levels of Road Sprint [ +12 ]
*Permanent until the target is no longer on a road.
Road Sprint: Enhanced Move (Ground; Handling Penalty 4, -20%; Road-Bound, -50%; Magical, -10%) [ 4 / Level ]
Author: Tim
[SE 3, 8pts] Spiderfoot #mobility, #buff, #clinging
For thirty minutes, the magic of this spell will hold the subject’s feet and hands against walls or ceilings (or floors, though unhelpful) if they so desire, allowing them to walk or crawl along any solid surface without threat of falling. While clinging, they have a move equal to half their Basic Move + 5. If the subject is falling while this spell is active, they may attempt to grab a nearby surface to stop their fall. To do so, they make a DX roll to reach the nearby surface, and then a ST roll at -1 per 5 yards they have already fallen. If they succeed, they stop falling and are clinging to the wall. Otherwise, they continue falling but with 5 yards subtracted from the height of the fall. The caster must touch the target to affect them with this spell.
Affliction 1 (Clinging, Magical, +180%; Super Climbing 5, magical, +135%; Set Duration, +0%; Extended Duration x10, +40%; Melee Attack, Cannot Parry, -35%; Contact Agent, -15%; Sorcery, -15%) [ 39 ]
Author: Tim
[SE 2, 6points] Trickster’s Arcane Pouch:
The caster gains access to an arcane pocket (or pouch) for the next 15 hours. This pouch can hold up to 10lbs of objects, which can be stored or withdrawn with a ready maneuver once the spell is active. No single item can weigh more than 0.5lbs in the space. Items can be fast drawn from this pocket with a skill roll, and the exact desired item is always the one withdrawn. There is no external evidence of this pocket to anyone but the caster.
Affliction 1[Arcane Pouch 5 ( +125%); Precise ( +20%); Switchable ( +10%); Extended Duration x300 ( +100%); Fixed Duration ( +0%); Self Only ( -50%); Sorcery ( -15%)] = 290% = 29pts
→ Arcane Pouch:
Payload 1 [Cosmic, pocket dimension, ( +50%); Independent ( +70%); No Signature ( +20%); 5% Max weight limit ( -20%); Limited, Fixed on St10 BL ( -10%); Cosmic, perfect selection ( +50%); Magical ( -10%)] = 250% = 2.5pts per level and 2lbs
Made by: Declan (Matthew)
[SE 3, 8pts] Warp Tunnel
The caster spends an hour working magicks, and picks a location to teleport to. After the hour, roll vs IQ + talent (applying the Warp Modifiers Table) to teleport to the location. The location cannot be within 10miles. Taking extra time gives a bonus, as does spending extra fp. If the roll is successful, the caster (and up to BL of gear) warps through and leaves a crackling portal in her stead. This portal lasts for 3d seconds and can be used by anyone for the duration, warping them and up to BL of gear to the destination.
Warp [Sorcery (-15%); Tunnel afterwards (+40%); Immediate prep, 1hr (-75%); Not within 10 miles (-5)%; Nuisance, noticeable – dramatic (-5%)] = 40% = 40pts
Made by: Declan
[SE 1, 2 Points] Chiromorph:
Spend 10 seconds of concentration to transform into a bat for a minute (maintainable). Upon transformation, make a HT roll not to be afflicted with nausea from this disorientating transformation process. The stats of the template below are applied to your character’s current stats. For example, a ST 13 mage using this spell would end with ST 5 as a bat.
Morph, Alternate Form (Bat) [Only at Night, ( -20%); Sorcery, ( -15%); Backlash, nausea, resisted, ( -15%)] = 50% = 8pts
Level 2 adds Reduced Time 4 (+80%) and raises the spell’s cost to 20pts. Reduced time 4 allows you to transform in 1 second.
Sapient Bat [ 0 ]:
Primary Attributes: ST 2 [-80 ], HT 12 [ 20 ]
Secondary Attributes: HP 10 [ 16 ], Per 12 [ 10 ], FP 10 [ -6 ], Basic Speed 6 [ 10 ], Move (Ground) 2 [ – 20 ], SM -5
Advantages: Dark Vision [ 25 ], Enhanced Move 1 (Air) [ 20 ], Winged Flight [ 30 ], Sonar (Accessibility, Not in water, -30%) [ 14 ]
Perks: Fur [ 1 ], Honest Face [ 1 ]
Disadvantages: Foot Manipulators [-6 ], Disturbing Voice (Unbearably Squeaky) [-10 ], Colour Blindness [-10 ], Bad Sight (Farsighted) [-25 ]
Made by: Tim
[SE 2, 6 points] Combat Wildshape:
This spell allows the user to transform into an animal of choice after 1 second of concentration, and lasts for 1 minute (maintainable). The animal’s form must be specified when this spell is learned, and it’s template point value can’t exceed the caster’s. Upon transformation, the caster’s gear up to Light Encumbrance melds into the animal form, while any excess is dropped. The caster focuses his whole essence of magic on this spell; the upside to this is the spell is immune to regular dispel attempts, however, for the duration and for 15 seconds afterwards, the caster of this spell may not use the spell slot used to cast this spell. Upon changing back, an echo of the animal shape’s mentality stays with the caster, and they gain a 10pt mental disadvantage appropriate for the animal shape in question for the next ten minutes or more.
Alternate Form [Reduced Time 4 ( +80%); Cosmic, immune to dispelling, ( +50%); Absorptive, Light enc ( +10%); Takes Recharge, 15 seconds, ( -20%); Retains Animalistic Mentality ( -5%); Sorcery ( -15%)] = 200% = 30pts
Notes: Retains Animalistic Mentality is built as “aftermath, 10pt mental disadvantage”. Recommended disadvantages include Bestial, Bad Temper(12), Berserk(12), Laziness, Gregarious, Cowardice, Impulsiveness or whatever fits the animal in question. If not specified, assume Bestial.
Made by: Declan
[SE 1, 4 Points] Grizzly Forme: #combat #buff #shapeshifting #alternate-form #bear
The subject spends 10 seconds of concentration to transform into a grizzly bear for three minutes. The stats of the template below are applied to their character’s current stats. For example, a Will 13 character would end up with Will 14 as a bear. If the spell ends or the subject falls unconscious, they immediately revert to their original race.
Affliction 1 (Bearshift, +140%; Set Duration, +0%; Melee Attack, Cannot Parry, -35%; Contact Agent, -15%; Sorcery, -15%) [ 18 ]
Bearshift is Shapeshifting, Alternate Form (Sapient Bear; Magical, -10%) = 90% = [ 14 ]
Level 2 adds Reduced Time 4 ( +80% ) to Bearshift allowing the subject to transform in 1 second. [ +12 ];
Sapient Grizzly Bear [ 0 ]:
Primary Attributes: ST 19 [ 45 ]; DX 11 [ 12 ];
Secondary Attributes: Will 11 [ 5 ]; Basic Speed 6 [ 15 ]; Move 8 [ 10 ]; SM 1
Advantages: Blunt Claws [ 3 ]; DR 2 [ 10 ]; Temperature Tolerance 2 [ 2 ];
Perks: Fur [ 1 ]; Piercing Voice [ 1 ]; Sharp Teeth [ 1 ];
Disadvantages: Semi-Upright [-5 ]; Disturbing Voice (Painful Roaring) [-10 ]; No Fine Manipulators [-30 ]; Bad Temper *9 [-15 ]; Social Stigma (Monster) [-15 ]; Weakness (Silver, 1d/minute) [-10 ]; Vulnerability (Silver, x2) [-10 ]; Lunacy [-10 ];
Author: Tim
[SE 2, 6 points] Ranger’s Wildshape:
This spell allows the user to transform into an animal of choice after 2 seconds of concentration, and lasts for a full 30 minutes (maintainable). The animal’s form must be specified when this spell is learned, and it’s template point value can’t exceed the caster’s. Upon transformation, the caster’s gear up to Heavy Encumbrance melds into the animal form, while any excess is dropped. Elongating the duration of the spell strains the caster’s essence of magic, and for the duration and for 15 seconds afterwards, the caster of this spell may not use the spell slot used to cast this spell. Upon changing back, an echo of the animal shape’s mentality stays with the caster, and they gain a 10pt mental disadvantage appropriate for the animal shape in question for the next ten minutes or more.
Alternate Form [Reduced Time 4 ( +80%); Extended Duration, 30x ( +60%); Absorptive, Heavy ( +20%); Takes Extra Time 1 ( -10%); Takes Recharge, 15 seconds, ( -20%); Retains Animalistic Mentality ( -5%); Sorcery ( -15%)] = 200% = 30pts
Notes: Similar to the spell above. Note that this version takes 2 consecutive concentrate maneuvers to cast instead of just one, and is not immune to dispelling. This is a trade off for the 30 minute duration and larger carry capacity which can be incredibly advantageous.
Made by: Declan
[SE 1, 1 point] Gut Feeling: The caster gets a feeling for someone, as per the empathy(sensitivity) advantage. The IQ roll is at flat IQ.
Empathy(Sensitivity): [Reliable 3 ( +15%); Sorcery ( -15%)] = 100% = 5pts
[SE 1, 4 points] Locale Cognition: The caster focuses for a second, weaving the magic around herself into a web from which she can gather information about her surroundings. Upon casting the spell, the caster gains 4 pts into any specialty of either Current Affairs or Area Knowledge. If untrained, this gives a skill of IQ+2+sorcerous talent. The spell is sensitive, and may pick up the cumulative thoughts of surrounding creatures. Treat this as Phantom Voices that trigger on a 6 or less (perhaps more if the GM decides that the majority of local life is in uproar). This spell lasts for 10 minutes while prepared, and can be extended for 1 FP per additional 10 minutes. While active, the caster can spend 10 seconds/point of concentration to reallocate the points to another skill, following the aforementioned restrictions.
Modular Abilities: Slot (short list) [4pts] + 4 modpoints (not slow, costly, or subject to external influence) [5pts each] = 24pts base
[Extended Duration, 10x, ( +40%); Limited, current affairs or area knowledge only, ( -40%); Temporary Phantom Voices, annoying, ( -5%); Sorcery ( -15%)] = 80% = 19.2pts
Made by: Declan
[SE 1, 1 point] Notice Invisibility: Allows the spell caster to sense, in a vague sort of way, the presence of magical invisibility around them. This spell is simple enough to be cantripped by SE 2 wizards, making it a common response to strange occurrences and a reflexive action for many paranoid mages. Roll vs Per to see how far your detection abilities extend.
Detect(Magical Invisibility)[Sorcery (-15%); Vague (-50%)] = 35% = 2pts
Made by: Danny
[SE 1, 4pts] Rudimentary Poison Detector
Make a PER+talent roll to detect the nearest poison, omitting any poisons of the caster’s choice that they are aware of. Standard range penalties apply. On a success the poison is identified and can be analysed with an IQ-3 or Poisons +1 roll (talent applies to both). MoS determines the depth of knowledge received, which varies based on how common the poison is.
Detect Poison (Sorcery -15%; Precise +100%; Selective Effect +20%; Hard to Analyse -5%) = 200% = 20pts
[SE 1, 4 points] Seer’s Psychometry: The caster performs a ritual to try and glean information about the past of either her surroundings or an object in her hand. To do so she must spend ten minutes in deep concentration, strategically lighting candles which give off an increasingly bright light as the ritual advances. After the ritual completes, state what you’re searching for in the item/place’s past and make an IQ+Talent+4 roll, at the time penalty listed under Psychometry on p.78. Success reveals information pertinent to the event, failure reveals nothing and requires a full 24hrs before another reading on the object/place can be made. A critical success provides a vision of the event in question, and critical failure bars it from you forever. The candles for the ritual are a set of Beeswax candles ($9, LT p.33). They normally last for 12hours a piece but for simplicity’s sake we burn 1 candle’s worth per ritual.
Psychometry [Directed ( +50%); Reliable 4 ( +20%); Sensitive ( +30%); Active Only ( -20%); Immediate Prep, 10 minutes, ( -45%); Trigger, burning candles, ( -10%); Visible, bright light, ( -10%); Sorcery ( -15%)] = 100% = 20pts
Made by: Declan
Also read: Summoning Spells
Compound Modifier Sorcerous Summoning: (Minion, +50%, Special Ability, +50%, Conjured, +100%; Sorcery, -15%) [ +185% ]
[SE 1, 4 Points] Grizzly Summon: #combat #summon #allies #bear
The caster calls a crowd of bears into being. To summon them, the caster makes an appearance roll against 9 + their talent. On a success, 5+1d (max 10) bears appear surrounding the caster.
Ally Group (6-10), 25Pts, 9 or Less (Summoned Grizzly Bear; Sorcerous Summoning, +185%) [ 18 ]
Summoned Grizzly Bear [ 24 ]:
Primary Attributes: ST 20 [ 50 ]; DX 13 [ 36 ]; IQ 4 [ – 120 ]; HT 14 [ 40 ];
Secondary Attributes: Will 11 [ 35 ]; Per 10 [ 30 ]; Basic Speed 8 [ 25 ]; Move 11 [ 15 ]; SM 1
Advantages: Blunt Claws [ 3 ]; DR 2 [ 10 ]; Temperature Tolerance 2 [ 2 ];
Perks: Fur [ 1 ]; Piercing Voice [ 1 ]; Sharp Teeth [ 1 ];
Disadvantages: Semi-Upright [-5 ]; No Fine Manipulators [-30 ]; Bad Temper *9 [-15 ]; Social Stigma (Monster) [-15 ]; Berserk *6 [-20 ]; Domestic Animal [-30 ];
Features: Summoned Creature [ 0 ];
Skills: Brawling 19 [ 20 ]
Author: Tim
[SE 1, 4] Lesser Summon Crowd:
Ally Group (6-10), 25Pts, 9 or Less (Sorcerous Summoning, +185%) [ 18 ]
[SE 2, 6] Lesser Summon Horde:
Ally Group (21-50), 25Pts, 9 or Less (Sorcerous Summoning, +185%) [ 29 ]
[SE 1, 2 Points] Lesser Summon Lesser Being:
Ally, 50Pts, 9 or Less (Sorcerous Summoning, +185%) [ 6 ]
[SE 1, 3 Points] Summon Lesser Being:
Ally, 50Pts, 12 or Less (Sorcerous Summoning, +185%) [ 12 ]
[SE 1, 4 Points] Greater Summon Lesser Being:
Ally, 50Pts, 15 or Less (Sorcerous Summoning, +185%) [ 18 ]
[SE 1, 2 Points] Lesser Summon Being:
Ally, 75Pts, 9 or Less (Sorcerous Summoning, +185%) [ 9 ]
[SE 1, 4 Points] Summon Being:
Ally, 75Pts, 12 or Less (Sorcerous Summoning, +185%) [ 18 ]
[SE 2, 6 Points] Greater Summon Being:
Ally, 75Pts, 15 or Less (Sorcerous Summoning, +185%) [ 26 ]
[SE 1, 3 Points] Lesser Summon Greater Being:
Ally, 100Pts, 9 or Less (Sorcerous Summoning, +185%) [ 15 ]
[SE 2, 6 Points] Summon Greater Being:
Ally, 100Pts, 12 or Less (Sorcerous Summoning, +185%) [ 29 ]
[SE 4, 9 Points] Greater Summon Greater Being:
Ally, 100Pts, 15 or Less (Sorcerous Summoning, +185%) [ 43 ]
[SE 2, 4 Points] Lesser Summon Uber Being:
Ally, 150Pts, 9 or Less(Sorcerous Summoning, +185%) [ 29 ]
[SE 2, 6 Points] Greater Summon: When you take this spell detail a creature of up to 100 points, with fewer than – 40 in disadvantages. Spend a concentrate maneuver and make a roll against the creatures summoning chance (12 or less for this instance) to cast this spell and summon a creature of this type to your side within 1 yard. You can learn this spell multiple times, for each instance you gain a different creature type. This creature is summoned for one minute, during which time you cannot cast another spell. At the end of the minute you may choose to either maintain the spell or let the summon fade. Otherwise, it takes a concentrate maneuver to release your summoned creature early. If the creature is killed a full day is required before another attempt to summoning attempt is made.
100% Ally, 12 or less [Minion ( +50%), Special Ability ( +50%), Conjured( +100%), Sorcery ( -15%)] = 275% = 28pts
Made by: ???
[SE 2, 6 Points] Counterspelling Beam:
This variation of Dispelling Beam sits ready on a prepared casters lips. When a spell caster within 100 yards casts a spell you may reflexively produce a beam of dispelling energy to cancel it. Make an innate attack skill, at -4 unless you have spent the previous round waiting to dispel them. If you succeed they may attempt to dodge and if they are hit they must make a Will-4 roll or have their spell fizzle immediately after casting.
Neutralize Magic [Ranged (+ 40%), Increased 1/2D, x10 (+ 15%); Reflexive (+ 40%); Interruption (-50%); Weaponized, ignores DR, -4 to resistance (-15%); Sorcery (-15%), Accessibility, Only a spell being cast (-40%), Inaccurate, -3, (-15%)] = 60% = 30pts
[SE 1, 3 Points] DeSpell Magic:
The caster must touch the subject, then they roll a quick contest of Will + Talent against the caster of every spell currently affecting the subject. Spells for which the opposing caster loses are dispelled. The caster of DeSpell Magic can not pick and choose which spells are dispelled, all spells affecting the subject of DeSpell Magic are affected by DeSpell Magic.
Neutralize Magic [Accessibility (must target Subject, not caster) ( -10%); Sorcery ( -15%); Interruption ( -50%)] = 25% = 13pts
Made by: Tim
[SE 1, 2 points] Detect Magic:
Detect sources with sight or touch, roll at IQ+Talent+6, range penalties apply.
Detect(Magic)[Sorcery ( -15%); Vision or Touch based( -15%); Reliable 6 ( +30%)] = 100% = 10pts
Made by: ???
[SE 3, 8 Points] Dispelling Barrage:
This variation of Dispelling Beam sacrifices individual dispelling power for the ability to spray targets with multiple beams, reducing the chance that they can dodge, and giving you the ability to spray down crowds with multiple shots. 7 beams give a + 1 to hit the target, and gives access to Spraying Fire and Suppression Fire (B409). Each degree of success on the attack roll strikes with an extra beam, and a dodge only avoids 1 beam per degree of success. For ease of play, multiple hits impose a – 1 to any dispelling resistance roll per extra beam that hits. Against a target where you can hit with all your beams, the target is rolling unopposed Will – 6 or be dispelled. The beams have a maximum range of 20 yards and an Accuracy of + 3.
Neutralize Magic [Ranged ( +40%); Increased 1/2D, x10, ( +15%); Rapid Fire, 7 shots, ( +70%); Reduced Range, 1/5, ( -20%); Accessibility, targets subject not caster, ( -10%); Interruption ( -50%), Weaponized, ignores DR, flat resistance, ( -50%), Sorcery ( -15%)] = 80% = 40pts
Made by: Danny
[SE 1, 4 Points] Dispelling Beam:
Aim this spell with your favorite form of innate attack. A beam of null-magical energy surges out towards the target. If it hits every non-permanent magic on the target is in danger of being dispelled. The target must roll an unopposed Will – 3 or be dispelled for each spell. On a failure that spell is ended immediately. If the target hit is a summoned creature and resistance of it’s summoners Will + Talent, it is immediately banished and treated as if the summoning roll for it failed. The beam has a maximum range of 20 yards and has an Accuracy of + 3.
Neutralize Magic [Ranged ( +40%); Increased 1/2D, x10, ( +15%); Reduced Range, 1/5, ( -20%); Accessibility, targets subject not caster, ( -10%), Interruption ( -50%); Weaponized, ignores DR, – 3 to resistance, ( -20%), Sorcery ( -15%)] = 40% = 20pts
Made by: Danny
[SE 1, 4 points] Enhanced Detect Magic:
After a second of focus the caster attempts to detect any and all magic within vision or touch. Roll at IQ+Talent+6, and subtract range penalties to each target. Anything falling within the MoS is detected, and instantly analyzed. This gives the caster knowledge of the exact spell or source of magic. A roll for certain details may still be required, at the GM’s discretion..
Detect(Magic)[Sorcery ( -15%); Vision or Touch based( -15%); Reliable 6 ( +30%); Analyzing ( +100%)] = 200% = 20pts
Made by: Declan
[SE 2, 5 Points] Invisibility Purge:
Roll a quick contest of Will + Talent vs the casters Will + Talent for every magical invisibility spell within 4 yards. On a failure, the spell is ended immediately.
Neutralize Magic [Area Effect, 4 yards, ( +100%); Emanation ( -20%); Accessibility, targets subject not caster ( -10%); Interruption ( -50%); Sorcery ( -15%); Magical Invisibility only ( -50%)] = 45% = 23pts
Made by: Danny
[SE 2, 6 Points] Quell Enchantments: Choose a visible subject. The caster attempts to exert her will on any spells effecting the subject. For each magical effect on the subject, roll a quick contest of Will+Talent against the mage who cast that spell. For each instance in which the caster wins, the relevant spell is dispelled.
Neutralise Magic [Ranged ( +40%); Interruption ( -50%); Targets Subject Not Caster ( -10%); Target must be visible -5%; Sorcery ( -15%)] = 60% = 30pts
Made by: Declan
[SE 2, 6 points] Sorcerous Sight
Touch beneficiary. They gain the innate ability to see magic with a vision roll if they concentrate for 1 second. Upon detection, an IQ roll will reveal details based on the MoS. This vision buff lasts 15 hours before expiring.
Affliction 1 (Sorcery -15%; Sorcerous Sight +165%; Extended Duration x300 +100%; Fixed Duration +0% Melee, C, no parry -35%; Contact Agent -15%) = 295% = 30pts
Sorcerous Sight: Detect Magic (magical -10%; precise +100%; vision based -20%; hurts to look at magical beings -5%)= 165% = 16.5pts = +165%
Made by: Declan
[SE 3, 7pts] Sorcerous Sight II
Touch beneficiary. They gain the innate ability to see magic with a vision roll at +6 if they concentrate for 1 second. Upon detection, an IQ roll will reveal details based on the MoS. This advanced version of the spell not only allows the caster to omit any known sources of magic, but also to home in on a specific area or subject to detect magic on them. Looking at magical creatures with this ability is like looking at a bright light and may hurt the user. This vision buff lasts 15 hours before expiring.
Affliction 1 (Sorcery -15%; Sorcerous Sight +215%; Extended Duration x300 +100%; Fixed Duration +0% Melee, C, no parry -35%; Contact Agent -15%) = 350% = 35pts
Sorcerous Sight: Detect Magic (magical -10%; precise +100%; selective effect +20%; reliable 6 +30%; vision based -20%; hurts to look at magical beings -5%)= 215% = 21.5pts = +215%
Made by: Declan
[SE 2, 6 points] Stun-Pulse Incant and make the correct motions to send out a deafening stun wave. Enemies within 8yds contest HT vs your WILL; if they lose they are stunned. Repeated castings of this spell on the same subject give a cumulative +2 to resist for the next hour. [this is to stop game-breaking stun spamming]
Affliction 1(Sorcery -15%; Selective Area +20%; Area of Effect 8yds +150%; Malediction 1 +100%; Emanation -20%; Increased Immunity 1, on fail not success, -10%; Requires Chants/Gestures -20%; Nuisance: loud -5%) = +200% = 30pts
Made by: Declan
requires chants/gestures
[SE 2, 6 points] Faith Healing: The caster beseeches their god for divine healing while wielding a holy symbol, and touches the subject of their healing. On a successful IQ+Talent+5 roll, the subject recovers a flat 4hp. This healing roll takes a -3 if the subject is unconscious and a cumulative -3 for each repeat casting on the same subject within 24hrs. It can only be used on members of the same species.
Healing [Affects Self ( +50%); Reliable 5 ( +25%); Can’t Restore Crippled Limbs ( -10%); Capped 2fp ( -25%); Magical ( -10%); Injuries Only ( -20%); Requires Chant/Gestures/Holy Symbol ( -30%); Reduced FP cost 1 ( +20%); Fixed Healing ( +0%)] = 100% = 30pts
Made by: Declan
requires chants/gestures
[SE 2, 6 points] Inspiring Speech: The caster spends a minute giving a rousing speech to those around him. At the end of the minute he rolls against public speaking. On a success, the listener’s are magically inspired. Attacks become less effective against them, for a time. An accurate blow would be deflected by the barest of margins, and a life ending attack might instead cause a survivable wound (this is simulated by using ablative DR, see below). In addition, the listeners become immune to fear and fear effects. Both of these buffs last for 30 minutes, unless the caster is killed, K.Oed, leaves, or deems the recipients unworthy of the blessing.
Affliction 1[Fear Immunity ( +75%); Temp HP 9 ( +90%); AoE 4yds ( +100%); Fixed Duration ( +0%); Increased Duration 10x ( +40%); Emanation ( -20%); Requires Public Speaking Roll ( -10%); Requires Chant Variant ( -10%); Hearing Based ( -20%); Immediate Prep, 1 minute, ( -30%); Sorcery ( -15%)] = 300% = 30pts
Fear Immunity: Unfazeable Variant [ 15 ] [Granted by Orator ( -40%); Magical ( -10%)] = 50% = 7.5pts = +75%
Temp HP: DR 9 [Hardened 1 ( +20%); No Signature ( +20%); Ablative ( -80%); Granted by Orator ( -40%); Magical ( -10%)] = 20% (min cap) = 9pts = +90%
Made by: Declan
requires chants/gestures
[SE 1, 4 points] Fea Fearandin (make weapons): Cyrus chants “Fea Fearindan” while reaching to the sheaths on his back and summons a pair of jet black katana in his hands. For the next minute, he can use these blades as force swords, enhancing his attacks to do an additional 1d cut swinging or half that bonus imp thr. The attacks have an armour divisor of 3 and damage any weapon that parries or that is parried by them. One or both blades can be temporarily “sheathed” with a ready maneuver, but they are immune to being dispelled. While active, the blades imbue a sense of bloodlust in Cyrus, resistible on a 6 or less.
Affliction 1 [Dual Swords ( +130%); ST Based Tax ( +14%); Cosmic, immune to dispelling, ( +50%); Fixed Duration ( +0%); Reduced Duration, 1/3, ( -10%); Self Only ( -50%); Requires Gestures/Chants ( -20%); Sorcery ( -15%)] = 199% = 20pts
Dual Swords: Cutting Attack, 1d [Armour Divisor 3, ( +100%); Dual ( +10%); Thrusting Blades ( +15%); Destructive Parry ( +10%); ST Based, limited, ( +30%); Selectivity ( +10%); Parry/Blockable ( -10%); Nbt ( -20%); Nkb ( -10%); Melee, 1,2, ( -20%); Temporary Bloodlust ( -20%); Magical ( -10%)] = 185% = 12.95pts = +130%
ST Based Tax: ST 10 is 1d-2 [2pts] per 100% of enhancements. [Armour Divisor 3 (100%); Nbt ( -20%); Nkb ( -10%)] = 70% = 1.4pts = +14%
Made by: Declan
requires chants/gestures
[SE 2, 6 Points] Minor Insubstantiality: Become insubstatial for 1 minute (maintainable). Anything you are wearing or carrying drops immediately.
Insubstantiality Always On, ( -50%) (!?); Sorcery, ( -15%)] = 35% = 28pts
Made by: Tim?
always on is an issue
[SE 1, 4 Points] Magic Bursting Bubble: Cyrus draws a magical rune in the air, and speaks a word of power. A multispectral beam of magical energy shoots from the rune towards the target location. Upon impact, the beam erupts into a ball of negative energy, seeking to rip the threads of enchantment from anyone caught in the blast. Any visible person with non-permanent magic upon them within 2 yards of the impact point is at risk of having it dispelled. The subject(s) must roll at unopposed Will-4 for each spell effecting them or have it be dispelled. The beam has a range of 20 yards, and an accuracy of 1. Note that the spell takes a + 4 for aiming at a spot instead of a person, and that anyone not visible to the caster is immune.
Neutralise Magic: [Ranged ( +40%); Aoe 2yd ( +50%); Increased 1/2D, 10x, ( +15%); Inaccurate 2 ( -10%); Interruption ( -50%); Reduced Range, 1/5, ( -20%); Requires Gestures/Chants ( -20%); Substantial Only ( -10%); Targets Subject Not Caster ( -10%); Vision-Based, Reversed, ( -20%); Weaponised, Ignores DR, -4 to resistance ( -10%); Sorcery ( -15%)] = 40% = [20pts]
Made by: Declan
requires chants/gestures
[SE 2, 5 Points] Quash Enchantments: Choose a subject. The caster points at the subject, chants the words Make Not in the language of magic, and attempts to exert her will on any spells effecting the subject. For each magical effect on the subject, roll a quick contest of Will+Talent against the mage who cast that spell. For each instance in which the caster wins, the relevant spell is quashed, and dispelled.
Neutralise Magic [Ranged ( +40%); Interruption ( -50%); Requires Gestures/Chants ( -20%); Targets Subject Not Caster ( -10%); Sorcery ( -15%)] = 45% = 22.5pts
Made by: Declan
requires chants/gestures