The Fall of Brekhan
See the List of Sorcery Spells for examples of spells that are fully operational.
See the Spellbook for neatly organized and nicely formatted examples of spells that are fully operational.
- Allies are assumed to be built by a 100 point character, regardless of the characters point total. You may buy higher than 100% with each 25% costing 1 more point
- Single target spells have a damage cap of 2d+3, AOE spells have a damage cap of 2d+1
Spell building formatting: Start with the SE level and final point cost, and a name. Then a description. The description should include:
- what the spell does
- specifications. eg. a ranged attack should state range, damage, Acc, RoF, Rcl, etc.
- the time limit and whether the spell can be maintained or is a fire and forget spell
- valid targets
- the effects of any and all enhancements and limitations.
In effect, the spell description should give a pretty good idea of what the spell does and what it looks like without ever having to look at the specifics.
The specifics should
- start with the main advantage (innate attack, affliction, or whatever else.)
- list each modifier, followed by it’s +/- % cost change
- list the total % modifier to the spell, followed by the final full point cost.
- note any sub advantages (normally for afflictions), using the rules above.
- state who made the spell. Give yourself credit; you’re a wizard!
Spells Pending Approval
Spells under construction
Broken and Depreciated Spells
Banned Spells because they’re out there, folks. We just need to try harder.
Ideas for New Spells
[SE 1, 4pts] Forewarning
While this spell is prepared, the caster may receive a split second of magical forewarning in a dangerous situation. In any situation involving ambush, impending danger, or similar, this spell casts, and the GM rolls against the caster’s PER -3 + talent. On a success, the caster gains enough warning to take action; on a crit they get a little info as to the source of the danger. On a failure, the caster does not notice this spell casting (the GM should inform them of the fp loss after the fact). This counts as a divination spell.
Danger Sense [Sorcery -15%; Reflexive +40%; Reliable 1 +5%] = 130% = 19.5pts
[SE 1, 4pts] Eldritch Grasping Tentacle
The caster throws forth their arms and conjures an eldritch tentacle (SM 0). The tentacle melee attacks a target within 10yds, and can be blocked or dodged but not parried. If the attack misses or is defended against, the spell ends. Otherwise, the target is grappled with a ST 16 binding (cannot stack). To maintain the binding, the caster must be within 10yds and continue to take ready actions with their hands free to sustain the tentacle’s grip; this costs them 1 additional fp per minute the tentacle lasts. The tentacle can otherwise be destroyed as per a binding (B40) but can only be damaged by Burning, Cutting, or Corrosive damage.
A note to the wary: foul creatures may not be susceptible to the magicks of their friends.
Binding 16 (Sorcery -15%; Only Damaged by Burn/Cut/Cor +10%; Jet +0%; One-shot -10%; Requires Ready -10%; Requires Gestures -10%; “Things from the dark” are Immune -5%) = 60% = 19.2pts
|Eldritch Grasping Tentacle||ST 16 binding||Melee, 10yd||Only damage by burning, cutting, or corrosive damage, must maintain|
Note: “things from the dark” is completely under GM discretion but should include, for example, strange demon-spiders, ghouls, vampires, and other creatures of the night. If the limitation seems inappropriate, instead reduce the binding to ST15 (which is honesty more optimal) to maintain the cost.
[SE 1, 4pts] The Devil’s Own Luck
Casting this spell causes you to experience a plausible but fortunate coincidence… sometimes. Mechanically, roll 3d and on 11 or less you can exercise one use of serendipity (B83). You can successfully use this spell twice per in-game week at most. Since this is a spell and not a meta-advantage, unspent uses of serendipity do not accrue.
Serendipity 2 (Sorcery -15%; In-Game Time +0%; Unreliable, 11 or less, -20%) = 65% = 19.5pts
Discussion: was tempted to add a limitation “catastrophic failures” so on any failed use, shit gets even worse. But that would be lame for consistent use in an ongoing campaign.
[SE 1, 4pts] Razor Blood Whip
The caster cuts themself (losing 1hp) and draws blood out of their veins into a whip. It is a melee weapon with reach 1-4 that deals 2d+3 cutting damage, though it deals no knockback. The caster maintains the whip for 1 minute and substitutes their WILL for DX in any skill rolls to use it. The caster can parry with this weapon.
Affliction 1 (Sorcery -15%; Razor Blood Whip +173%; Reduced Time 1 +20%; Fixed Duration +0%; Reduced Duration, 1/3 -10%; Self Only -50%; Costs 1 HP -10%) = 188% = +19pts
Razor Blood Whip: Cutting Attack, 2d +3 (Magical -10%; Based on User’s WILL +20%; Melee, 1-4, -15%; No Knockback -10%) = 85% = 17.3pts = +173%
|Razor Blood Whip||2d+3 cut||Melee, 1-4||Attack based on WILL not DX, Nkb|
Note: a version omitting the conversion to WILL instead costs 3pts.
[SE 1, 3pts] Sound
Pick a 2yd area within 100yds of you. You can conjure forth sounds in that area for as long as you concentrate. To fool someone with this, win a contest of your IQ+talent vs the observer’s PER. To imitate a specific person that the observer knows, us the lower of your IQ or Acting against the higher of the observer’s IQ or PER.
Illusion (Sorcery -15%; Ranged +40%; Auditory Only -70%) = 55% = 14pts
[SE 1, 4pts] Retinue
The caster summons 0-3 25pt servants to help them in their affairs. Roll an appearance roll for each; they appear on a roll of 12, 12, and 9 respectively (or less). On a failed roll they cannot be summoned for another day. Once summoned, each servant lasts for about 16hrs; they immediately cease to exist if the caster dies.
The default version of this spell assumes basic sentient magical constructs that resemble constructs. Detailed template to be worked out with the GM on a per-spell basis.
Ally, 25pts, 12 or less (Sorcery -15%; Sorcerous Summoning +185%; Link +10%; Extended Duration, x1,000 +120%; Sympathy, one-way, death -10%) = 390% = 8pts
& Ally, 25pts, 12 or less (Magical -10%; Sorcerous Summoning +185%; Link +10%; Extended Duration, x1,000 +120%; Sympathy, one-way, death -10%) = 395% = 8pts
& Ally, 25pts, 9 or less (Magical -10%; Sorcerous Summoning +185%; Link +10%; Extended Duration, x1,000 +120%; Sympathy, one-way, death -10%) = 395% = 4pts
8pts + 8pts +4pts = 20pts
Warp [Sorcery, -15%; Range Limit, 1000 miles, – 15%; Preparation required, 1 hour, -50%; = 20%] (20)
Warp [Sorcery, -15%; Range Limit, 10 yards, – 50%; Preparation required, 10 minutes, -30%; Reliable 3, +15%; = 20%] (20)
Warp [Sorcery, -15%; Naked, -30%; Emergencies only, -30%; Range Limit, 10 yards, – 50%; Reliable 10, +50%; = 25%] (25)
[SE 1, 4 points] Piercing Salvo Fires a shimmering salvo of near-invisible, armour-piercing magical missiles at a target out to 100yds. Use the statistics given below.
Innate Attack 2d-1 pi [7 base] (Sorcery -15%; Accurate 2 +20%; Rapid Fire 7; Nbt -20%) = 280% = 18pts
notes: no signature not allowed on missile spells
[SE 1, 4 Points] Shattering Shell: #combat, #innate-attack, #fragmentation
The caster shoots out a magic shell filled with shards of force. This shell inflicts 2d+3 damage to whatever it hits, but it doesn’t inflict any injury or blunt trauma. If this damage penetrates DR, the victim is hit with a followup that ignores all DR, dealing 1d+2 huge piercing and 1d cutting fragmentation damage. If the shell doesn’t penetrate DR, then the victim gets their full DR against the followup, and everyone within 5 yards has fragments of force hurled at them. These fragments have skill 15 to hit each target, modified only by range from the shell’s point of impact to the targets, the targets’ posture, and the targets’ size mods. For each multiple of 3 a target is hit by, they are hit by an additional fragment. Each fragment does 1d cutting damage.
Small Piercing Attack 2d +3 [ 8.7 ] (Accurate 1, +5%; Increased 1/2d range 10x, +15%; No Wounding, -50%; No Blunt Trauma, -20%; Sorcery, -15%) [ 3 ]
Shattering Surprise is Huge Piercing Attack 1d +2 [ 12.8 ] (Followup, +15%; Fragmentation 1d, +30%; Magical, -10%) [ 16 ];
|Shattering Shell||2d+3 pi-, nw, nbt||Acc 4||100||No Wounding, Has Followup(Shattering Surprise)|
|Shattering Surprise||1d+2 pi++ [1d]||—||—||Followup, Fragmentation 1d|[SE 1, 4 points] In the Zone: Cyrus takes a deep breath and focuses, suffusing his body with magical energy and boosting his combat reaction time to incredible levels. He gains Altered Time Rate 1, but only for combat related actions. This spell taxes Cyrus’ energy deeply, and requires him to pay an additional fp after every three seconds of activity to maintain. Additionally, after he ends the spell, Cyrus becomes exhausted. He reduces his basic speed (and move and dodge) by 1 for the next ten minutes, and [needs another -10%, damn SE 1].
Altered Time Rate 1 [Aspected, combat only, ( -20%); Aftermath, -1 basic speed, (-10%); Reduced Duration, 1/20, (-25%); Sorcery ( -15%)] = 20% (mincap) = 20pts.
Made by: Declan one task specific enough? magic on magic issue?
[SE ?, ? Points] Regrow Limb:
Affliction 1 [Reattach (+ 360%), Increased Duration (Permanent until fixed, + 150%), Fixed Duration (+ 0), Range C (- 30%), Sorcery (- 15%) = 565] (57)
Reattach is: Regrowth [Magical (- 10%) = 90%] (36)
moving to workshop
 Death’s Gaze: Roll innate Attack (Gaze) + Talent to hit your target. they take 1d FP damage per level. The victim then rolls HT to avoid suffering a heart attack. 1/2D 10, Max 100, Acc 3
Link(Innate attack (Fatigue), link +10% = 11; Affliction (Heart Attack), link +10% = 44; 55), Sorcery -15% = 47;
[SE 1, 4 Points] Disguise Self: Change your appearance to that of anything with the same size, weight, posture, body layout, and number of limbs. This can be anything the GM approves, such as a golem, an elf, etcetera. But you can not transform into something that has wings unless you already have wings. This only changes appearance, no abilities are lost or gained.
Morph[Cosmetic(-50%), Retains Shape (-20%), Sorcery(-15%) = -85% || -80%] (20)
[SE 1, 3 Points] TortoMorph: Transform into a sapient turtle for a minute. I like turtles.
Alternate Form (Turtle) [Sorcery(-15%)] (13)
Sapient Turtle [ -2 ]:
Attributes: Basic Move 3 [-10 ], Water Move 8 [ 25 ]
Advantages: Extra Legs (4, Cannot Kick) [ 3 ], Amphibious [ 10 ], Damage Reduction 5 (Turtle Shell) [ 25 ]
Disadvantages: Horizontal [-10 ], Cannot Speak [-15 ], No Fine Manipulators [-30 ]
[SE 1, 3 Points] Mach Mount: The caster creates a dragon-like creature to move around at the speed of sound.
Ally (Always Present, 25% points [ 4 ]) [Minion (+ 0), Summonable (+ 100%), Extended Duration (Permanent*) (+ 150%), Accessibility (Must be outdoors)(- 30%), Sympathy (- 5%), Sorcery (- 15%) = 300%] (12)
Mach Mount [ 25 ]:
Primary Attributes: ST 20 [ 80 ], IQ 0 [-200 ]
Tertiary Attributes: Air Move 24 [ 28 ]
Advantages: Teeth (Fangs) [ 2 ], Spines [ 3 ], Extra legs (4) [ 5 ], Striker (Tail) [ 5 ], Long Talons[ 11 ], Doesn’t Eat or Drink [ 10 ], Unfazeable [ 15 ], Doesn’t Sleep [ 20 ], Extra Attack [ 25 ], Winged Flight [ 30 ], Damage Reduction 10 (Force Field, Cannot Wear Armour) [ 40 ], Enhanced Move 4 (Air Speed 384) [ 80 ]
Perks: Accessory (Saddle) [ 1 ], Sanitized Metabolism [ 1 ]
Skills: Mount [ 24 ] (16), Aerobatics [ 28 ] (16), Brawling [ 20 ] (16)
Disadvantages: Foot Manipulators [-6 ], Frightens Animals [-10 ], Mute [-25], Dependency (Very Common (Caster), Constantly) [-25 ], Cannot Learn [-30 ], Total Unhealing [-30 ], Quadruped [-35 ], Unnatural [-50 ]
Features: Neither has nor spends fatigue points.
[SE 1, 3 points] Phantom Steed: After making an additional concentrate maneuver, caster summons an insubstantial mount for the caster that remains until the caster dismounts, takes any damage or makes any hostile action, or the mount takes damage.
Level 2 [FC 26, SE 2, 6 points]: Basic Move 7, Enhanced Move 3 (Ground Speed 56)
Level 3 [FC 39, SE 3, 8 points]: Basic Move 8, Enhanced Move 4 (Ground Speed 128)
Level 4 [FC 65, SE 6, 13 points]: Basic Move 9, Enhanced Move 5 (Ground Speed 288)
Ally (Always Present, 25% points) [Minion (+ 0%), Summonable (+ 100%), Extended Duration (Permanent*) (+ 150%), Sympathy (- 10%), Sorcery (- 15%) = 325%] (13)
Phantom Steed [-25 ]:
Primary Attributes: ST 20 [ 90 ], IQ 0 [-200 ]
Secondary Attributes: HP 1 [-34 ], Basic Move 6 [ 5 ]
Advantages: Hooves [ 3 ], Doesn’t Breathe [ 20 ], Doesn’t Eat or Drink [ 10 ], Doesn’t Sleep [ 20 ], Enhanced Move 2 (Ground Speed 24) [ 40 ], Insubstantiality (Affects Substantial +100% Can Carry Objects (Heavy Encumbrance) +100%, Always On – 50%) [ 200 ]
Perks: Accessory (Saddle) [ 1 ]
Disadvantages: Cannot Speak [-15], Dependency (Very Common (Caster), Constantly) [-25 ], Frightens Animals [-10 ], Quadruped [-35 ], Total Nonviolence [-30 ], Total Unhealing [-30 ], Fragile (Unnatural) [-50 ]
Features: Neither has nor spends fatigue points.
[SE 1, 4 points] Gift of Tongues
Give the subject the ability to speak and understand one spoken language for half an hour. GM may rule hidden or forgotten languages as off limits.
Affliction (Sorcery -15%; Gift of Tongues +120%; Duration x10 +40%; Fixed Duration +0%; Melee, C, no parry -35%; Contact Agent -15%) = +95% = 20pts
Made by: Declan
no granting language via spells. Use telesend or something instead to communicate.
[SE 1, 1.2 Points/level] [ DEPRECATED ] Lightning Bolt: Roll Innate Attack (beam) + Talent to hit your target. They take 1d damage per level. The victim then rolls HT at -1 per 2 damage dealt to avoid being stunned.
Acc 5, 1/2d 10, max 100
Innate attack (Burning) with Side effect (stunning) +50%, Accurate (2) +10%, Sorcery -15%, Nuisance effect (can be grounded) -25% = 6
[SE 2, 6 points] Dominate Person: The caster laces his words with subtle magicks. One target of the same race who can hear and understand him must win a quick contest of WP vs the caster’s IQ+4 or be mind controlled. Upon mind controlling his subject, the caster transfers his bodily focus to that target, losing all feeling in his own body. The subject is then under the caster’s complete control, as per the basic set advantage, but the caster can only ever control one subject at a time and may not claim a bonus for prior concentration. Additionally, the control only lasts for 3 seconds after concentration is broken. If the attempted control fails, the subject feels no mental hostility from the caster.
Mind Control [Long Ranged ( +50%); No Signature ( +20%); Reliable 4 ( +20%); Fixed Duration ( +0%); Reduced Duration, 1/60 ( -35%); Racial ( -20%); Hearing Based ( -20%); Must Share Language ( -10%); Temporary Numbness ( -20%); One Subject Only ( -5%); No Preconcentration ( -5%); Sorcery ( -15%)] = 60% = 30pts
Made by: Declan reliable on resisted spells seems wrong?
[SE 2, 6 points] Regenerate: Roll Innate attack – subject’s DR. Subject recovers 1HP every 12 hours until attacked or fully healed. While this effect persists, whenever Subject rolls to recover lost HP or to see if they can get over a crippling injury, they get +5 to your effective HT.
Affliction 1 [Gives Advantage, regeneration, ( +100%); Extended Duration, permanent* ( +150%); Limited Use, 4 uses, ( -20%); Range C ( -30%); Sorcery ( -15%)] = 185% = 29pts
Made by: . Needs cleaning
[SE 1, 3 points] Break Wards
Touch a subject to attempt a quick contest to dispel their wards as per neutralise. Roll for each type of ward seperately, or use MoS and layers? (GM call).
Neutralise Wards (Sorcery -15%; Interruption – 50%; Targets subject not caster -10%) = -75% = 13pts
[SE 2, 5 points] Ward-Breaking Blows
Enhances a subject other than the caster to have their attacks dispel wards. If the subject hits a target with any non-innate attack, they then contest the caster’s WILL+Talent vs WILL+Talent of the ward-maker for each ward type on the target. For each contest the subject wins, that ward type is dispelled.
Affliction 1 (Sorcery -15%; Ward Breaking +200%; Melee, C -30%; Contact Agent -30%) = +125% = 23pts
Ward Breaking: Neutralise Wards (Magical -10%; Interruption -50%; Follow-up Variant, Universal +50%; Granted by caster -40%; targets subject not caster -10%) = -60% = 20pts = +200%
- Query: 1 level of reduced time on neutralise to allow it to take effect before damage is rolled?
Can’t dispel wards via word magic?
- Rapid Fire cannot combine with area of effect or fragmentation. Buy linked single shots for that
[SE 1, 4 points] Piercing Shards Fires a spray of tiny, near-invisible, armour-piercing magical missiles at a target out to 100yds. Upon impact, each missile explodes into magically enhanced fragments. If a missile penetrates a target, it fragments internally; this deals damage only to the target but bypasses all external DR. At the caster’s option, this spell may not fragment, may only fire a single shot, may not be stealthy, or any combination of these.
Innate Attack 2d pi- [6 base] (Sorcery -15%; Accurate 2 +10%; Armour Divisor 3 +100%; No ½ D +15%; Fragmentation 2d +30%; No Signature +20%; Rapid Fire 7 +70%; Selectivity +10%; Nbt -20%) = +220% = 20pts
Piercing Shards: 2d(3) pi-, [2d cut] | Acc 5 | Range 100yd | Rcl 1 | Rof 7 | No signature |
A spell that can render a door/lock/wall or something insubstantial in order to be walked through. Or to be afflicted upon armour, making it useless.
A spell that afflicts insubstantiability on the victim for 1 second, causing all their clothing and equipment to fall to the ground before they rematerialise. Also renders them physically inert for that second.
A spell that encompasses an enemy in a force bubble, preventing interaction with the outside world. Including no magic through it preferably.
A one way missile wall spell.