Magical Enhancements

Magical enhancement are used to customize spells, and to add a wide variety of effects.  Magical enhancements all have a skill as a prerequisite.  They are listed here under the relevant skill. A magic-user may freely use any enhancement for which she has the necesssary skill and magic points.

Magic Points. Each enhancement requires the expenditure of additional MP when it is used. You can stack as many enhancements as you can afford onto a basic spell, but you cannot spend more MP on a single spell than your MAGIC attribute.

Skill prerequisites. Every enhancement requires a certain level of mastery of a relevant skill.  The skill rank required is equal to the MP cost of the individual enhancement (to a minimim of 1 skill rank). For example, the Antimagic enhancement of the abjure skill costs 5 MP, so it requires a caster with 5 ranks in abjuration. Note that this applies to the MP cost of each enchancement, not to the total MP cost of the spell.

Targeting creatures. Any effect which affects an unwilling target always requires a MAG attack roll vs. DEFENSE or MENTAL DEFENSE, even if it is not specifically mentioned in the description.

Conditions. When a condition is inflicted, the MAG check used to inflict is used as the opposed roll when the target attempts to shake it off. All conditions can be shaken off. A duration sets an upper bound to a condition's effect, and the condition ends when the duration expires even if it has not been shaken off.


Quick Common Enhancement Reference

MP
SOAK/DEFENSE*
Damage/Healing
Attribute Bonus
Size
Summon
1
2
1
-
Tiny (mouse, cat)
1d6
2
4
1d6
-

2d6
3
6
1d6
-

3d6 (skeleton, zombie)
4
8
2d6
+1d6
Small (dog, halfling)
4d6 (wolf)
5
10
2d6
+1d6
5d6 (headless)
6
12
3d6
+1d6
6d6 (bear)
7
14
3d6
+1d6 Medium (human)
7d6 (mountain troll)
8
16
4d6
+2d6

8d6 (velociraptor)
9
18
4d6
+2d6
9d6 (raskillon demon)
10
20
5d6
+2d6 Large  (tiger, ogre, cart)
10d6 (hill giant)
11
22
5d6
+2d6
11d6 (t-rex)
12
24
6d6
+3d6

12d6 (hydra)
13
26
6d6
+3d6 Enormous (elephant, giant, tree, carriage)
13d6 (swamp dragon)
14
28
7d6
+3d6
14d6 (greater fire demon)
15
30
7d6
+3d6
15d6 (fire dragon)
16
32
8d6
+4d6
Gigantic (whale, small dragon, building, small ship)
16d6
17
34
8d6
+4d6
17d6
18
36
9d6
+4d6
18d6
19
38
9d6
+4d6 Colossal (kaiju, large dragon, large ship)
19d6
20
40
10d6
+5d6

20d6
Spell
Abjure (element, creature, virtue, self)
Evoke (element) or heal (creature, self)
Infuse (element)
Move (element, creature, self)
Summon (creature)
*For a speciifc damage/creature type. Half this amount for all damage/creatures using the "self" secret.



Abjure (element, creature, virtue, or self)

Abjuration spells can provide numerous types of protection and defenses. Most abjuration spells defend individual creatures or objects, but you can create a spell that limits the movements of creatures into or out of an area, enhance DEFENCE, grant damage resistance, or restrict the movements of certain creatures.

Abjuration also includes the suppression or dispelling of magical effects.

  • An abjure cantrip can grant a simple 1 point of SOAK against a specific damage type for up to one minute. This is enough to provide basic environmental protection against non-extreme conditions.

Breaching. Cost 2 MP/1d6. This gives the target a +1d6 die bonus per 2 MP to attribute checks made to resist or breach a spell effect of the specified type.

Dispel Magic. Cost varies. You can only dispel an effect if its area of effect is within range. You must devote the same amount of MP to the Dispel Magic effect, in addition to MP paid for range, area of effect, duration, etc, as the caster of the spell you are trying to dispel. The more MP you spend, the more powerful effects you can dispel. The check is a MAGIC check directly opposed by the caster's MAGIC check. In many cases, the caster's MAGIC check may have been made previously, and should be recorded as the difficulty of the effect.

Antimagic. Cost 5 MP. You can create an antimagic area, making it difficult or impossible for all magic to work within. You must spend a minimum of 5 MP to create antimagic, in addition to area of effect, range, and duration. You make a MAGIC check as normal, and any spells or effects cast within that area must exceed that check as a difficulty value or have that magic countered. Whenever any spell or effect enters the area, or its area of effect passes through the antimagic area, its controller makes the check against this effective difficulty benchmark. Obviously, an antimagic area will not suppress itself.

Counterspell. Cost varies. Counterspelling works exactly like Dispel Magic, but is used as a free reaction at the same time that an opponent attempts to cast a spell. The opponent must be in range.

Targeted Antimagic. Cost 1 MP. As Antimagic, except that you choose a single magical skill and the antimagic effect only applies to spells which use that skill. You can therefore create a cheaper anti-scrying area or other specific defense.

Hedging.  Cost 1 MP. You must declare either a creature type (fey, goblinoid, beast, etc.) or a virtue (Good or Evil). Creatures who try to enter the area of effect or try to target MENTAL DEFENSE of creatures within the area are subject to a MAG vs. MENTAL DEFENSE attack; if it succeeds, the creature cannot enter the area for one minute. Every minute it can make one attempt; if the creature fails, it is stuck outside for at least the next minute. The hedging effect prevents the creature from making melee attacks into the area, but it can still use ranged attacks and spells which do not target MENTAL DEFENSE.

Hedging, All. Cost 2 MP. As Hedging, but it applies to all creatures. This uses uses abjure self.

Hedging, Enduring. Cost 3 MP.  You can only use this option in combination with Hedging or Hedging, All. Affected creatures only get one chance every day to bypass the barrier, rather than once per minute. Of course, if the duration is less than a day, this benefit is slightly reduced.

Hedging, Greater. Cost 2 MP.  You can only use this option in combination with Hedging or Hedging, All. None of the hedged creature’s attacks, spells, or abilities can cross the area of effect.

Shielding. Cost 1 MP/+2 DEFENSE. This a deflection ability; attacks of the secret's type are diverted away from the target. Affected creatures gain a bonus to their DEFENSE against any selected creature type equal to the MP spent. To gain DEFENSE against all creature types, the cost is 1 MP/+1 DEFENSE and uses abjure self.

Withstanding. Cost 1 MP/+2 SOAK.  This enables the target to withstand the damage type of the secret; it does not deflect it away. Affected creatures gain a bonus to their SOAK score vs. any selected damage type equal to the MP spent. To gain SOAK against all damage types, the cost is 1 MP/+1 DEFENSE and and uses abjure self.


Compel (creature or virtue)

Compulsion spells deal with compulsion and control as well as aspects of classic ‘telepathy’: mind-reading and thought-sending.

Compel spells force creatures to act certain ways. Weaker compulsions let you set a specific task for the character to perform, while more powerful compulsions give you ongoing control of the creature’s actions.

If a creature is successfully affected by a compel spell, it obeys your commands to the best of its ability. Low-MP compel spells are language dependent, and thus creatures are allowed to obey the letter of your commands, rather than the spirit. The more powerful the spell, the more control you have, and the more complicated actions you can command.

Each round, creatures can try to shake a compulsion off. Obviously suicidal commands are ignored, and dangerous acts grant a +1d6 bonus to the check.

  • A compel cantrip can allow you to issue a simple one-word command to a target or send a one-word telepathic message to an ally.

Compulsion. Cost varies.  You inflict a condition on the Autonomy status track. A mild condition (agreeable) costs 2 MP, a moderate condition (suggestible) costs 3 MP, a severe condition (dominated) costs 4 MP, and an extreme condition (controlled) costs 5 MP.

Subtle Compulsion. Cost 3 MP. The creature is unaware that it has been controlled, and cannot shake off the effect, which lasts for a set duration (which must be purchased). If the spell also contains charm enhancements, this enhancement also functions as the Subtle Charm enhancement. You only need to buy one. Without this enhancement, creatures will be aware that they are being affected.

Erase. Cost varies.  You inflict a condition on the Memory status track. A mild condition (distracted) costs 1 MP, a moderate condition (absent-minded) costs 2 MP, a severe condition (forgetful) costs 3 MP, and an extreme condition (amnesic) costs 4 MP.

Message. Cost 1 MP.  As Send Emotion, but with speech; however, this does not allow you or the target creature to understand additional languages.

Communicate. Cost 4 MP.  As Message, but you can communicate clearly regardless of language.

Send Emotion. Cost 0 MP.  You can communicate simple concepts to creatures in the area of effect, like friendship or emotion, but you cannot communicate actual language. You can only communicate as long as the creature is within range. The creature can choose to reply in kind, but this gives you no power to know what it doesn’t want to tell you. You can use this on willing targets to allow easy communication, but unwilling creatures require an attack roll as normal.

Senselink. Cost 1 MP.  As Send Emotion, but you can sense whatever the creature is sensing, and you can impart your senses to it. Pain can be understood, but damage does not cross over this link.

Mind Modify.  Cost 4 MP. By concentrating, you can rewrite the creature’s memory or knowledge. The knowledge or modification only lasts as long as the spell’s duration, and you must about one round concentrating to change the creature’s memory. You can choose to rewrite several pieces of simple information (password, the location he’s currently at, which way the prisoners went), or rewrite a complex piece of information (making a guard think he’s an escapee, imparting knowledge equal to a skill rank or one spell, or changing his memory of the lyrics of a song), or modify the memory of a single event. What constitutes an event varies, but can include several related small events covering no more than a month.

Mind Read.  Cost 4 MP.  By concentrating, you can deeply read the mind of the creature. Each round, you can either search for specific information (e.g., the name of a spy, the location of hidden treasure, the gate password) or simply browsing for interesting information. Browsing for general information normally garners nothing very urgent or secretive unless the creature was recently thinking about it, but gives you a broader sense of the creature’s mind. You can only browse one creature at a time, but if there are multiple creatures in the area, you can look for specific information in all of them at once.

Mind Scan. Cost 1 MP.  By concentrating, you can ‘overhear’ the thoughts of the creature. If there are multiple creatures in the area, you can focus on one at a time, or try to decipher out their thoughts all at once, like hearing one person in a crowded room. This does not give you the ability to understand the creature’s language, but you can comprehend emotions and simple desires like fear or hunger regardless of language. Remember, the creature can attempt to shake this off each round.

Mindwipe. Cost 6 MP. You completely erase all the creature’s memories and knowledge. You must concentrate for a full minute to accomplish this. The target must be within range for the entire modification. This only lasts for the duration of the spell.

Verbal Command. Cost varies. The target must be able to hear and understand you. For 0 MP you can give the target a one or two word command, which it obeys, though it may distort your intent. For 2 MP your command can be one or two sentences long, detailing a single slightly complex task. Once you finish casting the spell, the command doesn’t take effect until you finish telling the target, so you might need to rush if the target is threatening you. For 5 MP the command can be as long or complex as you want. The more complex the command, often the more easily the target can distort its intention, but the main limiting factor is how much time the spell lasts. Commands can only be instantaneous spells. For longer periods of control, use the Compulsion enhancement.

Telepathic Command. Cost 1 MP.  More powerful than a verbal command, you can instruct another creature using only your mind. You must use this exploit to modify a verbal command exploit.


Create (element)

Creation spells let you make objects or energy out of nothing. You cannot create creatures, and any energy you create is no more damaging than the weakest evocation, but many other effects are possible.

The specifics of your creation spell is up to you and your Game Master to decide. Does a creation spell summon objects from other dimensions, or does it create objects whole cloth? When the spell ends, does the object just vanish, or dissolve into mist, or perhaps burst into hundreds of skittering insects that disappear into the nearest nooks and crannies?

When you create weapons or clothes, you can create them in the hands or on the bodies of willing subjects, but you cannot force such creations to appear on the unwilling.

At the end of the spell’s duration, the object goes away. If you make nails and use them to hold up a painting, the nails will vanish when the spell ends, and the painting will fall. Created dirt and mud that soils clothing will leave the clothes clean when the spell ends. If you create water and boil pasta in it, when the spell ends the water will disappear from the pasta and leave it dry.

Created materials always have some special air about them that make them seem unnatural. This is not enough to make people or animals uneasy, but an experienced person can easily determine that an item is magically created.

As a restriction of the rules, you cannot use a creation spell as a directly offensive spell that is unavoidable. You cannot create a metal block over a creature to fall and crush it, nor can you create lava inside a creature’s lungs. As a general guideline, you can never create something inside an unwilling creature, nor can you create something if it would displace solid matter; you can only create objects in air, water, or other fluids. If you want a spell that injures by creating things inside a creature, choose from the evocation effects.

It is still possible to create hazardous things, like flames, lava, or a vacuum, but usually creatures can escape such substances quickly. Higher level spells can trap creatures in a hazardous area.

Regardless of what specific enhancements you get for a creation spell, the total MP spent on a creation spell also determines the maximum monetary value of item you can create - 300gc per MP spent (round up). This monetary value refers to both craftsmanship and materials. For example, a suit of armor that costs costs 2,000gc normally would need at least 7 MP.

  • A create cantrip can create a tiny object worth no more than 5gc which lasts for up to one minute.

Create Object. Cost varies. You can create almost any object. The basic cost of a creation depends on its size, determined by the area of effect of the spell, and the value (in other words, you just oay for the area; you don't need to pay for the object itself). If you don’t buy any area of effect, you can create objects no larger than human-sized longsword or a set of clothes. While the majority of the object much match the secret (create stone, create wood, etc.), minor elements (about 10%) can be of materials to which you do not possess the secret. Thus a set of clothing can have metal buttons, or a stone building can have wooden doors.

Enduring Object. Cost 2 MP.  An object you create does not vanish at the end of the spell's duration.

Elemental Object. Cost varies. You can create an object out of elemental force rather than actual matter. This enhancement simply doubles the basic cost of the creation's area. The object is solid, but can take any form you want. If used to create a weapon, the weapon does elemental damage of the appropriate type (fire, cold, etc.) If used to create some other type of object, there may be other effects, detailed in the entry for each element. You can always safely handle objects you create yourself, but others can be harmed if they try to walk on a bridge made of fire. Elemental objects are considered to be steel for the purposes of determining their statistics, but they weigh one-hundredth of the weight an equivalent steel object would weigh.

Elemental Damage. Cost 1 MP.  For elements which cause damage (acid, fire, ice, lava, lightning) you can increase the normal 1 damage to 1d6 for 1 MP.  For more damage, you need to use evocation enhancements.

Choose an element for which you know the secret.

Acid. Elemental objects created of acid are mild, and deal 1 point of acid damage per round to anyone who touches them. Stronger acid is not available as a creation. If you want to hurt things with acid, see the section on evocations.

Air. When you create air, you can choose its temperature, between extremes of -40 and 150 degrees Fahrenheit (-40 and 65 degrees Celsius). Severe heat and cold cannot be used offensively unless you have a way to keep someone from moving out of the area of effect, since it takes a while to die of exposure. The air in the area can be breathed for the duration; if a creature is the target, the spell enables them to breathe fresh air for the duration. For an additional 1 MP, a moderate wind of up to 20mph can be created.  For 2 MP, the wind is strong (up to 50mph), and for 5 MP it is a hurricane of over 100mph.  For 8mph a tornado with winds of up to 300mph can be created.

This exploit can also be used to create a type of weather within the area of effect natural to the local climate and season which takes 10 minutes to develop, and fades when the spell's duration ends.  The duration must be at least 10 minutes to use it in this manner, but the area cost is one-quarter normal (round down).

Fire. Elemental objects created of fire deal 1 point of damage per round to anyone who touches them (normal fire deals 1d6 damage per round).

Force (6 MP). Force objects exist both materially and ethereally, affecting incorporeal creatures. They count as forcefields for determining stats.

Ice. Elemental objects created of ice deal 1 point of damage per round to anyone who touches them (normal ice deals 1d6 damage per round).

Lava. Elemental objects created of lava deal 1 point of damage per round to anyone who touches them (normal lava deals a base of 1d6 damage per round of exposure). You cannot create lava to surround a creature and engulf it, though if you create enough lava, it is possible to push creatures in.

Life. You can create any sort of object of once-living matter, such as clothes, wooden desks, food, or boats. You could even create a corpse. The market price of a corpse varies wildly depending on its nature. Life is not actually created; "life" in this context means "organic matter". This includes food.

Light. Light creates bright illumination in the spell's area of effect, and dim light for a further distance equal to half the spell's radius. For an additional 3 MP, the light can be made so bright that no shadows are cast, and any who see it are subject to a MAG vs. DEFENSE check or becoming inflicted with the half-blind condition.

Lightning. Elemental objects created of lightning deal 1 point of damage per round to anyone who touches them (normal lightning deals 1d6 damage per round).

Mist. A fog cloud obscures vision beyond 5 ft. A creature within 5 ft. has concealment (-2d6 die penalty to hit it). Fog and mist can be dispersed by a moderate wind (11+ mph) in 4 rounds, or by a strong wind (21+ mph) in 1 round.

Ooze (3 MP): Ooze objects are semi-solid, and can only be moved through at a rate of 5 ft. per round. Melee attacks made in the area suffer a -1d6 die penalty to attack and damage rolls. Ranged attacks are impossible. The created object looks normal.

Shadow. Shadow creates darkness in the spell's area of effect, and dim light for a further distance equal to half the spell's radius. Creatures with darksight can see through this area normally. For an additional 1 MP, the darkness becomes impenatrable even to those with darksight, but does not have an additional dim light perimeter.

Sound. Created sound originates anywhere within range, and dissipates normally across range. This is not illusory; this is actual sound being created. The sound is simple and repetitive, and as loud as four men talking. For an additional 1 MP, the sound can be as complex as a conversation, or simple musical quartet, and as loud as a crowd of shouting men. For 5 MP, the sound can be deafening, attacking all who hear it with a MAG vs. DEFENSE check or becoming inflicted with the addled condition (severe concussion).

Void. You can create a vacuum, emptying an area of liquids and gasses. You can use this to snuff flames or suffocate creatures.

Pocket Dimension. Cost varies. You can use Create Space create a pocket dimension, with an entrance big enough for you to walk through (though you may choose to make it smaller). You create the entrance anywhere within range. If you are inside, you can close or reopen the entrance with two actions. The area of effect you choose is the size of the pocket dimension, and also defines the cost in MP of the dimension - the MP cost of the pocket dimension is equal to twice the normal area of effect cost. Anything in the area of effect is effectively removed from the rest of the world. The interior of the dimension is bare and ends without any apparent solid walls. Temperature and air within are the same as those without when the dimension is created. If the spell’s duration ends, anything in the area of effect is expelled. The pocket dimension expires when the duration of the spell expires.  You can include for free items using creation spells up to half the MP cost of the dimension itself (so if you created an 18 MP pocket dimension, it can include up to 9 MP worth of free creations).


Divine (element, creature, or virtue)

Divinations allow the magic-user to discover information, detect objects, view distant locations, to see things normally unseen, and to let her spells reach extreme distances. When you successfully divine something, a vision of the location appears in the mind of the target or targets of the spell (usually just you). You might see the image appear in a pool of water or a crystal ball, but only those affected by this spell can see the image. If you fail the MAG check, you see nothing, but if you critically fail you receive a false or misleading vision.

Normally, since the visions are coming directly to you, you do not need to buy range or area of effect enhancements for divinations. If you do, however, any creature in the area of effect sees the same vision that you would. If you are not in the area of effect of your own spell, you yourself do not see anything from the divination. Duration functions normally.

You can attack a rider spell to a scrying attempt, effectively sending a spell at long distance. The rider spell, however, costs double the amount it normally would.

  • A divination cantrip can read tea leaves, throw bones, do a tarot reading, or other divination implements, to answer a single yes/no question, but this can only be done once per day. Alternatively, it can be used to detect the presence of (but not the exact location or details of) a creature, element, or virtue within 5'.

To make an area rather than a specific creature or object the target of your scrying, you need to use the Secret of Space.

Clairovoyance. Cost 5 MP. The most common use of a divination is to spy on a distant creature, object, or location. To spy on a creature, you make a MAGIC check, opposed by the target’s MENTAL DEFENSE. You must have seen the target before. If your MAG check is successful, you can see the immediate surroundings of your target, about a 20-ft. radius (so gigantic creatures may take up all of your view). A second check determines whether the target senses or notices that it is being scried upon. To be able to hear or use other senses through the divination, or to expand the field of view, requires extra enhancements. To spy on an area or object, you must make a Challenging [13] MAG check.  If you have special vision (darksight, truesight, omnisight), these work normally. This can be combined with Clairaudience.

You can also move your viewpoint with telekinesis; the 'sensor' counts as a tiny object (1 MP, SPEED 5) and requires the movement skill.

Clairaudience. Cost 2 MP. As Clairovoyance, but you hear sounds instead of seeing the target. Sounds from beyond the 20' radius are muffled and unclear.  This can be combined with Clairovoyance.

Discreet View. Cost 2 MP/1d6. You can make your scrying harder to notice. You gain a +1d6 per 2 MP to the second roll when remote viewing.

Expanded View. Cost 1 MP/10' radius. Increase the radius of a Clairovoyance field of view by 10 ft. You can choose this enhancement multiple times.

Comprehension. Cost 1 MP. Choose one language. Affected creatures understand that language, both to read and write it. This can also enable semi-sentient creatures to understand a language in order to convey simple commands.

Comprehension, Full. Cost 3 MP. Affected creatures understand all languages, both to read and write them.

Decode. Cost 5 MP.  Affected creatures can decipher encrypted text or speech in code.

Darksight. Cost 1 MP. You or the target gains darksight to the spell's range for the duration of the spell.

Truesight. Cost 2 MP. You or the target gains truesight to the spell's range for the duration of the spell, enabling the creature to see invisible creatures, through illusions, and through disguises.

X-ray sight. Cost 5 MP.  Affected creatures can see through solid objects to the selected range. Darkness still provides concealment, but objects, fog, etc. do not. The creature can choose not to see certain objects, such as if it wants to be able to shield itself from a medusa hiding behind a rock.

Dowsing. Cost 1 MP. Dowsing is the name for basic detection and location.  You can determine the direction to the nearest significant quantity of the selected secret. If there are several different things of the chosen type within the area of effect, you are aware of roughly how many there are, and can concentrate on each one by one to determine its location.

Dowsing, Specific.  Cost 3 MP. As Dowsing, except you choose a specific object or creature you would be able to identify if you saw it, and you sense the direction to it.

History Reading. Cost 5 MP. If you have a creature or object available, you can use this ability to see an overview of the history of the subject.  When you make this divination, choose a span of time in history you want to read through. The shorter the span of time, the more specific the details are, and the longer the span, the more general. If you do a reading for a sword’s history in the past week, you will see what battles it has been used in, and who it has killed, but if you try to read the past hundred years on it, you will likely just learn the vague identities of its owners.

Oracle.  Cost 2 MP. Questions are asked of an entity, whether local or extraplanar. You can ask a nearby tree or a bird, or you can try to to contact distant planar entities. You cannot ask the same question through a divination in the same 24 hour period. You receive a short answer to your question. If the question is direct, you will likely receive a simple “yes,” “no,” or “neither” answer. If the question is complex, the answer will be cryptic. The question must relate to the present (within a minute); to ask questions about the past or the future, an additional 2 MP must be spent, and to ask questions about the distant past or future, an additional 5 MP must be spent.


Enchant (creature)

Enchantment spells alter the moods and emotions of creatures, making them more likely to perform certain actions. Unlike compulsions, enchantments cannot force a character to perform more than the most primitive actions; at best, an enchantment might put a creature to sleep or make it attack in a frenzied anger.

Creatures have their minds altered slightly. You alter their state, but generally they are still free to act as is appropriate to their (now slightly altered) nature. You in no way have control over enchanted creatures, though if you instill in them friendly or helpful attitudes, you can influence them easily.

Enchantment spells manipulate certain status tracks on their target.  They can increase or decrease a target's position on a status track. Each round, creatures affected by condition shake it off as normal for a condition. However, if you choose the Subtle Enchantment enhancement, creatures cannot try to shake it off each round because they do not realise they have been charmed.

Enchantment spells affect the following status tracks: Anger, Charm, Cheer, Cognizance, Courage, Drowsiness, Fear.

  • An enchantment cantrip can make a target feel a very weak emotion for up to one minute.

Charm. Cost 1 varies.  You inflict a condition on one of the allowed status tracks. A mild condition costs 1 MP, a moderate condition costs 2 MP, a severe condition costs 3 MP, and an extreme condition costs 4 MP.

Subtle Enchantment. Cost 3 MP. The creature is unaware that it has been enchanted, and cannot shake off the charm, which lasts for a set duration (which must be purchased). The target's allies may still attempt to remove the condition.  If the spell also contains compulsion enhancements, this enhancement also functions as the Subtle Compulsion enhancement. You only need to buy one. Without this enhancement, creatures will be aware that they are being affected.

Targeted Enchantment. Cost 1 MP. You may desigate the focus of an enchanted creature's emotions as another creature within range. For example, a love spell would normally make the target love the caster; instead you can make the target love a third party. This also goes for anger, fear, and so on.


Evoke (element)

Evocations are the flashiest, most impressive end of spellcasting, and the most directly applicable to combat. Evocations are what a caster uses to throw fire, blast her enemies, or wield ice and lightning as weapons. For this reason, evocations are popular amongst many mages.

Note that in terms of damage types, Good damage is usually refererred to as Holy damage, and Evil damage is normally referred to as Unholy damage. Death damage is usually referred to as Necrotic damage.

  • An evocation cantrip can do 1 point of damage.

Elemental Damage. Cost 2 MP/1d6 damage. All Evoke spells deal a base of 1 point of damage of the secret's type to all in the spell's area for 0 MP. This damage is increased by 1d6 for every 2 MP spent. In addition, some elements have an additional environmental bonus effect as long as 2 or more MP is spent:

Acid. Acid coats affected creatures and objects, continuing to deal 1 point of acid damage per round. The acid eventually becomes inert after a number of rounds equal to the MP spent, but it can also be washed off with about one gallon of water for every 5-ft. square of area. A creature can scrape or wipe acid off itself or a comparably-sized object with two actions, though this usually ruins the scraping implement.

Air.  Intense winds can knock affected creatures across the battlefield. All creatures affected by a single spell are knocked in the same direction, though if the spell has an area of effect you may knock creatures away from a chosen central point. Creatures in the area of effect successfully hit by the spell are blown back 5 ft. Swarms of tiny flying creatures are dispersed. Clouds of non-magical mist and smoke are dispersed automatically. Larger creatures are unaffected.

Fire. The spell’s flames ignite flammable material. The area is illuminated with firelight each round. Only highly flammable materials, such as exposed oil or sheets of paper, catch fire, but for an additional +3 MP materials that can burn but need to be coaxed, such as logs, catch fire, and the flames to 1d6 damage to those who enter or start their turn in the area. Note that to make a living creature catch fire, a critical hit is needed as normal.

Force. Force damage cannot affect inanimate objects. However, it harms incorporeal or intangible creatures normally. Force damage has no other side effects.

Ice. The spell can freeze affected creatures and objects. Frozen objects become brittle, becoming vulnerable (1d6) to blunt damage. The freezing effect ends at the end of the spell’s duration. Normally only tiny creatures and objects are affected in this manner, but for 2 extra MP it affects small objects and creatures, for 4 extra MP it affects medium objects and creatures, for 6 MP it affects large objects and creatures, and so on (2 MP per size category). The area within an area affevcted by an ice evocation becomes slippery.

Lava. Affected objects become dangerously hot (baking) for the spell’s duration. Creatures are not burned in this way, but if they bear metal armor or weapons, they suffer 1d6 fire damage per round until the spell ends or they divest themselves of the metallic objects. This applies both to lava effects, and to general heating which does not involve actual fire or flames.

Lightning. Electrical shocks pass through water, attacking anybody in contact with the water but outside the spell's area of effect, although this damage dissipates by 1d6 damage for every 10' from the point of origin.

Mist. Fog flows around barriers and through narrow cracks. Creatures behind cover do not gain cover bonuses against mist spells, and the spell’s area of effect will even bypass barriers if there is a path for the fog to flow.

Ooze. Affected areas are coated in slime, which makes it difficult terrain.

Sound. The sound can shatter glass and similar materials.

Water. Affected creatures and objects in the area are drenched with liquid. This water puts out exposed flames in the area, washes away acid and ooze, and cools objects baking because of exposure to lava.


Heal/mend (element, creature, or self)

Healing spells cure or mend damage and other afflictions to creatures, or to objects with the appropriate element type. Healing spells affecting objects are called mending spells. Depending on what enhancements you purchase, a healing spell can cure damage, repair injuries such as blindness or lost limbs, or restore life energy by allaying exhaustion and other conditions.

  • A healing cantrip can heal one point of HEALTH, but a given target can only benefit from this once per day.

Cure Wounds. Cost 2 MP/1d6 HEALTH. The spell cures HEALTH damage in creatures at a rate of 1d6 HEALTH for each 2 MP spent.

Regenerate. Cost 12 MP. The spell regenerates lost body parts no larger than a limb. This is proportional to the creature being healed, and can heal a giant as easily as a pixie.

Resurrection.  Cost 18 MP.  The spell restores to life a creature that has died in the past day. The creature returns with 0 HEALTH, but stabilized. For 25 MP, there is no time limit on how long ago the creature died, as long as it did not die of old age.

Mend Objects. Cost 1 MP/2 HEALTH. The spell mends HEALTH damage in objects at a rate of 2 HEALTH for each MP spent.

Purify Food. Cost 1 MP.  You can make up to four pounds of food and drink safe to ingest. It removes poison from the food, but cannot be used to neutralize poison in creatures or on weapons.

Remove Condition. Cost 1 MP per step.  You decrease a target's position on a specified status track by one, two, or three steps.

Slow Disease.  Cost 5 MP.  You add one countdown dice to the target's disease countdown pool. A patient can only benefit from this once per day.

Cure Disease.  Cost 9 MP.  You completely cure one disease, removing it entirely from your target.

Slow Poison. Cost 2 MP.  For the spell’s duration, poison in the area of effect has no effect. Once the spell elapses, poison takes its usual course.

Negate Poison. Cost 5 MP. The spell neutralizes poison in the area. Any poison that enters the area during the spell’s duration is permanently neutralized. Creatures with natural poison abilities are subject to an attack which neutralizes their venom for the duration if successful.


Hex (creature)

A hex, or curse, is the opposite of an abjuration – instead of providing defense, it instead weakens a target’s defenses.

  • A hex cantrip can inflict a -1 penalty to all DEFENSES for up to one minute.

Attracting. Cost 2 MP/1 DEFENSE.  The target attracts attacks, which are diverted towards the target. Affected creatures take a penalty to their DEFENSE equal to half the MP spent.

Binding. Cost 3 MP. The opposite of Hedging is called Binding. It traps creatures within a given area, following the same rules as Hedging.  The binding also includes dimensional movement, so the creature cannot teleport out. If the creature is not entirely inside the area of effect when the spell takes effect, it is not bound. If a creature attacks or otherwise deals damage to the bound creature, it is free to retaliate, but is still bound spatially. If the caster attacks the bound creature, it is freed entirely from the binding.

Binding, Enduring. Cost 6 MP. As Binding, but affected creatures only get one chance every day to bypass the barrier, rather than once per minute. Of course, if the duration is less than a day, this benefit is slightly reduced.

Binding, Greater.  Cost 5 MP. As Binding, but mone of the bound creature’s attacks, spells, or abilities can cross the area of effect.

Curse.  Cost 1 MP/1d6 LUC.  You curse the target, diminishing its LUC pool for the duration by 1d6 per MP spent. For 4 MP, you can completely suppress a LUC pool of any size.

Vulnerability.  Cost 4 MP/1d6 vulnerability.  The target becomes vulnerable to one damage type. For every 4 MP spent, the target's vulnerability increases by 1d6. The caster may choose any single damage type.


Illusion

Illusion magic is a little different to other magical skills.  Unlike those, illusion magic requires no secret - it is the art of deception and fakery.  It may mimic a secret, but it is not real.  For this reason, these spells are cast without an associated secret, and are available to any with the exigo skill.

You create some sort of sensory illusion, which can be any size up to the size of the area of effect. An illusion can create an image or hide something (invisibility). Invisibility is basically a visual illusion of nothingness.

Once you set the illusion, it remains the same. If you are within range, you can spend an action concentrating to make slight changes to the illusion or move it, but the general theme must remain the same, and the illusion cannot move beyond the area of effect. You can automatically disbelieve this illusion if you want.

The basic cost of an illusion is defined by its size (area of effect) plus a modifier for its quality. You can build the illusion out of various sensory components.

Disbelief. Illusions do not require an attack roll against creatures, but a MAGIC check should be rolled to determine the quality of the illusion. If a creature has reason to suspect an illusion is not real, it can make an opposed INT check vs. the pre-rolled MAGIC check to discern its true nature. If a creature receives actual proof that an illusion is not real (an ally falls through an illusory wall, for example, or an invisible creature attacks the observer), it automatically disbelieves it. Disbelieving an illusion does not remove it; it merely makes its illusory nature apparent to the viewer.

Bundled senses. When combining multiple illusion types (visual, olfactory, audio, etc.) you can 'bundle' the effects to save some MP, as each reinforces the others and helps mask imperfections. Each sense beyond the first is discounted by 1 MP, to a minimum of 1 MP.

Notes on invisibility. Invisibility is a complex visual illusion. Camouflage can be achieved with a simple illusion (+1d6 to attempts at stealth), and a weak invisibility effect which has a visible distortion effect is an average illusion (+2d6 attempts at stealth). Full invisibility as a complex illusion gives +3d6 to stealth attempts and, of course, renders the target completely invisible (a failed stealth attempt or a disbelieved invisibility illusion - such as if the invisible creature attacks the observer - means that the viewer knows where the invisible creature is due to other clues - sound, moving items, tracks, being stabbed in the face, etc. but can't actually see it).

Other illusions which masks various senses contribute to invisbility. An illusion whihc maskes all five senses makes the target completely undetectable by normal means, requiring no stealth checks.

  • An illusion cantrip can create a small, clearly illusory effect for up to one minute.

Audio Illusion, Average. Cost 3 MP.  Creating an average sound can make noise as loud as a small crowd of shouting men, with one or two articulate sounds. Thus, you could have a simple song with a few instruments, or a conversation. Hiding an average sound can make a roar sound like a soft quack, make one conversation sound like a different one, or reduce the volume by a substantial amount (granting +1d6 to stealth attempts).

Audio Illusion, Complex. Cost 5 MP.  A complex sound can be as loud as a dragon’s roar or an entire parade cheering, and all of it can be as articulate as you want, complete with subtle sounds like kids in the crowd whining to their moms, and the dragon’s roar echoing properly in an opera house. Hiding a complex sound lets you turn any noise into practically anything else of the same volume or quieter. Complete silence is a complex audio illusion which grants +2d6 to stealth attempts.

Audio Illusion, Simple. Cost 1 MP.  Creating a simple sound could create any simple repeating sound, like a growl, laughter, or moan of wind, but nothing articulate. The volume can be no louder than four men talking. Hiding a simple sound could make speech sound like an indistinct murmur, or reduce the volume of a sound slightly.

Olfactory Illusion, Average. Cost 3 MP.  Creating an average olfactory illusion could make the air smell like warm root beer, or make an illusory steak taste real. Hiding an average olfactory sensation would let you fool the scent and tastebuds of any human except the finest connoisseurs, and could throw animals off your trail.

Olfactory Illusion, Complex. Cost 6 MP.  A complex olfactory illusion can be whatever you want, as complicated and subtle as you like. Similarly, hiding a complex olfactory sensation would let you turn any taste or smell into anything else that isn’t very much more or less strong.

Olfactory Illusion, Simple. Cost 1 MP.  Creating a simple olfactory sensation can fake intense smells, like blood, sour milk, or ammonia. Hiding a simple olfactory sensation lets you conceal the distinct stench of rotting zombies, or hide your own body odor, but the new smell would be bland.

Reactive Illusion. Cost 4 MP.  You can make your illusion react on its own. For example, normally, you could have an illusion of a guard standing watch, shifting occasionally in his stance and appearing to breathe, but not reacting to anyone else. With a simple reactive illusion, the guard would look at and glower slightly at anyone who came by. A standard reactive illusion would let the guard respond to questions with disinterest. A complex reactive illusion would let the guard act exactly as you would want it to if you were there to direct it consciously.

Tactile Illusion, Average. Cost 4 MP.  Creating an average tactile sensation would let you make someone feel that they’re being jostled by invisible people, or give a visual illusion of a cat a real texture. Hiding an average tactile sensation would let you make blood gushing from a wound feel like worms crawling across you, and could make a suit of armor feel like a fine royal robe.

Tactile Illusion, Complex. Cost 8 MP.  Creating a complex tactile sensation would let you make a person feel like he’s on fire, and would put the finishing touches on an illusion of a beautiful nymph, warm, wet, and covered in fine sand particles from the beach of a stream. Hiding a complex tactile sensation would let you make a real object feel like it’s intangible, and could turn a lover’s embrace into the segmented coils of a demon leech.

Tactile Illusion, Simple. Cost 2 MP.  Creating a simple tactile sensation could make the air feel moist and heavy, or to make you feel as if you had wet yourself. Hiding a simple tactile sensation could make glass feel like sandpaper, give metal a wood grain, or make a fire feel cold. Hiding a tactile sensation won’t stop a person from feeling pain, but it might confuse him as to how to avoid the injury.

Visual Illusion, Average. Cost 3 MP. Creating an average visual would let you create a bookshelf with a lot of books that look generally the same, make a ghostly glowing word appear in the air, or create a convincing orc warrior (though if you made several orc warriors, they’d all look alike). Hiding an average visual would let you blur your own image as you move, change the appearance of one person to look like another, or make an immobile object invisible.

Visual Illusion, Complex. Cost 5 MP. Creating a complex visual would let you make any sort of visual image, no matter how fine the details are. You could make the illusion of a full person, complete with distinctive markings, unique pieces of clothing, and an expressive demeanor. Hiding a complex visual can make things invisible even while moving, make a group of sneaking goblins look like harmless ducks, or make a worthless rock look like an ornate bejeweled porcelain egg. Attacks against a blurred creature have a -1d6 die penalty. Attacks against an invisible creature have a -2d6 die penalty.

Visual Illusion, Simple. Cost 1 MP. Creating a simple visual would let you make a fairly drab set of clothes, a wall with a repeating pattern of tiles, or a very rough approximation of a living creature. Hiding a simple visual would let you replace a complicated image with a simple one, like hiding a scar with smooth skin, hiding a secret door with flat stone, or turning an elaborate tapestry into a mono-color rug.


Infuse (element or virtue)

Infundios infuse creatures or objects with the qualities of an element or virtue, enhancing attributes related to the chosen element or making the target detect as the chosen virtue.  The recipient of an infusion spell detects the appropriate element or virtue for purposes of divination and is affected as though it were of that element or virtue (for example, when affected by abjuration or healing spells).

  • An infuse cantrip can cause a creature to detect as the appropriate alignment or element for up to one minute.

Enhance Attribute.  Cost 4 MP/1d6.  For every 4 MP spent, the recipient gains +1d6 bonus to attribute checks of the specified type for the duration of the spell. The attribute affected depends on the element used.

STRENGTH Metal
AGILITY Fire
ENDURANCE Earth
INTUITION Air
LOGIC Ice
WILLPOWER Water
CHARISMA Lightning

Elemental Touch.  Cost 2 MP.  For the duration, the recipient's natural attacks, or a weapon's attacks, do damage of the selected element or virtue type. Their very touch gives this nature away - a creature infused with cold will feel icy to the touch.

Age.  Cost 1 MP/5 years. You must use the secret of life to de-age a target. You decrease the recipient creature's age. The effect lasts for the duration of the spell. This enhancement does not affect creatures that don’t age, like undead or constructs. This cannot affect objects, and cannot reduce a creature below the age of a young adult.


Inflict (element)

Infliction spells are the reverse of infuse spells. An infliction spell saps a creature, reducing its attributes or other aspects, or causes diseases.

Inflict spells can also manipulate certain status tracks on their target.  They can increase or decrease a target's position on a status track. Each round, creatures affected by condition shake it off as normal for a condition.

Inflict spells affect the following status tracks: Hearing, Mobility, Sight, Nausea, Tiredness.

  • An inflict cantrip can cause a feeling of slight nausea for up to one minute.

Affliction. Cost varies.  You inflict a condition on the one of the allowed status tracks. A mild condition costs 2 MP, a moderate condition costs 3 MP, a severe condition costs 4 MP, and an extreme condition costs 5 MP.

Age.  Cost 1 MP/5 years. You must use the secret of death to age a victim. You increase the recipient creature's age. The effect lasts for the duration of the spell, but should it cause death, the death is permanent. This enhancement does not affect creatures that don’t age, like undead or constructs. This cannot affect objects.

Cause Disease.  Cost varies.  You must use the secret of death to inflict disease upon a target. Diseases can be inflicted upon victims. Select one disease.  The MP cost of the spell is equal to half the difficulty value of the disease itself.  Recovering from a disease requires use of the countdown rules. Diseases do not need a duration component; the disease is inflicted, and is removed using the normal rules for diseases.

Drain Attribute.  Cost 4 MP/1d6.  For every 4 MP spent, the recipient suffers -1d6 penalty to attribute checks of the specified type for the duration of the spell. The attribute affected depends on the element used.

STRENGTH Metal
AGILITY Fire
ENDURANCE Earth
INTUITION Air
LOGIC Ice
WILLPOWER Water
CHARISMA Lightning

Move (creature, element, or self)

Movement spells enhance movement abilities, allowing creatures to swim, burrow, fly, and travel at great speeds, or allow the caster to move inanimate objects, and sometimes creatures. For many movement spells, the duration of the spell will be an important cost.

  • A move cantrip can grant +1 to SPEED for up to one minute.

Fly.  Cost 8 MP.  Fly gives the creature a FLY speed equal to its base SPEED for the duration of the spell.

Airwalk.  Cost 5 MP.  The creature can walk or stand on clouds as though they were solid ground.

Featherfall.  Cost 1 MP. Featherfall makes the target fall at a maximum of 60 ft./round, which is slow enough that it will not take impact damage. Note that this does not reduce the creature’s weight; it simply falls slower.

Hover.  Cost 2 MP.  Hover allows the creature to travel in a straight horizontal line in mid-air, and downward at any angle, but not upward.

Levitate.  Cost 4 MP.  Levitate allows the creature to move up or down 20 ft. as a single action, although only one action per round can be used for this movement.

Free Movement.  Cost 6 MP. Free movement allows creatures to move and attack normally, even under the effect of magical and mundane factors that usually impede movement. This includes paralysis poison, or paralytic compulsion effects. The subject cannot be grappled, held, restrained, grabbed, or pinned. The spell also allows the subject to move and attack normally underwater, but not to breathe water.

Movement Modes (cost varies). These enahncements grant new movement modes. The movement mode becomes a natural movement mode for the duration (thus not requiring checks).

Burrow. Cost varies. You can burrow through any material at half your SPEED, as long as you pay the MP cost. The MP cost is equal to the SOAK score of the material being burrowed through.

Snowstep.  Cost 1 MP. The creature can walk across snow or ice as though they were solid ground, suffering no movement or balance penalties.

Swim.  Cost 1 MP.  The Swim effect gives the creature a SWIM speed equal to its base SPEED.

Waterwalk.  Cost 2 MP. The creature can walk across liquids as though they were solid ground.

Slow.  Cost 1 MP per -1 SPEED. Slowing spells actually slow creatures, reducing their base movement speeds for all forms of movement. Except when using the Immobilize or Anchor option, a creature’s base movement cannot be reduced below 1.

Anchor. Cost 8 MP.  If a creature or object is anchored, it cannot move, or be moved from its position at all, even by external forces. This does not paralyze the creature, however, so it can still take actions and defend itself normally. Anchor can be cast on the caster himself to make himself immovable.

Immobilize.  Cost 5 MP.  If a creature or object is immobilized (a severe condition on the Mobility status track), it cannot move on its own power from its current spot (this includes magical means of transport, like teleportation or flight). This does not paralyze the creature, however, so it can still take actions and defend itself normally.

Speed.  Cost 1 MP per +1 SPEED.  Speed spells increases the speed at which a creature can move for the duration of the spell.

Telekinesis.  Cost varies. Telekinesis can be used to move objects or creatures at a SPEED of 5. You could cause a wagon to roll forward on its wheels, make a taxidermied bird fly around, or make a chair skitter across the floor. You can also use it for simple manual tasks, such as untying knots, opening doors, and so on. You can only control the creature or object while it’s within range. If the creature or object moves beyond the spell’s range, the spell does not end, but you cannot control it until it enters range again. The size of the object you can move is given in the Common Enhancements table, above.  Telekinesis requires concentration, and must have a duration of "concentration" selected.

Telekinetic Thrust. Cost 2 MP per 5'. This application of telekinesis (above) is focused. You make a ranged attack using your MAG attribute against a target creature as normal, and shove it 5' for each 2 MP you spend. It is an instantaneous effect, and cannot have a duration attached. If you want to do damage, you need to add the appropriate evoke effect. This applies to creatures of size Large or smaller; the cost doubles for size Enormous (4 MP for 5'), double again for Gigantic (8 MP for 5'), and so on.

Tremor.  Cost 5 MP. The area shakes, and small objects fall off shelves.  The entire area is considered dificult terrain for the duration of the spell.

Earthquake.  Cost 10 MP.  The area shakes violently. Cracks appear, and some weak structures tumble. Creatures in the area are subject to an attack vs. DEFENSE or they fall prone. The entire area is considered difficult terrain.


Phase (element, creature, or self)

Phasing is the manipulation of time, space, and spirit. Through its use, creatures can teleport, time can be sped up, slowed, or even stopped, and different dimensions and planes can be accessed.

  • A phase cantrip can cause a slight blurring effect, granting +1 to DEFENSE for up to one minute.

Accelerate. Cost 5 MP. Time for a specific creature is altered to accelerate its thoughts and actions. Each turn, affected creatures can take an extra action.

Preternatural Celerity. Cost 10 MP. Each round for the duration, affected creatures can take two full rounds worth of actions.

Speed Flurry. Cost 4 MP. Once per turn, affected creatures can attack twice as a single action.

Chronomancy (cost varies).  These enahncements affect time.

Burst of Time. Cost 15 MP. At any time during the spell’s duration, an affected creature may gain one free bonus round to act outside the normal flow of time. Only affected creatures can take actions in this free round. You cannot harm creatures, and spells you cast simply tick down their duration with no effect. You can move unattended objects, run away, or cast spells to affect yourself which will function normally. For each additional 2 MP you spend, affected creatures each gain another one round, which can be used at any time.

Dilated Time. Cost 3 MP.  All creatures, objects, and spell effects in the area age one round. Their effects still occur, so an ongoing spell deals damage for the round, a fire burns one round worth of fuel, and poison runs its course one round faster. Likewise, a spell will end one round sooner. For spells that grant an attribute check to resist on a round by round basis, use the result of the last-made check to determine effects. Things within the area of effect cannot influence those outside, so if a dilated fuse sets off a bomb in the area, the explosion will be limited to the area of effect. Unwilling creatures in the area of effect must be subject to an attack vs. MENTAL DEFENSE or they are unaffected. For 6 MP, things age 5 rounds; for 10 MP they age 5 minutes; and for 15 MP they age half a day.

Grow Plant. Cost 1 MP. Non-sentient plants in the area of effect age one day. You can purchase this enhancement multiple times. This effect is natural growth, and is not undone when the spell’s duration ends. Indeed, the spell’s duration doesn’t matter for this effect.

Pocket of Time. Cost 15 MP. The area of effect and everything inside it gain extra time, equal to the spell’s duration. The outside world stands still while the area of effect speeds along. Anything leaving the area of effect loses the effect of this extra time, and returns to the normal flow of time just slightly outside the area. Spell effects created during this time pocket do not continue after this spell ends, so it is useful for resting and healing, but not for actual offense or defense. Unwilling creatures in the area of effect must be subject to an attack vs. MENTAL DEFENSE. If unsuccessful, they are shunted to outside the area of effect.

Slow Time.  Cost 5 MP. For the duration of the spell, affected creatures can only take one action per round.

Time Hop. Cost 1 MP/round. The Time Hop enhancement lets you skip forward in time 1 round per 4 MP spent. Traveling backward in time is impossible, and meddling with history is only available in campaigns where the Game Master wants to introduce the possibility. One time during the spell’s duration, affected creatures can time hop once, using two actions to do so. When a creature time hops, it vanishes, then reappears in the same place after the allotted time passes. For the creature, the transition is instantaneous. If the creature would reappear in a solid object, it instead is shunted to the nearest suitably large open space and takes 2d6 blunt damage.

Timeless. Cost 15 MP. The area of effect is removed from time for the spell’s duration. Nothing inside the area of effect changes or can be affected.

Ghost Touch. Cost 1 MP. The attack can harm incorporeal creatures as easily as corporeal ones. If used on a creature, the creature gains the benefits to natural attacks and attacks made without weapons, including spell attacks. If used on an object or weapon, the object grants the benefit to all attacks made with it.

Phasing Attack. Cost 3 MP. The attack selectively passes through certain types of matter harmlessly, and it only hurts those you want to strike. It ignores armor and shield SOAK values, and deals damage normally. If used on a creature, the creature gains the benefits to natural attacks and attacks made without weapons, including spell attacks. If used on an object or weapon, the object grants the benefit to all attacks made with it.

Phasing Movement. Cost 9 MP. This allows you to move through any sort of solid objects as easily as through air, but you are not ethereal and can still be harmed by attacks normally. While traveling through these materials, you can choose to move across any part of the material as if it were solid, allowing you to walk across mud, or climb upward or downward through stone at up to 45 degree angles. You can move at up to half your base speed through solid objects. You still cannot breathe while inside a solid object.

Spirit Wander. Cost 1 MP. Spirit Wander simply lets the creature release its spirit from its body. The spirit can travel at the creature’s base speed, vaguely observing the world around it as if through a thin curtain. It can sense the presence, number, and general size of all creatures present, but it can only see clearly or communicate with other spirit wanderers and can in no way influence the real world. The distance the spirit can travel from its body is the same as the normal range of the spell. The creature is aware vaguely of the state of its real body, and can return at any time by using two actions.

Possession.  Cost 5 MP. The Possession enhancement allows you (or the affected creature) to move its soul into the body of another. First, your (or the creature’s) spirit must leave its own body. You may then choose to enter some sort of receptacle, generally called a ‘magic jar.’ With two actions you can try to possess any living creature your spirit touches, or that is within range of the magic jar. You make a MAG vs. MENTAL DEFENSE attack, and if you fail, your spirit stays out of its body, and each successive attempt to enter that creature takes a -1d6 die penalty. If the attack succeeds, your spirit enters its body. If you used a magic jar, the creature’s soul is trapped in the jar, but otherwise, its spirit automatically enters your own body. A magic jar costs at least 100gc to purchase or make. Alternatvely, your own body can be the magic jar, in which case your spirits switch places.

While in the body of another, you can freely move beyond the normal range of the spell.

When the spell ends, your spirit leaves the host and tries to return to its own body, and the host’s soul returns to its body. However, you cannot leave the host if neither your original body nor the magic jar is within range. If the spell ends and you cannot reach your original body, you die. This likewise happens to the soul of the host if its body is out of range when the spell ends.

If either body dies during the spell, both souls must make a Difficult [16] WIL check or die. If both succeed, whoever rolled highest gains permanent possession of the remaining body. If one fails, the other gains possession. If both fail, the remaining body simply dies.

If the spell is made permanent before its duration ends, however, the souls become comfortable residents of their current locations.

Projection. Cost 3 MP. The Projection enhancement allows you to send your soul out of your body yet still influence the real world. Your spirit is visible and has all the same qualities as your real body, except that by spending two actions you can return to simply a spirit state, unseen and intangible. Also with two actions you can return to your body. You still cannot move beyond the spell’s normal range. If your spirit body is slain, your spirit returns to your body and are reduced to 0 HEALTH. If this spell is combined with a teleport spell, the range you can roam is determined from the point you teleport to.

Teleport. Cost 5 MP.  One time in the spell’s duration, the affected creature can teleport up to the spell's range. This requires two actions. A creature that teleports can bring along any objects it carries that fit into the area of effect.

If you teleport to somewhere out of your line of sight, you must make a LOG check (see the table below). If you fail, you end up off course by d66% of the distance traveled. If you critically fail, the spell gets “scrambled,” and you take 2d6 points of damage. Make another check to try to redirect yourself, and if you keep on critically failing, you keep on taking damage.

Familiar Routine [10]
Seen Difficult [16]
Description Only Strenuous [21]

At-will Teleport. Cost 9 MP. For an extra 9 MP on top of your Teleport effect, you can get the At Will enhancement. This gives you the ability to activate the teleport as many times as you want during the spell’s duration. If you individually target this spell, the affected creature or creatures can teleport independently. Each teleportation takes just a single action.


Summon (creature)

Summoning spells can bring creatures to you from elsewhere (such as the classic demon summoning), create a creature out of existing material (like turning bones into a skeletal warrior), or can create a creature whole cloth (like making a construct out of ectoplasm). How the creature ends up in front of you doesn’t matter except for flavor reasons. The more MP you spend, the more powerful a creature you can create, build, or summon. High-MP Summon spells can also create multiple weaker creatures.

You cannot use Summon to get a specific individual, unless the creature is extraplanar. Thus, you could summon Bharat, Warrior of the Heaven of Snows, but you cannot summon Hrothgar the baker from your home town (unless you’re in another dimension). If a creature is semi-sentient, you cannot choose to summon it specifically; you simply get a random creature of the appropriate type.

You have no special control over the summoned creature. Other skills allow you to bind, anchor, or compel creatures. However, you do have enough of a connection to the summoned creature that it can understand you to the extent of its intelligence (a LOG 2 animal can understand simple commands, and a LOG 3 creature can understand more complex commands).

When the spell ends, extraplanar summoned creatures return whence they came, taking with them any items or injuries they received. The same creature cannot be summoned again the same day. Creatures you simply created or cobbled together from local material vanish or revert to their original form, and if you try to summon them again, you will simply create a new creature very similar to the last.

  • A summon cantrip can summon a tiny, harmless creature such as a mouse or rat, for up to one minute, although it has no special intelligence or abilities.

Summoning. Cost 1 MP/1d6.  The primary enhancement for summoning spells is to buy the power level of creatures you can summon. Note that this does not compel the creature! Summoning requires an attack roll against the creature's highest DEFENSE. The cost is 1 MP for each die in the creature's maximum dice pool.


Transform (element, creature, or self)

Transform spells can turn your target into a particular type of creature or substance. When the spell ends, the target reverts to its original form, though damage taken while transformed endures.  To complete a transformation, you must use the secret of the new form.

Items and creatures transformed into larger objects or creatures must fit within the area of effect in their new form.

You cannot use a transform spell as a directly offensive spell that is unavoidable. You cannot turn the air over a creature into a metal block to crush it, nor can you turn the air around it into stone to trap it permanently.

When transformed into a creature, the target gains the new form's physical attributes, but not its mental attributes.  Creatures keep their original mind, personality, and memories. If you transform a creature into another creature, its gear adapts to an appropriate form if there is one. Other items are subsumed into the new form, such as weapons if the form has no hands with which to wield them.

For objects, the total MP you spend determines the maximum gold coin value of items you can produce at a rate of 300gc per MP.

  • A transform cantrip can change the color of an object or target, or make other minor cosmetic changes, for up to one minute.

Animate. Cost 2 MP/die. Transform an object into a creature. The object gains a mind and intelligence appropriate to its new form, although the highest LOG, WIL, or CHA attribute it can gain is 3. The cost is 1 MP for each die in the creature's maximum dice pool.

De-Animate. Cost 8 MP. Transform a creature into an object. To transform an unwilling subject, you must spend an additional 6 MP. This includes petrification.

Enlarge/Shrink.  Cost 4 MP/size category.  You can enlarge or shrink an object or creature.

Split. Cost varies. You can split the target into multiple entities (1 MP for each). If transforming a target into multiple creatures, the total cost is that used for the Transform Creature enhancement. They all recombine when the spell ends as long as at least one is left.

Transform Creature.  Cost 2 MP/die. Transform a creature into another creature. The target is transformed into a creature of the specified type.  To transform an unwilling subject, you must spend an additional 6 MP. The cost is 2 MP for each die in the new creature's maximum dice pool (minimum 2 MP).ansform creature.

Transform Element.  Cost 1 MP/300gc value or by size. Transform an object into another object of similar size. This enables the object's new form to be of a different material. Use the value or the size of the object, whichever is larger.