Fantasy Age - Spellbook
Fantasy Age - Spellbook
Fantasy Age - Spellbook
Elemental Arcana
Novice: You learn the spells Elemental Shield and Shelter
Journeyman: You learn the spell Stone Embrace. You also gain the focus Intelligence (Elemental Arcana).
Master: You learn the spell Elemental Mastery. You can also choose one spell stunt you can perform for -1 SP when casting
Elemental Arcana spells
Elemental Shield
Requirements: Elemental Arcana (Novice)
Spell Type: Defense
MP Cost: 6
Casting Time: Major Action
Target Number: 14
Test: None
You surround yourself with a protective barrier against the element. All elemental damage against you are reduced by 2. Elemental Shield lasts
for an hour.
Shelter
Requirements: Elemental Arcana (Novice)
Spell Type: Utility
MP Cost: 2
Casting Time: Major Action:
Target Number: 12
Test: none
A glyph traced upon the earth with hand or staff creates a faintly shimmering dome, up to 6 yards across and up to 3 yards high at the center.
The environment within the dome is cool, dry, and comfortable regardless of the weather outside.
Rain, snow, and other minor debris (including falling leaves, ash, or smoke) are kept out, though fresh air can penetrate the dome, and
smokesuch as from a campfirecan escape. The shelters barrier is of no use whatsoever in combat. You can control the light level within
from shade (slightly darker than the outside) to lit as brightly as by a lantern.
Stone Embrace
Requirements: Elemental Arcana (Journeymen)
Spell Type: Attack
MP Cost: 15
Casting Time: Major Action
Target Number: 17
Test: Strength (Might) vs. Spellpower
The earth swallows up and traps the feet of a number of enemies up to your Magic ability within 30 yards unless they succeed at a Strength
(Might) test vs. your Spellpower. If they fail, they remain trapped until they succeed at the test as a minor action on their turn.
Elemental Mastery
Requirements: Elemental Arcana (Master)
Spell Type: Enhancement
MP Cost: 5
Casting Time: Major Action
Target Number: 15
Test: None
You strengthen your ties with the primal forces of the elements. For one minute, you add +2 to the damage of any Elemental attack spell you
cast. This includes damage dealt through an intermediary object, as with flaming weapons and frost weapons. You can extend the spells
duration when you cast it by spending an additional 4 MP per additional minute you would like it to last.
Frost Weapons
Requirements: Primal Cold Arcana (Novice)
Spell Type: Enhancement
MP Cost: 6
Casting Time: Major Action:
Target Number: 14
Test: none
The readied melee weapon of all allies within 10 yards of you exude freezing cold, inflicting +2 penetrating damage with each successful attack.
The freezing cold lasts for one minute; you can extend this duration when you cast the spell by spending an additional 3 MP per additional
minute you would like it to last. This spell does not harm the weapons it affects and may be cast on flaming weapons. Only the additional
damage is penetrating.
Blizzard
Requirements: Primal Cold Arcana (Master)
Spell Type: Attack
MP Cost: 20+
Casting Time: Major Action
Target Number: 17
Test: Dexterity (Acrobatics) vs. Spellpower
This spell conjures forth a blizzard with a 6 yards radius, centered anywhere within 50 yards. Anyone in its howling winds takes 2d6 +
Intelligence penetrating damage and must succeed at a Dexterity (Acrobatics) test vs. your Spellpower or slip and fall prone on the
accumulating ice. Targets that start their turn in the blizzard take an additional 1d6 penetrating damage and must make an immediate test to
avoid falling prone. All melee attacks made into or from the blizzard suffer a -2 penalty, all such ranged attacks suffer a -5 penalty. This spell
normally lasts for one round but for 10 MP, paid at the start of your subsequent turns as a free action, you may extend the duration by an
additional round.
Cold Arcana
Novice: You learn the spells brittle and cold snap.
Journeyman: You learn the spell freezing fog. You also gain the focus Intelligence (Cold Arcana).
Master: You learn the spell ice barrage. You can also choose one spell stunt you can perform for 1 SP when casting Cold
Arcana spells.
Brittle
Requirements: Cold Arcana (Novice)
Spell Type: Utility
MP Cost: 2-6
Casting Time: 1-3 rounds
Target Number: 10
Test: Strength (Might) vs. TN
Your touch causes a hand-held object to become brittle and is easily broken. After the first round that the object is held, it can be
shattered with a TN 11 Strength (Might) test. An object can be held for up to 3 rounds, with you spending 2 MP at the start of each turn
and the target number being reduced by 2. If you have the Cold Arcana focus, you can cast brittle on an object or surface up to 2 yards
across.
Freezing Fog
Requirements: Cold Arcana (Journeyman)
Spell Type: Utility
MP Cost: 6
Casting Time: Major Action
Target Number: 13
Test: Dexterity (Acrobatics) test vs. Spellpower
You create a heavy, cold mist that freezes the ground in an area up to 10 yards in diameter anywhere within 30 yards of you. Anyone within
the freezing fog when it is cast, anyone entering the area, and anyone who moves within the area must make a successful Dexterity
(Acrobatics) test against your Spellpower or fall prone at each of those times, as they apply. Prone characters may crawl
normally. Freezing fog also obscures the affected area and all melee attacks made into or from the freezing fog suffer a 2 penalty, while all
such ranged attacks suffer a 5 penalty.
http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium
Flame Blast
Requirements: Primal Fire Arcana (Novice)
Spell Type: Attack
MP Cost: 4
Casting Time: Major Action
Target Number: 12
Test: Dexterity (Acrobatics) vs. Spellpower
Gouts of blazing fire erupt from your outstretched hands, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. Anyone hit
by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.
Flaming Weapon
Requirements: Primal Fire Arcana (Novice)
Spell Type: Enhancement
MP Cost: 6
Casting Time: Major Action
Target Number: 14
Test: None
The readied melee weapons of allies within 10 yards of you burst into flames, and inflict an additional 1d6 damage with each successful attack.
This last for one minute; you can extend this duration when you cast the spell by spending an additional 3 MP per additional minute you
would like it to last. This spell does not harm the weapons it affects and may be cast on frost weapons.
Fireball (Firestorm)
Requirements: Primal Fire Arcana (Journeyman)
Spell Type: Attack
MP Cost: 11
Casting Time: Major Action
Target Number: 15
Test: Dexterity (Acrobatics) vs. Spellpower
You throw a mote of fire to a point anywhere within 50 yards, where it erupts into a ball of flame with a 4-yard radius. Anyone caught in the
blast takes 3d6 + Willpower damage and may be knocked prone; those who make a successful Dexterity (Acrobatics) test vs. your
Spellpower remain standing.
Inferno
Requirements: Primal Fire Arcana (Master)
Spell Type: Attack
MP Cost: 20
Casting Time: Major Action
Target Number: 19
Test: Dexterity (Acrobatics) vs. Spellpower
Calling upon the raw elements of creation, you ignite a column of air 6 yards in radius and 12 yards tall anywhere within 50 yards. Anyone,
whether ally or enemy, who enters the inferno or starts their turn in it, suffers 3d6 + Intelligence damage. Targets who make a successful
Dexterity (Acrobatics) test vs. your Spellpower suffer only 2d6 damage but fall prone. Additionally, any target that leaves the column of fire
continues to burn, taking 1d6 damage at the start of their turn until they succeed on a Dexterity (Acrobatics) test vs. your Spellpower to put
out the flames. The column normally lasts a single round, but you can extend its duration another round by spending 10 MP at the start of
your subsequent turns as a free action.
Fire Arcana
Novice: You learn the spells arcane lantern and flame blast.
Journeyman: You learn the spell burning shield. You also gain the focus Intelligence (Fire Arcana).
Master: You learn the spell firestorm. You can also choose one spell stunt you can perform for 1 SP when casting Fire
Arcana spells.
Arcane Lantern
Requirements: Fire Arcana (Novice)
Spell Type: Utility
MP Cost: 2 per hour
Casting Time: Major Action
Target Number: 8
Test: None
You illuminate the area around you with a steady light similar to that of a lantern. The spell illuminates a 10 yard radius centered on you.
Arcane lantern lasts for one hour, but can be extended for 2 MP per additional hour.
Flame Blast
Requirements: Fire Arcana (Novice)
Spell Type: Attack
MP Cost: 4
Casting Time: Major Action
Target Number: 12
Test: Dexterity (Acrobatics) vs. Spellpower
Gouts of blazing fire erupt from your outstretched hands or arcane device, burning nearby targets. The flame blast is 8 yards long and 2
yards wide. Anyone hit by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower
only take 1d6+1 damage.
Burning Shield
Requirements: Fire Arcana (Journeyman)
Spell Type: Defense
MP Cost: 6
Casting Time: Major Action
Target Number: 12
Test: None
You surround yourself with an aura of fire. Any adjacent enemy that makes a melee attack against you takes 2 penetrating damage. Burning
shield lasts for a number of minutes equal to your Willpower.
Firestorm (Fireball)
Requirements: Fire Arcana (Master)
Spell Type: Attack
MP Cost: 11
Casting Time: Major Action
Target Number: 15
Test: Dexterity (Acrobatics) vs. Spellpower
You create an explosive firestorm with a 4-yard radius anywhere within 50 yards of you. Anyone caught in the area takes 3d6+Willpower
damage and may be knocked prone. Those who make a successful Dexterity (Acrobatics) test vs. your Spellpower remain standing.
Water Arcana
Novice: You learn the spells arcane spring and water whip.
Journeyman: You learn the spell water wall. You also gain the focus Intelligence (Water Arcana).
Master: You learn the spell watery doom. You can also choose one spell stunt you can perform for 1 SP when casting Water
Arcana spells.
Arcane Spring
Requirements: Water Arcana (Novice)
Spell Type: Utility
MP Cost: 2
Casting Time: Major Action
Target Number: 10
Test: Strenght (Might) vs. Spellpower
You cause a number of gallons of water equal to your Willpower (minimum of 1; +2 gallons if you have the Water Arcana focus) to pour
out of nowhere. This water can pour into a container (and is clean and safe to drink), onto a small fire to quench it, or even onto a target.
Such a target must make a Strength (Might) test vs. your Spellpower to avoid being knocked prone, in addition to being wet for some time
thereafter.
Water Whip
Requirements: Water Arcana (Novice)
Spell Type: Enhancement
MP Cost: 4
Casting Time: Minor Action
Target Number: 11
Test: None
You create a long whip of water that appears in your empty hand. You can wield the water whip as a weapon, using your Intelligence
(Water Arcana) to make attack rolls. You can attack targets up to 4 yards away and the Water Whip inflicts 1d6 + Willpower damage. You
can also perform the Disarm stunt for 1 SP instead of 2 when wielding it, and you use Willpower instead of Strength to determine how far
away the weapon lands. The water whip lasts until the end of the encounter, although you can end it earlier as a free action if you so
choose.
Water Wall
Requirements: Water Arcana (Journeyman)
Spell Type: Defense
MP Cost: 6
Casting Time: Major Action
Target Number: 11
Test: Strenght (Might) vs. Spellpower
You conjure a cascade of water, up to 4 yards long and 1 yard wide. It blocks all fire attacks from passing through it, and anyone trying to
attack through it takes a 2 penalty on their attack rolls. Anyone attempting to cross through the Water Wall must make a Strength
(Might) test vs. your Spellpower or be knocked prone. If you cast this spell more than once in an encounter, you can link together the
sections into one continuous wall. The water wall lasts until the end of the encounter, although you can end it earlier as a free action if
you so choose.
Watery Doom
Requirements: Water Arcana (Master)
Spell Type: Attack
MP Cost: 9
Casting Time: Major Action
Target Number: 15
Test: Constitution (Stamina) vs. Spellpower
You cause a targets lungs to fill with water, drowning them even in the open air. The target must make a Constitution (Stamina) test vs.
your Spellpower. On a success, the spell has no effect. On a failure, the target takes 2d6 + your Willpower penetrating damage and cannot
speak. At the start of each their turns, the target must make another Constitution (Stamina) test vs. your Spellpower, taking 2d6 +
Willpower penetrating damage on a failure. The spell continues until a successful test is made or 5 rounds pass. Watery doom has
no effect on targets that do not breathe air (or do not breathe at all).
Tempest
Requirements: Primal Lightning Arcana (Journeyman)
Spell Type: Attack
MP Cost: 11+
Casting Time: Major Action
Target Number: 17
Test: Constitution (Stamina) vs. Spellpower
You create a small electrical storm centered anywhere within 40 yards, with a radius of 4 yards. Anyone in the storms area suffers 2d6 +
Willpower penetrating damage from lightning. Targets that make a successful Constitution (Stamina) test vs. your Spellpower only suffer
1d6 penetrating damage. The storm only lasts a single round, but you may extend its duration another round by spending 10 MP as a free
action at the start of your subsequent turns. If you extend the spell, all creatures in the radius immediately suffer its effects again.
Chain Lightning
Requirements: Primal Lightning Arcana (Master)
Spell Type: Attack
MP Cost: 15+
Casting Time: Major Action
Target Number: 17
Test: Constitution (Stamina) vs. Spellpower
Lightning leaps from your outstretched hand or staff to a target of your choice within 30 yards. It then arcs to up to five secondary targets of
your choice within 10 yards of the primary target. You must pay 3 MP for each target beyond the first (declare secondary targets before you
roll to complete the spell). The primary target suffers 3d6 + Intelligence penetrating damage, while secondary targets each suffer 2d6 +
Intelligence penetrating damage. Any target that makes a successful Constitution (Stamina) test vs. your Spellpower reduces their damage
by one die (thus the primary target would suffer only 2d6 + Intelligence penetrating damage and secondary targets would suffer only 1d6 +
Intelligence penetrating damage).
Lightning Arcana
Novice: You learn the spells jolt and shock blast.
Journeyman: You learn the spell lightning bolt. You also gain the focus Intelligence (Lightning Arcana).
Master: You learn the spell chain lightning. You can also choose one spell stunt you can perform for 1 SP when casting
Lightning Arcana spells.
Jolt
Requirements: Lightning Arcana (Novice)
Spell Type: Attack
MP Cost: 3
Casting Time: Major Action
Target Number: 11
Test: Constitution (Stamina) vs. Spellpower
You jolt one visible character within 10 yards of you. The target takes 2 penetrating damage and must succeed in a Constitution (Stamina)
test vs. your Spellpower or become stunned. On his next turn a stunned character cannot take a major action; only a single minor action is
allowed.
Shock Blast
Requirements: Lightning Arcana (Novice)
Spell Type: Attack
MP Cost: 4
Casting Time: Major Action
Target Number: 13
Test: Constitution (Stamina) vs. Spellpower
Electricity arcs from your hands or your arcane device, shocking enemies in a 6-yard by 6-yard area. Anyone in this area takes 1d6 +
Willpower penetrating damage. Targets that make a successful Constitution (Stamina) test vs. your Spellpower only take 1d6 penetrating
damage.
Chain Lightning
Requirements: Lightning Arcana (Master)
Spell Type: Attack
MP Cost: 12
Casting Time: Major Action
Target Number: 17
Test: Constitution (Stamina) vs. Spellpower
This spell is similar to lightning bolt but it can affect multiple targets by arcing from one to the next. You pick a single visible character
within 20 yards of you. It affects that target and an additional number of characters equal to the result of the casting rolls Stunt Die. They
must all be within 10 yards of the original target. Chain Lightning inflicts 2d6 + Willpower penetrating damage. Targets that make a
successful Constitution (Stamina) test vs. your Spellpower only take 1d6 + Willpower penetrating damage.
Air Arcana
Novice: You learn the spells Protective winds and Voices on the wind.
Journeyman: You learn the spell Wind Blast. You also gain the focus Intelligence (Air Arcana).
Master: You learn the spell Winds of flight. You can also choose one spell stunt you can perform for 1 SP when casting Air
Arcana spells.
Protective Winds
Requirements: Air Arcana (Novice)
Spell Type: Defense
MP Cost: 4
Casting Time: Major Action
Target Number: 10
Test: None
You summon up a whipping wind that circles about you and protects you from harm. You gain a +2 to your Defense vs. ranged attacks.
Anyone adjacent to you (friend or foe) suffers a 1 penalty when making melee attacks. Protective winds last until the end of the encounter.
Wind Blast
Requirements: Air Arcana (Journeyman)
Spell Type: Attack
MP Cost: 8
Casting Time: Major Action
Target Number: 14
Test: Strength (Might) vs. Spellpower
You send a powerful gust of wind from your outstretched hands or arcane device. The wind blast is 6 yards long and 4 yards wide. Anyone
caught inside it must make a Strength (Might) test vs. your Spellpower or be knocked prone. The wind will also send light objects flying, blow
out candles, etc.
Winds of Flight
Requirements: Air Arcana (Master)
Spell Type: Utility
MP Cost: 10+
Casting Time: Major Action
Target Number: 15
Test: None
You summon winds that bear you aloft. You gain a flying Speed of 8 + Willpower. You must use the rules for flying found in Chapter 2: Basic
Rules, though you retain your land speed while on the ground. Winds of flight lasts for 1 hour and you can extend it for up to 5 hours for a
cost of 2 MP per hour.
Weather Arcana
Novice: You learn the spells Sunbeam and Wind Weaving.
Journeyman: You learn the spell Wind Wall. You also gain the focus Intelligence (Weather Arcana).
Master: You learn the spell Weather Weaving. You can also choose one spell stunt you can perform for 1 SP when casting
Weather Arcana spells.
Sunbeam
Requirements: Weather Arcana (Novice)
Spell Type: Attack
MP Cost: 5
Casting Time: Major Action
Target Number: 12
Test: Dexterity (Acrobatics) vs. Spellpower
You focus sunlight into an intense beam of heat and light on a single target dealing 1d6 + Willpower penetrating damage and temporarily
blinding it. The blinded creature takes a -2 penalty on its attack roll and Defense. The blinded creature may make a Perception (Seeing) TN 13
test each turn as a free action to cancel the blinding effect. The target creature may take a Dexterity (Acrobatics) test vs. your Spellpower
when the spell is cast at it to take only 1d6 penetrating damage and avoid being blinded. The caster must be in sunlight to cast this spell.
Wind Weaving
Requirements: Weather Arcana (Novice)
Spell Type: Utility
MP Cost: 5
Casting Time: 1 minute
Target Number: 14
Test: None
You cause the wind to blow in whatever direction you wish, with force up to a stiff gust: strong enough to blow out candles and other small
open flames, and to scatter light debris like leaves or paper. You can direct the wind for up to an hour, although changing its direction or
intensity requires a major action each time you do so. Among other things, wind weaving is used to propel sailing vessels without the need to
rely on the often-fickle nature of the weather, and to calm winds that might otherwise prove disruptive.
Wind Wall
Requirements: Weather Arcana (Journeyman)
Spell Type: Attack
MP Cost: 6
Casting Time: Major Action
Target Number: 13
Test: Strength (Might) vs. Spellpower
You create a wall of furious wind protecting your position. The wall is 6 yards long and 1 yard wide and lasts until the end of the encounter.
You may end it early as a free action. If the spell is cast more than once during an encounter, you may link together the sections into one
continuous wall. The wind wall prevents every non-magical projectile to pass through it. Any creature passing or attacking through it must take
a Strength (Might) test vs. your Spellpower or be knocked prone and pushed back on the side of the wall it came from.
Weather Weaving
Requirements: Weather Arcana (Master)
Spell Type: Utility
MP Cost: 8
Casting Time: 1 hour
Target Number: 16
Test: None
You shape and direct the weather in an area with a radius equal to your Willpower in miles. You can choose any natural weather condition
normally possible in the area for the given time of year (so you cannot make it snow in the middle of summer, for example, or rain in the
desert). The weather forms within eight hours of your casting, so generally only limited changes are possible. You can make it warmer or
colder by about 20 degrees Fahrenheit (12 degree Celsius), cause it to rain or snow (or stop doing so), or make the sky
overcast or clear. Multiple castings (and expenditures of mana) over multiple days can extend the spells effect, creating more dramatic
shifts in the weather. Note that you do not control the weather from moment to moment. Once you have set it in motion, it follows its natural
course.
Earth Arcana
Novice: You learn the spells rock blast and stone cloak.
Journeyman: You learn the spell earth speed. You also gain the focus Intelligence (Earth Arcana).
Master: You learn the spell earthquake. You can also choose one spell stunt you can perform for 1 SP when casting Earth
Arcana spells.
Stone Cloak
Requirements: Earth Arcana (Novice)
Spell Type: Defense
MP Cost: 3
Casting Time: 1 minute
Target Number: 10
Test: None
Your clothing takes on the toughness of stone while remaining pliable. Stone cloak gives you an Armor Rating equal to your Willpower
ability for 1 hour. If you are wearing regular armor, stone cloak has no effect. You can only cast this on yourself.
Earth Speed
Requirements: Earth Arcana (Journeyman)
Spell Type: Utility
MP Cost: 6
Casting Time: Major Action
Target Number: 13
Test: None
You let the earth swallow and transport you, re-emerging anywhere within 30 yards that you can see. You must be standing on dirt when
you cast the spell and you must emerge from the dirt as well.
Earthquake
Requirements: Earth Arcana (Master)
Spell Type: Attack
MP Cost: 11+
Casting Time: Major Action
Target Number: 17
Test: Dexterity (Acrobatics) vs. Spellpower
The ground bucks and rolls in an area with a 6-yard radius anywhere you choose within 30 yards. Anyone caught in the area suffers a 2
penalty to Defense and a 5 penalty to Speed for one round. They must also succeed on a Dexterity (Acrobatics) test vs. your Spellpower
or fall prone. This spell normally lasts for one round but for 5 MP, paid at the start of your subsequent turns as a free action, you may
extend the duration by an additional round.
Stone Arcana
Novice: You learn the spells Rock Armor and Stonefist.
Journeyman: You learn the spell Pit. You also gain the focus Intelligence (Stone Arcana).
Master: You learn the spell Petrify. You can also choose one spell stunt you can perform for 1 SP when casting Stone
Arcana spells.
Rock Armor
Requirements: Stone Arcana (Novice)
Spell Type: Defense
MP Cost: 3-8
Casting Time: 1 minute
Target Number: 10
Test: None
Your skin becomes as hard as stone and protects you from harm. Rock armor has an Armor Rating equal to your Willpower ability.
The spell lasts for 1 hour but its duration can be extended by spending additional mana points. F or each additional MP spent
beyond the first 3, rock armor remains in effect for another hour, to a maximum of 6 hours total. A mage wearing regular armor
gains no benefit from this spell. You can only cast this on yourself.
Pit
Requirements: Stone Arcana (Journeyman)
Spell Type: Utility
MP Cost: 14
Casting Time: Major Action
Target Number: 15
Test: Dexterity (Acrobatics) vs. Spellpower
You magically carve a pit into the bare earth or nearby stone, up to 4 yards long by 4 yards wide by 4 yards deep. Subjects standing
on the affected ground must succeed at a Dexterity (Acrobatics) test vs. your Spellpower or fall prone into the pit. Climbing out of
the pit requires a minor action.
Petrify
Requirements: Stone Arcana (Master)
Spell Type: Attack
MP Cost: 15
Casting Time: Major Action
Target Number: 19
Test: Constitution (Stamina) vs. Spellpower
You turn a single target within 30 yards to stone unless they succeed on a Constitution (Stamina) test vs. your Spellpower.
A petrified character gains a +5 Armor Rating, but has their Defense reduced to 7 and may take no actions on their turn. They are
not subject to a coup de grace. Petrified subjects may take no actions except to reattempt their test at the start of their turns until
they succeed and overcome the spell.
Hieromancy Arcana
Novice: You learn the spells (Grasp) & (Oust)
Journeyman: You learn (Suppression Bonds). Gain the focus Intelligence (Hieromancy Arcana)
Master: You learn the spell (Celestial Flare). You can Choose 1 spell stunt you can perform for -1 SP when casting
Hieromancy Arcana Spells.
Grasp
Requirement: Hieromancy Arcana (Novice)
Spell Type: Attack
MP Cost: 4
Casting: Major Action
Target Number: 13
Test: Dexterity (Acrobatics) vs Spellpower
Chains of white light erupt from the ground that the Target is standing on. Ensnaring them and restricting their movements. The Target
must make a Dexterity (Acrobatics) test against the caster's Spellpower. Failure reduces the targets speed to 1 and they are unable to make
an attack, or fire ranged weapons. Mages can still cast Spells but suffer Strain (5) to their casts. A Target ensnared by this spell can make a
Strength (Might) check against Spellpower as a major action to break free from the chains.
Oust
Requirement: Hieromancy Arcana (Novice)
Spell Type: Attack
MP Cost: 5
Casting: Major Action
Target Number: 14
Test: Dexterity (Acrobtics) or Strength (Might) vs Spell Power
Create an orb of condensed pressure that can be fired at a target 10 yards away. The target must make a Dexterity (Acrobatics) or
Strength (Might) check against the caster's spellpower. Failure leads to being knocked prone and 1d6 of damage.
Suppression Bonds
Requirement: Hieromancy Arcana (Journeyman)
Spell Type: Attack
MP Cost: 7
Casting: Major Actions
Target Number: 15
Test: Dexterity (Acrobatics) vs Spellpower
Shackles of white light erupt from the ground within a 6 yards by 6 yards square area within 2 yard range of the caster. This can then be
launched at multiple targets within a 8 yard range. Targets caught within the path must make Dexterity (Acrobatics) check against the
caster's Spellpower. Failure leads to the targets cuffed with heavy shackles around their wrists, ankles, and neck, causing a -2 to any Fighting
or Accuracy tests, and prevents Mages from casting by silencing their voice. Targets must then spend a major action to roll either a
Strength (Might) or Willpower (Faith and/or Self Discipline) test to be free of the debilitating shackles.
Celestial Flare
Requirement: Hieromancy Arcana (Master)
Spell Type: Attack
Casting: Major Action
MP Cost: 10
Target Number: 16
Test: Willpower (Self-Discipline) vs Spellpower.
The chosen target's life force is manipulated and brought to the surface in a brilliant flash! A chosen target must make a Willpower (selfdiscipline) check against the caster's Spellpower to resist the influence. Failure leads to receiving 3d6 worth of damage, being burnt and
knocked prone. Targets caught near the chosen target must also make a Perception (Seeing) check against the caster's Spellpower. Failure
leads to being temporarily blinded for 30 seconds (2 Rounds) and being unable to take any actions beside " Defend ", "Guard-up", and "
Stand Firm ".
http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium
Necromancy Arcana
Novice: You learn the spells Drain Essence and Voices of the Dead.
Journeyman: You learn the spell Animate Corpse. You also gain the focus Intelligence (Necromancy Arcana).
Master: You learn the spell Summon Spectre. You can also choose one spell stunt you can perform for -1SP when casting
Necromacy Arcana spells.
Death Syphon
Requirements: Necromancy Arcana (Novice)
Spell Type: Utility
MP Cost: 7
Casting Time: Major Action
Target Number: 15
Test: None
You draw upon nearby entropic energy to replenish your own mana. Any living creature that dies within 6 yards of you while this spell is active
restores a number of your spent mana points equal to the creatures Willpower, with a minimum of 1. It cannot bring you above your normal
full complement of mana points. Death syphon lasts for a number of rounds equal to your Intelligence ability.
Animate Corpse
Requirements: Necromancy Arcana (Journeyman)
Spell Type: Utility
MP Cost: 10
Casting Time: Major Action
Target Number: 13
Test: None
You raise up a walking dead corpse (see Chapter 9: Adversaries) from a dead body or burial site within 10 yards of you. It is friendly to you and
obedient to your commands for the duration of the encounter.
At the end of the encounter the spirit returns to the grave unless another 10 MP is spent, where it becomes bound to the world. An
earthbound walking dead is still bound to obey you. You may have a number of walking dead under your control equal to your Willpower. Any
additional bound walking dead will not obey you although they will not be hostile to you unless provoked.
Summon Spectre
Requirements: Necromancy Arcana (Master)
Spell Type: Utility
MP Cost: 15
Casting Time: Major Action
Target Number: 15
Test: None
You summon forth a Spectre (see Chapter 9: Adversaries) from a dead body or burial site within 10 yards of you. It is friendly to you and
obedient to your commands for the duration of the encounter.
At the end of the encounter the spirit returns to the grave unless another 15 MP is spent, where it becomes bound to the world. An
earthbound spectre is still bound to obey you. You may have a number of spectres under your control equal to your Willpower. Any additional
bound Spectres will not obey you although they will not be hostile to you unless provoked.
Death Arcana
Novice: You learn the spells Drain Life and Death Magic.
Journeyman: You learn the spell Curse if Mortality. You also gain the focus Intelligence (Death Arcana).
Master: You learn the spell Death Cloud. You can also choose one spell stunt you can perform for 1 SP when casting
Death Arcana spells.
Drain Life
Requirements: Death Arcana (Novice )
Spell Type: Attack
MP Cost: 4
Casting Time: Major Action
Target Number: 12
Test: Constitution (Stamina) vs. Spellpower
You suck life energy out of a visible target within 10 yards to heal yourself. The target takes 1d6 + Willpower penetrating damage and you
are healed by the same amount. Note this only heals damage you have suffered; it doesnt give you bonus Health above your normal
amount. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, the penetrating damage is only 1d6.
Death Magic
Requirements: Death Arcana (Novice)
Spell Type: Enhancement
MP Cost: 7
Casting Time: Major Action
Target Number: 15
Test: none
You draw upon the residual life force of the dying to replenish your own. Any living creature that dies within 6 yards of you while this
spell is active heals damage to your Health equal to the creatures Constitution, with a minimum of 1. It cannot bring you above your
unwounded Health, however. Death magic lasts for a number of rounds equal to your Willpower.
Curse if Mortality
Requirements: Death Arcana (Journeyman)
Spell Type: Attack
MP Cost: 15
Casting Time: Major Action
Target Number: 19
Test: Constitution (Stamina) vs. Spellpower
This spell forces a single enemy ever closer to its inevitable death. The subject suffers 2d6 + Willpower penetrating damage initially, and
1d6 + Willpower damage at the start of each of their turns. Additionally, they cannot regain Health by any means. The effects of this curse
last for a number of rounds equal to your Willpower ability. If the target makes a successful Constitution (Stamina) test vs. your
Spellpower when the spell is cast, they instead suffer 1d6 penetrating damage per turn and can regain Health as usual.
Death Cloud
Requirements: Death Arcana (Master)
Spell Type: Attack
MP Cost: 20+
Casting Time: Major Action
Target Number: 21
Test: Constitution (Stamina) vs. Spellpower
You unleash a cloud of entropic energy with a 6-yard radius centered anywhere within 50 yards. Anyone, be they ally or enemy, who enters
the cloud or starts their turn in it suffers 3d6 + Willpower penetrating damage. Targets who make a successful Constitution (Stamina)
test vs. your Spellpower only suffer 2d6 penetrating damage. This spell normally lasts for one round but for 10 MP, paid at the start of
your subsequent turns as a free action, you may extend the duration by an additional round.
Entropy Arcana
Novice: You learn the spells Drain Life and Decompose.
Journeyman: You learn the spell Death Magic You also gain the focus Intelligence (Entropy Arcana).
Master: You learn the spell Entropic Cloud. You can also choose one spell stunt you can perform for 1 SP when casting Entropic
Arcana spells.
Walking Bomb
Requirements: Entropy Arcana (Novice)
Spell Type: Attack
MP Cost: 4
Casting Time: Major Action
Target Number: 13
Test: Constitution (Stamina) vs. Spellpower
You infuse the blood of an opponent within 10 yards with a corrosive poison. The round you cast it, walking bomb inflicts 1d6+1 penetrating
damage. While the spell is in effect, the target must make a Constitution (Stamina) test vs. your Spellpower at the start of each of their turns. If
successful, the spell ends. If the test is failed, the target takes another 1d6+1 penetrating damage. Should the spells damage reduce the targets
Health to 0, they explode in a spray of blood, flesh, and bones. Anyone within 4 yards of the exploding victim takes 2d6 damage.
Decompose
Requirements: Entropy Arcana (Novice)
Spell Type: Utility
MP Cost: 5
Casting Time: One Minute
Target Number: 12
Test: None
By tracing mystic glyphs over the subject, which may be any single piece of non-living organic material, you speed up the natural process of its
decay. Once your casting is finished, every second that passes is the equivalent of a day for the subject. So in a minutes time, it decays as if two
months have passed. In an hour, it decays nearly ten years! This continues until the object is reduced to dust. You can halt the decomposition with
a glyph of preservation, but the subject decays some ten months in just the time it takes to cast that spell, and if the glyph of preservation wears
off the accelerated decay continues where it left off, at the same rate. Decompose cant be dispelled; its effects are permanent
Entropic Cloud
Requirements: Entropy Arcana (Master)
Spell Type: Enhancement
MP Cost: 20
Casting Time: Major Action
Target Number: 19
Test: Willpower (Morale) vs. Spellpower
The chaos of battle is yours to command as you extend a cloud of entropic energy 20 yards in radius from your own body. Allies in the cloud enjoy
a +2 bonus to all attacks and receive +1 SP on all rolls that generate stunt points. Enemies in the cloud receive a 2 penalty to all attacks and 1 SP
on all rolls that generate stunt points unless they succeed at a Willpower (Morale) test vs. your Spellpower. This spell lasts until the
end of the encounter.
Hex Arcana
Novice: You learn the spells Vulnerability Hex and Affliction Hex.
Journeyman: You learn the spell Misdirection Hex.
Master: You learn the spell Death Hex. You can also choose one spell stunt you can perform for -1 SP when casting Hex Arcana
spells
Vulnerability Hex
Requirements: Hex Arcana (Novice)
Spell Type: Attack
MP Cost: 4
Casting Time: Major Action
Target : 12
Test: Willpower (Faith) vs. Spellpower
You curse a visible target within 20 yards, making them more vulnerable to attacks and spells. Until the end of the encounter, the target
suffers a 1 penalty to Defense and a 2 penalty on ability tests vs. Spellpower. A target that makes a successful Willpower (Faith) test vs.
your Spellpower only suffers the Defense penalty. A character can only be subject to one vulnerability hex at a time.
Affliction Hex
Requirements: Hex Arcana (Novice)
Spell Type: Attack
MP Cost: 7
Casting Time: Major Action
Target Number: 14
Test: Willpower (Faith) vs. Spellpower
You curse a visible target within 30 yards and all other foes within 10 yards of your target. Until the end of the encounter, those affected by
the affliction hex have a 2 penalty to all tests against Spellpower. A primary target who makes a successful Willpower (Faith) test against
your Spellpower suffers only a 1 penalty and completely negates the effects on the secondary targets. Secondary targets may also make
Willpower (Faith) resistance tests to negate their own penalties entirely, but their individual successes or failures only affect themselves. It
doesnt matter whether a given target is a primary or secondary target of an affliction hex; additional castings of the same spell while the
original castings duration persists have no effect on the target (see Stacked Spells and Effects).
Misdirection Hex
Requirements: Hex Arcana (Journeyman)
Spell Type: Attack
MP Cost: 10
Casting Time: Major Action
Target Number: 15
Test: Willpower (Courage) vs. Spellpower
Fortune turns against the subject of this spell at every opportunity, making their attacks all but fruitless. Until the end of the encounter, a
single enemy within 30 yards suffers a 2 penalty to attack rolls and cannot generate stunt points. The subject may make a Willpower
(Courage) test vs. your Spellpower as a free action at the start of each of their turns to end the spell. Otherwise, the effects end after a
number of rounds equal to your Intelligence.
Death Hex
Requirements: Hex Arcana (Master)
Spell Type: Attack
MP Cost: 17
Casting Time: Major Action
Target Number: 18
Test: Willpower (Morale) vs. Spellpower
You curse an enemy within 30 yards to suffer mightily from each strike upon them. Until the end of the encounter, all attacks made against
the target gain a +3 bonus, deal +3 damage, and automatically generate +2 Stunt Point on a hit, even if doubles arent rolled. The subject can
end the effects with a successful Willpower (Morale) test vs. your Spellpower, made on its turn. The spell otherwise ends after a number of
rounds equal to your Intelligence.
Infernal Arcana
Novice: You learn the spells Hellfire Blast and Corrupted Wound.
Journeyman: You learn the spell Abyssal Retaliation. You also gain the focus Intelligence (Infernal Arcana).
Master: You learn the spell Call Forth Demon. You can also choose one spell stunt you can perform for -1SP when casting
Infernal Arcana spells.
Hellfire Blast
Requirements: Infernal Arcana (Novice)
Spell Type: Attack
MP Cost: 4
Casting Time: Major Action
Target Number: 12
Test: None
You unleash a blast of black fire in a 2 yards radius within 12 yards. Those hit by this blast take 1d6 + Willpower damage and make a Dexterity
(Acrobatics) vs. Spellpower test. On a failure, the target takes a -2 penalty to Defense until the start of their next turn.
Corrupted Wound
Requirements: Infernal Arcana (Novice)
Spell Type: Attack
MP Cost: 3
Casting Time: Minor Action
Target Number: 10
Test: Constitution (Stamina) vs. Spellpower
A foul curse that corrupts immediate wounds. Any damage the target takes by the end of the turn cannot be healed by any means save sleep
(healing spells on the target can be used at twice the MP cost). If the target succeeds on a Constitution (Stamina) vs. Spellpower test, only
penetrating damage is cursed.
Abyssal Retaliation
Requirements: Infernal Arcana (Journeyman)
Spell Type: Defense
MP Cost: 6+
Casting Time: Major Action
Target Number: 13
Test: None
You call up dark magics to take a terrible vengeance on any who do you harm. When you cast this spell you are covered by a crimson smoke.
Until the end of the turn, anyone who damages you must take a Constitution (Stamina) vs. Spellpower test and take 1d6 damage on a failure.
You can extend this up to 5 turns by spending an additional 1 MP per turn.
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Demonology Arcana
Novice: You learn the spells Demon's Claws and Demon's Hide.
Journeyman: You learn the spell Hellfire. You also gain the focus Intelligence (Demonology Arcana).
Master: You learn the spell Demon's Wings. You can also choose one spell stunt you can perform for -1 SP when casting
Demonology Arcana spells.
Demon's Claws
Requirements: Demonology Arcana (Novice)
Spell Type: Enhancement
MP Cost: 4
Casting Time: Major Action
Target Number: 11
Test: None
The caster's fingers and nails elongate and sharpen into wicked claws. They deal damage equal to 1d6 + Strength. The spells lasts for the
combat scene or until no longer needed (i.e. used in an intimidation attempt). The caster can also use the Bleed stunt for 2 stunt points
which causes the target to bleed 1 HP per round until healed by magic or a First Aid check. Bleed stunts are cumulative.
Demon's Hide
Requirements: Demonology Arcana (Novice)
Spell Type: Enhancement
MP Cost: 4
Casting Time: Major Action
Target Number: 12
Test: None
The caster's skin thickens and changes color/texture (description from caster) to a more demon-like appearance. It provides an Armor
bonus equal to the caster's Willpower score, or 2, whichever is higher. The spell lasts for the combat scene. Demon's Hide also provides
immunity to the Demonic Eruption spell.
Demonic Eruption
Requirements: Demonology Arcana (Journeyman)
Spell Type: Attack
MP Cost: 8
Casting Time: Major Action
Target Number: 13
Test: Dexterity (Acrobatics) vs. Spellpower
The caster can spit/breathe/hurl (caster's description) a dark red fire. It does 3d6 plus Willpower score in damage. The fire lingers for 2
rounds, doing 2d6 plus Willpower then 1d6 plus Willpower in respective rounds.
The fire effects an area 4 yards wide by 10 yards long. The caster is only immune if they have Demon Skin active. All other characters can be
affected. Anyone who saves has leapt out of the way, if figures are being used, move them out of the area.
Demon's Wings
Requirements: Demonology Arcana (Master)
Spell Type: Enhancement
MP Cost: 10
Casting Time: Major Action
Target Number: 14
Test: None
Thick, leathery wings burst from the caster's back, allowing flight. The caster is slow (6 + Dexterity) and not very maneuverable, but they can
carry twice their weight. They are also able to use the Knock Prone stunt for 3 stunt points. If the caster loses 75% of their HP they can no
longer fly. If they are in flight they will fall, possibly taking more damage.
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Mind Arcana
Novice: You learn the spells mind reading and suggestion.
Journeyman: You learn the spell change memory. You also gain the focus Intelligence (Mind Arcana).
Master: You learn the spell Dominate. You can also choose one spell stunt you can perform for -1 SP when casting Mind Arcana
spells.
Mind Reading
Requirement: Mind Arcana (Novice)
Spell Type: Utility
MP Cost: 4+
Casting Time: Major Action
Target Number: 12
Test: None / Willpower (Self-Discipline) vs. Spellpower
When casting this spell, you become aware of any unusually high emotions within a radius of 20 yards. As a major action you can focus on the
thought of any mind detect this way or of any creature you can see within the area and attempt to sense its thoughts. For each such attempts the
target makes a Willpower (Self-Discipline) test against your Spellpower to resist your intrusion. If the test fails you learn what the target is
thinking about and you might be able to pick up some names or faces, but mostly you are limited to sensing emotions and the topic of its thoughts
and cannot pick out specific details. You can maintain the spell for as long as you want, but for each additional round after the first you have to
spend another Magic Point.
Suggestion
Requirement: Mind Arcana (Novice)
Spell Type: Utility
MP Cost: 6
Casting Time: Major Action
Target Number: 14
Test: Willpower (Self-Discipline) vs. Spellpower
You put a single command into the mind of the target of your spell that compels it to perform a specific order either at a set time or the first time
a specified situation happens within the next hour. If the order is something the target would never do voluntarily, it gets another Willpower
(Self-Discipline) test against your Spellpower to resist obeying it. If the spell is successful, the target immediately forgets that it was given the
order and will not be able to explain why it did what it was compelled to do.
Change Memory
Requirement: Mind Arcana (Journeyman)
Spell Type: Utility
MP Cost: 6
Casting Time: Major Action
Target Number: 16
Test: Willpower (Self-Discipline) vs. Spellpower
You touch the target and make it forget a memory of an event that may have happened as much as a number of hours ago as your Willpower
score. You can also change a memory that has happened within that time span or create a new one. Alternatively, you can restore a memory that
has been altered or magically or otherwise lost and make the target of the spell remember it correctly.
Dominate
Requirement: Mind Arcana (Master)
Spell Type: Utility
MP Cost: 20
Casting Time: Major Action
Target Number: 19
Test: Willpower (Self-Discipline) vs. Spellpower
The target of the spell becomes compelled to obey any verbal order given by you as best as it can. Any time the target is ordered to do something
that would cause serious harm to its friends and allies, put itself at extreme risk, or would force it to do something it would never do willingly, it
can make another Willpower (Self-Discipline) test against your Spellpower to end the spell. What the target considers a great danger to itself or
its friends depends on how it perceives the situation and it can be tricked into breaking the spell even if no actual threat is present. You can order
the target to not reveal that it is compelled by your spell to others in any way or to trust you and don't worry about being enspelled, but you may
choose not to do so for whatever reasons you might have.
http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium
Spirit Arcana
Novice: You learn the spells Dream Sending and Invigorate.
Journeyman: You learn the spell Hallucination. You also gain the focus Intelligence (Spirit Arcana).
Master: You learn the spell Dowse. You can also choose one spell stunt you can perform for 1 SP when casting Spirit Arcana
spells.
Dream Sending
Requirements: Spirit Arcana (Novice)
Spell Type: Utility
MP Cost: 7
Casting Time: 5 minutes
Target Number: 15
Test: None
You send a dream across the Fade to a particular subject, who must be known to you. When the subject next dreams, it will be the dream
you have sent. You can script the general events of the dream, including things like conversations, but you do not become aware of the
subjects reactions and are not truly interacting with them. You can use a dream sending to carry a message or convey information, or to
display imagery meant to incite emotional reactions. Generally, the content of a dream sending cannot be longer than an hour or so. While
the dream may influence the subjects decision making (providing a particular omen or key piece of information, for example) it does not
exert any direct power over the subjects mind or will. Dream sending does not work on subjects that do not dream, such as dwarves or the
Tranquil.
Invigorate
Requirements: Spirit Arcana (Novice)
Spell Type: Utility
MP Cost: 4
Casting Time: Major Action
Target Number: 14
Test: None
You emit waves of mana, bolstering your allies minds. Allies within 10 yards of you get +1 SP whenever they generate stunt points. You may
spend 1 MP at the start of each of your turns to extend the effects for another round; otherwise they end at the beginning of your turn.
Hallucination
Requirements: Spirit Arcana (Journeyman)
Spell Type: Attack
MP Cost: 15
Casting Time: 1 minute
Target Number: 15
Test: Perception (Hearing, Seeing, or Smelling) vs. Spellpower
You conjure, in the mind of a subject within 30 yards, an optical, auditory, and olfactory hallucination that can appear to be no wider or taller
than your Willpower ability in yards. Add additional targets for 5 MP each. Targets must succeed at a Perception (Hearing, Seeing, or
Smelling) test vs. your Spellpower to realize the illusory nature of the sight. Touching the hallucination automatically reveals the ruse but
does not end the spell unless you want it to. The hallucination lasts for as long as you spend free actions to concentrate on it.
Dowse
Requirements: Spirit Arcana (Master)
Spell Type: Utility
MP Cost: 10
Casting Time: 1 minute
Target Number: 17
Test: None
You extend your senses throughout a 100-yard radius in order to locate a desired object. This spell may be used to locate any one of a type
of item (for example, a nearby source of clean water or the nearest item of jewelry) or one particular item (for example, the Cauld Creek or
your uncles lost signet ring). You must be familiar enough to picture in mind any specific item you intend to find with this spell. The GM
may immediately reveal the location of the object, if it is within range, or grant you 5 SPs to spend immediately on exploration stunts.
Nightmare Arcana
Novice: You learn the spells Daze and Horror.
Journeyman: You learn the spell Sleep. You also gain the focus Intelligence (Nightmare Arcana).
Master: You learn the spell Death Cloud. You can also choose one spell stunt you can perform for 1 SP when casting
Nightmare Arcana spells.
Daze
Requirements: Nightmare Arcana (Novice)
Spell Type: Attack
MP Cost: 2
Casting Time: Major Action
Target Number: 11
Test: Willpower (Self-Discipline) vs. Spellpower
You ensorcell one visible target within 10 yards. A target that makes a successful Willpower (Self-Discipline) test vs. your Spellpower is
slightly confused and suffers a 1 penalty on all ability tests until the beginning of your next turn. A target that fails the test suffers the same
penalty and cannot take any actions on their next turn.
Horror
Requirements: Nightmare Arcana (Novice)
Spell Type: Attack
MP Cost: 8
Casting Time: Major Action
Target Number: 17
Test: Willpower (Courage) vs. Spellpower
You overwhelm a visible target within 20 yards with a blast of sheer terror. Until the target succeeds on a Willpower (Courage) test vs. your
Spellpower, they can do nothing but cower in fear. A target failing the initial test may try again at the start of each of their turns.
Sleep
Requirements: Nightmare Arcana (Journeyman)
Spell Type: Attack
MP Cost: 15
Casting Time: Major Action
Target Number: 19
Test: Willpower (Self-Discipline) vs. Spellpower
Enemies within 10 yards of a point you choose within 30 yards of you are overcome with heavy drowsiness, falling asleep on their feet unless
they succeed at a Willpower (Self-Discipline) test vs. your Spellpower. Targets that fail the initial test may make another test on each of
their turns until they awaken. Sleeping targets have a Defense of 10, but are not subject to a coup de grace. Any damage immediately
awakens a subject.
Waking Nightmare
Requirements: Nightmare Arcana (Master)
Spell Type: Attack
MP Cost: 20
Casting Time: Major Action
Target Number: 17
Test: Willpower (Self-Discipline) vs. Spellpower
You trap a single enemy within 20 yards in a waking nightmare. Until it succeeds at a Willpower (Self-Discipline) test vs. your Spellpower,
the target falls into a fugue and attacks your enemies to the best of its ability. A target already asleep when affected by this spell takes a 3
penalty to its initial test. The target may make another test on each of its subsequent turns until it awakens.
Illusion Arcana
Novice: You learn the spells simple illusion and illusory mask.
Journeyman: You learn the spell invisibility. You also gain the focus Intelligence (Illusion Arcana).
Master: You learn the spell grand illusion. You can also choose one spell stunt you can perform for -1 SP when casting Illusion
Arcana spells.
Simple Illusion
Requirement: Illusion Arcana (Novice)
Spell Type: Utility
MP Cost: 3+
Casting Time: Major Action
Target Number: 8
Test: Perception (Seeing) vs Spellpower
Create a roughly human sized illusion (or smaller) within 20 yards of you. It cannot move from its spot but can incorporate movements into it
(such as waving and shuffling it's feet, but not walking around). The caster can incorporate sounds into the illusion for an additional 2 MP at
the time of casting. The illusion can be programmed with a set motion, or controlled if the caster stays within range. The illusion lasts for 1
minute and you can extend it for up to 10 minutes for a cost of 1 MP per minute.
Illusory Mask
Requirement: Illusion Arcana (Novice)
Spell Type: Utility
MP Cost: 4+
Casting Time: Major Action
Target Number: 10 or 13
Test: Perception (Seeing) vs Spellpower
Change the physical appearance and gear of a touched target. If made to look taller, shorter, fatter, or thinner, it is just an illusion so you
interact with the world the same way. The TN is 13 when trying to imitate a specific person. Fail to meet the higher TN, but still get a 10 or
higher and you get an illusion that's close, but anyone who knows who the illusion is supposed to look like will automatically know it's not
really that person, even if they can't see through the illusion. This lasts for 10 minutes and can you can extend it up to 1 hour for a cost of 2 MP
per 10 minutes.
Invisibility
Requirement: Illusion Arcana (Journeyman)
Spell Type: Utility
MP Cost: 12+
Casting Time: 1 Minute
Target Number: 15
Test: Perception (Seeing or Hearing) vs Spellpower
Render a number of creatures, up to your Willpower, invisible to normal sight by touching them. When an invisible creature moves, it leaves a
slight shimmer/warping in the air. If someone makes a successful test and "spots" you, they take a -1 to anything that targets you specifically (-2
if done by hearing). The spell lasts for 1 hour and you can extend it up to 5 hours at the cost of 3 MP per hour. An invisible creature becomes
visible if it takes an aggressive action, successful or not.
Grand Illusion
Requirement: Illusion Arcana (Master)
Spell Type: Utility
MP Cost: 10+
Casting Time: Major Action
Target Number: 15
Test: Perception (Seeing) vs Spellpower
Create a roughly dragon or Giant sized illusion (or smaller) within 50 yards of you. It can make sounds and move as you desire. The illusion
can be programmed with a set motion, or controlled if the caster stays within range.
Alternatively, the illusion can cover a 20 yard radius area of terrain within range of the caster, making a ground where there is none, making it
seem as if the forest is afire, etc.
The illusion lasts for 1 minute and you can extend it for up to 10 minutes for a cost of 2 MP per minute.
http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium
Portal Arcana
Novice: You learn the spells Blink and Portal clash.
Journeyman: You learn the spell Time Trap. You also gain the focus Intelligence (Portal Arcana).
Master: You gain the spell Free fall. You also choose one spell stunt you can perform for -1 SP when casting Portal arcana spells.
Blink
Requirements: Portal Arcana (Novice)
Spell Type: Utility
MP Cost: 2+
Casting Time: Major Action
Target Number: 11
Test: Willpower (Self-Discipline) vs. Spellpower
You can transport horizontally one object, player, or creature up to 1d6 + Willpower yards. An unwilling target may make a test of Willpower
(Self-Discipine) vs. your Spellpower to resist the spell. You can extend the spell by 2 yards per additional 1MP spent.
Portal Clash
Requirements: Portal Arcana (Novice)
Spell Type: Attack
MP Cost: 4
Casting Time: Major Action
Target Number: 13
Test: Strength (Might) vs. Spellpower
You summon one small portal in each of your hand and clash them together. On contact, the two portals create a shock wave dealing 1d6 +
Willpower penetrating damage to every creature within 6 yards of you and gets knocked prone. Targets that make a successful Strength
(Might) test vs. your Spellpower only take 1d6 damage and remain standing.
Time Trap
Requirements: Portal Arcana (Journeyman)
Spell Type: Defense
MP Cost: 7
Casting Time: Major Action
Target Number: 13
Test: Willpower (Self-Discipline) vs. Spellpower
You create an invisible portal 2x2 yards in size on the ground that transports the next creature that steps on it in a timeless dimension. The
target is stuck in that dimension for a number of rounds equal to half of your Willpower rounded down. At the end of that time, it is
transported at the same place and in the same position as it was before getting trapped and is unaware of what happened during its absence. If
there is something or someone in the place of the target when it is transported back, the target takes 2d6 damage as the it is violently
separated of the object or creature. If it is a creature, it takes 1d6 damage. The target may make a Willpower (Self-discipline) vs Spellpower
test every turn to come back from the trap.
Free Fall
Requirements: Portal Arcana (Master)
Spell Type: Attack
MP Cost: 10
Casting Time: Major Action
Target Number: 14
Test: Strength (Might) or Dexterity (Acrobatics) vs. Spellpower
You open a portal right under a target within 4 yards of you. You open a second portal at a height of 3 times the height of your target yards
within 10 yards of you. You can open the second portal anywhere within range, over another creature or a ravine for example. That target falls
from that portal and take 3d6 penetrating damage and if the target falls on a creature, this creature take 2d6 penetrating damage and is also
knocked prone. Both creature may take a Strength (Might) or Dexterity (Acrobatics) whichever is greater vs. Spellpower test to avoid being
knocked prone.
Insect Arcana
Novice: You learn the spells Ant Army and Spider Climb
Journeyman: You learn the spell Summon Wurm. You also gain the focus Intelligence (Insect Arcana).
Master: You learn the spell Stinging Swarm. You can also choose one spellstunt you can perform for 1 SP when casting
Insect Arcana spells
Ant Army
Requirements: Insect Arcana (Novice)
Spell Type: Attack
MP Cost: 5
Casting Time: Major Action
Target Number: 11
Test: None
Ants hamper your foes, biting and swarming them relentlessly. All opponents in a 2 yards radius up to 10 yards away take piercing damage
equal to your intelligence for a number of rounds equal to half your Willpower ability. They must also succeed at Dexterity (Acrobatics) test
vs Spellpower or have their speed reduced by 5.
Spider Climb
Requirements: Insect Arcana (Novice)
Spell Type: Enhancement
MP Cost: 8
Casting Time: Major Action
Target Number: 10
Test: None
You gain the ability to move along vertical surfaces and ceilings for a number of rounds equal to your intelligence.
Summon Wurm
Requirements: Insect Arcana (Journeyman)
Spell Type: Attack
MP Cost: 14
Casting Time: Major Action
Target Number: 14
Test: None
Choose a spot within 16 yards. A large carnivorous wurm bursts from the ground and attacks all enemies that start within 6 yards of it for a
number of rounds equal to your willpower dealing 1D6 + Intelligence damage
Stinging Swarm
Requirements: Insect Arcana (Master)
Spell Type: Attack
MP Cost: 20
Casting Time: Major Action
Target Number: 17
Test: Constitution (Stamina) vs. Spellpower
A swarm of biting insects materializes around a single target within 30 yards. The subject takes 2d6 + Intelligence penetrating damage at the
start of each of their turns for a number of rounds equal to half your Willpower ability. They must also succeed at a Constitution (Stamina)
test vs. your Spellpower each round or suffer a 2 penalty to all attacks and spell-casting tests. If the subject dies before the swarm
dissipates, the swarm moves on to another target (closest) within 20 yards.
https://gamingingotham.wordpress.com/insect-arcana/
Glyph Arcana
Novice: You learn the spells Glyph of Paralysis and Glyph of Warding.
Journeyman: You learn the spell Glyph of Repulsion. You also gain the focus Intelligence (Glyph Arcana).
Master: You learn the spell Glyph of Destruction. You can also choose one spell stunt you can perform for -1 SP when casting
Glyph Arcana spells.
Glyph of Paralysis
Requirements: Glyph Arcana (Novice)
Spell Type: Attack
MP Cost: 3
Casting Time: 1 Minute
Target Number: 10
Test: Constitution (Stamina) vs. Spellpower
You trace your fingers on the ground, creating an invisible glyph that holds a charge of magical power. The fist enemy that moves within 2
yards of the glyphs location triggers it. The target must make a successful Constitution (Stamina) test vs. Spellpower or become paralyzed
for 1d3 rounds. A paralyzed character can take no actions and has a Defense of 7. You can maintain a number of glyphs of paralysis equal to
your Intelligence at any one time. Each glyph is good for one use.
Glyph of Warding
Requirements: Glyph Arcana (Novice)
Spell Type: Defense
MP Cost: 5
Casting Time: Major Action
Target Number: 15
Test: None
You trace an arcane glyph on the ground where you stand with your hand or staff. Allies within 2 yards of the Glyph of Warding gain a +2
bonus to Willpower tests and to their Defense against ranged attacks so long as they remain within the glyphs area. A glyph lasts until the
end of the current encounter. You can maintain a number of different glyphs of warding equal to your Intelligence at any one time (although
this does not allow the effects of multiple glyphs of warding to stack on the same target).
Glyph of Repulsion
Requirements: Glyph Arcana (Journeyman)
Spell Type: Attack
MP Cost: 10
Casting Time: Major Action
Target Number: 15
Test: Constitution (Stamina) vs. Spellpower
You trace a hasty arcane symbol onto the ground in front of you and strike it with all your might, causing a wave of force to send enemies
within 10 yards reeling. All enemies are pushed 10 yards away from you and must succeed at a Constitution (Stamina) or Dexterity
(Acrobatics) test vs. your Spellpower or be knocked prone.
Glyph of Neutralization
Requirements: Glyph Arcana (Master)
Spell Type: Attack
MP Cost: 20
Casting Time: Major Action
Target Number: 17
Test: Willpower (Self-Discipline) vs. Spellpower
The bane of all mages, this magical glyph saps mana from a target and temporarily prevents them from casting spells. The first enemy that
moves within 2 yards of the glyphs location triggers it. The target and anyone within 10 yards is drained of 3d6 + Intelligence MP and must
succeed at a Willpower (Self-Discipline) test vs. your Spellpower or lose the ability to cast spells for 1d3 rounds. You can maintain a number
of active glyphs of neutralization equal to your Intelligence ability at any one time. Each glyph is good for only one use.
Symbol Arcana
Novice: You learn the spells Symbol of Preservation and Symbol of Sealing.
Journeyman: You learn the spell Glyph of Repulsion. You also gain the focus Intelligence (Symbol Arcana).
Master: You learn the spell Symbol of Destruction. You can also choose one spell stunt you can perform for -1 SP when
casting Symbol Arcana spells.
Symbol of Preservation
Requirements: Symbol Arcana (Novice)
Spell Type: Attack
MP Cost: 3
Casting Time: 1 Minute
Target Number: 10
Test: Constitution (Stamina) vs. Spellpower
You trace your fingers on the ground, creating an invisible glyph that holds a charge of magical power. The fist enemy that moves within 2
yards of the glyphs location triggers it. The target must make a successful Constitution (Stamina) test vs. Spellpower or become paralyzed
for 1d3 rounds. A paralyzed character can take no actions and has a Defense of 7. You can maintain a number of glyphs of paralysis equal to
your Intelligence at any one time. Each glyph is good for one use.
Symbol of Sealing
Requirements: Symbol Arcana (Novice)
Spell Type: Utility
MP Cost: 3
Casting Time: 1 minute
Target Number: 11
Test: None
You touch any object that closes, from a door or gate to a jar, drawing a faint symbol that connects its two surfaces. Once the
symbol of sealing is complete, the object is held closed and only you or someone you designated when casting the spell may
open it. For anyone else, the only way to open the seal is by breaking whatever it is inscribed upon, whether smashing open a
jar or breaking down a door. The symbol lasts until the object is opened, after which it must be recast to seal the object again
(assuming it is not destroyed in the process).
Symbol of Storing
Requirements: Symbol Arcana (Journeyman)
Spell Type: Attack
MP Cost: 10
Casting Time: Major Action
Target Number: 15
Test: None
You trace an arcane symbol onto a chosen surface. You can store any spell you know on Novice or Journeyman level. You must cast the
stored spell into the symbol. Anyone that moves within 2 yards of the symbol triggers the spell stored in it.
Symbol of Destruction
Requirements: Symbol Arcana (Master)
Spell Type: Attack
MP Cost: 15
Casting Time: Major Action
Target Number: 15
Test: Dexterity (Acrobatics) vs. Spellpower
You trace an arcane symbol on a surface with your hand or staff the glows with power for a moment then vanishes. The first enemy to come
within 2 yards of the symbol activates it. The symbol explodes dealing 3d6 + Intelligence penetrating damage to everyone within 10 yards. A
successful Dexterity (Acrobatics) test vs your Spellpower causes the glyph do deal 3d6 + Intelligence damage.
Animal Arcana
Novice: You learn the spells Summon Animal Companion and Animal Senses.
Journeyman: You learn the spell Sooth Beasts.
Master: You learn the spell Beastform.
Animal Senses
Requirements: Animal Arcana (Novice)
Spell Type: Enhancement
MP Cost: 4
Casting Time: Major Action
Target Number: 11
Test: None
The caster enhances their sense of smell, sight or hearing. The effect on the caster depends on the sense enhanced and is described in the table
below. The duration of the spell is equal to one hour per willpower but the caster can end the spell at any time. However if the spell is ended
before the total duration the caster must recast again. The number of senses the caster can change at any given time is equal to their Willpower.
However they can only effect one change per sense.
Sooth Animals
Requirements: Animal Arcana (Journeyman)
Spell Type: Utility
MP Cost: 6
Casting Time: Major Action
Target Number: 14
Test: None
The caster can sooth a number of natural wild animals equal
to 1d6+willpower. Once soothed the animals will obey simple
commands from the caster for the duration of the spell.
Examples of such commands would be sleep, stop, attack, leave.
The duration of the spell is 2d6+willpower.
Sense
Effect
Physical Change
Eagle
Sight
Cat Sight
Hounds
Smell
Rabbits
Ears
Beast form
Requirements: Animal Arcana (Master)
Spell Type: Utility
MP Cost: 10
Casting Time: Major Action
Target Number: 15
Test: None
Upon casting this spell the casters body morphs into a natural animal. The duration of the spell is equal to 1d6 + Willpower hours. If the casters
hit points reduce to zero while in Beast form they return to their own form with half the number of hit points they had before casting the spell.
While in Beast form the casters abilities change to that of the animal and they can use any attacks and movement of that animal.
http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium
Creation Arcana
Novice: You learn the spells Spell Wisp and Grease.
Journeyman: You learn the spell Spellbloom. You also gain the focus Intelligence (Mana Arcana).
Master: You learn the spell Stinging Swarm. You can also choose one spell stunt you can perform for 1 SP when casting
Creation Arcana spells.
Spell Wisp
Requirements: Creation Arcana (Novice)
Spell Type: Utility
MP Cost: 3
Casting Time: 1 minute
Target Number: 11
Test: None
You summon a small wisp that floats near you for up to an hour and boosts the power of your spells. While the wisp is aiding you, you gain
a +1 bonus to your Spellpower. The wisp itself is insubstantial and cannot be attacked or touched.
Grease
Requirements: Creation Arcana (Novice)
Spell Type: Utility
MP Cost: 7
Casting Time: Major Action
Target Number: 14
Test: Dexterity (Acrobatics) vs. Spellpower
You create a slick of grease covering an area up to 10 yards in diameter anywhere within 30 yards of you. Anyone within the slick when it is
cast, anyone entering the area, and anyone who moves within the area must make a successful Dexterity (Acrobatics) test against your
Spellpower or fall prone at each of those times, as they apply. Prone characters may crawl normally.
The grease created by this spell is flammable; contact with fire ignites it, immediately causing 1d6 penetrating damage to everyone in the
area. A grease fire burns for rounds equal to your Intelligence before burning out (which expends the grease), and those inside the area
take 1d6 penetrating damage on their turn each round until they exit it. A slick that is not burned persists indefinitely, dispersing only in rain,
when appropriately provisioned characters scour it away, or in similar conditions.
Spellbloom
Requirements: Creation Arcana (Journeyman)
Spell Type: Utility
MP Cost: 8
Casting Time: Major Action
Target Number: 15
Test: None
You conjure a font of magical energy with a 4-yard radius centered anywhere within 50 yards that you can see, and that lasts for a number
of rounds equal to your Willpower ability. Each mage, whether ally or enemy, inside the spellbloom at the beginning of their turn, regains
1d6 MP. As a free action on your turn you may dispel the bloom to gain a number of SP equal to the rounds of duration remaining on it.
These SP must be used on spell stunts on the same round they are gained. Any unspent points are lost at the end of your turn
Stinging Swarm
Requirements: Creation Arcana (Master)
Spell Type: Attack
MP Cost: 20
Casting Time: Major Action
Target Number: 17
Test: Constitution (Stamina) vs. Spellpower
A swarm of biting insects materializes around a single target within 30 yards. The subject takes 2d6 + Intelligence penetrating damage at the
start of each of their turns for a number of rounds equal to half your Willpower ability. They must also succeed at a Constitution
(Stamina) test vs. your Spellpower each round or suffer a 2 penalty to all attacks and spell-casting tests. If the subject dies before the
swarm dissipates, the swarm moves on to another target (closest) within 20 yards.
Paralysis Arcana
Novice: You learn the spells Weakness and Paralyze.
Journeyman: You learn the spell Miasma. You also gain the focus Intelligence (Paralyze Arcana).
Master: You learn the spell Mass Paralyze. You can also choose one spell stunt you can perform for 1 SP when casting
Paralysis Arcana spells.
Weakness
Requirements: Paralyze Arcana (Novice)
Spell Type: Attack
MP Cost: 3
Casting Time: Major Action
Target Number: 11
Test: Willpower (Self-Discipline) vs. Spellpower
Your magic drains a visible enemy within 20 yards of energy, making them slower and more sluggish. The target suffers a 1 penalty to
Strength and Dexterity and a 5 penalty to Speed for a number of rounds equal to the casting rolls Stunt Die. If the target makes a
successful Willpower (Self-Discipline) test vs. your Spellpower, they only suffer the Speed penalty.
Paralyze
Requirements: Paralyze Arcana (Novice)
Spell Type: Attack
MP Cost: 7
Casting Time: Major Action
Target Number: 15
Test: Constitution (Stamina) vs. Spellpower
Ghostly wisps of entropic energy surround an opponent within 30 yards. A target failing a Constitution (Stamina) test vs. your Spellpower
is paralyzed, completely unable to move, while a successful test means the targets Speed is cut by one quarter (rounded in the targets
favor). Both effects last for the rest of the encounter. A paralyzed target gets a new test at the start of their turn each round. Paralyzed
characters lose the Dexterity bonus to their Defense and can obviously take no actions, but are not subject to a coup de grace unless they
are otherwise unconscious or dying.
Miasma
Requirements: Paralyze Arcana (Journeyman)
Spell Type: Attack
MP Cost: 8
Casting Time: Major Action
Target Number: 15
Test: Constitution (Stamina) vs. Spellpower
A sickly green mist radiates out along the ground from your feet. All enemies within 10 yards of you at the start of their turns must make a
Constitution (Stamina) test vs. your Spellpower or suffer a 2 penalty to Defense and a 2 penalty to all attacks. Subjects must make this
test each turn they begin in the miasma or upon entering the miasma. This spell lasts one round unless you extend its duration another
round by spending 2 MP as a free action at the start of your subsequent turns.
Mass Paralysis
Requirements: Paralyze Arcana (Master)
Spell Type: Attack
MP Cost: 22
Casting Time: Major Action
Target Number: 21
Test: Constitution (Stamina) vs. Spellpower
You surround each enemy within 20 yards with tendrils of entropic energy, all but locking them in place. Each target must succeed at a
Constitution (Stamina) test vs. your Spellpower or become paralyzed. Targets that pass this initial test lose their Dexterity rating from
their Speed until they pass the test again or the spell expires. Paralyzed characters have a Speed of 2 yards per turn, lose their Dexterity
factor to Defense, and can take no actions, but are not subject to a coup de grace unless they would otherwise be vulnerable. A paralyzed
target makes a new test at the start of their turn each round to shake off the spell. Effects otherwise persist for a number of rounds equal
to your Willpower.
Force Field
Requirements: Force Defense Arcana (Novice)
Spell Type: Defense
MP Cost: 10
Casting Time: Major Action
Target Number: 18
Test: None
You surround a subject within 25 yards (which may be yourself) with a protective field of magical force that absorbs all damage that would otherwise affect its
target. The force field lasts for one round. During that time, the subject is completely immune to damage, but also cannot move from the spot (the force field is
immobile), make melee or ranged attacks, or give or receive any items. Spells and other effects that do not cause direct damage, such as daze, mana drain, or
vulnerability hex, still affect the subject normally, and spells pass out of the force field normally. You can extend the spells effect when you cast it by spending 5 MP
per additional round you would like it to last.
Levitate
Requirements: Force Defense Arcana (Novice)
Spell Type: Utility
MP Cost: 5
Casting Time: Major Action
Target Number: 15
Test: Strength (Might) vs. Willpower (Self-Discipline)
You exert telekinetic force to move an inanimate object as though it were motivated by an invisible pair of hands. When you cast levitate, split your Intelligence
score as you wish between the effective Dexterity and Strength the object will have as you manipulate it. Neither can be assigned a value less than 0. If your
Intelligence is negative, both Dexterity and Strength are automatically 0. You must be able to see the object in order to manipulate it; the spell ends if it moves out
of your vision. You cannot levitate anything that is both aware and able to animate itself. You can move a levitated object with a Speed equal to your (Willpower
3) with a minimum of 1. If you try to wrest an object from someones grasp, its holder may resist by making an opposed Strength (Might) vs. Willpower (SelfDiscipline) test. If successful, your spell ends immediately. You may spend 1 MP at the start of your turn to maintain this spell for another round, otherwise it ends
at the start of your turn. Once the spell is cast, moving the object is typically a minor action, unless you do something like attack with a levitating weapon, in which
case it is a major action. Attack rolls are based on the Strength or Dexterity you assigned when you cast the spell (depending on the type of weapon or object being
animated), save that you use your Spellpower rather than the relevant weapon focus. Most objects do damage as improvised weapons. Weapons do their regular
damage if you have that weapon group; otherwise they do improvised damage.
Repulsion Field
Requirements: Force Defense Arcana (Journeyman)
Spell Type: Defense
MP Cost: 6
Casting Time: Major Action
Target Number: 16
Test: Strength (Might) vs. Spellpower
This spell surrounds you with a field of energy that pushes foes away from you. Every other round, at the end of your turn, beginning on the round you cast the
spell, a wave of repulsive energy surges out. Enemies within 6 yards must make a successful Strength (Might) test vs. your Spellpower or be pushed 4 yards away
from you and knocked prone. To maintain this spell you must spend 1 MP at the start of each of your turns, even on the rounds when no wave surges out. You may
not cast this spell twice in order to generate a wave each round.
Crushing Prison
Requirements: Force Defense Arcana (Master)
Spell Type: Attack
MP Cost: 15
Casting Time: Major Action
Target Number: 17
Test: Constitution (Stamina) or Strength (Might) vs. Spellpower
You encase one enemy within 20 yards in a contracting cage of force. The spell immediately deals 1d6 + Intelligence damage and the target must succeed on a
Constitution (Stamina) test vs. your Spellpower or become immobilized. Immobilized targets cannot move, though they may make attacks and cast spells through
the cage of force. They also take an additional 2d6 + Intelligence damage at the start of their next turn and remain immobilized until they pass a Constitution
(Stamina) or Strength (Might) test vs. your Spellpower to break free of the cage. Targets that fail a third test take another 3d6 + Intelligence damage at the
beginning of their next turn and remain immobilized until they break free, but suffer no additional damage on subsequent turns.
Heal
Requirements: Primal Healing Arcana (Novice)
Spell Type: Utility
MP Cost: 1-3
Casting Time: Major Action
Target Number: 10
Test: None
Your touch seals wounds and restores vigor to one wounded target. You can choose to spend up to 3 mana points when you cast this spell.
For each mana point spent, the target gets back 1d6 Health. You can cast this on yourself.
Rejuvenate
Requirements: Primal Healing Arcana (Novice)
Spell Type: Utility
MP Cost: 7-9
Casting Time: Major Action
Target Number: 15
Test: None
You channel regenerative energy to an ally within 10 yards. The subject regains 1d6 Health immediately, and another 1d6
Health at the start of their turn each round for a number of rounds equal to your Willpower ability. Your touch infuses the target with
Mana, replenishing their energy reserves. It costs 2 more Mana Points to reduce the targets Fatigue level by 1D6, increased by an additional
1D6 per additional Mana Point spent up to a total of 3D6.
Regeneration
Requirements: Primal Healing Arcana (Journeyman)
Spell Type: Utility
MP Cost: 15
Casting Time: 1 hour
Target Number: 15
Test: None
Grievous wounds close and broken bones knit together as you speed up a subjects natural healing to accomplish in an hour what would
normally take weeks. The subject regains 3d6 + Willpower in Health and is cured of any major injuries, such as broken bones or damaged
organs. Powerful as this spell is, it cannot be used to reattach severed body parts. It is also unable to cure diseases or neutralize poisons,
though it can counteract some symptoms and repair organ damage suffered.
Mass Rejuvenation
Requirements: Primal Healing Arcana (Master)
Spell Type: Utility
MP Cost: 10+
Casting Time: Major Action
Target Number: 17
Test: None
You channel healing energy to a number of allies within 10 yards equal to twice your Intelligence score, though each subject beyond the first
costs an additional 5 MP. You may target yourself. Subjects each regain 1d6 Health immediately, and another 1d6 Health at the start of their
respective turns each round for a number of rounds equal to your Willpower ability. You also replenishing their energy reserves. Every
target reduces their Fatigue by 2D6 + Willpower.
Healing Arcana
Novice: You learn the spells healing touch and revival.
Journeyman: You learn the spell healing aura. You also gain the focus Intelligence (Healing Arcana).
Master: You learn the spell restoration. You can also choose one spell stunt you can perform for 1 SP when casting Healing
Arcana spells.
Healing Touch
Requirements: Healing Arcana (Novice)
Spell Type: Utility
MP Cost: 1-3
Casting Time: Major Action
Target Number: 10
Test: None
Your touch seals wounds and restores vigor to one wounded target. You can choose to spend up to 3 MPs when you cast the spell. For
each MP spent, the target gets back 1d6 Health. You can cast this on yourself.
Revival
Requirements: Healing Arcana (Novice)
Spell Type: Utility
MP Cost: 5
Casting Time: Major Action
Target Number: 14
Test: None
Your touch helps restore the grievously wounded or fallen. A dying character adjacent to you immediately regains 10 + their Constitution +
your Willpower in Health. Since dying characters cannot take actions, you cannot cast this spell on yourself.
Healing Aura
Requirements: Healing Arcana (Journeyman)
Spell Type: Utility
MP Cost: 3-9
Casting Time: Major Action
Target Number: 15
Test: None
Waves of healing energy radiate from you and aid your nearby allies. You can pick a number of targets up to twice your Willpower, all of
whom must be within 10 yards of you. All targets regain 1d6 Health per 3 MP you spend (to a maximum of 3d6 Health for 9 MP). You can
designate yourself as one of the targets.
Restoration
Requirements: Healing Arcana (Master)
Spell Type: Utility
MP Cost: 15
Casting Time: 1 minute
Target Number: 17
Test: None
You can restore a gravely injured character to health, though this spell takes 1 minute to cast and is thus most useful outside of combat
encounters. You must remain adjacent to the target throughout the casting. If successful, the target regains Health equal to your Willpower
10.
Power Arcana
Novice: You learn the spells arcane awareness and spell ward.
Journeyman: You learn the spell arcane abatement. You also gain the focus Intelligence (Power Arcana).
Master: You learn the spell arcane circle. You can also choose one spell stunt you can perform for 1 SP when casting
Power Arcana spells.
Arcane Awarness
Requirements: Power Arcana (Novice)
Spell Type: Utility
MP Cost: 2
Casting Time: Minor Action
Target Number: 9
Test: None
You attune your senses to the flow of arcane power. For one minute, you can sense active magic within 10 yards of you and make
Perception tests to detect details about it (usually with a TN equal to the effects Spellpower or equivalent) including arcana, spell type,
and affected area or point of origin. If you have the Power Arcana focus, you may add it to the Perception test.
Spell Ward
Requirements: Power Arcana (Novice)
Spell Type: Defense
MP Cost: 4+
Casting Time: Major Action
Target Number: 10
Test: None
You can weave arcane energies for magical protection. You give yourself or one target within 4 yards of you a +2 bonus on all tests to resist
spells until the end of the encounter. By expending additional MP, you can extend this benefit to more targets: 2 MP per additional target,
up to a number of targets equal to your Willpower. If you have the Power Arcana focus, you can extend this benefit to two more creatures,
or alternately increase the spells bonus to +3.
Arcane Abatmente
Requirements: Power Arcana (Journeyman)
Spell Type: Utility
MP Cost: Special
Casting Time: Major Action
Target Number: Target Spellpower
Test: None
You attempt to end an ongoing spell or magical effect within 20 yards of you. Make a casting test against the Spellpower of the target spell.
If it is successful, you can spend MP equal to the original cost of the spell or effect to negate it. If either the casting test fails or you do not
have sufficient MP to cover the cost, then you cannot cancel the target effect.
Arcane Circle
Requirements: Power Arcana (Master)
Spell Type: Defense
MP Cost: 10
Casting Time: 1 minute
Target Number: 12
Test: Special
You create a glowing arcane circle, up to 4 yards in diameter, on the ground where you cast the spell. It is etched with symbols of power,
and lasts for 1 hour. During that time, you and any allies inside the arcane circle have protection against spells cast from outside its confines.
The casting roll of any such spells trying to affect the occupants must exceed the arcane circles Spellpower to take effect. This does not
cancel the spell entirely, just prevents it from affecting those inside the circle. Those outside the circle would be affected normally if in the
spells area of effect. You can be inside or outside of the circle when it is created and can cross it at will. An arcane
circle is no barrier to your own spells.
Inspiration Arcana
Novice: You learn the spells Heroic Offense and Heroic Aura.
Journeyman: You learn the spell Heroic Defense.
Master: You learn the spell Haste. You can also choose one spell stunt you can perform for 1 SP when casting
Inspiration Arcana spells.
Heroic Offense
Requirements: Inspiration Arcana (Novice)
Spell Type: Enhancement
MP Cost: 3
Casting Time: Major Action
Target Number: 11
Test: None
Your touch fills one ally with magical might and precision. Until the end of the encounter, the target gains a +1 bonus to Fighting &
Accuracy
Heroic Aura
Requirements: Inspiration Arcana (Novice)
Spell Type: Defense
MP Cost: 6
Casting Time: Major Action
Target Number: 15
Test: None
This spell surrounds a subject within 30 yards with an arcane aura that deflects incoming attacks. The subject gains a +2 bonus to
Defense for the rest of the encounter. You can cast this spell on yourself. Its effects do not stack with those of spells that reset your
Defense to be based on your Spellpower, such as Arcane Shield and Fade Shield.
Heroic Defense
Requirements: Inspiration Arcana (Journeyman)
Spell Type: Defense
MP Cost: 8+
Casting Time: Major Action
Target Number: 15
Test: None
You surround an ally within 30 yards with bands of protective force that stop all but the most devastating attacks. The subject gains a
+5 bonus to Defense and a +2 bonus to Armor Rating for a number of rounds equal to half your Willpower score. You can extend this
duration at the cost of 4 MP per additional round, paid on the start of your subsequent turns as a free action.
You can cast this spell on yourself. Its effects do not stack with those that adjust your Defense to be based on your Spellpower, such
as arcane shield and fade shield.
Haste
Requirements: Inspiration Arcana (Master)
Spell Type: Enhancement
MP Cost: 10
Casting Time: Major Action
Target Number: 17
Test: None
This spell turns a single ally into a blur on the battlefield, allowing them to move and strike with blinding speed. The subject gains a +10
bonus to their Speed, treats the Lightning Attack stunt as having a cost of 2 SP, and may buy the stunt multiple times to make multiple
extra attacks in one round. None of these extra attacks can generate stunt points. Haste only lasts for a single round unless its
duration is extended at a cost of 10 MP per additional round, paid as a free action at the beginning of the casters subsequent turns.
You may cast this spell on yourself.
Heroic Arcana
Novice: You learn the spells heros inspiration and heros might.
Journeyman: You learn the spell heros aegis. You also gain the focus Intelligence (Heroic Arcana).
Master: You learn the spell heros spirit. You can also choose one spell stunt you can perform for 1 SP when casting Heroic
Arcana spells.
Heros Inspiration
Requirements: Heroic Arcana (Novice)
Spell Type: Enhancement
MP Cost: 3
Casting Time: Major Action
Target Number: 10
Test: None
Your arcane power gives confidence to a number of targets equal to your Willpower. They must be within 6 yards of you when the spell is
cast but may then move freely and still enjoy its effects. Those with Heros Inspiration gain a +2 bonus on the next ability test they take
(whatever it is). If they have not used this bonus by the end of the encounter, the benefit is lost. You can designate yourself as one of the
targets.
Heros Might
Requirements: Heroic Arcana (Novice)
Spell Type: Enhancement
MP Cost: 5
Casting Time: Major Action
Target Number: 12
Test: None
Your arcane power infuses a number of targets equal to your Willpower. They must be within 6 yards of you when the spell is cast but may
then move freely and still enjoy its effects. Until the end of the encounter, those enhanced with Heros Might gain a +1 bonus to damage
when making melee and ranged attacks. You can designate yourself as one of the targets.
Heros Aegis
Requirements: Heroic Arcana (Journeyman)
Spell Type: Defense
MP Cost: 6
Casting Time: Major Action
Target Number: 13
Test: None
Your power protects a number of targets equal to your Willpower. They must be within 6 yards of you when the spell is cast but may then
move freely and still enjoy its effects. Until the end of the encounter, those under the Heros Aegis gain a +1 bonus to Defense. You can
designate yourself as one of the targets.
Heros Spirit
Requirements: Heroic Arcana (Master)
Spell Type: Enhancement
MP Cost: 8
Casting Time: Major Action
Target Number: 14
Test: Dexterity (Acrobatics) vs. Spellpower
You bolster yourself and nearby allies with arcane power. You and your allies within 10 yards of you get +1 SP when generating stunt points.
Heros Spirit lasts until the end of the encounter.
Divination Arcana
Novice: You learn the spells Bloodhound and Blood mark
Journeyman: You learn the spell Ill Omens. You also gain the focus Intelligence (Divination Arcana).
Master: You learn the spell Good Omens. You can also choose one spell stunt you can perform for 1 SP when casting
Divination Arcana spells.
Bloodhound
Requirements: Divination Arcana (Novice)
Spell Type: Utility
MP Cost: 4+
Casting Time: 1 minute
Target Number: 11
Test: None
You can divine the presence of an object you have put a blood mark on or a living creature whose blood you have a sample of. You can get a
sample of blood from any weapon that has damaged the target in combat. When you first cast the spell, you will know if the target is within a
mile of you and if so, what direction. This lasts for 10 minutes and you can keep it active for 2 MP per further 10 minutes. While the spell is
active, you will know what direction the target is from you. This acts like a beacon but the spell has no intelligence behind it. It cant tell you
how to navigate a maze to find the target, for exampleonly that the target is that way.
Blood mark
Requirements: Divination Arcana (Novice)
Spell Type: Utility
MP Cost: 3
Casting Time: 1 minute
Target Number: 9
Test: None
You inscribe an object with an arcane mark unique to you that remains until you dismiss it (a free action). It requires a drop of your blood,
although the mark itself is invisible to the naked eye. Once an object has a blood mark on it, you can track it with the bloodhound spell. You
can maintain a number of blood marks equal to your Willpower at any one time.
Ill Omens
Requirements: Divination Arcana (Journeyman)
Spell Type: Attack
MP Cost: 8
Casting Time: 1 minute
Target Number: 14
Test: Willpower (Faith) vs. Spellpower
Your knowledge of the future makes one target vulnerable. When you meet the target in any type of encounter during the following 24 hours,
you can choose to use ill omens as a free action. For the remainder of the encounter, the target suffers a -2 penalty on ability tests based on
one ability of your choice (Communication, Dexterity, etc.). Stunts based on that ability also generate -2 stunt points. If the target makes a
successful Willpower (Faith) test vs. your Spellpower, the ability test and stunt point penalties are only -1. Ill omens is only effective for a
single encounter and it cannot be cast again on the same target until the full 24 hours have passed.
Good Omens
Requirements: Divination Arcana (Master)
Spell Type: Defense
MP Cost: 10
Casting Time: 1 minute
Target Number: 15
Test: None
Your knowledge of the future provides good fortune to your party. In the next combat encounter, you and your allies gain two benefits. First,
each of you can re-roll your Initiative tests and take the better result. Second, you and your allies gain a +1 to your Defense for the whole
encounter.
Spell Shield
Requirements: Magic Defense Arcana (Novice)
Spell Type: Defense
MP Cost: 4
Casting Time: Major Action
Target Number: 13
Test: None
You use your own magical power to protect yourself from the spells of others. The spell shield lasts a number of rounds equal to your
Willpower ability. During that time any spell (helpful or harmful) cast on you has no effect, but you must spend mana points equal to the
spells base mana cost (not counting deductions for spell stunts or talents). An arcane bolt cast at you would cause no damage, for
example, but you would have to spend 2 MP (the spells mana cost). If its a spell that affects multiple targets, you are not affected but
others are as normal. If you do not have enough mana points left to pay the cost, the spell shield ends and the spell affects you as normal.
Dispel Magic
Requirements: Magic Defense Arcana (Novice)
Spell Type: Utility
MP Cost: 8
Casting Time: Major Action
Target Number: 17
Test: Intelligence (Arcane Lore) vs. Spellpower
You remove all magical spell effects from a chosen visible target within 25 yards of you. Roll a test of your Intelligence (Arcane Lore) vs.
the Spellpower of any affected magic. Success means you remove that magic. Failure means you do not remove that magic, as it is too
powerful. Make a single roll for all magic affecting the target; you may remove some effects and not others, based on their varying
Spellpowers. The Gamemaster may rule that some magical effects not from spells can be affected by dispel magic, in which case an
effective Spellpower is assigned to represent the effects resistance to being dispelled.
Anti-Magic Ward
Requirements: Magic Defense Arcana (Journeyman)
Spell Type: Enhancement
MP Cost: 10
Casting Time: Major Action
Target Number: 17
Test: None
You ward an ally against harmful magic until the end of the encounter, granting them a +5 bonus to all tests made to oppose or resist
Spellpower.
Anti-Magic Burst
Requirements: Magic Defense Arcana (Master)
Spell Type: Utility
MP Cost: 20
Casting Time: Major Action
Target Number: 20
Test: Intelligence (Arcane Lore) vs. Spellpower
You dispel all magical effects, both harmful and beneficial, within a 20-yard radius. Make an Intelligence (Arcane Lore) test vs. Spellpower
of any affected magic. Make a single roll and apply the results to each magical effect. Success means you remove the effect, while failure
means it is too powerful to be dispelled. You may remove some effects and not others, based upon the various Spellpower totals. The GM
may rule that some magical effects not created by spells can also be affected by anti-magic burst, in which case he assigns a Spellpower
rating to describe the effects potency.
Arcane Bolt
Requirements: Arcane Guard Arcana (Novice)
Spell Type: Attack
MP Cost: 2
Casting Time: Major Action
Target Number: 10
Test: Dexterity (Acrobatics) vs. Spellpower
A bolt of arcane energy springs from your hand or your staff and streaks towards a visible target within 30 yards. The arcane bolt
inflicts 2d6 damage, with bonus damage equal to the casting rolls Stunt Die. If the target makes a successful Dexterity (Acrobatics)
test vs. your Spellpower, the spell only inflicts 1d6 damage.
Arcane Shield
Requirements: Arcane Guard Arcana (Novice)
Spell Type: Defense
MP Cost: 3
Casting Time: Major Action
Target Number: 10
Test: None
You create an arcane aura around you that deflects attacks. Arcane Shield increases your Defense by +2. The spell lasts 6 hours.
Fade Shield
Requirements: Arcane Guard Arcana (Journeyman)
Spell Type: Defense
MP Cost: 6
Casting Time: Major Action
Target Number: 12
Test: None
Shifting partway into the Fade enhances your arcane defenses. Fade Shield increases your Defense by +4. The spell lasts 6 hours. This
does not stack with Arcane Shield.
Fate Arcana
Novice: You learn the spells hands of fate and puppets of fate.
Journeyman: You learn the spell strings of fate. You also gain the focus Intelligence (Fate Arcana).
Master: You learn the spell chosen of fate. You can also choose one spell stunt you can perform for 1 SP when casting Fate
Arcana spells.
Hands of Fate
Requirements: Fate Arcana (Novice)
Spell Type: Enhancement
MP Cost: 4
Casting Time: Major Action
Target Number: 12
Test: None
You can manipulate fate to help your allies. When you cast this spell, you get a total bonus equal to your Stunt Die +1.
For the remainder of the encounter, you can give part or all of this bonus to an ally within 20 yards of you if it would make one of their
failed ability tests into a success. If an ally failed a test by 2, for example, you could give them 2 of your total bonus to make that into a
success. The GM must tell you the cost and you can then decide if you want to apply any of your bonus to the test. Hands of fate lasts until
youve spent your total bonus, or the encounter ends. If your total bonus from casting the spell was 5, for example, you might give 3 of it to
one ally and later give 2 to another. You can only have one hands of fate spell active at one time.
Puppets of Fate
Requirements: Fate Arcana (Novice)
Spell Type: Attack
MP Cost: 6
Casting Time: Major Action
Target Number: 13
Test: Willpower (Self-Discipline) vs. Spellpower
You manipulate fate to discomfort your enemies. For the remainder of the encounter, you may force enemies within 12 yards of you to reroll successful ability tests and take the worse result. You can attempt this a total number of times equal to the Stunt Die result of your
casting roll. Enemies can resist Puppets of Fate with successful Willpower (Self-Discipline) vs. Spellpower tests (test for each attempt).
You can only have one puppets of fate spell active at one time.
Strings of Fate
Requirements: Fate Arcana (Journeyman)
Spell Type: Enhancement
MP Cost: 8
Casting Time: Major Action
Target Number: 14
Test: None
You pull the web of fate to favor your party. For the remainder of the encounter, you and your allies within 10 yards of you benefit as
follows. Whenever one of the affected characters generates stunt points, that character gains +1 SP. If you rolled a 3 on the Stunt Die, for
example, you would get 4 points instead of the usual 3.
Chosen of Fate
Requirements: Fate Arcana (Master)
Spell Type: Enhancement
MP Cost: 12
Casting Time: Major Action
Target Number: 16
Test: None
You weave the web of fate to favor you at a critical time. For the remainder of the encounter, you and your allies within 10 yards of you may
re-roll your Stunt Die when generating stunt points and take the better result. Chosen of fate only takes effect if the original die roll
qualified for stunt points (the test was successful and doubles were rolled).
Detection Arcana
Novice: You learn the spells Detect Life and Detect Undead.
Journeyman: You learn the spell Detect Fade. You also gain the focus Intelligence (Detection Arcana).
Master: You learn the spell Clairaudience-Clairvoyance. You can also choose one spell stunt you can perform for 1 SP when
casting Detection Arcana spells.
Detect Life
Requirements: Detection Arcana (Novice)
Spell Type: Utility
MP Cost: 4
Casting Time: Major Action
Target Number: 11
Test: None
You are aware of the presence of all sentient/thinking beings within 20 yards around you. The spell can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The amount of information revealed depends on how
long you study a particular area. 1st Round: Presence or absence of life. 2nd Round: Number of sentient/thinking beings in the area. 3rd
Round: The location of each beings. If a beings is outside your line of sight, then you discern its direction but not its exact location.
Detect Undead
Requirements: Detection Arcana (Novice)
Spell Type: Utility
MP Cost: 5
Casting Time: Major Action
Target Number: 13
Test: None
You can detect the aura that surrounds undead creatures in the 20 yards around you. The spell can penetrate barriers, but 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The amount of information revealed depends on how long
you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area. 3rd Round:
The location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Detect Fade
Requirements: Detection Arcana (Journeyman)
Spell Type: Utility
MP Cost: 6
Casting Time: Major Action
Target Number: 13
Test: None
You can detect Outer plane creatures (Darkspane, Demon, Spirit, Entities) in the 20 yards around you. You can also detect on sight any
Fade manifestation (portal, breach,). The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3
feet of wood or dirt blocks it. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or
absence of undead auras. 2nd Round: Number of undead auras in the area. 3rd Round: The location of each undead aura. If an aura is
outside your line of sight, then you discern its direction but not its exact location.
Clairaudience-Clairvoyance
Requirements: Detection Arcana (Master)
Spell Type: Utility
MP Cost: 8
Casting Time: Major Action
Target Number: 15
Test: None
This spell creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there.
You don't need line of sight or line of effect, but the locale must be known - a place familiar to you, or an obvious one. Once you have
selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. If the chosen locale is
magically dark, you see nothing. If it is naturally pitch black, you can see in a 4 yards radius around the center of the spell's
effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
Mana Arcana
Novice: You learn the spells Mana Drain and Mana Cleanse.
Journeyman: You learn the spell Spell Might. You also gain the focus Intelligence (Mana Arcana).
Master: You learn the spell Mana Clash. You can also choose one spell stunt you can perform for 1 SP when casting Mana
Arcana spells.
Mana Drain
Requirements: Mana Arcana (Novice)
Spell Type: Utility
MP Cost: 3
Casting Time: Major Action
Target Number: 12
Test: Willpower (Self-Discipline) vs. Spellpower
You create a parasitic bond with a visible spellcasting target within 30 yards unless the target makes a successful Willpower
(Self-Discipline) test vs. your Spellpower. Until the end of the encounter, an affected target must spend 1 extra mana point
each time he casts a spell and each time this happens you gain 1 mana point.
Mana Cleanse
Requirements: Mana Arcana (Novice)
Spell Type: Defense
MP Cost: 7
Casting Time: Major Action
Target Number: 14
Test: None
You use your own mana to block that of other casters. For the duration of the encounter, if someone spends mana points in
a 16-yard radius of you, you can spend your own mana points to negate their spell on a 1-for-1 basis. For example, if another
mage spends 4 MP to cast a spell within 16 yards of you, you can spend 4 MP to negate that spell. If you do not have
enough mana points to counter the entire cost, your spell has no effect. This spell does not reveal which spell the other
mage is trying to cast; only how many MP are being spent to fuel it.
Spell Might
Requirements: Mana Arcana (Journeyman)
Spell Type: Enhancement
MP Cost: 11
Casting Time: Major Action
Target Number: 15
Test: None
You channel deep reserves of magical energy, granting yourself +2 to Spellpower and gaining +2 SP on all rolls that
generate stunt points until the end of the encounter. While under the effects of this spell, each additional spell you cast
costs an additional 2 MP. You may end this spell as a free action at the beginning of your turn.
Mana Clash
Requirements: Mana Arcana (Master)
Spell Type: Attack
MP Cost: 10+
Casting Time: Major Action
Target Number: 19
Test: Willpower (Self-Discipline) vs. Spellpower
You sacrifice personal magical reserves to burn out an enemys mana. One target within 30 yards suffers 1d6 + Intelligence
penetrating damage. Additionally, for every 2 MP you spend beyond the initial cost of this spell, the target loses 2 MP and
suffers an additional 1 penetrating damage. If the subject makes a successful Willpower (Self-Discipline) test vs. your
Spellpower, they take no additional damage for the mana drain but still take the initial 1d6 + Intelligence penetrating
damage and lose the mana you paid to burn. This spell has no effect on targets without mana.
Shadow Arcana
Novice: You learn the spells shadow dagger and shadows embrace.
Journeyman: You learn the spell veil of darkness. You also gain the focus Intelligence (Shadow Arcana).
Master: You learn the spell shadow slip. You can also choose one spell stunt you can perform for 1 SP when casting
Shadow Arcana spells.
Shadow Dagger
Requirements: Shadow Arcana (Novice)
Spell Type: Attack
MP Cost: 3
Casting Time: Major Action
Target Number: 11
Test: None
A shard of darkness bursts from your hand or arcane device and speeds toward the target of your choice within 20 yards. It inflicts 1d6+1
penetrating damage.
Shadows Embrace
Requirements: Shadow Arcana (Novice)
Spell Type: Enhancement
MP Cost: 4
Casting Time: Major Action
Target Number: 10
Test: None
You deepen the shadows in a 6 yard by 6 yard area within 30 yards of you for 5 minutes. Anyone in the area receives a +2 bonus on
Dexterity (Stealth) tests. There must already be some natural shadows present or the spell does not work.
Veil of Darkness
Requirements: Shadow Arcana (Journeyman)
Spell Type: Utility
MP Cost: 6
Casting Time: Major Action
Target Number: 12
Test: None
You create a wall of impenetrable darkness within 30 yards of you that is 10 yards long, 2 yards wide, and 4 yards tall.
The wall does not impede movement in any way, but it does block all sight (even Dark Sight). Entering such total darkness is disconcerting,
so those moving through it halve their Speed (rounded down) for the round.
Shadow Slip
Requirements: Shadow Arcana (Master)
Spell Type: Utility
MP Cost: 8
Casting Time: Major Action
Target Number: 14
Test: None
Using this spell you can transport instantly from one area of shadow to another within 50 yards of you that you can see.
To others it looks like you disappear into the shadows and re-emerge elsewhere.
Wood Arcana
Novice: You learn the spells forest blend and regrowth.
Journeyman: You learn the spell ensnaring roots. You also gain the focus Intelligence (Wood Arcana).
Master: You learn the spell awaken tree. You can also choose one spell stunt you can perform for 1 SP when casting Wood
Arcana spells.
Forest Blend
Requirements: Wood Arcana (Novice)
Spell Type: Utility
MP Cost: 4
Casting Time: Major Action
Target Number: 11
Test: Perception (Seeing) vs. Spellpower
You and a number of creatures up to your Willpower within 6 yards of you blend into natural or wooded surroundings.
For the duration of the encounter, a successful Perception (Seeing) test vs. your Spellpower is required to spot anyone concealed by this
spell. Making an attack gives away your position, negating the spells benefits until the beginning of your next turn.
Regrowth
Requirements: Wood Arcana (Novice)
Spell Type: Utility
MP Cost: 3
Casting Time: Major Action
Target Number: 10
Test: None
You infuse wood with a burst of life-force. This causes a piece of dead wood to return to life, sprouting branches, roots, and even leaves. It
twists and warps wooden objects like furniture, doors, chests, or even weapons or shields, making them unusable. Used on a seed, it
matures into a hearty sapling in an instant, while a mature tree enjoys a years growth, immediately giving forth fruit or seeds as
appropriate.
Ensnaring Roots
Requirements: Wood Arcana (Journeyman)
Spell Type: Attack
MP Cost: 8
Casting Time: Major Action
Target Number: 11
Test: Dexterity (Acrobatics) vs. Spellpower
Tough, gnarled roots spring up from the ground to grab and entangle targets in a 4 yard by 4 yard area within 20 yards of you that you
designate. Those affected must make a Dexterity (Acrobatics) test against your Spellpower. Failure means the target is trapped and rooted
to that spot for the duration of the encounter (though they can fire ranged weapons, cast spells, and take other actions that do not involve
moving).
Trapped targets can make a Strength (Might) check against your Spellpower as a major action to tear free of the ensnaring roots. Anyone
moving through the area affected by the spell has a 5 penalty to speed.
Awaken Tree
Requirements: Wood Arcana (Master)
Spell Type: Utility
MP Cost: 15
Casting Time: Major Action
Target Number: 15
Test: None
You awaken a mature tree within 10 yards of you, giving it senses, awareness, and movement. It becomes the equivalent of an ogre (see
Chapter 9: Adversaries; use the maul attack to represent attacks from the trees branches). It is friendly to you and obedient to your
commands for the duration of the encounter. At the end of the spell, the tree reverts to its normal form, putting down roots wherever it is
standing.
SPECIALIZATION ARCANAS
Arcane Warrior
Novice: You learn the spell Mind Blast.
Journeyman: You learn the spell Aura of Might
Master: You learn the spell Telekinetic Weapons.
Mind Blast
Requirements: Arcane Warrior Specialization (Novice)
Spell Type: Attack
MP Cost: 3
Casting Time: Major Action
Target Number: 12
Test: Strength (Might) vs. Spellpower
You create a circular blast of telekinetic force with a 2 yard radius thats centered anywhere within 50 yards that you can see.
Those caught in the blast are knocked prone and cannot take a major action on their next turn. Targets that make a
successful Strength (Might) test vs. your Spellpower are only knocked prone. In either case, any prepared actions are lost.
Aura of Might
Requirements: Arcane Warrior Specialization (Journeyman)
Spell Type: Enhancement
MP Cost: 5
Casting Time: Major Action
Target Number: 14
Test: None
Magic flows through the Arcane Warrior, giving them a +2 bonus to damage with melee attacks for one minute.
Telekinetic Weapons
Requirements: Arcane Warrior Specialization (Master)
Spell Type: Enhancement
MP Cost: 8+
Casting Time: Major Action
Target Number: 14
Test: None
The readied melee weapons of all allies within 10 yards of you pulse with arcane force. Affected weapons inflict bonus damage equal to your
Willpower ability. Any attack made with an affected weapon that generates stunt points may treat the Pierce Armor stunt as costing 1
fewer SP. (This can be combined with other effects, such as the level 2 Rogue stunt bonus, to reduce the cost of the stunt to 0 SP.) The
enchantment lasts for one minute, but you can extend the duration when you cast the spell by spending an additional 6 MP for each extra
minute you would like it to last. This spell does not harm the weapons it affects and may be cast on weapons currently subject to the spells
frost weapon and flaming weapon.
Force Mage
Novice: You learn the spell Fist of the Maker.
Journeyman: You learn the spell Telekinetic Burst .
Master: You learn the spell Pull of the Abyss.
Telekinetic Burst
Requirements: Force Mage Specialization (Journeyman)
Spell Type: Attack
MP Cost: 5
Casting Time: Major Action
Target Number: 15
Test: Strength (Might) vs. Spellpower
You create a circular burst of force with a 4-yard radius thats centered anywhere within 24 yards that you can see. Those caught inside must
make a successful Strength (Might) test vs. your Spellpower or be thrown to the nearest edge of the burst and knocked prone. Targets may
take damage from terrain and hazards depending on the situation. A burst that sends enemies flying into a wall inflicts 1d6 damage if the wall is
wood and 2d6 damage if the wall is stone, for example. The GM determines what damage, if any, is applied. Those that make the test are not
moved but are still knocked prone.
Shapeshifter
Novice: You learn the spell Small Animal.
Journeyman: You learn the spell Form Large Animal Form.
Master: You learn the spell Vicious Beast Form.
Spirit Healer
Novice: You learn the spell Group Heal.
Journeyman: You learn the spell Revival.
Master: You learn the spell Life Ward.
Group Heal
Requirements: Spirit Healer Specialization (Novice)
Spell Type: Utility
MP Cost: 3-9
Casting Time: Major Action
Target Number: 15
Test: None
A number of subjects equal to twice your Willpower, all of whom must be within 10 yards of you, regain 1d6 Health per 3 MP spent on the
casting (maximum: 3d6 Health for 9 MP). You may make yourself one of the spells subjects.
Revival
Requirements: Spirit Healer Specialization (Journeyman)
Spell Type: Utility
MP Cost: 5
Casting Time: Major Action
Target Number: 14
Test: None
Your touch helps to restore the fallen. A dying subject adjacent to you immediately regains 10 + their Constitution + your Willpower in
Health. Since dying characters cannot take actions, you cannot cast this spell on yourself.
Life Ward
Requirements: Spirit Healer Specialization (Master)
Spell Type: Utility
MP Cost: 5
Casting Time: Major Action
Target Number: 16
Test: None
You weave a protective ward of mystic energy around one ally within 6 yards of you, or around yourself. The first time the targets Health
drops below 10 in this encounter, they immediately regain 2d6 Health. Life ward only works once per casting and it ends at the end of the
encounter if not triggered. A character cannot have more than one life ward on them at the same time.
Keeper
Novice: You learn the spell Wrath of the elvhen.
Journeyman: You learn the spell Ensnare.
Master: You learn the spell Stones Throw.
Ensnare
Requirements: Keeper Specialization (Journeyman)
Spell Type: Attack
MP Cost: 8
Casting Time: Major Action
Target Number: 17
Test: Strength (Might) vs. Spellpower You send out tendrils of raw nature magic that pull enemies towards you. You can target a
number of enemies up to your Willpower ability who are each within 8 yards of you. Each target must make a successful Strength (Might)
test vs. your Spellpower or be pulled adjacent to you (or as close to adjacent as terrain and other obstructions allow). Targets that fail the
roll and get 1, 2, or 3 on their Stunt Die also take penetrating damage equal to half your Willpower as the tendrils lash and squeeze.
Stones Throw
Requirements: Keeper Specialization (Master)
Spell Type: Utility
MP Cost: 4
Casting Time: Major Action
Target Number: 13
Test: None
You disappear into the earth or stone under your feet and reappear anywhere within 24 yards, erupting from below without warning. This is
not teleportation; you are traveling through the ground. There must be uninterrupted earth or stone between your starting and ending points
(you could not get from one wooden rooftop to another with this spell, for example), but most mortar is as good as stone for traveling within
stone structures.
Necromancer
Novice: You learn the spell Death Syphon.
Journeyman: You learn the spell Spirit Mark.
Master: You learn the spell Lingering Mark.
Death Syphon
Requirements: Necromancy Arcana (Novice)
Spell Type: Utility
MP Cost: 4
Casting Time: Major Action
Target Number: 15
Test: None
You draw upon nearby entropic energy to replenish your own mana. Any living creature that dies within 6 yards of you while this spell is
active restores a number of your spent mana points equal to the creatures Willpower, with a minimum of 1. It cannot bring you above your
normal full complement of mana points. Death syphon lasts for a number of rounds equal to your Intelligence ability.
Spirit Mark
Requirements: Necromancer Specialization (Journeyman)
Spell Type: Attack
MP Cost: 18
Casting Time: Major Action
Target Number: 17
Test: Willpower (Morale) vs. Spellpower
You mark an enemy within 30 yards so that spirits will assault them, doing ongoing damage. Until the end of the encounter, the subject takes
1d6 + the Casters Willpower Penetrating Damage per turn. The subject can end the effects with a successful Willpower (Morale) test vs.
your Spellpower, made on its turn. Otherwise the spell ends after a number of rounds equal to your Willpower ability. If a target dies while
the Spirit Mark is on them, their spirit will arise to fight for the caster for a brief time. The spirit has all the normal statistics of the deceased,
but they ignore the effects of terrain, and only magical attacks (spells or hits from magical weapons) can harm them. Other attacks pass
through their forms without effect. The spirits fight for the caster for turns equal to the casters Willpower before they depart.
Lingering Mark
Requirements: Necromancer Specialization (Master)
Spell Type: Attack
MP Cost: 21
Casting Time: Major Action
Target Number: 19
Test: Willpower (Morale) vs. Spellpower
Lingering mark is the upgraded version of the spirit mark spell. You mark an enemy within 40 yards so that spirits will assault them, doing
ongoing damage. Until the end of the encounter, the subject takes 2d6 + the Casters Willpower Penetrating Damage per turn. The subject
can end the effects with a successful Willpower (Morale) test vs. your Spellpower, made on its turn. The spell otherwise ends after a
number of rounds equal to your Willpower ability.
If a target dies while the lingering mark is on them, their spirit will arise to fight for the caster for a time. The spirits intensity and how long
they will fight for the caster is greatly increased over Spirit Mark. The spirit has all the normal statistics of the deceased but gain +2 bonuses
to attack and damage. These spirits ignore the effects of terrain and normally only magical attacks (spells or hits from magical weapons) can
harm them, other attacks passing through their forms without effect. The spirits fight for the caster for turns equal to the casters Willpower
2 before they depart.
Blood Mage
Novice: You learn the spells Blood Sacrifice and Wrack
Journeyman: You learn the spells Blood Wound and Thought-Taking.
Master: You learn the spells Blood Slave and Hemorrhage
Blood Sacrifice
Requirements: Blood Mage Arcana (Novice)
Spell Type: Enhancement
MP Cost: 5
Casting Time: Major Action
Target Number: 14
Test: None
You can draw upon the life force of a willing and visible ally within 20 yards to replenish your own Health. This ally must have blood (no
golems, for example). You gain 1 Health for each 1 Health lost by your ally, up to 25. This can result in the subjects death, if reduced to 0
Health. The subject of a blood sacrifice recovers the lost Health normally.
Wrack
Requirements: Blood Mage Specialization (Novice)
Spell Type: Utility
MP Cost: 3
Casting Time: 1 minute
Target Number: 13
Test: Willpower (Self-Discipline) vs. Spellpower
You extend faint tendrils of entropic energy into the target of this spell, which must be within 2 yards while it is cast. So long as you
concentrate you can inflict terrible, wracking pain on the subject at will. The victim must make a Willpower (Self-Discipline) test vs. your
Spellpower to resist answering your questions or capitulating to your demands. A victim wracked by pain suffers a 3 penalty to all tests
while it persists, though suffers no damage from the spell. You cannot have more than one wrack spell active at once.
Blood Wound
Requirements: Blood Mage Specialization (Journeyman)
Spell Type: Attack
MP Cost: 8
Casting Time: Major Action
Target Number: 17
Test: Constitution (Stamina) vs. Spellpower
You make the blood of all enemies within 12 yards of you boil, causing excruciating pain. All targets take 1d6 + Willpower penetrating damage
and must make a Constitution (Stamina) test vs. your Spellpower. Those that fail can only take a minor action on their next turns. Targets
without blood or some similar substance are not affected by this spell. Golems are not affected, for example, while wild sylvans are affected
through their sap. Insubstantial and incorporeal targets like shades and ash wraiths are also not affected.
Thought-Taking
Requirements: Blood Mage Specialization (Journeyman)
Spell Type: Attack
MP Cost: 15
Casting Time: 1 minute
Target Number: 17
Test: Willpower (Self-Discipline) vs. Spellpower
This spell allows a blood mage to probe deep into a targets thoughts, uncovering their deepest secrets, desires, and fears. You must touch a
targets forehead and concentrate for one minute, during which time the target makes a Willpower (Self-Discipline) test vs. your Spellpower.
If they succeed, you fail to penetrate their mind but you may spend another 5 MP to extend the casting time by another minute and force
the target to make the test again. Once a target fails the test, you have access to their mind and may expend 2 MP to ask the Game Master
for the targets honest answer to a single question. You may ask a total number of questions equal to your Willpower ability, at a rate of one
question per minute. This spell is often quite painful for the target even though it deals no actual damage.
Blood Mage
Novice: You learn the spells Blood Sacrifice and Wrack
Journeyman: You learn the spells Blood Wound and Thought-Taking.
Master: You learn the spells Blood Slave and Hemorrhage
Blood Slave
Requirements: Blood Mage Arcana (Master)
Spell Type: Attack
MP Cost: 20
Casting Time: Major Action
Target Number: 19
Test: Willpower (Self-Discipline) vs. Spellpower
One of the most feared powers available to blood mages, this spell allows you to take complete control of an enemys body unless they make a
successful Willpower (Self-Discipline) test vs. your Spellpower. If the subject fails, you may dictate the actions he takes on their next turn.
The subject may attempt a new test to resist you at the start of each of their subsequent turns. Once the target successfully resists, the spell
ends. All attacks made by a target under your control suffer a 2 penalty (if the target chooses to resist) due to the imprecise nature of your
manipulation. Targets without blood cannot be affected by this spell.
Hemorrhage
Requirements: Blood Mage Specialization (Master)
Spell Type: Attack
MP Cost: 15
Casting Time: Major Action
Target Number: 19
Test: Constitution (Stamina) vs. Spellpower
You take control of a large volume of a targets blood and force it out through their mouth, nose, and eyes. unless they succeed at a
Constitution (Stamina) test vs. your Spellpower. If the target fails the test it takes 4d6 + Willpower penetrating damage; if it succeeds it
suffers only 2d6 penetrating damage.
Regardless of whether the target succeeds, the horrific nature of this spell may demoralize enemies; the Imposing Spell stunt only costs 2 SP
when used while casting hemorrhage. The target of this spell must be within 50 yards and visible to you.