Mage Spell Descriptions

Mage Spell Descriptions


Accuracy/BladeSharp/Bludgeon

(Augmentation)

A small whet stone is motioned within three feet of the weapon to be temporarily enchanted. If successfully cast, the weapon's damage and breakthrough increase by one point per point of this STACKABLE spell; further the chance to critical increases 5% in a similar fashion.

If the weapon is already enchanted, the spell will increase the base enchantment only by the difference of the two enchantments (this spell being greater).

Accuracy is cast on impaling or missile weapons.

BladeSharp is cast on cutting weapons.

Bludgeon is cast on crushing weapons.

Duration One minute
Saving Throw N/A
Range Three feet
Speed Medium
Ingredients A small wooden shield icon (ten uses). Cost: 1 copper piece.
POWER STACKABLE to a maximum of 4
1-2 3-4
DIFFICULTY 1 2

Armor

(Augmentation)

This spell does for Armor Class what BladeSharp does for weapons. For every level of this STACKABLE spell, it improves Armor Class by one and decreases the chance of being hit with a critical by 5% (there is always a minimum 5% chance to receive a critical hit).

If the armor is already enchanted, the armor only receives the bonus for this enchantment only if it is greater.

Duration Ten melees
Saving Throw N/A
Range Three feet
Speed Medium
Ingredients A small wooden shield icon (ten uses). Cost: 1 copper piece
POWER STACKABLE to a maximum of 4
1-2 (I-II) 3-4 (III-IV)
DIFFICULTY 1 2

Binding

(Manifestation)

Binding manifests itself as a crimson, seemingly insubstantial band which settles over the victim entrapping her in its constricting embrace.

A band has a Strength of 15 and anyone who attempts to break it must make a Strength versus Strength saving throw. With equal Strengths, the person has a 40% chance to break the Binding. For each point of difference between the compared Strengths, +/- 5% is applied. There is a 70% chance that a band will pin both of the victim's arms.

More than one band can envelop a victim, and their strengths are cumulative.

Duration One minute
Saving Throw Agility and see above
Range 100 feet plus 15 feet for each additional ½ spell point
Speed Medium
Ingredients Dried strips of snake skin and a feather. Cost: 2 tebits and 1 qq, respectively
POWER 1
DIFFICULTY 3

Cone of Cold

(Elemental)

This spell is manifest as a frigid blast of cold which emanates from the mage's raised hand (with an initial diameter of two feet) and reaches out 100 feet with a final diameter of fifteen feet.

Each level of this STACKABLE spell costs 1.5 spell points and causes 1d6+2 points of damage (half if saved).

For each additional ½ spell point specifically cast to increase the range of the spell, the cone can extend 15 feet (no effect on diameter).

Duration N/A
Saving Throw Agility for half damage
Range 100 feet. See above
Speed Medium
Ingredients One inch long cone of silver (20 uses) and some cotton. Cost: 1 mark and 1 stone, respectively
POWER STACKABLE
1.5 (I) 3-4.5 (II-III) 6-7.5 (IV-V) 9-10.5(VI-VII)
DIFFICULTY 1 2 3 4

Dark Sight

(Augmentation)

This spell enables an individual to see infra-red for up to thirty feet.

Large sources of heat will temporarily blind the recipient for 1d4 melees.

Early cancellation of the spell cost a ½ spell point.

Duration 3 hours plus 2 hours per additional ½ spell point
Saving Throw N/A or Magic
Range Touch
Speed Slow
Ingredients Powdered snake tongue. Cost: 1 tebit/dose
POWER 1
DIFFICULTY 2

DarkWalk

(Elemental)

By means of this spell, a mage may blend invisibly into shadows by drawing a cloak of Void elements about her shoulders and padding her feet with the substance of Void to silence her footfall.

If the mage steps into light, the spell no longer has effect, but upon stepping back into shadows the spell will regain influence. Time spent in the light will be counted against the total duration of the spell. A Continual Light miracle or full daylight will permanently disrupt the spell.

Creatures with infravision will have less difficulty seeing a person in DarkWalk, because they might still notice the warmth of the persons body where not covered by Void. If such a being passes within fifteen feet of a 'Walker, the creature has a 4% times Intelligence chance to notice her.

Duration Ten minutes plus ten minutes per additional spell point
Saving Throw N/A
Range Touch
Speed Slow
Ingredients A figurine of slate cloaked and booted in black silk (ten uses) and a piece of charcoal.
Cost: 2 copper and 1 quinque, respectively
POWER 2.5
DIFFICULTY 2

Detect

(Knowledge)

This class of spells enables the caster to detect a specified "thing" at a range of sixty feet.

TYPES DIFFICULTY POWER TYPES DIFFICULTY POWER
Metal 0 0.5 Motion 1 1
Metal/non ferrous 1 0.5 Life 2 1
Iron/steel 1 0.5 Detection 2 1
Gold 1 0.5 Poison 3 1
Silver 1 0.5 Magic 0 0.5
Copper 1 0.5 Water 1 1
Lead 1 0.5 LAW/CHAOS 2 3
Mithril 2 1 Invisibility 2 2
Gems 2 1 Illusion 2 3
Duration Thirty minutes plus ten minutes per additional ½ spell point
Saving Throw N/A
Range Sixty feet
Speed Slow
Ingredients A copper washer threaded on a copper wire. The washer must be inscribed with symbols of association for the thing to be detected. Cost: 1 copper bit
POWER See above
DIFFICULTY See above

Farsee

(Augmentation)

A person’s vision is enhanced for distance viewing by this spell. The magnification is 10x per Spell Point of this STACKABLE spell. While under the influence Farsee, vision within thirty feet is blurred and distorted.

To cancel this spell before the end of its duration costs a ½ Spell Point and is 0 level Difficulty.

Duration Twenty minutes plus ten minutes per each additional ½ Spell Point
Saving Throw N/A and Magic
Range Touch
Speed Slow
Ingredients Dried avian eye (one use). Cost: 1 tebit
POWER STACKABLE by 1 up to a 4 Point maximum
DIFFICULTY 1

Fire/ColdBlade or Arrow

(Elemental)

With the fire aspect, a blue-white flame will erupt along the working length of a weapon upon which this spell has been cast. The flame will burn without smoking, like the finest whale oil, with flames dripping thickly from the weapon. If the cold aspect is used, the weapon will steam and smoke in the air from the intensity of the cold and flakes of snow will fall from it. A person wielding a weapon thus bespelled must wear protective gauntlets to protect her hands from being damaged by frost or fire.

Any weapon bespelled will add 1d10 points to damage and add 10% chance to critical.

Further the weapon bonus will be doubled against any being of the opposite elemental type (i.e. FireBlade/Frost Giant). Lycanthropes are effected by weapons thus bespelled.

Wooden hafted weapons are automatically destroyed at the spell’s conclusion. Metal weapons, except those of mithril and SkyIron, must save versus fire/cold or be destroyed. Each time a weapon is enchanted with this spell, the save worsens by 1.

Duration One minute
Saving Throw N/A
Range Three feet
Speed Medium
Ingredients Sulfur, dried, red rose petals and salamander tongue (one dose). Cost: quarbit
POWER 2
DIFFICULTY 3

Fireball

(Elemental)

Upon casting, a point of fire leaps from the mage’s finger and flies to a designated point within sixty feet and erupts into a roaring ball of flame, thirty feet in diameter. Range can be increased by ten feet for each additional ½ Spell Point.

Anyone caught within the radius of the explosion takes 1d6+2 points of damage (unless saving) for each Level of the spell. If a person saves, damage is halved.

Duration N/A
Saving Throw Agility
Range Sixty feet and see above
Speed Medium
Ingredients Charcoal, flint and steel filings (one use). Cost: 2 tebit.
POWER STACKABLE
1.5 (I) 3-4.5 (II-III) 6-7.5 (IV-V) 9-10.5(VI-VII)
DIFFICULTY 1 2 3 4

Flame/Cold Rope

(Elemental)

A roping column of flame/cold (depending on which one is memorized) will spring from the mage's hand and snake between figures to strike up to four individuals.

While this STACKABLE spell causes the same 1d6+2 damage as a FireBall (q.v.) spell and is more POWER intensive to cast, it's utility is its ability to target foes in massed combat and avoid allies. There must be some space for the rope to insinuate itself. It will not pass through solid surfaces to reach a target. Rap 2x around one opponent increases difficulty by 1. 2x around 2 opponents increases difficulty by 2. In both cases it reduces the ST success by 2.

Duration N/A
Saving Throw Agility for half damage
Range 100 feet and see above
Speed Medium
Ingredients Charcoal, flint, steel filings, and silk thread (one use). Cost: 3 tebit.
For Cold Rope: cotton thread and mica. Cost: 2 tebits.
POWER STACKABLE
2(I) 4-6(II III) 8-10(IV V) 12-14(VI VII)
DIFFICULTY 1 2 3 4

Float

(Augmentation)

This spell is the water equivalent of the mage spell Feather Fall. It will cause a person on whom it is cast to float in a fluid. It will float anything less than 250 pounds—heavier objects will just have their buoyancy improved.

When used offensively, an individual is allowed a saving throw versus Magic.

Duration Ninety minutes plus thirty minutes per additional ½ spell points
Saving Throw N/A or Magic
Range Sixty feet
Speed Fast
Ingredients None
POWER 1
DIFFICULTY 1

Frost Hands

(Elemental)

This spell is similar to the STACKABLE mage spell Burning Hands (q.v.) in all respects, except that it causes its damage by cold instead of flame. It cause 1d3 points of damage per level.

Duration N/A
Saving Throw N/A
Range Three foot, five foot arc.
Speed Fast
Ingredients None
POWER STACKABLE
½-1(I-II) 1½-2(III-IV) 2½ -3(V-VI) 3½-4(VII-VIII)
DIFFICULTY 1 2 3 4

Galinthe’s Beneficent Hand

(Protection/Manifestation)

This is a Galinthe cult spell. GBH is restricted to the worshippers of this religion, though it may be traded to non-initiates if the cult is offered suitable payment or aid.

A mage marks off a perimeter for the spell by setting four carved market poles, Artach, into the ground. Once set, the spell will instantly wake and warn the caster (or associated individual) of anyone/thing entering the area with hostile intent. Further, the mage can set the Artach to glow with the light of a Light Spell, when triggered. A mage must be within 300 yards of the perimeter to receiving warning of its breach. The mage can also trigger the light and it will last for four hours plus two hours per additional ½ Spell Point.

GBH covers an area defined by imaginary straight lines connecting the Artach, but not exceeding 900 square feet and ten feet into the air. The duration is eight hours, but it is automatically negated/triggered (except for the light aspect) by intrusion.

Duration Eight hours plus two hours per additional ½ Spell Point.
Saving Throw N/A
Range See above. Area can be increased 30 feet square per additional ½ Spell Point.
Speed Slow
Ingredients Four market poles from the Galinthe temple. Cost: One silver piece per pole.
POWER 3.5 (2.5 for Galinthe initiates).
DIFFICULTY 3

Grass Blade

(Manifestation)

A mage can turn a piece of grass (or similar plant material) into a temporary weapon. The weapon can only be a one-handed weapon and has the effectiveness of iron; however, it can effect creatures who are normally harmed by weapons with enchantments of +1.

Duration Ten melees.
Saving Throw N/A
Range Touch
Speed Medium
Ingredients A blade of grass or something similar.
POWER 2
DIFFICULTY 3

Heal

(Augmentation)

This spell heals damage. For each Spell Point, one point of damage is healed. Heal II or better stops blood loss, and Heal IV will reattach or repair unusable limbs. The repaired area will requires 30 days minus the Health of the recipient to regain full use.

It is not possible to cast multiple mage Heals on one injured location. If a later heal is MORE powerful than an earlier one, the positive difference between the two Heals is the amount of additionally cured.

Duration N/A
Saving Throw N/A
Range Touch
Speed Slow
Ingredients Small, wax, human simulacrum and herbs (garlic, parsley, mint).
Cost: 1 quarbit for simulacrum (ten uses); 1 quinque per dose of herbs.
POWER STACKABLE to 4
1 2-3 4
DIFFICULTY 1 2 3

Hold Portal

(Enhancement)

This spell magically bars doors, gates, windows, etc. as if they were securely locked and bolted.

Duration Twenty minutes plus ten minutes per additional ½ Spell Point.
Saving Throw N/A
Range Thirty feet.
Speed Fast
Ingredients None
POWER 1
DIFFICULTY 1

Ignite

(Elemental)

A mage uses this spell to kindle fires (even of damp wood), light torches (in strong breezes, etc. With a few moments of concentration, most flammable objects will start to smolder, spark, and finally flame. This is more potent than the Pocket Spell Start Fire, plus it is ranged.

Duration N/A
Saving Throw N/A
Range Twenty feet plus twenty feet per additional ½ Spell Point.
Speed Fast
Ingredients None
POWER ½
DIFFICULTY 0

Iron Fist

(Augmentation)

This spell augments the damage caused by fists and kicks, while protecting the member from damage during the enhanced state. A person could punch an armored opponent without injuring herself.

The fists and forearms of the recipient will glow with an ebon nimbus. A strike will do the damage of a dagger (1d4) plus full Strength bonus. It may also be cast on animals (horses hooves, bear claws, eagle talons) for damage additional to their standard damage.

Creatures who are only effect by +1 weapons or silver are effected by Iron Fist.

Duration One minute.
Saving Throw N/A
Range Touch
Speed Medium
Ingredients Iron icon of a fist (twenty uses) and powdered bear bone. Cost: One copper piece and 7 tebits.
POWER 1
DIFFICULTY 1

Juggle

(Manipulation)

This spell enables a person to manipulate objects like a professional juggler; the items can be made to glow with illusory colors.

Juggle also makes thrown items more accurate—depending on use and object.

Duration Ten minutes plus ten per additional ½ spell point.
Saving Throw N/A
Range Touch
Speed Slow
Ingredients None
POWER ½
DIFFICULTY 1

Levitation

(Manifestation)

A mage can raise objects into the air with this spell. The objects raised may only move in one dimension, therefore it would require two Levitation spells to both raise an object on the y axis and move it along the x axis. Once cast this spell requires little concentration.

This spell will levitate the mage and fifty pounds or another object weighing less than 250 pounds. Additional ½ Spell Points will increase the weight which can be lifted by 75 pounds. Each additional 350 pounds increases the level of Difficulty by one.

A levitated object moves at a rate of 20 feet/six seconds.

Unwilling target receive a saving throw.

Duration Ten minutes plus ten minutes per additional ½ Spell Point or 1 minute plus 1 when used offensively.
Saving Throw Magic.
Range One hundred feet.
Speed Slow
Ingredients Crushed, red rose petals and a dandelion seed tied to a hummingbird feather. Cost: 5 tebit
POWER 2 + ½ per additional 75 pounds.
DIFFICULTY 2 + 1 per additional 350 pounds.

Librarian

(Manifestation)

This spell creates a servant to search for books and references for a mage. It can search for titles, specific references, or general subject matters. It finds books in the time it would take a good librarian.

While active, the wizard is free to perform other activities.

The Librarian can only read languages the mage knows or search for symbols the mage has shown it.

Duration One search or one week (which ever is less).
Saving Throw N/A
Range N/A
Speed Slow
Ingredients A Fire Pearl (magnifying lens) for ten uses. Cost: 1 silver piece.
POWER 4
DIFFICULTY 4

Marked Man

(Manifestation)

Cast either on an object or a person, this spell lets a mage tag and track a person.

Duration 3 days per point cast into the spell.
Saving Throw Magic.
Range Touch
Speed Slow
Ingredients Ink, pitch and ground goose quill
POWER 2
DIFFICULTY 3

MultiMissile

(Manifestation)

MultiMissile replicates most projectiles|| spears, quarrels, arrows, throwing daggers (not rocks), etc. It can be used on any projectile less powerful than a ballista. For every Level of MultiMissile, one duplicate appears. Both the original and the each duplicate projectile is rolled separately to hit, damage, and critical. The duplicate causes the same damage type as the original.

Unless firing into a crowd, the projectile(s) will only hit one target.

Duration One shot or ½ hour (which ever is less).
Saving Throw N/A
Range Three feet.
Speed Medium
Ingredients Rabbit fur and mirror powder. Cost: 1 quinque.
POWER STACKABLE up to 4 Levels.
1(Level I) 2-3 (Level II-III) 4 (Level IV)
DIFFICULTY 1 2 3

Night Sight

(Augmentation)

Night Sight allows the recipient to see in the near absence of light (like a cat), but she loses the ability to see color.

Sudden bright lights may, temporarily blind the person for 1d2 melees.

Early termination of the spell requires the expenditure of ½ Spell Points at Level 0 Difficulty.

Duration Forty minutes plus thirty minutes per additional ½ Spell Points.
Saving Throw N/A
Range Touch
Speed Slow
Ingredients Dried cat eye. Cost: 3 tebits.
POWER 1
DIFFICULTY 1

Protection

(Manifestation)

When cast, a luck field comes into affect.

In its most limit capacity, for every Level of the spell in this STACKABLE spell, one point of defense (armor class, saving throw) is improved .

However, if the mage manages to roll less than or equal to the Level of the Protection on a d6, the recipient receives special protections. The recipient will become less likely to slip on treacherous surfaces, fall into traps, be surprised, be the primary target of an attack, etc. Also, the person has an increased chance to note traps, hidden objects, and illusions.

Duration 10 minute (1 hour if special effects are rolled) plus 10 minute per additional ½ Spell Point.
Saving Throw N/A
Range Touch
Speed Medium
Ingredients A glass globe surrounding a needle (20 uses). Cost: 1.5 marks.
POWER STACKABLE up to 4 Levels.
1(Level I) 2-3 (Level II-III) 4 (Level IV)
DIFFICULTY 1 2 3

Reveal Owner

(Knowledge)

The caster of this spell receives a mental impression of the most recent owner or owners of an object. An "owner" is defined as an intelligent entity who was in direct physical contact (i.e., no gloves) with the object for one hour, or who had the object on her person for 24 hours.

Duration N/A
Saving Throw N/A
Range Touch
Speed Slow
Ingredients N/A
POWER 3
DIFFICULTY 4

Stun

(??)

On surprised opponents, this spell will cause those affected to be at -2 for everything for 1 minute. It can affect up to 3 opponents..

Duration 1 minute
Saving Throw Magic
Range 60’
Speed Fast
Ingredients Noise maker, sulfur, charcoal, saltpeter
POWER 1
DIFFICULTY 2

Teleport Block

(Manifestation)

This spell prevents anyone from teleporting into or out of the area covered by this spell. It covers a 100 foot sphere which can be increased by 10 feet for each additional spell point.

Its chance to block is 60%, with a 5% modifier based on the difference between the levels of the one Blocking and trying to teleport.

Duration Twenty minutes plus ten minutes per additional spell point.
Saving Throw See above.
Range Sixty feet. 100 foot area of effect which can be increased by ten feet for each additional spell point.
Speed Slow
Ingredients A hollow sphere of lead (ten uses). Cost: 5 copper pieces.
POWER 5
DIFFICULTY 5

Tether

(Manifestation)

This spell anchors an individual to an object, as if he were connected by a
grapnel and line for the duration the spell. It can be used to cross gorges by Tethering the mage (or another individual) to the ceiling and swinging across, arrest falls by Tethering an individual to a nearby wall (all normal forces of physics apply, i.e. an individual would be subject to sudden deceleration, affected by pendulum motion, etc.).

The range of this is 30' and can be extended out to 90' at a cost of ½ spell point per 30'. It can be used against an opponent, but the person receives +2 on Magic Saving Throw.

Duration Two minutes.
Saving Throw See above.
Range Thirty feet plus thirty feet for each additional ½ spell point to a maximum length of 90 feet.
Speed Fast
Ingredients Silk thread and small bronze grapple (ten uses). Cost: 2 copper pieces.
POWER 1
DIFFICULTY 2

Trance

(??)

This cult Crimson magic can put an individual into a meditory state during which the she can concentrate with spectacular intensity on a task, because she excludes the distractions caused by external stimuli. For a mage, it adds 15% to the chance of casting a spell, and if the spell effect is determined by a roll, the bonus applies as well. For each additional minute Tranced (requires Magic saving throw at -1 save for each additional minute), the bonus increases by an additional 15%. For clerical types, the effect of Trance increases miracle effects, e.g., a Heal would be rolled twice with the better roll being used, for Hold, the negative for the saving throw would increase by 1, etc.

While under the effect of this, the mage is much less able to defend herself. If movement is required, the caster must be led, defense is decreased by 6, saving throw versus Magic would be made on 5d6, etc.

This can also be used to increase the effectiveness of missile fire, lasso attempts, etc

To cast on another individual add 1 to Difficulty.

Duration 1 minute
Saving Throw N/A
Range Touch
Speed Slow
Ingredients None
POWER 4
DIFFICULTY 3

T’Uley’s Marvelous Mistake

(Augmentation)

This spell has a detrimental effect on Dexterity. If the recipient fails to save versus Magic, she will lose 1d8 points of Dexterity.

Duration One minute plus one minute per additional Spell Point.
Saving Throw Magic.
Range Sixty feet.
Speed Medium
Ingredients Ground, dried sheep pancreas in crystallized tree sap. Cost: 2 tebits.
POWER 2
DIFFICULTY 2

T’Uley’s Mystical Coordination

(Augmentation)

This spell has a improves Dexterity by 1d8 points.

Duration One minute plus one minute per additional Spell Point.
Saving Throw N/A
Range Sixty feet.
Speed Medium
Ingredients Ground, hummingbird beak. Cost: 5 tebits.
POWER 2
DIFFICULTY 2

Weapon Dance

(Manifestation)

When cast on a weapon, after the weapon has been wielded for one melees, the weapon will leave the hand of the wielder and fight as if still employed by the owner. It can fight up to 30 feet distant from the owner for 6 melees. During this time, the former wielder can fight with other weapons. After 6 melees of dancing, it will return to the wielder.

No more than one weapon per recipient of this spell.

Duration 7 melees—6 of dancing.
Saving Throw N/A
Range Three feet.
Speed Medium
Ingredients Humming bird feather. Cost: 1 tebit.
POWER 2
DIFFICULTY 3

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