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Power Modifiers [1/2]

  • casting time
  • range

  • components
  • duration

Power Modifiers allow characters to customize their abilities. Power Modifiers are selected when a power is activated and may be freely changed each time.

These common modifiers can be used with any
power a character is using (unless otherwise specified).

Adaptable caster (+1): When activating a power
the caster can alter its Trapping.

Armor Piercing (+1 to +3): Each Power Point spent grants the power AP 2, to a max imum of AP 6.

Fatigue (+2): The modifier may be attached to any
power that can cause damage or is resisted by the
target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation.

Glow/Shroud (+1): Glow creates soft light (caster’s choice of color) in a Small Blast Template centered on the target. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.

Heavy Weapon (+2): The caster creates a focused
blast. The attack counts as a Heavy Weapon.

Hinder/Hurry (+1): The target’s base Pace is
reduced by 2. A caster can Hurry the recipient instead, granting increased energy, sure footing, or more powerful muscles.

Power Modifiers [2/2]

  • casting time
  • range

  • components
  • duration

His Pace is increased by 2. Effects of either modifier aren’t cumulative.

Lingering Damage (+2): The target is hit by some
Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (for one additional turn only). If hit with a 2d6 bolt, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it is d4–2 instead.

Range (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone or Stream Template.

Selective (+1): With intense focus, the caster can
choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).


Zombie

  • casting time 1 round
  • range close

  • components V
  • duration 1 hour

(insert here) Zombie animates and imbues basic intelligence to the remains of a once-living being. The summoned horror is obedient but literal-minded in its duties. It isn’t telepathic, and must be controlled by voice.

The being has the Traits it had in life, but its Smarts, Spirit, and related skills are reset to d4. A raise increases one of their Traits by one die type (caster’s choice).

Corpses aren’t summoned by this ability, so there must actually be a supply of bodies in Range (GM’s call).



Raises:
Additional Zombies (+1)
Armed (+1 per zombie)
Armor (+1 per zombie)
Mind Reader (+1 / +3)
Permanent (0)
Skeletal (+1 per zombie)

Arcane Veteran Necromancy

Wish

  • casting time 1 round
  • range self

  • components V
  • duration instant

(insert here) Wish allows a character to bend reality to his will. It is taxing to alter reality, however, so the caster must permanently sacrifice 3 of his own Power Points (after the spell is cast). A raise on the arcane skill roll eliminates this cost.

A caster may wish for any one of the following effects per casting, chosen before the roll is made:
ACTIVATE POWER
INTERCESSION
GAIN AN EDGE
WEALTH
TRAVEL BACK THROUGH TIME
SEE THE FUTURE
RAISE A TRAIT
RESTORE FATE
SPECIAL

See Savage Pathfinder for rules for the specific option the caster wishes for.

Arcane Legendary Universal

Warrior's Gift

  • casting time 1 action
  • range touch

  • components V
  • duration 5 rounds

(insert here) With a successful arcane skill roll, the recipient
gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).



Raises:
Additional Recipients (+1)
Power (+4)

Arcane Seasoned Transmutation

Wall Walker

  • casting time 1 action
  • range self

  • components V
  • duration 5 rounds

(insert here) Wall walker allows the recipient to walk on vertical or horizontal surfaces. With success, she moves at half her normal Pace. With a raise, she may move at full Pace and even run.

If forced to make an Athletics roll to climb or hang on to a surface, she adds +4 to the total.



Raises:
Additional Recipients (+1)

Arcane Novice Transmutation

Time Stop

  • casting time 1 action
  • range self

  • components V
  • duration instant

(insert here) Time is a constant for most, but not this spellcaster. The spell slows time for all but the caster, granting her a new turn immediately after she finishes this one. With a raise, she gets up to four actions on the turn instead of three and can ignore up to 2 points of Multi-Action penalties. Time stop can only be cast once per round.


Arcane Heroic Transmutation

Teleport

  • casting time 1 round
  • range self

  • components V
  • duration instant

(insert here) Teleport causes a character to disappear and
reappear up to 12” (24 yards) distant, or double that with a raise.

Opponents adjacent to a character who teleports away don’t get a free attack.

If casting teleport on a willing subject, the caster
decides where they move to, not the target.



Raises:
Additional Recipients (+1)
Gate (+5)
Greater Teleport (+5)
Teleport Foe (+2)

Arcane Seasoned Conjuration

Telekinesis

  • casting time 1 action
  • range Medium

  • components V
  • duration 5 rounds

(insert here) Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise.

Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage.

Dropped creatures suffer falling dam age as usual.

Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant skill when attacking in this way (not his arcane skill).




Raises:
Power (+3)

Arcane Seasoned Transmutation

0 0
0 0
3 3
5 5
2 2
1 1
4 4
2 2
2 2

Summon Ally

  • casting time 1 round
  • range close

  • components V
  • duration 5 rounds

(insert here) The character can summon a magical servant (see Savage Pathfinder) anywhere in Range. With a raise on the arcane skill roll, it’s Resilient as well.

The ally acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind.


Raises:
Additional Allies (varies)
Bite / Claw (+1)
Combat Edge (+1)
Flight (+2)
Increased Trait (+1)
Mind Reader (+1)

Arcane Novice Conjuration

Stun

  • casting time 1 action
  • range close

  • components V
  • duration instant

(insert here) Stun shocks a target with concussive force, sound, light, magical energy, or the like. A successful casting means the victim must make a Vigor roll (at −2 with a raise on the arcane skill roll) or be Stunned.



Raises:
Area of Effect (+2 / +3)

Arcane Novice Evocation

Speak Language

  • casting time 1 action
  • range self

  • components V
  • duration 10 minutes

(insert here) This power allows a character to speak, read, and
write a sapient language other than his own as a native speaker. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.



Raises:
Additional Recipients (+1)
Greater Speak Language (+2)
Mass Understanding (+5)

Arcane Novice Divination

Sound / Silence

  • casting time 1 action
  • range close

  • components V
  • duration special

(insert here) Sound is an Instant power that mimics any known sound or voice, emanating from a point of origin within a Range of Smarts ×5 at a volume up to the sound of a loud shout. If used as a Test, the defender opposes the casting roll with Smarts.

Silence mutes all sound up to a loud shout within a Large Blast Template at a Range of Smarts for 5 rounds. This subtracts 4 from Notice rolls made by those affected, as well as anyone trying to hear sounds made from within. A raise completely mutes all sound inside the template—such Notice rolls automatically fail.



Raises:
Greater Sound / Silence (+1)
Mobile (+1)
Targeted (+0)

Arcane Novice Illusion

Slumber

  • casting time 1 action
  • range close

  • components V
  • duration special

(insert here) Those who favor stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep.

Anyone affected by slumber must make a Spirit roll (at −2 if the caster got a raise on her arcane skill roll). Those who fail fall asleep for the Duration of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another Spirit roll.



Raises:
Area of Effect (+2 / +3)

Arcane Seasoned Enchantment

Sloth / Speed

  • casting time 1 action
  • range close

  • components V
  • duration special

(insert here) Sloth is an Instant spell that halves the target’s total movement each round (round up). With a raise, movement is also an action. The target can shake off the effects at the end of each of his following turns by making a Spirit roll.

Success with speed doubles the target’s movement (basic Pace and running) for five rounds. With a raise the character also ignores the −2 running penalty.


Raises:
Additional Recipients (+1)
Area of Effect (+2 / +3)
Dash (+2)
Quickness (+2)
Strong (+1)

Arcane Seasoned Transmutation

Shape Change

  • casting time 1 action
  • range self

  • components V
  • duration 5 rounds

(insert here) This power allows the caster to take the form of a Animal, Elemental, Humanoid, or Plant (see Savage Pathfinder for a list of what a character can change into and the Power Point cost).

Held and worn items are assumed into the new form and reappear when the power ends.

While transformed, the caster retains his Hindrances, Edges, Smarts and Spirit, and linked skills. He can maintain powers and cast new ones if the form permits (GM’s call). He gains the animal’s Agility, Strength, Vigor, and linked skills. Natural abilities inherent to its form are conferred, but magical or innate ones aren’t.

Size: The caster does not inherit extra Wounds when transforming into creatures of Large or Huge Scale.


Raises:
Duration (+1)
Transform (+2 / +3)

Arcane Novice Transmutation

Scrying

  • casting time 1 minute
  • range close

  • components V
  • duration 5 rounds

(insert here) Scrying allows the caster to secretly spy on a distant target. Preparing the spell takes one uninterrupted minute. This makes her Vulnerable and unable to take any other actions. If she’s Shaken or Stunned during this time, the spell fails.

If the caster has never seen the target herself, she makes her arcane skill roll at −2. Scrying on a target in a different plane of existence also imposes a −2 penalty.

Scrying is opposed by the subject’s Spirit. If the target wins, he knows he’s being spied on. If the caster wins, he can see and hear the target and the area around it but cannot move his perspective. With a raise, he can shift perspective and follow the target at a Pace 24.

A scrying “eye” may be seen with detect arcana (but not detect magic). It may also be dispelled (at –2 if suspected but not revealed).



Raises:
Group Sight (+1)

Arcane Seasoned Divination

Relief

  • casting time 1 round
  • range touch

  • components V
  • duration special

(insert here) Relief allows the caster to recover from a negative condition or the effects of Fatigue.

Recover: The caster removes one of the following negative conditions: Shaken, Distracted, or Vulnerable. A raise on the arcane skill roll removes two conditions.

Numb: Reduces the recipient’s total penalties from Wounds and Fatigue by one with success, or two with a raise.

This effect lasts one hour. It doesn’t actually remove the Wounds or the Fatigue, it just allows the recipient to ignore the penalties.



Raises:
Additional Recipients (+1)
Restoration (+3)
Stunned (+1)

Arcane Novice Conjuration

1 1
1 1
1 1
1 1
2 2
2 2
1 1
2 2
1 1

Puppet

  • casting time 1 action
  • range close

  • components V
  • duration 5 rounds

(insert here) Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. With success, the victim automatically obeys commands that don’t directly harm himself or those he cares about.

With a raise, the target is completely controlled, but gets an automatic Spirit roll as a free action to avoid directly harming himself or those he cares about. If the puppet’s resistance succeeds, he doesn’t carry out that command but doesn’t resist his master. With a raise, he breaks the controller’s hold and the power ends.

Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many actions the victim uses or how.


Raises:
Additional Recipients (+1)
Strong (+2)

Arcane Veteran Enchantment

Protection

  • casting time 1 action
  • range self

  • components V
  • duration 5 rounds

(insert here) Protection creates a field of energy or armor around a character, giving him 2 points of Armor. With a raise, the bonus is applied to Toughness instead (and therefore immune to Armor Piercing modifiers).

Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.

Protection stacks with all other armor, natural or
worn.


Raises:
Additional Recipients (+1)

Arcane Novice Abjuration

Plane Shift

  • casting time 1 minute
  • range close

  • components V
  • duration instant

(insert here) Plane shift allows the caster to move directly to another plane of existence. If moving to a known location, a success means the target appears at a point somewhere within 10d10 miles of the intended location. With a raise, the mage appears half that distance away.


Raises:
Additional Recipients (+1)
Extra-Dimensional Space (+1)
Transport Foe (+2)

Arcane Veteran Conjuration

Planar Binding

  • casting time 10 minutes
  • range close

  • components V
  • duration instant

(insert here) Planar binding allows a caster to summon and
contain a creature from another plane in a binding circle, pentagram, or mystic circle. The trap takes ten minutes to prepare.

Casting is an opposed roll between the summoner’s arcane skill and the entity’s Spirit. If the entity wins, the spell fails and the entity knows who attempted to bind it. If the caster rolls a Critical Failure, the creature may appear if it chooses to and is unbound—it may do as it wishes and its abilities allow.

If the caster wins, the creature is summoned into the trap and magically bound there until it agrees to perform a service for the caster or breaks free.

See the full rules for details on bargaining with entities and extracting favors.

Arcane Veteran Conjuration

Object Reading

  • casting time 1 minute
  • range touch

  • components V
  • duration special

(insert here) Object reading is the ability to get visions of the past from an object. With a successful casting, she gains a vague impression of whatever information she’s looking for, from the object’s creation forward. A raise grants her more specific information.

If the caster uses object reading on a bloody knife to investigate a murder, for example, success might tell her the wielder was a human and that the attack happened at night. With a raise, she might get a glimpse of the killer’s face or some other clue that to reveal his identity.



Raises:
Projection (+2)

Arcane Seasoned Divination

Mind Wipe

  • casting time 1 minute
  • range touch

  • components V
  • duration Instant

(insert here) Mind wipe removes a target’s memories. The power is opposed by a victim’s Smarts and requires a full minute of mental struggle. The victim must be conscious during this time, so if not restrained he can simply move out of Range.

If successful, the victim forgets a single event (up to about 30 minutes of time). A raise removes a complex memory of several hours. If the defender wins, the caster cannot affect him with mind wipe for 24 hours. (Others may reattempt the power, however.)

The memory remains missing but strong evidence that challenges its “logic” allows a Smarts roll at −2 to remember fragments determined by the GM.


Raises:
Edit (+1)
Fast Cast (+2)
Greater Mind Wipe (+2)

Arcane Veteran Enchantment

Mind Reading

  • casting time 1 action
  • range close

  • components V
  • duration Instant

(insert here) Mind reading is an opposed roll versus the target’s Smarts. Success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.


Raises:
Mind Walk (+2)

Arcane Novice Divination

Mind Link

  • casting time 1 action
  • range close

  • components V
  • duration 30 minutes

(insert here) Mind link creates a telepathic connection between two willing individuals.

Once activated, the Range between linked minds is one mile, or five with a raise. The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds on a single combat turn.

If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound).


Raises:
Additional Recipients (+1)
Broadcast (+2)
Long Distance Link (+3)

Arcane Novice Divination

Locate

  • casting time 1 action
  • range self

  • components V
  • duration 10 minutes

(insert here) When casters use this power, they choose an object, creature, or location. If the caster has never seen the target, the roll is at −2. A success gives a sense of the general direction and distance of the target. A raise also gives an impression of the target (e.g., the creature is asleep, the object is in a strongbox, the secret door is behind a bookshelf).

Running Water: On Golarion, running water blocks locate if it’s in the path between the caster and the target.




Raises:
Find the Path (+1)

Arcane Novice Divination

3 3
1 1
3 3
3 3
2 2
3 3
1 1
1 1
1 1

Light / Darkness

  • casting time 1 action
  • range close

  • components V
  • duration 10 minutes

(insert here) Light creates bright illumination in a Large Blast
Template. With a raise, the light can be focused into
a 5” (10 yard) beam as well.

Darkness blocks illumination in an area the size of a
Large Blast Template, making the area Dark, or Pitch
Darkness with a raise.

If light and darkness overlap, they create a patch of
Dim light (−2).



Raises:
Area of Effect (+2 )
Mobile (+1 )
True Darkness (+2)

Arcane Novice Evocation

Invisibility

  • casting time 1 action
  • range self

  • components V
  • duration 5 rounds

(insert here) With a success, the character and his personal items are transparent except for a vague blur or outline. Any action taken against him that requires sight is made at −4, or −6 with a raise. The same penalty applies to Notice rolls to detect the unseen presence.

Reduce the penalty by 2 if the invisible character’s position is given away, such as moving in water, hit with mud or another substance that reveals her form, outside in the rain, etc.



Raises:
Additional Recipients (+3)
Duration (+2)

Arcane Seasoned Illusion

Intangibility

  • casting time 1 action
  • range touch

  • components V
  • duration 5 rounds

(insert here) With a successful arcane skill roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.

While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including powers and enchanted items.

The being becomes corporeal when the power ends, but if within someone or something he’s shunted to the nearest open space and Stunned.

If cast on an unwilling target, the victim resists with Spirit.



Raises:
Additional Recipients (+3)
Duration (+3)

Arcane Veteran Transmutation

Illusion

  • casting time 1 action
  • range Medium

  • components V
  • duration 5 rounds

(insert here) Illusion creates a visual scene the size of a Medium Blast Template. It is silent, intangible, and incapable of affecting the real world.

Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at −2 if the power was activated with a raise). If successful, that individual is no longer subject to this casting.

The GM should make group rolls for Extras.



Raises:
Area of Effect (+1 )
Deadly Illusion (+3)
Duration (+1)
Mobility (+1 / +2)
Sound (+1)
Strong (+1)

Arcane Novice Illusion

Havoc

  • casting time 1 action
  • range close

  • components V
  • duration instant

(insert here) With success, the caster places a Medium Blast
Template anywhere within Range, or a Cone Template emanating from the caster.

Anyone touched by the template is Distracted and must then make a Strength roll (at −2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center).

Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it’s a spiked wall or other more dangerous hazard).

Airborne Targets: Flying or airborne targets suffer an additional −2 to their Strength rolls as they have no ground to brace themselves on.


Raises
Area of Effect (+1 )
Greater Havoc (+2)

Arcane Novice Evocation

Growth / Shrink

  • casting time 1 action
  • range self

  • components V
  • duration 5 rounds

(insert here) Growth increases the recipient’s Size by 1 for every 2 Power Points spent. Each increase in Size grants the target a one-step increase to Strength and 1 point of Toughness. This does not increase Wounds regardless of change to Scale.

Shrink reduces the Size of the subject one step for every 2 Power Points spent to a maximum of Size −2 (approximately the size of a cat). Each step reduced decreases Strength one die type (minimum of d4) and Toughness by 1 (minimum of 2).

For unwilling targets, the caster’s arcane skill roll is opposed by Spirit.



Raises
Duration (+1)
Power (+2)

Arcane Seasoned Transmutation

Fly

  • casting time 1 action
  • range self

  • components V
  • duration 5 rounds

(insert here) Fly allows a character to soar at Pace 12, or twice that with a raise (he may not run).



Raises:
Additional Recipients (+1)
Swift Flight (+5)

Arcane Veteran Transmutation

Fear

  • casting time 1 action
  • range close

  • components V
  • duration instant

(insert here) This power causes overwhelming dread and horror. The target makes a Fear roll. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at −2 and Wild Cards add +2 to Fear Table results.


Raises:
Additional Recipients (+1)
Greater Fear (+2)

Arcane Novice Necromancy

Farsight

  • casting time 1 action
  • range self

  • components V
  • duration 5 rounds

(insert here) Farsight allows the recipient to see in detail over great distances. She can read lips or fine print up to a mile distant.

With a raise, she also halves Range penalties for
Shooting, Athletics (throwing), or other abilities
affected by Range.


Raises:
Additional Recipients (+1)
Greater Farsight (+2)

Arcane Seasoned Transmutation

1 1
2 2
3 3
1 1
1 1
2 2
3 3
1 1
2 2

Environmental Protection

  • casting time 1 action
  • range touch

  • components V
  • duration instant

(insert here) Adventurers sometimes travel beneath the
waves, through planes of fire, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.

Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him from intense heat, cold, radiation, pressure, and lack of oxygen.

A raise increases the Duration to eight hours.



Raises:
Additional Recipients (+1)
Environmental Resistance (+1)

Arcane Novice Abjuration

Entange

  • casting time 1 action
  • range close

  • components V
  • duration Instant

(insert here) Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 8). If successful, the target is Entangled. With a raise, he’s Bound.

Victims may try to break free on their turn as detailed under Bound & Entangled.



Raises:
Area of Effect (+1 / +2 / +3)
Damage (+2)
Deadly (+4)
Tough (+1)

Arcane Novice Transmutation

Empathy

  • casting time 1 action
  • range close

  • components V
  • duration 5 rounds

(insert here) A successful arcane skill vs Spirit roll gives the caster insight into a target’s basic emotions. This grants him a +1 bonus (+2 with a raise) to all Intimidation, Persuasion, Performance, or Taunt rolls against the target for the Duration of the power. The bonus does not apply to skill rolls made to activate powers.

Empathy works on animals, adding +1 (+2 with a raise) to Riding or other rolls to interact with the creature.



Raises:
Additional Recipients (+1)
Charm (+2)
Duration (+1)
Truth (+2)

Arcane Novice Enchantment

Elemental Manipulation

  • casting time 1 action
  • range self

  • components V
  • duration 5 rounds

(insert here) This power grants basic control over the four
traditional elements. As an action, the caster might choose to:

AIR: Push a foe , blow out a torch, cool someone down (reroll a Fatigue roll).

EARTH: Move a square foot of earth each round, hurl rocks at a target in Range for 2d4 damage.

FIRE: Conjure flame about the size of a torch, hurl a small flame at someone (2d4 damage), spread a fire.

WATER: Conjure a quart of water, purify a gallon of water per casting, Push someone with a water spout .



Raises:
Power (+3)
Weather (+5)

Arcane Novice Transmutation

Divination

  • casting time 1 minute
  • range self

  • components V
  • duration 5 minutes

(insert here) Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted.

After preparation, the caster makes an arcane skill roll. Success allows her to engage with the spirit for five minutes. The entity must answer to
the best of its ability, as directly or ambiguously as the GM decides. A raise means the spirit is more helpful, knowledgeable, or direct than usual.

The Game Master must decide what the entity knows based on its background, origin, and personality.

Once a spirit has been conversed with it may not be contacted again for 24 hours.



Raises:
Power (+3)


Arcane Seasoned Divination

Dispel

  • casting time 1 action
  • range close

  • components V
  • duration Instant

(insert here) Dispel allows a hero to negate enemy powers (not permanent enchantments or innate abilities). It can be used on a power already in effect or (if on Hold) to counter an enemy power as it’s being used.

Dispelling an opponent’s power is an opposed roll of arcane skills (−2 if target power is of another type).

With a success, the power ends (or fails). With a raise, the target of the dispelled power is Distracted.



Raises:
Anti-Magic Field (+8)
Area of Effect (+1 / +2 / +3)
Disenchant (+1)
Multiple Powers (+3)

Arcane Novice Abjuration

Disguise

  • casting time 1 action
  • range self

  • components V
  • duration 10 minutes

(insert here) Disguise allows the target to assume the appearance of another person of the same Size and shape, including clothing. It does not confer any abilities, however.

Those who have reason to question the imposter’s identity make a Notice roll at −2 to see through the disguise (−4 with a raise on the casting roll). This is a free action.



Raises:
Additional Recipient (+1)
Size (+1)

Arcane Seasoned Illusion

Detect / Conceal Arcana

  • casting time 1 action
  • range self

  • components V
  • duration special

(insert here) Detect arcana is a Divination spell that allows the recipient to see and detect all supernatural persons, objects, or effects in sight for five rounds.

Conceal arcana is an Illusion spell that obscures one being or item of Normal Scale or smaller from the detect magic ability for one hour.



Raises:
Additional Recipient (+1)
Alignment Sense (+1)
Area of Effect (+1 / +2)
Identify (+1)
Strong (+1)

Arcane Novice Special

Deflection

  • casting time 1 action
  • range self

  • components V
  • duration 5 rounds

(insert here) Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however — to misdirect incoming melee or missile attacks from the recipient of the power.

With success, foes must subtract 2 from either melee or ranged attacks (caster’s choice). With a raise, the penalty applies to both.

An attacker who uses a ranged weapon in melee
against the recipient suffers the penalty either way.



Raises:
Additional Recipient (+1)

Arcane Novice Abjuration

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Darksight

  • casting time 1 action
  • range Self

  • components V
  • duration 1 hour

(insert here) Darksight allows a hero to see in the dark. With
success, he ignores up to 4 points of illumination
penalties. With a raise, he ignores up to 6 points and can see in pitch darkness.




Raises:
Additional Recipient (+1)
Greater Darksight (+2)

Arcane Novice Transmutation

Damage Field

  • casting time 1 action
  • range close

  • components V
  • duration 5 rounds

(insert here) Damage field creates a dangerous aura around the recipient that harms foes foolish enough to get too close.

At the end of the affected character’s turn, all
adjacent beings (including allies!) automatically take 2d4 damage.




Raises:
Area of Effect (+2)
Damage (+2)
Greater Damage Field (+4)
Mobile (+2)

Arcane Seasoned Conjuration

Curse

  • casting time 1 action
  • range touch

  • components V
  • duration Special

(insert here) Some practitioners of the arcane arts heal their allies. Others inflict sickness upon their enemies. To use this particularly nasty spell, the caster makes an arcane skill roll opposed by the victim’s Spirit roll. Failure means the victim suffers a level of Fatigue immediately and at sunset each day thereafter (further castings of curse have no additional effect).

Once the accursed becomes Incapacitated, he makes a Vigor roll each day to avoid death.

Breaking the Curse: The curse can be lifted by the original caster at will, and ends automatically if she’s slain. Dispel also removes a curse (at −2), though each individual may only try once—if failed it’s beyond her abilities



Raises:
Turn to Stone (+5)

Arcane Seasoned Necromancy

Conjure Item

  • casting time 1 action
  • range short

  • components V
  • duration 1 hour

(insert here) The caster can create a simple, mundane object made of a common material (GM’s call) such as a 10-foot pole, blanket, shield, etc. A raise produces an more durable version of the conjured item.

Conjured items appear in the hands of the caster or on the ground nearby. Once the Duration expires, the item fades. This can cause issues, for example, if the conjured item holds a door open or was given as a gift.



Raises:
Complete (+1)
Create Food and Water (special)
Durable (+1 per pound)

Arcane Novice Conjuration

Confusion

  • casting time 1 action
  • range close

  • components V
  • duration Instant

(insert here) Confusion confounds all targets in a Medium
Blast Template, making them either Distracted or Vulnerable, or both with a raise. The same effect applies to all those affected. These states are removed at the end of the victims’ next turn as usual.



Raises:
Area of Effect (+0 / +1)
Greater Confusion (+2)

Arcane Novice Enchantment

Burst

  • casting time 1 action
  • range Cone

  • components V
  • duration Instant

(insert here) Burst produces a large fan of energy that bathes
its targets in red-hot fire, a cone of cold, or other
damaging matter or energy.

Success creates a Cone or Stream Template starting at the caster and extending outward (see Area Effect Attacks). Everything within suffers 2d6 damage (or 3d6 with a raise).

Raises:
Damage (+2)
Greater Burst (+4)

Arcane Novice Evocation

Burrow

  • casting time 1 action
  • range self

  • components V
  • duration 5 rounds

(insert here) Burrow allows the recipient to meld into raw earth. He can remain underground if he wants or burrow through the ground at half his normal Pace (or full Pace with a raise). He may not run.

A burrowing character may attempt to surprise a
foe by making an opposed Stealth versus Notice roll. If the burrower wins, the target is Vulnerable to him only. With a raise, the burrower gets the Drop. Targets on Hold may attempt to interrupt the attack before it occurs.

Burrowers can’t usually surprise a foe once their
presence is known, but can still burrow for protection and mobility.



Raises:
Additional Recipient (+1)
Power (+1)

Arcane Novice Transmutation

Boost / Lower Trait

  • casting time 1 action
  • range Touch

  • components V
  • duration 5 rounds

(insert here) Boost Trait is a Transmutation spell that increases the selected Trait one die type, or two with a raise, for a Duration of 5 rounds.

Lower Trait is a Necromancy spell with a Duration of Instant that lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.

Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.

Raises:
Additional Recipient (+2)
Greater Boost / Lower Trait (+2)
Strong (+1)

Arcane Special Novice

Bolt

  • casting time 1 action
  • range Medium

  • components V
  • duration Instant

(insert here) Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.

There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.

The damage of the bolt is 2d6, or 3d6 with a raise.


Raises:
Damage (+2)
Disintegrate (+2)
Greater Bolt (+4)
Rate of Fire (+2)

Arcane Novice Evocation

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Blind

  • casting time 1 action
  • range

  • components V
  • duration Instant

(insert here) Those affected by this malicious power suffer blurred vision or near-complete blindness with a raise.

Success means the victim suffers a −2 penalty to all actions involving sight, or −4 with a raise.

The victim automatically tries to shake off the effect with a Fortitude save as a free action at the end of his following turns. Success removes the effect.

Raises:
Area of Effect (+2 / +3)
Strong (+1)

Arcane Novice Necromancy

Blast

  • casting time 1 action
  • range Medium

  • components V
  • duration Instant

(insert here) Blast launches a ball of explosive energy or matter. The area of effect is a Medium Blast Template. Every target within suffers 2d6 damage, or 3d6 with a raise.



Raises:
Area of Effect (+0 / +1)
Damage (+2)
Greater Blast (+4)

Arcane Seasoned Evocation

Beast Friend

  • casting time 1 action
  • range short

  • components V
  • duration 10 minutes

(insert here) This spell allows an individual to speak with and
guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size (minimum 1 per creature).

Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears (fire, fearful creatures, etc.) to follow their orders.

Swarms can also be con trolled. Small Swarms cost 1 point, Medium cost 2, and Large cost 3.

Beast friend works only on natural creatures with animal intelligence, and has no effect on conjured, magical, or otherwise “unnatural” animals.

Raises:
Bestiarium (+2)
Duration (+1)
Mind Reader (+1)

Arcane Novice Enchantment

Barrier

  • casting time 1 action
  • range touch

  • components V
  • duration 5 rounds

(insert here) Barrier creates a straight wall 30 foot long and
10 foot tall, of immobile material. Thickness varies depending on what the wall is made of, but is usually a few inches.

The wall is Hardness 10 (or 12 with a raise), and may be destroyed as any other object (see Breaking Things). Each Wound destroys a 1” (2 yard) square section of wall (piercing weapons can’t damage the barrier).

If the spell expires or the wall is broken it crumbles to dust or dissipates. Trap pings are never left behind.

Raises:
Damage
Deadly
Hardened
Shaped
Size

Arcane Seasoned Conjuration

Arcane Protection

  • casting time 1 action
  • range Touch

  • components V
  • duration 5 rounds

(insert here) Success with arcane protection means hostile powers suffer a -2 penalty (-4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.

Arcane protection stacks with Arcane Resistance should the recipient have both!





Raises:
Additional Recipient (+1)
Greater Arcane Protection (+2)

Arcane Novice Abjuration

Baleful Polymorph

  • casting time 1 action
  • range close

  • components V
  • duration 5 rounds

(insert here) Choose a creature with the Animal type, from Size
tiny to large. Baleful polymorph is an opposed roll of the character's arcane skill versus the target's Will. With a success, the victim changes into a relatively harmless creature. They gain the physical attributes and innate abilities of the animal, but retain their own intelligence and wisdom.

The target must be able to survive in its current
environment while in its new form (you cannot turn someone into a fish while on dry land). If the victim critically fails the Will save, they gain the intelligence of the animal as well, believing that they are an animal until the power ends. At the end of each of the victim's subsequent turns, he can make a save to return to his normal form.


Raises:
Duration (+2)

Arcane Veteran Transmutation

Banish

  • casting time 1 action
  • range close

  • components V
  • duration Instant

(insert here) Banish sends entities from immaterial planes back to their native dimensions. This includes ghosts, demons, elementals, and similar beings (at the GM's discretion).

Banishing a being is an opposed roll of the caster's arcane skill versus the target's Will. Success means the target is Shaken, and each raise causes a Wound.

If this Incapacitates the target it returns to its native plane of existence. Banished entities may return when the Game Master feels it is appropriate, such as the next full moon, when summoned again, or even a few rounds later if it is a particularly powerful creature under the right conditions or in a location of power.

Raises:
Area of Effect (+1 / +2 / +3)

Arcane Veteran Abjuration

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