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Stabilize

  • casting time 1 action
  • range touch

  • components V, S
  • duration instant

(Trappings: A glow emanates from the injury) Upon casting this spell, you target a living creature that is Bleeding Out. That creature gains a +2 bonus to his next Vigor roll to stop Bleeding Out.

Divine Cantrip Conjuration

Sending

  • casting time 1 action
  • range Special

  • components V, S
  • duration instant

(Trappings: A whisper carried on the wind) You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. Even if the sending is received, the subject is not obligated to act upon it in any manner.

If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive

Core Cantrip Conjuration

Prestidigitation

  • casting time 1 action
  • range Close

  • components V, S
  • duration 1 hour

(Trappings: A wave of the wand, sprinkling of dust, or simple magic trick) Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for one hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift one pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor one pound of nonliving material.

It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only one hour.

Core Cantrip Conjuration

Minor Bolt

  • casting time 1 action
  • range close

  • components V
  • duration instant

(Trappings: Acid splash, ray of frost, jolt of electricity) Minor 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 is 2d4.

Core Cantrip Conjuration

Mage Hand

  • casting time 1 action
  • range close

  • components V, S
  • duration 5 rounds

(Trappings: A translucent floating hand) You point your finger at an object and can lift it and move it at will from a distance. As a limited free action, you can propel the object as far as 3 (6 yards) in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Arcane Cantrip Transmutation

Feather Fall

  • casting time 1 action
  • range self

  • components V
  • duration 5 rounds

(Trappings: A small whirlwind) The affected target falls slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round, and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.

Arcane Cantrip Transmutation

Zombie

  • casting time 1 action
  • range close

  • components V, S, M
  • duration 1 hour

Trappings: Carving symbols on corpses, throwing bones, graveyards.

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 is not 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 choice).

Corpses are not summoned by this ability, so there must actually be a supply of bodies in Range (GM 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 action
  • range self

  • components V, S, M (diamond worth 25,000 gp)
  • duration instant

Trappings: A jinn from a bottle, clicked heels, an incantation, a monkeyРІР‚в„ўs paw.

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, S
  • duration 5 rounds

(Trappings: Gestures, prayer, whispered words, concentration.) 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 Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he does not meet the Rank Requirement).



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

Core Seasoned Transmutation

0 0
0 0
0 0
0 0
0 0
0 0
3 3
5 5
2 2

Wall Walker

  • casting time 1 action
  • range self

  • components Components V, S, M
  • duration 5 rounds

Trappings: Spider-like visage, prickly hairs on hands and feet.

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

(Trappings: A glowing hourglass, floating ice particles, blurring.) 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, S
  • duration instant

(Trappings: A cloud of smoke, phasing out, change into a bolt of lightning.) Teleport causes a character to disappear and
reappear up to 100 miles per level distant, or double that with a raise.

Opponents adjacent to a character who teleports away do not 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 [1/2]

  • casting time 1 action
  • range Medium

  • components V, S
  • duration 5 rounds

(Trappings: A wave of the hand, magic wand, steely gaze.) Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It can move 25 lbs. per level or double with a raise.

Unwilling opponents resist the caster arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they are released. They can be moved up to the caster Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for 10d6 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 relevant skill when attacking in this way (not his arcane skill).

Uses:
Bash: The target may be bashed into the floor, ceiling, or walls for Str+d6 damage.
Change Targets: The caster may release a victim or tool as a free action. Picking up a new weapon is a free action. Selecting a new unwilling target is an action and is resisted as above.
Manipulate: The caster may use tools or wield a weapon, using the caster’s arcane skill. (This doesn’t alter the caster’s Parry if wielding a weapon if his

Arcane Seasoned Transmutation

Telekinesis [2/2]

  • casting time 1 action
  • range Medium

  • components V, S
  • duration 5 rounds

arcane skill is different from his Fighting skill.)
Move: The target or tool may be moved up to the caster’s Smarts as a limited free action.




Raises:
Power (+3)

Arcane Seasoned Transmutation

Summon Planar Ally

  • casting time 1 round
  • range close

  • components V, S
  • duration 5 rounds

(Trappings: Clay figure that grows into a servant, a tattoo)


SUMMON PLANAR ALLY CHART
CREATURE RANK COST
Archon, Hound S 6
Archon, Lantern N 5
Archon, Trumpet V 10
Asimar N 3
Barghest N 5
Barghest, Greater S 7
Demon, Balor H 12
Demon, Glabrezu V 10
Demon, Succubus S 6
Demon, Quasit N 4
Demon, Vroc S 7
Devil, Bone V 8
Devil, Ice V 8
Devil, Lemure N 4
Devil, Pit Fiend H 13
Elemental (Small) N 3
Elemental S 6
Elemental (Elder) V 9
Hell Hound S 5
Hell Hound, Nessian V 10
Kyton S 6
Mephit N 3
Night Hag H 9
Nightmare S 6
Ogre Mage V 8
Rakshasa V 7
Shadow S 6
Tiefling N 3
Vargouille N 3
Xill S 6
Xorn S 7
Yeth Hound N 6

Raises:
Additional Allies (varies)
Increased Trait (+1)
Mind Reader (+1)

Core Novice Conjuration

Summon Nature's Ally

  • casting time 1 round
  • range close

  • components V, S
  • duration 5 rounds

(Trappings: A mystical creature is summoned from another plane)

SUMMON NATURE'S ALLY CHART
CREATURE RANK COST
Alligator/Crocodile S 6
Auroch S 6
Bear S 6
Bear, Dire V 8
Beetle, Fire N 2
Bird of Prey N 2
Boar N 4
Boar, Dire S 6
Cat, large N 4
Dog/Wolf N 2
Elemental (Small) N 3
Elemental S 6
Elemental (Elder) V 9
Elephant (Common) S 7
Elephant (Mammoth) V 9
Ettin S 6
Giant, Fire/Frost S 8
Giant, Hill/Stone S 7
Giant, Storm/Cloud V 10
Giant Animal (Ant) N 4
Giant Animal (Centipede) S 8
Giant Animal (Crab) S 6
Giant Animal (Mosquito) N 2
Giant Animal (Spider) N 2
Giant Animal (Stag Beetle) S 5
Goblin Dog N 3
Griffon S 6
Horse, Light N 4
Horse, Heavy S 5
Manticore S 6
Mephit N 3
Owlbear S 6
Pixie S 6
Purple Worm H 11
Rat, Dire N 3
Rhinoceros S 7
Roc V 8
Satyr S 5
Shark S 4
Snake N 3
Wolf, Dire S 5
Wolverine N 3

Raises:
Additional Allies (varies)
Increased Trait (+1)
Mind Reader (+1)

Core Novice Conjuration

Summon Monster

  • casting time 1 round
  • range close

  • components V
  • duration 5 rounds

(Trappings: conjuring extra planar creatures) SUMMON MONSTER CHART
CREATURE RANK COST
Alligator/Crocodile S 6
Archon, Lantern N 5
Archon, Trumpet V 10
Auroch S 6
Bear S 6
Bear, Dire V 8
Beetle, Fire N 2
Bird of Prey N 2
Boar XX N 4
Boar, Dire S 6
Cat, large N 4
Dog/Wolf N 2
Demon, Glabrezu V 10
Demon, Succubus S 6
Demon, Vrock S 7
Devil, Bone V 8
Devil, Ice V 8
Devil, Lemure N 4
Elemental (Small) N 3
Elemental S 6
Elemental (Elder) V 9
Elephant (Common) S 7
Elephant (Mammoth) V 9
Giant Animal (Ant) N 4
Giant Animal (Centipede) S 8
Giant Animal (Spider) N 2
Goblin Dog N 3
Hell Hound S 5
Horse, Light N 4
Horse, Heavy S 5
Kyton S 6
Mephit N 3
Rat, Dire N 3
Rhinoceros S 7
Roc V 8
Shark S 4
Snake N 3
Wolf, Dire S 5
Wolverine N 3
Xill S 6

Raises:
Additional Monster (varies)
Increased Trait (+1)
Mind Reader (+1)

Core Novice Conjuration

Summon Ally

  • casting time 1 round
  • range close

  • components V, S, M/ DF
  • duration 5 rounds

Trappings: Clay figure that grows into a servant, a tattoo that comes to life.

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

The ally acts on its creator initiative 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.

RANK COST SERVANT
Novice 1 Attendant
Seasoned 3 Bodyguard
Veteran 5 Sentinel
Heroic 7 Mirror Self*

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

Core Novice Conjuration

1 1
4 4
2 2
2 2
2 2
1 1
1 1
1 1
1 1

Stun

  • casting time 1 action
  • range close

  • components V, S, M/ DF
  • duration instant

Trappings: Bolts of energy, stun bombs, sonic booms, burst of blinding light.

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, S, M/ DF
  • duration 10 minutes

Trappings: Words, pictures, hand motions.

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, S
  • duration special

(Trappings: Magical effects, a brief ripple in the air, a bell or chime that starts or stops ringing.) 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:
Alarm (+1 / +2)
Greater Sound / Silence (+1)
Mobile (+1)
Targeted (+0)

Arcane Novice Illusion

Smite

  • casting time 1 action
  • range self

  • components V
  • duration 5 rounds

(Trappings: A colored glow, runes, sigils, crackling energy, barbs grow from the blade.) This power is cast on a weapon of some sort. If it a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full load of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon damage is increased by +2, or +4 with a raise.

Limitations: In the case of smite with a Personal
Limitation, refers to the specific weapon instead.



Raises:
Additional Recipient (+1)
Greater Smite (+2)
Spiritual Weapon (+2)

Divine Novice Transmutation

Slumber

  • casting time 1 action
  • range close

  • components V, S, M (fine sand, rose petals, or a live cricket)
  • duration special

Trappings: A lullaby, blowing powder or sand at targets.

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 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, S, M
  • duration special

Trappings: Slowing time, blurred motion.

Sloth is an Instant spell that halves the target 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 movement (basic Pace and running) for five rounds. With a raise the character also ignores the 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, S, F (jade circlet worth 5 gp)
  • duration 5 rounds

(Trappings: Morphing talismans, tattoos.) This power allows the caster to take the form of a Animal, Elemental, Humanoid, or Plant (see 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 call). He gains the animal Agility, Strength, Vigor, and linked skills. Natural abilities inherent to its form are conferred, but magical or innate ones are not.

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, S, M/ DF (a pool of water), F (a silver mirror worth 1,000 gp)
  • duration 5 rounds

Trappings: Images on a reflected surface, glowing eyes, a crystal ball.

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 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 x. Scrying on a target in a different plane of existence also imposes a penalty.

Scrying is opposed by the subject Spirit. If the target wins, he knows he 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 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)

Core Seasoned Divination

Sanctuary

  • casting time 1 action
  • range touch

  • components V, S, DF
  • duration 5 rounds

(Trappings: Words of power, holy symbol, glowing light) Any evil creature attempting a damaging attack that targets or affects the recipient must make a Spirit roll (at x if cast with a raise). If the roll fails, the creature loses that action.

If anyone under the effects of sanctuary attempts to harm another creature (evil or otherwise), he loses the benefit of sanctuary instantly.




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

Divine Novice Enchantment

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

Resurrection

  • casting time 4 hours
  • range touch

  • components V, S, M (diamond worth 10,000 gp), DF
  • duration instant

Trappings: Elaborate ceremonies, magical amulets, divine intervention

Perhaps the greatest power of all is the ability to bring someone back from the dead. It can restore lost loves, bring solace to the grieving, and topple kingdoms.

Returning the dead to life requires a reason ably
complete corpse no more than a year old. The
caster then prays, meditates, chants, or otherwise concentrates on mending the body and pulling the spirit back to it for four hours.

Once done, the healer makes a casting roll at . If successful, the victim returns to life with three Wounds and is Exhausted. With a raise, she returns merely Exhausted.



Raises:
Greater Resurrection (+10)
Power (+5)

Divine Heroic Conjuration

Relief

  • casting time 1 round
  • range touch

  • components V, S
  • duration special

(Trappings: Prayer, glowing hands, sparkling spirals of magic, a cool breeze.) 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 total penalties from Wounds and Fatigue by one with success, or two with a raise.

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



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

Divine Novice Conjuration

Puppet

  • casting time 1 action
  • range close

  • components V, S
  • duration 5 rounds

(Trappings: Glowing eyes, trance-like state, a swinging pocket watch, voodoo dolls.) Puppet is an opposed roll of the character arcane skill versus the target Spirit. With success, the victim automatically obeys commands that does not 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 resistance succeeds, he does not carry out that command but does not resist his master. With a raise, he breaks the controller hold and the power ends.

Commands are general, such as attack that person or open that door. The controller does not 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, S, M / DF
  • duration 5 rounds

Trappings: A mystical glow, bark skin, mage armor, ethereal armor.

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)
Shield Other (+2)

Arcane Novice Abjuration

Plane Shift

  • casting time 1 minute
  • range close

  • components V, S, F (a forked metal rod attuned to the plane of travel)
  • duration instant

(Trappings: Cosmic hole in space, circle of magic runes.) 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, S, M
  • duration instant

Trappings: A summoning circle, an enchanted, iron casket, magical chains.

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 arcane skill and the entity 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.

Core Veteran Conjuration

Object Reading

  • casting time 1 minute
  • range touch

  • components V, S, M
  • duration special

Trappings: Touching the object, glowing hands

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 looking for, from the object 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 face or some other clue that to reveal his identity.



Raises:
Projection (+2)

Core Seasoned Divination

Mind Wipe

  • casting time 1 minute
  • range touch

  • components V, S, M
  • duration Instant

Trappings: A noxious drink, parasites, touching the target’s temples.

Mind wipe removes a target memories. The power is opposed by a victim 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 allows a Smarts roll at 2 to remember fragments determined by the GM.


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

Core Veteran Enchantment

Mind Reading

  • casting time 1 action
  • range close

  • components V, S
  • duration instant

(Trappings: Psionic invasion, soulsight.) 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)

Core Novice Divination

4 4
1 1
3 3
1 1
3 3
3 3
2 2
3 3
1 1

Mind Link

  • casting time 1 action
  • range close

  • components V, S, M (two eggshells from two different creatures)
  • duration 30 minutes

Trappings: Headpieces, talismans to deities.

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

Magic Jar [1/2]

  • casting time 1 action
  • range medium

  • components V, S, F (a gem or crystal worth at least 100 gp)
  • duration 5 hours

(Trappings: A gem or crystal placed in a jar.) Magic jar allows a mage to transfer his soul into an enchanted vessel of some sort. He may move back and forth between the jar and his body, though his form appears dead and lifeless when the soul is absent.

The mage may also attempt to possess another body from the jar (not from the body). This is an opposed roll of Spellcasting versus the target's Spirit. If the target wins, the mage cannot attempt to possess it again this encounter. If the mage wins, the victim's life force is imprisoned in the magic jar. The possessor keeps his own Smarts, Spirit, Alignment and Edges. The body retains its Agility, Strength, Vigor, Innate Abilities, and Wounds. The creature’s powers do not stay with the body.

While in the vessel, the mage can sense and attack any life force within 100 feet, though he can't determine the specifics of the creature — he simply knows if it's living or undead and whether or not it has a soul.

The mage can shift from a possessed host to the magic jar if within range as a limited action. This returns the trapped soul back to its body.

If the host body is slain, the mage returns to the magic jar if it's within range and

Arcane Heroic Necromancy

Magic Jar [2/2]

  • casting time 1 action
  • range medium

  • components V, S, F (a gem or crystal worth at least 100 gp)
  • duration 5 hours

the life force of the host departs to its final reward. If the host body is slain beyond the Range of the magic jar, both the mage and the host perish.

If the spell ends while the mage is in the magic jar, he returns to his body, or dies if the body is out of range or destroyed).

If the spell ends while the mage is in a host, he returns to his body (or dies if out of Range of his magic jar), and the soul in the magic jar returns to its body (or dies if it is out of range).

Destroying the magic jar ends the spell, and the spell can be dispelled at either the magic jar or the host’s location

Arcane Heroic Necromancy

Lock / Unlock [1/2]

  • casting time 1 action
  • range close

  • components V, S, M (a brass key)
  • duration special

Trappings: A physical key, miming opening or locking a lock.

Lock magically seals a door, window, container, envelope, drawer, box, or other closeable item. Any attempt to open a magically locked container, door, or portal suffers a -4 penalty. Any further attempts by a character automatically fail until he increases his skill, at which point he may try again. A raise when magically locking the container means it can only be unlocked via the unlock version of this power (at the -4 penalty listed above) or by dispelling the magical lock then picking the lock as usual.

The caster may set a passphrase when the lock is created, the portal opens for anyone who speaks the phrase and remains open until the phrase is repeated.

Unlock may be used in place of Repair or Thievery (but not Strength) when attempting to unlock a container, door, or portal. It ignores up to 4 points of penalties to the task, and with a raise disarms any traps or alarms on the portal as well.

Neither spell has any effect on barriers, barricades, or blockages — only distinct objects which can be

Core Novice Transmutation

Lock / Unlock [2/2]

  • casting time 1 action
  • range close

  • components V, S, M (a brass key)
  • duration special

Trappings: A physical key, miming opening or locking a lock.

opened or shut.

Core Novice Transmutation

Locate

  • casting time 1 action
  • range self

  • components V, S, M
  • duration 10 minutes

Trappings: A floating crystal over a map, message in the clouds, a ray of light.

When casters use this power, they choose an object, creature, or location. If the caster has never seen the target, the roll is at x 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: Running water blocks locate if in the path between the caster and the target.




Raises:
Find the Path (+1)

Core Novice Divination

Light / Darkness

  • casting time 1 action
  • range close

  • components V, S
  • duration 10 minutes

(Trappings: Illusionary torch, sunlight, darkness, thick fogs.) Light creates bright illumination in a Large Blast
Template. With a raise, the light can be focused into a (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 .



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

Core Novice Evocation

Invisibility

  • casting time 1 action
  • range self

  • components V, S, M
  • duration 5 rounds

Trappings: Powder, potion, iridescent lights.

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 x. The same penalty applies to Notice rolls to detect the unseen presence.

Reduce the penalty by 2 if the invisible character 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, S
  • duration 5 rounds

(Trappings: Ghost form, body of shadow, gaseous transformation.) 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 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)

Core Veteran Transmutation

1 1
4 4
4 4
1 1
1 1
1 1
1 1
2 2
3 3

Illusion

  • casting time 1 action
  • range Medium

  • components V, S
  • duration 5 rounds

(Trappings: Magical spells, holograms, “ethereal materializers.”) 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 real make a Smarts roll as a free action (at 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)

Core Novice Illusion

Healing

  • casting time 1 round
  • range touch

  • components V, S
  • duration instant

(Trappings: Laying on hands, touching the victim with a holy symbol, prayer.) Healing removes Wounds less than an hour old. A
success removes one Wound, and a raise removes two.
For Extras, the GM must first determine if the ally
is still alive (see Aftermath). If so, a successful arcane
skill roll returns the ally to action (Shaken if it matters.)



Raises:
Crippling Injuries (+15)
Greater Healing (+10)
Mass Healing (+2 / +3)
Neutralize Poison or Disease (+1)

Divine Novice Conjuration

Havoc

  • casting time 1 action
  • range close

  • components V, S
  • duration instant

(Trappings: Whirlwind, chaotic poltergeists, repulsion field.) 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 . Those who fail are hurled 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 a spiked wall or other more dangerous hazard).

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


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

Core Novice Evocation

Growth / Shrink

  • casting time 1 action
  • range touch

  • components V, S
  • duration 5 rounds

(Trappings: Gestures, words of power, potions.) Growth increases the recipient 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 (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 arcane skill roll is opposed by Spirit.



Raises
Duration (+1)
Power (+2)

Core Seasoned Transmutation

Fly

  • casting time 1 action
  • range self

  • components V, S, M
  • duration 5 rounds

Trappings: Gusty winds, wings, broomsticks.

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.



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

Arcane Veteran Transmutation

Fear

  • casting time 1 action
  • range close

  • components V, S, M
  • duration instant

Trappings: Eldritch energy, cold chills.

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 and Wild Cards add +2 to Fear Table results.


Raises:
Additional Recipients (+1)
Area of Effect (+2 / +3)
Greater Fear (+ 2 )

Core Novice Necromancy

Farsight

  • casting time 1 action
  • range self

  • components V, S
  • duration 5 rounds

(Trappings: Invisibly marked targets, guiding winds, eagle eyes.) 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

Environmental Protection

  • casting time 1 action
  • range touch

  • components V, S
  • duration instant

(Trappings: A mark on the forehead, potions, gills.) 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)
Planar Adaptation (+2)

Arcane Novice Abjuration

Entangle

  • casting time 1 action
  • range close

  • components V, S, DF
  • duration Instant

(Trappings: Glue bomb, vines, webs.) 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, they are 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)

Core Novice Transmutation

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

Empathy

  • casting time 1 action
  • range close

  • components V, S
  • duration 5 rounds

(Trappings: Concentration, a sympathetic smile, exchanging a pleasantry.) A successful arcane skill vs Spirit roll gives the caster insight into a target 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)

Core Novice Enchantment

Elemental Manipulation

  • casting time 1 action
  • range self

  • components V, S
  • duration 5 rounds

(Trappings: A few simple gestures.) This power grants basic control over the four
traditional elements. As an action, the caster might choose to:

ATTACK: The caster uses their activation roll
as an attack roll, dealing 3d4 damage to a
target within Range.

MOVE: The caster may move a cubic foot of
air, earth (half that in stone), fire, or water
up to the caster’s Smarts in any direction as
a limited action.

PUSH: The elements to buffet and move the
target. The caster uses his activation roll in
place of his Strength for a Push.

SPECIAL EFFECTS: The caster may use the
elements to create an additional effect with
the GM’s approval.



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

Core Novice Transmutation

Divination

  • casting time 1 minute
  • range self

  • components V, S, M
  • duration 5 minutes

Duration: A brief conversation of about five minutes.

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)

Core Seasoned Divination

Dispel

  • casting time 1 action
  • range close

  • components V, S
  • duration Instant

(Trappings: Waving hands, whispered words.) 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 being used.

Dispelling an opponent power is an opposed roll of arcane skills 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)
Remove Curse (+2)

Core Novice Abjuration

Disguise

  • casting time 1 action
  • range self

  • components V, S
  • duration 10 minutes

(Trappings: Malleable features, illusionary appearance, hair of new form.) 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 identity make a Notice roll at to see through the disguise with a raise on the casting roll). This is a free action.



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

Core Seasoned Illusion

Detect / Conceal Arcana

  • casting time 1 action
  • range self

  • components V, S
  • duration special

(Trappings: Waving hands, whispered words.) 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)

Core Novice Special

Deflection

  • casting time 1 action
  • range self

  • components V, S
  • duration 5 rounds

(Trappings: Mystical shield, gust of wind,
phantom servant that intercepts missiles.) Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the targets 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 melee and ranged attacks.



Raises:
Additional Recipient (+1)

Arcane Novice Abjuration

Darksight

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

Trappings: Glowing eyes, dilated pupils, sonic sight.

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)

Core Novice Transmutation

Damage Field

  • casting time 1 action
  • range close

  • components V
  • duration 5 rounds

(Trappings: Fiery aura, spikes, electrical field.) 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 turn, all
adjacent beings (including allies!) automatically take 2d4 damage.




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

Core Seasoned Conjuration

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

Curse

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration Special

Trappings: Effigy, ritualistic words, touch.

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 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 slain. Dispel also removes a curse (at 2), though each individual may only try once if failed it is beyond her abilities



Raises:
Turn to Stone (+5)

Core Seasoned Necromancy

Create Pit

  • casting time 1 action
  • range close

  • components V, S, F (miniature shovel)
  • duration 5 rounds

(Trappings: Trap door, crack in the earth, dark hole.) The spellcaster creates an extradimensional space that connects with her reality at a single point within Range. The point forms as a hole the size of a Medium Blast Template and descends 4” (eight yards) into the earth.

Anyone in or adjacent to the area when the spell is cast must make an Evasion roll (at -2 with a raise) or fall in for 2d6 + 2 damage.

When the power ends, the pit disappears and anyone inside is placed on the ground where the pit formed.

Raises:
Deep (+2)
Soft Ground (+1)
Spiked (+1)

Arcane Seasoned Conjuration

Conjure Item

  • casting time 1 action
  • range short

  • components V, S
  • duration 1 hour

(Trappings: Light that forms the item silhouette, reaching into a magic bag, shaping dirt or clay into the item, pulling the item from a drawing or painting.) The caster can create a simple, mundane object made of a common material 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)

Core Novice Conjuration

Confusion

  • casting time 1 action
  • range close

  • components V, S, M / DF
  • duration Instant

Trappings: Hypnotic lights, brief illusions, loud noises.

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 victimsРІР‚в„ў next turn as usual.



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

Core Novice Enchantment

Burst

  • casting time 1 action
  • range Cone

  • components V, S
  • duration Instant

(Trappings: A shower of flames, light, or other matter or energy.) 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 3d6 damage.

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

Arcane Novice Evocation

Burrow

  • casting time 1 action
  • range self

  • components V, S
  • duration 5 rounds

(Trappings: Dissolving into the earth and appearing elsewhere, a body of sand.) 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 not 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, S, M / DF
  • duration 5 rounds

Trappings: Physical change, glowing aura, potions.

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 do not stack on a single Trait (take the highest), but may affect different Traits.

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

Core Special Novice

Bolt

  • casting time 1 action
  • range Medium

  • components V, S
  • duration Instant

(Trappings: Fire, ice, light, darkness, colored bolts, a stream of insects.) Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward ones 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

Blind

  • casting time 1 action
  • range medium

  • components V
  • duration Instant

(Trappings: Bright flash of light, sand in eyes, confusion.) Those affected by this malicious power suffer blurred vision or near-complete blindness with a raise.

Success means the victim suffers a penalty to all actions involving sight, or 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

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

Blast

  • casting time 1 action
  • range Medium

  • components V, S, M
  • duration Instant

Trappings: Balls of fire, ice, light, darkness, colored bolts, swarm of insects.

Blast launches a ball of explosive energy or matter. The area of effect is a Medium Blast Template. Every target within suffers 3d6 damage.



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

(Trappings: The caster concentrates and gestures with his hands.) This spell allows an individual to speak with and
guide the actions of nature 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 will not 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 natural animals.

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

Core Novice Enchantment

Barrier

  • casting time 1 action
  • range touch

  • components V
  • duration 5 rounds

(Trappings: Fire, ice, thorns, bones, energy.) 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 (2 yard) square section of wall (piercing weapons can 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

Banish

  • casting time 1 action
  • range close

  • components V
  • duration Instant

(Trappings: Holy items, arcane symbols, handful of salt.) 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)

Core Veteran Abjuration

Baleful Polymorph

  • casting time 1 action
  • range close

  • components V, S
  • duration 5 rounds

(Trappings: Cursed artifact, a bolt of energy.) 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

Arcane Protection

  • casting time 1 action
  • range Touch

  • components V, S, M / DF
  • duration 5 rounds

Trappings: Concentration, a dull glow around the protected character, a fetish.

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

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