Spell Descriptions

 

Mythmaster features 153 different Spells, grouped into 9 different Spell Fields, or Colleges. These Spells allow characters to manipulate magical energies in order to perform fantastic feats; from flying, to manipulating people's minds, to healing wounded allies or striking down enemies with bolts of lightning. Spells are, in most respects, just another type of skill, but with a few small differences.

Spells are acquired in the same way as skills, your ability to learn them is gated by various prerequisites and by your level of mastery in different Spell Fields, and your skill in successfully cast them is determined by their reference Attributes and their difficulty. Unlike skills, however, spells have a Casting Cost, meaning you must spend Concentration each time you cast a spell, and if you run out you will be unable to cast spells until your Concentration is restored.

Spell Colleges and Mysticism

Spells in Mythmaster are divided into nine Spell Fields commonly referred to as Colleges. Each College is associated with a particular Mysiticism Skill Field. In order to learn Spells within a given College, you must also improve your level of mastery in the associated Mysticism Skill Field.

The nine different Colleges of magic and their respective Mysticism fields are:

Casting Spells

Casting a spell is a combat action, but since it is principally a mental exertion and not a physical one, it does not cost a point of Stamina to cast a spell. Instead, spells have a casting cost, requiring a certain amount of Concentration to be spent in order to cast. Additionally, in order to cast a spell, a character must have significant liberty of action - even if the action of casting a given spell might not require it. This means that simple shackles will not prevent spell casting, but grappling or entangling a character, or binding, gagging and blindfolding a character would prevent them from casting.

Additionally, for spells that directly target a character with a projectile, the caster must have line of sight, and for spells that require touch, the caster must be able to touch the subject.

Spell Properties

For the sake of simplicity and ease of use, spells only have a small number of properties, defined below. Details like the need for material ingredients, or special rules for different kinds of damage are typically not specified, and are left up to the Director to determine as needed.

Spell College

This is the College to which the spell belongs. Learning Spells within a given College requires a certain level of mastery in the associated Mysticism Skill Field.

Reference Attribute

As with skills, spells are learned based on their Reference Attribute. For example, Fireball is an Intn (-5) spell. If your Intensity is 12, one skill point invested in the Fireball spell gives you a skill of 7. Each subsequent point allocated increases skill by 1. A Fireball spell skill of 15 would require investing nine skill points.

Power

A spell's Power generally describes how powerful the spell is. Note that Power and Casting Cost are related; as Power increments linearly, (0,1,2,3,4,5,6…) Casting Cost increments as a Fibonacci sequence (0,1,2,3,5,8,13…). Novices can cast Spells of Power 0 and 1. Apprenctices can cast Spells of Power 2 and 3. Companions can cast Spells of Power 4 and 5. Masters can cast Spells of Power 6 and 7. Casting Power 8 Spells requires acheiving Grandmastery of the Spell College.

Casting Cost

The Casting Cost of a spell indicates how much Concentration the caster must pay to attempt to cast a spell. The cost is paid in advance of making the Challenge so even if the spell fails or is resisted, the cost is still paid. Some spells have very high Casting Costs which will usually require the assistance of other casters or magical items in order to cast.

Observability

When observing someone who is casting a spell it is generally obvious they are doing so, though there are some exceptions to be considered. Because many spells affect a 'spooky action at a distance' and the caster may not be observed by those witnessing or subjected to a spell there will sometimes arise questions about whether people know a spell has been cast, or who cast it. Additonally, sometimes a caster may wish to attempt to conceal the fact that they are casting a spell by casting it covertly.

Spells fall into three classification that detemine whether someone observing a caster can know if they are casting a spell.

Covert Casting

In most cases, casting a spell is an obvious action that the caster must perform. But in some cases, a caster may wish to conceal the fact that they are casting a spell. For example, a caster may wish to cast Blink on themself or an ally if they feel combat is about to break out, but they do not wish their potential enemies to know they are doing so. Covertly casting a spell that has obvious effects (such as Miasma) does not in any way interfere with awareness that spell has been cast - it only obfuscates who cast it.

Only normal spells can be cast covertly. Discreet spells never need to be cast covertly and spells that are considered overt can never be cast covertly, but otherwise, covert casting is an option.

To cast a spell covertly, all the caster needs to do is spend a point of Resolve in addition to the concentration cost. This point of Resolve does not add a d4 to the roll to cast the spell, but additional Resolve can be spent if the caster desires.

Someone with the Magic Sense perk who is actively observing a caster who is attempt to cast covertly may roll a Versus Challenge using their Alertness against the roll to cast. Detecting that someone is covertly casting a spell using Magic Sense will not reveal which spell is being cast.

While the caster does not gesture or speak when casting covertly, they still must be able to do so - covert casting cannot be used to cast spells when entangled or bound and gagged.

Range

The Range of a spell determines how close the caster must be to the Subject in order for the spell to be able to affect them. Note that Range is different from a radius or area of affect, which will be defined in the description of each spell.

Duration

The Duration of a spell determines how long the effects of the spell last, or in some cases, how long the spell can remain latent. Many spells have a variable duration and will last longer based on how much the caster succeeds their Challenge by. Regardless of duration, a caster can always choose to immediately and instantly end any spell they have cast. This must be done consciously and intentionally, however, and in general, spells do not automatically end if the caster in killed or incapacitated.

Instant Spells

Some spells are defined in their descriptions as being instant. Such spells can be cast instantly, even when it is not the caster's turn to act, and even if the caster has already performed all their actions for the turn. You may only ever cast one instant spell per turn. You cannot cast an instant spell while casting another spell - for example, if you cast Fireball and your enemy casts the instant spell Retarget, you cannot cast the instant spell Doubt to prevent their instant spell, as you are currently casting Fireball. Additionaly, you cannot Weave off an instant spell, as instant spells do not use a Combat Action.

Resistance

Some spells can be resisted. Resistance is a Versus Challenge between the caster's roll to cast and the target's resistance, as rolled using the resisting attribute defined by the spell. Unless otherwise specified, casters are not immune to the effects of their own spells, and may need to resist them just as anyone else would. Casters resist their own spells at +5.

If a spell is resisted, the target immediately knows a spell was cast at them unless the spell is a discreet spell, or unless the caster spent the additional concentration to cast the spell covertly - in which case the target will be unaware that a spell was cast at them.

Unlike a Versus Challenge when attacking in combat, where whoever rolls higher is the only thing that matters, in the case of spells, the caster must still have a result of at least 21 or the Spell does not cast at all. The target only rolls a Versus Challenge to Resist a spell if it was successfully cast.

For most spells that directly damage a target, successful resistance means the target only takes half damage (before being reduced by the Protection of any armour, if applicable).

Note that when casting spells, criticals and catastrophes must be considered independently for both the caster and the resistor. In theory, a caster could critically succeed in casting a spell, and the resistor could also critically succeed their defense.

    Example: a successful resistance Roll
  • caster casts a Zap spell (skill 15), and rolls an 11, for a total of 26.
  • Zap is resisted using Stability, and target's Stability is 13. Target rolls a 14 for a total of 27, so they resist.
  • caster rolls 3d8 for damage, and gets 15. Target takes only half (8) because they resisted.

Success and Failure

Success or failure in the casting of a Spell is determined by the nature of the Spell being cast, and the outcome of the Challenge rolled.

Simple Spells

Spells that are not resisted are cast using a normal 21 Challenge. If the caster succeeds the Spell takes effect, if the caster fails, the Spell simply fails.

Targeted Spells

Targeted Spells - including most Destruction Spells - are spells launched at a specific target. No roll to hit is required, and spells cannot be Dodged or Blocked, nor do they expose the caster to counterstrikes. If the roll to cast the spell is less than 21, the spell fails, otherwise it succeeds and hits, and the target must make a resistance roll (as described above).

Challenged Spells

When a caster's spell aims to undo the magic of another caster, success or failure is determined by an vsChallenge. For example, the Lock Spell can also unlock doors, but if the door in question has been magically Locked by another caster, then magically Unlocking the door is an vsChallenge between the two casters.

Spell Flexibility

The spells listed here are by no means intended to be a closed, definitive list. They are intended to also function as templates for players and Directors to define new spells.

In many cases, the spells defined here also include the ability to do their opposite. For example, the Lock Spell can be used to magically Lock doors, but also to Unlock them, and the Sleep Spell can be used to Awaken people. Generally, when there is an intended double usage, this is called out in the spell description.

In other cases, a spell might naturally imply an alternate or opposite use for the spell ought to exist, but no such use is defined. In these cases, it should generally be assumed that an alternate spell would be a new spell, and the Director will need to define it. For example, the Breathe spell might imply a 'Breathless' Spell, that makes the subject unable to Breathe. Such a spell would be very dangerous and powerful, constituting a new spell that would need to be defined by the Director and learned as a separate skill.

Finally, many spells defined here have a specific flavour to them. For example, the Fireball Spell does damage in a blast radius, while the Freeze Spell does damage in a cone. If a player wants to make an Ice Mage, they could simply redefine their version of Fireball as a Polar Vortex Spell, that has the same damage effects as Fireball, but is caused by cold instead of flame. Conversely, a player may want a Breathe Fire Spell that does the damage of the Freeze spell, but uses a cone of flame. Spells transformed in this way must be learned separately as new spells. A player may not decide on a whim to Breathe Fire with their Freeze Spell - they must decide to learn the Breathe Fire Spell as its own, unique spell.

Spells Table

Following is a list of all the Spells in Mythmaster and all of the basic properties that define their use.

Spell Descriptions

Following are descriptions of all of the Spells in Mythmaster.

(generated)

This spell will notify the caster of anything opening a defined door, window, hatch, etc, or crossing any line that can be described within a 5 hex radius. The radius-based version of this spell must be fixed in space and cannot be attached to anything moving. When tripped, the alarm will awaken the caster if they choose, but will not disturb rest or work. If the caster is under the effect of the Sleep spell when their alarm is activated, their Alarm spell must win a vsChallenge against the Sleep spell for them to awaken. Optionally, the caster can have the alarm broadcast a 'psychic shout' when it is tripped, which will draw the attention of anyone within 50 hexes.

This spell will remain active until the alarm is tripped or until the caster chooses to end the spell. The caster cannot trip their own alarm. The presence of an alarm can be detected by winning a vsChallenge using the Traps skill if the person searching has the Magic Sense perk, or by a vsChallenge using the Detect Traps spell. Once detected, an alarm can be disabled using Dispel, or by using the inverse of the Alarm spell, but it cannot be disarmed by conventional means. Failure to disable the alarm using these magical means will trigger it.

(generated)

This spell allows a friendly animal, such as a loyal pet, a familiar or an animal controlled via the Tame spell, to be magically bound to an object (often a small figurine, though sometimes a weapon, a tool, or an innocuous trinket). Once bound, the caster can transform the the animal back and forth between its forms at will as a basic action, for no cost. The animal will remain loyal, and if it was subjected to the Tame spell when bound, it will remain tame forever. If the animal is killed or the object destroyed, both are lost and the spell ends. If the animal was a Familiar, this has the same effect on the caster as the death of their Familiar, even if the Token was not in animal form when killed.

(generated)

This spell causes one large object (a human or animal statue or table), up to four medium objects (shovels, brooms), or up to a dozen small objects (scissors, cutlery, etc) to animate, following the caster's instructions (not under the caster's direct control) for an hour. Brooms sweep up, a table hauls a load like a pack animal, kitchen utensils prepare and cut food, etc. Animated objects cannot levitate or fly, and behave as through controlled by ordinary invisible users. A rope could be 'tossed' up a tree and tie itself to a branch, but could not fly across a huge river to create a bridge. If a skill roll is required to perform an action, it is performed using the casters skill in that action - animated scissors can only cut fabric to tailor clothing if the caster has the Tailor skill, for example. Statues, or other objects fashioned to look like humanoids or animals can move and carry objects or be ridden by the caster, but cannot fight - they are not golems. The purpose of this spell is to enhance the caster's ability to perform labour and other manual tasks, not to enable fighting. Weapons can be animated, and perhaps used to entertain, or even to spar or train with, but cannot fight in any way that causes damage, which requires the Dancing Weapon spell.

(generated)

If not resisted, this spell causes the shadow of the subject to separate itself from the subject's body and become hostile toward the subject. This causes the subject to immediately suffer 1d4+1 Composure damage and to enter the stunned state for two turns. It also creates an Animated Shadow of the appropriate size which will attack the subject for 12 turns plus one turn for each point the caster succeeds their roll by, or until the Animated Shadow is destroyed. The subject of the spell is the animated shadow's preferred target, but it will attack others if they are significantly threatening. If the subject is rendered incapacitated or killed, the shadow will disappear.

(generated)

This spell allows the caster to Anticipate the actions of the target, effectively granting them a bonus of +2 on all Challenges rolled against that target for 12 turns (60 seconds), plus a turn for each point the caster succeeds their roll by. The bonus is halved to +1 if the target resists. Any action taken by the target that they are not in control of (such as due to Possession, or if affected by the Doubt spell) will prevent the caster from gaining their bonus in Challenges against those actions. This spell does not affect the target's resistance to spells.

(generated)

This spell allows the subject to immediately reroll their resistance against any toxin active in their system at the time the spell is cast. This roll is made at a bonus equal to the amount the caster succeeds their roll by. If this resistance is successful, the toxin is immediately neutralized. If unsuccessful, the toxin will continue to run its normal course. This spell will not undo damage dones to Stats, Attributes or Derivatives. This spell can also be cast to transform a sample of a toxin, into its antidote. If consumed, this antidote will fully inoculate the subject against that toxin for 72 hours, or will immediately halt the toxin's effects if it is currently active in the subject.

(generated)

Assist is an instant spell. This is the most basic spell in the Alteration Spell College. It enables the caster to 'lend a helping hand' or 'give a boost' to a subject performing any physical, non-combat action, such as a Challenge using Climbing or Dancing, for example. The Assist Spell grants the subject +1 to their roll, and costs the caster 1 Stamina. The inverse of this skill has the opposite effect, imposing -1 on the target's Challenge. It can be resisted, and costs the caster 1 Stamina whether resisted or not.

(generated)

The caster can select one ordinary animal - a bear, a wolf, an eagle, etc - that they can transform into by casting this spell. Once selected, the chosen Beast Form cannot be changed for a different one, and in order to transform into any other animal, the caster must learn the spell a second time. When cast, the caster and everything they are carrying transforms into their Beast Form, and they remain in this form for as long as they wish. While in Beast Form, the caster may return to their normal form at will, ending the spell. When in Beast Form they have all the abilities of the animal and none of their normal skills, spells or abilities.

While under the effect of this spell, a subject who fails a Defence roll will automatically teleport to some other location within their current hex, thereby avoiding taking any damage, even if the attack against them is a critical. The spell lasts for 8 turns, plus an additional turn for each point the caster succeeds their roll by, or until four Blinks are triggered.

Blink will not free a subject from the entangled state, but if the entangler or grappler attempt to apply their automatic damage to an entangled target the Blink will activate and prevent the damage. Blink will not protect the subject from damage being applied over an area.

Blink will never cause the subject to leave their hex, and cannot be used to travel or teleport through objects, and will never cause the subject to teleport into a more dangerous location.

(generated)

This spell eliminates the need for the subject to breathe for 1 hour, plus 10 minutes for each point the caster succeeds their roll by, enabling them to remain underwater, or to avoid the effects of gas for that time. This spell does not interfere with the subject's senses - the subject would still be able to smell if they were in a room filled with methane gas, for example - but they would not be in any danger of asphyxiation.

Aside from obviating the need to breathe, this spell does nothing to mitigate the other effects of being underwater. Water is very often murky, and this spell does not help the subject see. This spells also does not enhance the subject's ability to swim, so if they cannot swim or are weighted down, they will likely sink to the bottom of a body of water. Movement while walking on the bottom of a body of water is very slow; 1/2 swim move (so 1/6 of base move).

Subjects cannot speak underwater unless they speak a language that evolved specifically for underwater speech (such as a native merfolk language, for example). Communicating underwater would need to be done using the Signals skill, the Message spell, or some other means.

(generated)

This spell buffs the general capabilities of the subject by immediately adding +2 to a chosen Attribute. This effectively adds +2 to any of the subject's Skills or Spells that are based on that Reference Attribute, and also enhances the relevant Derivatives. This has no effect on the Stats that comprise the Attribute. Buff lasts for 6 turns (30 seconds) plus one turn for each point the caster succeeds their 21 Challenge by.

(generated)

This minor offensive spell allows the caster to conjure and launch a high velocity projectile at a target. Unlike Destruction spells, which are projections of magical energy, this conjured bullet is a real, physical and non-magical object; thus this spell cannot be resisted, and the attack is instead treated as a Snap attack which can be dodged or blocked with a shield. If the bullet hits the target, it does 1d10 points of damage, reduced by the target's Protection.

(generated)

Channel is an instant spell. This spell allows the caster to channel any Concentration they choose to expend over and above the Casting Cost to contribute to the Casting Cost of the spell the chosen target is casting in the same turn. For more than one caster to Channel Concentration into a single subject, each caster beyond the first must roll a 21 Challenge using the Ritual skill (the ritual may not be instant, and it is up to the Director to define what is involved). For example, if four casters attempt to cast the Plague spell, the Casting Cost is 34. One caster puts 10 Concentration into Channel; 2 goes into Channel, 8 goes to the caster of Plague. Two more casters also each put 10 Concentration into Channel. They both must roll a 21 Challenge using Ritual, and if both succeed, 16 more goes to the Plague caster, for a total of 24. The Plague caster puts 10 Concentration into the Plague Spell, plus the 24 Channeled to them, thereby covering the 34 Casting Cost and allowing them to roll to cast Plague.

(generated)

If not resisted, this spell puts the target in the charmed state for 10 minutes, plus 1 minute for each point the caster succeeds by. Additionally, this spell reduces the target's Composure by 2d4+1, halved if resisted, and if Composure reaches 0, the target must roll a 21 Challenge using Social at a penalty equal to the negative value of Composure or enter the charmed state anyway. If attacked or damaged the subject is released from Charm. The spell cannot work on people or creatures with a Social Attribute of 4 or lower. To achieve a similar effect on creatures or animals, the caster should use the Tame spell instead.

(generated)

While under the effect of this spell, the subject can climb any surface as though it were a ladder, and can even cling inverted to ceilings. Movement while climbing in this way is equal to 1/3 base move. The spell lasts for 10 minutes, plus an additional minute for each point the caster succeeds their roll by.

(generated)

When cast, this spell grants the Diviner knowledge of one fact, requested by the caster, that is generally known to most intelligent people living within 10 km of their current location. For example; most people in a town would know the name of the local baron who lives in the manor, and would know the location of the manor. Most people might know that a hill giant is rumoured to live in a cave on the outskirts of town. Most people might know that the entire Jones family went missing last year, except for their reclusive aunt. Note, however, that common knowledge does not have to be true - most people might know that Danko Jokovic was put to the sword last month for the murder of the Margrave's wife - but if most people don't know he was framed for that murder by the Margrave himself, then the spell would not reveal that information.

(generated)

Allows the caster to create an audiovisual, olfactory, and tactile illusion that lasts for 5 minutes, plus an additional minute for each point the caster succeeds their roll by. The illusion is utterly convincing, and if not resisted, anyone able to observe the illusion will be completely convinced it is real. The illusion is still limited, however. It cannot interact with anything real; it cannot open a door, or pick up or carry anything, and it also cannot make something appear invisible, though it can conceal something or someone behind or within itself. An illusion of a campfire would make someone feel warm, but would not actually protect them from the cold. It would not cook food, melt snow, or propagate.

The caster of Complex Illusion does not need to resist and is automatically aware of the nature of their own illusion. The caster, as well as those who resist the illusion will still see, hear, or otherwise experience the illusion as a translucent flickering representation, but they will know it is an illusion and can behave accordingly, and it will not affect them; they would not suffer any penalties to see or attack a target behind an illusory wall, for example.

Those subjected to illusions (including players) cannot 'choose to disbelieve' them. This is what the resistance roll is for. However, those who resist can spend a basic and/or combat action to attempt to convince others of what is real. Expending actions this way allows one chosen individual per action to attempt to resist again.

Once active, the illusion behaves autonomously and cannot be controlled by the caster. An illusion that attempts to engage in a conversation can 'speak and understand' any language used by anyone it interacts with, but it cannot say anything meaningful or relevant, and cannot transmit any useful information (or misinformation). Anyone talking to an illusion can resist at a cumulative +1 every turn to realize it is an illusion.

Similarly, illusory attackers will engage those subjected to the illusion in combat just as though they are engaged in a real combat encounter, against real characters or creatures. For as long as attacks in this illusory combat encounter do not connect with a non-illusory character or creature the illusion will persist. This means attacks that are dodged will seem as normal, but any attacks that are blocked by weapons or shields, or that successfully land a hit will reveal the nature of the illusion to whoever lands the hit or is hit. Additionally, anyone who witnesses these hits can immediately roll to resist the illusion again, at a cumulative +1 for each time they try. Note that an illusion of a dozen attacking enemies is one illusion, and once one enemy in the illusion is revealed as illusory, all of them are.

The inverse of this spell causes a targeted subject to be convinced that a specified real object or person is an illusion. When used this way, those who resist successfully will not be aware that there is an illusion at work. For example, they may not know that their companion believes the troll that is charging them is not real until it is too late. Someone who is aware that there are both illusions and inverse illusions at work will not gain any additional resistance rolls from people expending actions to convince them of what is real.

If someone subjected to an illusion witnesses the illusion end after the duration they can resist again to realize that what they saw was an illusion. If they do not witness the illusion ending, or they fail to resistance, they will continue to believe the illusion they witnessed was real.

A Complex Illusion will not be seen as magical through use of the Magic Sense perk unless the caster intends for it to be.

(generated)

This spell unleashes a powerful concussive blast that effects everyone in a hex adjadent to the caster in every direction. If not resisted, the blast does 2d6+2 damage to Health, pushes everyone back 1 hex, and applies the slam effect. Those who resist take half damage and are pushed back 1 hex, but are not subjected to the slam effect.

(generated)

Allows the caster to create any ordinary object, up to 25kg mass, out of thin air for a duration of 10 minutes, plus an additional minute for each point the caster succeeds their roll by. The only constraint on the type of object is that it may not contain information (such as a book, money, documents, a key, etc). This object is not an illusion - it is real in every sense; a sword can be used in combat, a ladder could be climbed, or a gold bar could be used to purchase something. A conjured object will not be seen as magical through use of the Magic Sense perk.

The object must be conjured within 2 skill hexes of the caster, but can be created in or around other objects - for example, a large metal ring could be conjured around the bars and gate of a fence, preventing it from being opened. Any conjuration that would impair someone - such as conjuring shackles around their ankles - allows them to resist, and a successful resistance causes the conjuring to fail entirely. Any conjuration made with the intent to injure someone - such as conjuring an anvil in the air over their head - would likewise be resisted and would cause the spell to fail if successful. Such a conjuring would also be treated as an ordinary attack using the Throwing skill for the relevant size of object, and wound be defended against and potentially do damage normally.

For objects that are transformed or consumed, it is up to the Director to determine what happens when the duration expires and they vanish. A liter of liquor may have made someone drunk, and a steak may have sated someones hunger, but whether the nutrients were recovered is up to the Director.

(generated)

This spell allows the subject to re-roll their initial resistance to immediately overcome infection with a disease. The new roll is made at a bonus equal to the amount the caster succeeds their roll by. If resistance is successful the disease is cured, and even if unsuccessful the subject makes all resistance rolls to mitigate the effects of the disease at +3 for a number of days equal to the amount the caster succeeded their roll by. Once a disease is cured damaged stats and attributes are restored, but damage to derivatives must be healed normally. A caster with the Diagnose skill can diagnose a disease in someone expressing symptoms, allowing them to use the spell to innoculate others. Innoculation grants subjects +4 to resist, and an additional +1 for each point the caster succeeds their roll by.

(generated)

This spell conjures a weapon of the caster's choosing that magically floats in the air and fights under the caster's control. The weapon spawns in a hex adjacent to the caster, and must remain within Skill hexes of the caster at all times, or the spell immediately ends. The weapon can be any type of one-handed or small melee weapon, but not a two-handed, thrown or ranged weapon. The caster's effective skill in the weapon is their skill in the spell. The caster does not need to be able to see the dancing weapon, but if the caster cannot see the target, the weapon fights as though blind, and the weapon can be surprised if the caster is not aware of the attacker.

The dancing weapon has a health equal to half the caster's skill, but has no protection. It can block to defend itself, but cannot dodge and cannot block attacks intended for the caster. It can make effect attacks (such as disarm, trip, etc as per the weapon type), but cannot be subjected to them. The weapon moves at 6 h/t, but cannot fly - it hovers at the same height such a weapon would be at if wielded by an ordinary person. It can move and attack each turn, but cannot sprint, though in its first turn, it can only move or attack, not both.

Attacks, defenses and movement of the weapon are automatic and do not require the caster to expend actions or additional concentration. Dancing weapons will prevent ranged attacks if within the minimum range of an attacker's weapon. Allies and enemies alike can move freely through the hex of a dancing weapon, but may not end their move in its hex.

A dancing weapon cannot be buffed or enhanced by spells such as Speed, Quickness, True Aim, etc, and cannot perform any special actions (such as Counterstrike) even if the caster has such skills or perks. It is considered magical for the purposes of striking creatures that can only be attacked by magical weapons, though it has no bonuses.

The spell lasts for 8 turns, plus one turn for each point the caster succeeds their roll by, or until its health reaches zero, at which point it vanishes.

(generated)

This spell allows the subject to see as clearly as they do in full daylight, even when in total darkness. It will not allow the subject to see through smoke or fog, but does allow seeing through magical darkness created by the Light spell if the caster of the Dark Vision spell wins a vCh against the spell that invoked the darkness. The spell lasts for a maximum of one day, ending instantly with the arrival of the next dawn.

(generated)

This spells creates illusory flashing coloured lights, sounds, and tactile sensations that can overwhelm the senses of those who experience them. The spell does 1d6+1 Concentration damage to anyone in a 3 hex radius of the chosen epicentre; half damage if resisted. Those who fail to resist are put in the stunned state two turns.

(generated)

This spell causes non-magical, non-living objects, up to 20kg in mass, to rapidly oxidize, decay or rot, becoming unusable within in 1 turn, and turning to dust within 5 turns. This spell can effect parts of composite objects, but not fractions of cohesive objects. For example, Decay will not turn half of a 40kg stone block to dust, but could turn the 20kg wheel of a 500kg cart to dust. Cast on a suit of armour, Decay will reduce the Protection of the armour by 1d3. If the caster has the Blacksmithing skill they can roll a 21C to reduce the Protection of targetted armour by an additional 1d3. Uniquely, clockwork automata resist this spell using their Stability, and if not resisted the spell can reduce their Protection, damage their Health and even render them inoperable, as defined under the description for the individual automata.

(generated)

If not resisted, this spell creates a totally convincing illusion in the mind of the target that the thing they most desire is 'just over there' - either fleeing (if it is a living thing) or being stolen away by some nebulous 'enemy' (if it is an object). The target will be compelled to pursue their desire at their maximum possible movement speed, but each turn it will appear just out of reach, disappearing out of sight and perpetually leading the target away. The target must be within range of the caster when the spell is cast, but once affected, the spell persists even if the target exits the range. The spell will last for 3 turns, plus one turn for each point the caster succeeds their roll by. In the last turn, the target will be allowed to catch the thing they desire, only to have it turn to dust in their hands, causing them to suffer 2d4+1 damage to Composure and Concentration. A desideratum will not be seen as magical through use of the Magic Sense perk unless the subject of the target's desire would be.

(generated)

This spell automatically reveals any physical traps, including hidden doors, hatches or the like, within a radius of hexes equal to the caster's skill for 12 turns plus one turn for each point the caster succeeds their roll by. A successful vsChallenge using this spell will also reveal magical traps such as an Alarm, a concealed Ward or a Magic Trap.

The inverse of this spell allows the caster to magically conceal physical traps. Physical traps concealed with this spell can be detected by a successful vsChallenge using this spell, just as above, but can only be detected using the Traps skill if the person searching for the trap has the Magic Sense perk.

(generated)

This devastating spell does 20d20 to a targetted object, or to anything in a targetted area of 1 cubic hex (2m x 2m x 2m) volume. If this amount of damage is enough to reduce health to zero or destroy the object or whatever is in the hex, it is completely disintegrated and can never be repaired or recovered. Only living things can resist, and if successful, take half damage (but if this reduces health to zero, they are still disintegrated). Living things that survive will not have a cubic hex of themselves disintegrate, but will lose 1d4+2 points of protection, and will be put in the bleeding state caused by multiple, massive open wounds in their partially disintegrated bodies. Combined with a skill such as Engineering this spell can be used to target critical structural points, potentially causing catastrophic collapses of walls, bridges or other large structures at the discretion of the Director.

(generated)

When casting Dispel, the caster rolls a vsChallenge against a targetted spell, adjusted by the difference of Power Levels between both spells. Dispel ends ongoing magical effects (such as ending an Illusion, or removing a Buff) it cannot undo real effects, such as the Mending of an object or the instantiation of a Plague. Dispel destroys single use magical items (potions, scrolls), drains all charges from items that have them, and will remove 1d3 points of bonus or equivalent from the properties of a permanent magic item.

(generated)

Creates an illusory suspicious sound, or perceived movement at a location designated by the caster. Both the subject of the spell and the target location must be within the caster's range. If not resisted, the target will be curious and suspicious and will attempt to inspect the area around what they think they saw or heard for 6 turns, plus an additional turn for each point the caster succeeds their roll by, or until they complete their inspection. If the target is threatened, or is required to respond to something more serious than their suspicion and curiosity, or if it is impossible or significantly dangerous for the target to reach the location, the spell automatically fails or ends. When the spell ends, whether the duration elasped, an inspection was completed, or a more important matter arose, the subject will be completely satisfied, and will not be in a heightened state of alertness or awareness as a result of the spell. The distraction is an illusion in the mind of a single target, and will not be perceived by anyone else.

(generated)

If not resisted, this fearsome spell creates an exact duplicate of the subject that must appear within 3x Skill hexes of both the caster and the subject. The doppelganger has the exact same stats, abilities, memories, items and equipment as the subject, and can do everything the subject can do. All of its Derivatives are at full when it appears. A Doppelganager will not be seen as magical through use of the Magic Sense perk (unless the subject also is). The doppelganger believes itself absolutely to be the subject, and believes absolutely that the subject is their Doppelganger. Thus, the doppelganger will do everything it can to destroy the subject. The doppelganger will persist until either it, or the subject is slain. When either the doppelganger or the subject is killed they vanish along with all of their belongings. The survivor then immediately suffers 3d4+1 damage to their Composure and enters the depressed state for two hours, and if their Composure is negative efter this time will remain depressed until their Composure becomes positive. After emerging from depression, the survivor (whether the subject or the doppelganger) will continue to live the life of the subject normally. If the subject was a Player, they are now playing their doppelganger. The only difference between a doppelganger and the original is that the doppelganger believes the illusionist who created it is a trustworthy friend.

(generated)

Doubt is an instant spell. If not resisted, Doubt forces the subject to second guess themselves; preventing them from performing their originally intended action and requiring them to immediately choose another action instead. For example, this spell could be cast to prevent the subject from using a Strong Attack, and the subject may then choose to do a Fast Attack instead. In the event that the action the subject was attempting to perform is the only action that they can perform, then this spell is automatically resisted. This spell can only be used against actions that caster is aware are being performed. It cannot be used against surprise attacks, or against discrete spells or spells being cast covertly, for example.

(generated)

Considered necromancy by some, this spell allows the caster to steal 3d6 from the target's Health, Stamina, Concentration or Composure, adding the amount of positive Derivative points drained to the caster's own Derivative, up to its maximum. If resisted, the spell does no damage and the caster gains no benefit. For example, a caster with 15 maximum Concentration and 13 current Concentration casts Drain on a target with 12 Concentration. The target fails to resist so the caster drains 3d6 from the target. The caster rolls 14 damage, so the target has their Concentration reduced to -2, but the caster can only regain 12 of these, as the target only had 12 positive Derivative points to drain. After casting the spell, the caster's Concentration is 5, so instead of regaining 12, the caster only regains 10 as their Concentration cannot go above its maximum.

(generated)

This terrifying spell creates a deathly aura of life draining energy with a radius of 2 hexes, plus one hex for each point the caster succeeds their roll by. The spell can be centered on a fixed point in space within the caster's range, or attached to the caster themself - though it cannot be attached to any other object. Once cast, the caster does not need to remain within range. Except for the caster themself, any living thing in the radius - including even plants, trees, insects and microorganisms, suffers 2 damage to Health, Stamina and Composure every turn they are in the radius. They can resist every turn to half this damage to 1. Protection - magical or otherwise - does nothing. The spell lasts for 3d10 turns. This spell is considered to be necromancy by many Organizations, though its power and effectiveness on the battlefield have made knowledge of the spell almost impossible to eradicate

(generated)

This spell reinforces the subject with mental and psychological fortitude. While under the effects of this spell, any Challenges or resistance rolls related to social attacks or manipulations including skills such as Mock, Persuasion, or Provoke, as well as spells including Charm, Fear, or Enrage are made as though the subject has invested a point of Resolve. While under the effect of this spell damage done to Derivatives using any of these skills or spells is increased by +3, and damage taken is reduced by 3. This spell lasts for 5 minutes (60 turns) plus one minute for each point the caster succeeds their roll by.

(generated)

This powerful spell fully transforms any willing subject and everything they are carrying at the time the spell is cast into one of four elemental forms; earth, fire, storm or water. Unwilling subjects can resist if they choose. While the spell is active, the subject can use a basic action to switch back and forth between the chosen elemental form activated when the spell was cast, and their normal form.

Earth Form

In the elemental earth form, the subject transforms into living rock, increasing their mass by 2.5x. The subject gains +6 Protection, and also gains the Iron Hands perk. as well as the Blade Hands perk. While in this form, the subject is immune to fire damage, and cannot contract a disease or be effected by a toxin - if toxins or diseases are already in effect, they will continue to run their course.

Fire Form

In the elemental fire form, the subject transforms into malleable magma, emitting intense heat and automatically igniting flammable materials in any adjacent hex. All of the subject's melee attacks do an additional 1d6+1 damage and put anyone they hit into the burning state, and any attempt to grapple the subject will similarly put the grappler in the burning state. While in this form, the subject is immune to fire damage, toxins and disease, and any toxin active in them when the spell activates is immediately nullified. Diseases will continue to run their course after the spell ends. Frost attacks do +50% damage and a bucket of water thrown on the subject will do 1d6+1 damage, ignoring all Protection, and immersion in water will do 3d6 damage and end the spell.

Storm Form

In the elemental storm form, the subject transforms into a crackling cloud of electrical energy. In this form, the subject gains +4 to dodge. The subject's melee attacks do an additional 1d12 shock damage, and also do 1d4+1 damage to concentration. Non-magical metal armour does not protect against this damage. While in this form the subject can fly, as per the spell. The subject cannot contract any toxin or disease, though then effects of these will resume when they return to normal form.

Water Form

In the elemental water form, the subject collapses into a pool of liquid. In this form, the subject cannot make any physical attacks, but any damage done from any source is reduced by 90% and the subject cannot be grappled, tripped or subjected to any similar effects - except for flame attacks which do +50% damage on impact, but do not apply the ignite effect. While in water, the subject is considered invisible, does not need to breathe and can swim effortlessly at 5x their movement. They can flow along the ground, squeezing through tiny cracks - such as under a door, but cannot pick up or carry anything. The subject is affected normally by toxins and diseases.

(generated)

This spell allows the caster to magically encrypt any written message in order to protect it from being used by anyone other than its intended recipients. Even better, the caster can insert a second, false message into the document, such that if the message is intercepted and 'successfully decrypted' using normal means, the interceptors will discover the caster's false message and believe it to be the real message. The Encryption spell can be broken using the reverse of the spell itself, or by using Dispel Magic, but even when the Encrypt spell is lifted, a magical failsafe notifies the caster and all intended recipients that the message has been intercepted, allowing them to change their now compromised plans. This spell will also decrypt messages encypted using conventional ciphers, but will not provide any information at all about the nature of the cipher. An Encrypted message will not be seen as magical through use of the Magic Sense perk.

(generated)

This spell allows the subject to endure the effects of extreme weather for 24 hours plus 8 hours for each point the caster succeeds their roll by, as though it were, at worst, an unpleasant day. While protected by this spell, the subject will not require protective clothing to keep them warm, or to protect from the sun or wind. They are immune to sunburn, sunstroke, dehydration, frostbite, hypothermia, or any similar effects caused by extreme weather.

(generated)

If not resisted, this spell immediately puts the target in the enraged state for 6 turns, plus 2 turns for each point the caster succeeds their Challenge by. Additionally, this spell reduces the target's Composure by 2d4+1, halved if resisted, and if Composure reaches 0, the target must roll a 21 Challenge using Social at a penalty equal to the negative value of Composure or enter the enraged state anyway. The caster may not choose the object of the target's rage; if the target has clear enemies (such as when in, or on the verge of conflict) all those enemies will be objects of the rage. In a peaceful situation, the object of rage should be chosen by the Director, or determined randomly if appropriate.

(generated)

If not resisted, the Enslave spell allows the caster to take complete and total control over all actions of the subject forever, or until the caster releases them, or dies. Once a subject is enslaved, the caster knows everything the subject knows, is aware of everything they are aware of, and controls all their actions. This takes no effort on the part of the caster. Because the caster has complete and total understanding of the subject, they can fully continue with the subject's life and not even their closest friends will be the wiser. The enchantment can be detected with Magic Sense by winning a vsChallenge using Alertness at -8, and can Identified by a vsChallenge. If the subject is ever released, they will remember everything that happened just as if they had done those things of their own free will (unless the caster acts to prevent this with Shape Memory or similar). Additionally, if released, the subject will also suffer a permanent loss of 1 point from their Confidence stat, plus one point for every full year they were enslaved. This spell is generally considered abhorrent and is illegal to practice or teach virtually everywhere.

(generated)

This spell causes weeds, grasses, mosses, vines, or similar loose brush to grow explosively, threatening to put anyone in the 1 hex radius (the target hex and each adjacent hex), or anyone moving through it for the duration into the entangled state. The spell also works on strewn fabric or fibers (such as rugs), and on rigging, ropes, or netting. This spell cannot create plants or fibers out of nothing, and will fail where such things do not already exist.

Anyone in the radius when the spell is cast, or anyone entering the radius for the spell's duration of 6 turns plus 1 turn for each point the caster succeeds their Challenge by, must roll to resist using Adaptability (or the Escape skill) modified by their magic resistance and/or the Double Jointed perk.

Those who remain in the radius after a resistance roll may attempt to escape the entangled state each turn by rolling a 21C (not a resistence roll) using Adaptability (or the Escape skill), modified by their magic resistance and/or the Double Jointed perk.

Those who are not entangled (either because they resisted magical entanglement or escaped regular entanglement) may move at 1/2 movement through the area of the spell's effect for their entire turn. The caster can end the effects of this spell instantly and at will. The inverse of the Entangle spell can be used to counter the Entangle spell using a vsChallenge, effectively nullifying the zone of entanglement.

(generated)

Allows the caster to befriend, and gain complete control over all the actions of an ordinary animal for an indefinite period of time. If the Familiar dies, the caster's Concentration and Composure are both immediately reduced to zero, and the caster must roll a 21C using Mental each turn to avoid entering the confused state, as well as a 21C using Social each turn to avoid entering the depressed state. The caster may release a Familiar at will, though it costs a point of Composure to do so. You may not have more than one Familiar at a time. A Familiar will appear as magical to someone with the Magic Sense perk who succeeds a 21C using Alertness at -3.

(generated)

This spell allows the caster to project one of their senses away from themselves, and to move it around, disembodied, for six turns at a speed of 8 hexes per turn plus 1 h/t for each point they succeed their roll by. The caster must have the sense in order to project it, though the projected sense is a duplicate of their existing sense (for example, projecting hearing allows the caster to hear from where they are, and from where their projected sense of hearing is with no confusion). Senses include sight, hearing, touch, taste and smell, as well as other senses the character may have due to a perk or other ability (such as Olfactory Sense, Pheromone Sense or Magic Sense).

Senses can 'fly', and can pass through small spaces, such as under doors or through keyholes, but not through sealed or tightly fitted closures (like into a closed chest), and not through solid matter. Senses that are not sight can still freely navigate through a spatial environment but will not gather anything but the crudest understanding of the spatial layout, and the caster will be unable to draw a map of the space. Gathering more than the most cursory information with any sense requires spending a turn observing, and any skill rolls made will also require a full turn (such as using the Architecture skill to take note of the arrangement of spaces in a building being visually scouted).

Any spells that enhance the caster's senses are applied to the projected sense, but otherwise the projected sense has no special abilities beyond those of the caster (for example: an avian projecting their vision projects 360 Vision, but can't see better in the dark). Projected senses are just as susceptible to spells (such as Dazzle) as ordinary senses. The presence of the spell can be detected by someone with the Magic Sense perk who is actively looking for magic if they make a 21 Challenge using Alertness at -3, but it can also be incidentally noticed by anyone with this perk if the sense passes within 2 hexes of them and they make a 21C using Alertness at -8. Detecting the spell will only reveal that some magical effect has moved through the area unless it the Identify spell is used.

(generated)

If not resisted, this spell immediately puts the target in the afraid state for 6 turns, plus 2 turns for each point the caster succeeds their Challenge by. Additionally, this spell reduces the target's Composure by 2d4+1, halved if resisted, and if Composure reaches 0, the target must roll a 21 Challenge using Social at a penalty equal to the negative value of Composure or enter the afraid state anyway.

(generated)

Perhaps the best known of all Destruction spells, Fireball is feared, respected and renown for good reason. Fireball launches a small flaming projectile that explodes on impact. The explosion does 3d12 damage in the target hex and each adjacent hex, then falls off to 75%, 50% then 25% for each subsequent ring of adjacent hexes. Those who Resist take half damage. Additionally, everyone within the 4 hex radius who fails to resist is also hit with both the slam effect and the ignite effect. The explosion destroys objects, ignites secodary fires and does other environmental damage as determined by the Director.

(generated)

Float is an instant spell. This spell prevents a falling subject from taking damage by nullifying their momentum when they are 1 hex from the ground, and floating them safely down from there. The spell will not protect the subject from the trip or slam effects that might cause the subject to be knocked to the ground on which they are standing. The spell automatically fails if cast on a subject who is not currently falling.

(generated)

This spell enables the subject to take to the air and fly. While flying they are free to perform all normal actions, including spell casting, and engaging in melee or ranged combat. Base movement speed while flying is three times your base move, and you can 'sprint' while flying at six times your base move, but you must accelerate (and decelerate) to reach these speeds as defined by the flying rules. The spell lasts for 5 minutes, plus one minute for each point the caster succeeds by, at which time it abruptly ends. The spell does not automatically deliver the subject safely to the ground.

(generated)

This spell creates a magical well of regenerative energy that the caster can draw from to heal the injured. Once cast, the spell creates a pool of ten four-sided plus an additional d4 for each point the caster succeeds their roll by. These dice may then be spent however the caster sees fit, in any amount, at any moment, to restore the Health and Stamina of anyone within a radius of Skill hexes. These healing actions do not require an action and may be performed out of sequence, but they still happen after the damage is done - a fatal blow will not be undone by an instant application of dice from the Font of Life. The Font lasts for 8 turns, plus one turn for each point the caster succeeds their roll by, or until all the healing energy is spent.

If healing from the Font of Life is applies to a subject who is in the unconscious or exhausted state, who whose Health or Stamina is above zero after they are restored, the subject can roll a 21 Challenge using Stability or Physical (as relevant) to recover immediately and perform their actions for the turn. If the Challenge is failed, they will be fully recovered for the following turn.

(generated)

The Freeze Spell launches a cone of cold over a 30 degree arc to a range of 1/2 Skill hexes. Anyone in the cone takes 3d10 Health damage, halved if they resist. The cold is extreme and sudden enough to instantly freeze water to a depth of a couple of centimeters. The sudden shift in temperature will shatter common glass, and can even cause wrought iron or low tensile steel to break (most armour and weapons are made from high tensile steel). Being trapped in a frozen suit of metal armour can cause continuous damage to whoever is wearing it. These secondary effects are determined at the discretion of the Director.

(generated)

If not resisted, this Spell reveals either the target's greatest hopes and aspirations, or their worst fears for the future (caster's choice). If resisted, the caster sees only trivial flights of fancy. This spell can also be cast in reverse, allowing the caster to create a false vision of their future hopes and fears in order to protect their true aspirations or weaknesses from being discerned should they be attacked with this spell.

(generated)

Gateway is a limited form of teleportation that requires the caster to cast the spell once to create an initial Gate, and then cast the spell again (paying the Casting Cost a second time) at the destination to open a second Gate connected to the first, which can be any distance away. Once completed, the Gateway allows instant travel between the two locations. A Gateway is 1 hex tall by 1/2 hex wide - the same size as an ordinary door, and just large enough for a man or a horse. Once the second Gate is opened, the Gateway lasts for one minute, and can be closed at will by the caster prior to that. If prepared for the precise moment of opening, 60 people can be moved through a Gate in this time.

(generated)

This powerful spell allows the caster to join themself and another person, plus a number of individuals equal to the amount they succeed their roll by, into a shared, collective psychosocial entity in which all memory, knowledge and personality are shared and even physical capacity and capability become magically united. The gestalt does not form into a single being, and each individual in the gestalt remains a unique physical entity. Anyone who does not wish to join the gestalt can resist, but anyone who is willing to join is automatically considered a part of it. Once in a gestalt, a person may not leave it until the spell ends after 24 hours.

All members of the gestalt instantly gain all the skills, spells, abilities and perks of everyone else in the gestalt, at the skill level of the person in the gestalt with the highest skill. Everyone in the gestalt is considered to have each stat at same level of whoever in the gestalt has the highest stat. All resistance rolls for anyone in the gestalt are made using the highest resistance value of any individual in the gestalt. All derivatives of everyone in the gestalt are shared in a single pool. Use of these derivatives (such as using concentration to cast spells) depletes the global pool, and damage to these derivatives reduces the global pool, but no one in the gestalt is at risk of incapacity until the global pool is reduced to zero. For example, if 10 people, each with 10 Health, form a gestalt, everyone in the gestalt has 100 Health, but if one of them takes 7 damage, all of them are then considered to have 93 Health. If any derivative reaches zero, incapacity is challenged using the relevant Attribute as determined by the common stats of the gestalt. Additionally, if anyone has a perk that would obviate such a roll (such as the Indefatigable perk), then the perk applies to the entire gestalt.

While each individual in the gestalt remains free to make their own decisions and determine their own actions, no one in the gestalt can intentionally choose to directly harm the gestalt or anyone included in it. In the event of a dispute between members of a gestalt, the caster arbitrates (and if this fails, the Director must arbitrate).

If the gestalt is incapacitated as a result of negative derivatives, the spell ends and the gestalt breaks. When the spell ends, all remaining derivative points are divided evenly among the members of the gestalt, which may result in many members needing to make rolls to resist incapacity. When the spell ends, all knowledge and memory belonging to others who were in the gestalt is instantly forgotten.

(generated)

The spell allows the caster to permanently animate a roughly humanoid shaped form made of wood, stone, metal or other material into a golem that will tirelessly serve and obey the creator for eternity or until destroyed or until the caster willingly ends the spell, rendering the golem inert. This spell can also be used on flesh, though corpses animated in this way do not have the personality or memories of their former selves - despite the hopes of many who have used this spell in desperation to attempt to reanimate their loved ones. Using this spell on the dead is considered to be necromancy. The stats and abilities of a golem are largely determined by the materials it is made from, but are modified by the quality of the sculpt of the form. Golems such as those defined in the Bestiary are considered to have been sculpted by Grandmaster sculptors. Stats and abilities for golems made by Novices, Apprentices, Companions or Masters would be at 20%, 40%, 60%, or 80% of those listed in the Bestiary. Note that the forms for golems have very specific constraints, and must be sculpted specifically for this purpose. Casting this spell on a statue in a museum - even one created by a Grandmaster - would not work predictably; it might simply fail, or it might produce a horrific, deranged monstrousity that the caster cannot control.

(generated)

When this spell is cast, the caster and one person for each point the caster succeeds their roll by will gain double the benefit of their next rest for up to a maximum of 24 hours. Additionally, during this rest, any rolls made to resist the effects of a toxin or a disease are made at bonus equal to the amount the caster succeeds their roll by. Everyone benefitting from this rest must remain within the spell's range for the entire duration of the rest.

(generated)

This spell allows the caster to summon extraordinarily powerful, extra-planar beings such as the highest-powered Celestials, Infernals, or Faefolk, up to and including named deities. Summoning itself cannot be resisted, and the summoned entity will appear instantly, in a hex adjacent to the summoner if possible - otherwise as close as possible to the summoner as determined by the director. If the spell is not resisted, the summoned entity will do the caster's bidding as though affected by the Suggestion spell. If resisted, the entity will not be under the caster's control at all, and will probably not be happy about it. At the end of the spell's duration - whether the entity was under the caster's suggestion or not - the entity will be returned from whence it came. The inverse of this spell can be used to forcibly banish a summoned entity back from whence it came by winning a vsChallenge. Note that many entities that can be summoned with this spell might be able to rapidly or even instantly return to the caster (or summon the caster to them) as soon as the spell ends and they are released and returned to their origin. Anyone casting this spell would be foolish not to be prepared to deal with the consequences of doing so.

(generated)

This spell causes a willing subject or an unwilling subject who fails to resist, along and everything they are carrying at the moment the spell is cast to proportionately double in height. This multiplies their weight by 8. It increases all Physical Stats (Strength, Agility and Vitality) by 3.

Therefore it increases the Physical Attribute and all associated skills, spells and derivatives (Stamina) by 3, and the Intensity, Adaptability and Stability Attribute and all associated skills and spells by 1, along with +1 to Base Move and +1 Health. Additionally, all melee damage is increased by +50%.

The inverse of this spell will shrink the subject to proportionally half their height, dividing their weight by 8, and reducing all Physical Stats by 3 (to minimum 1) and having the inverse of the effects described above. Melee damage will be reduced to 66%.

This spell lasts for 10 minutes, plus 1 minute for each point the caster won the Challenge by. If the subject doubles in size in a space not large enough to contain them, whether as the effect of the spell itself or as a result of it wearing off, they will take damage at the discretion of the Director.

(generated)

Simple, but powerful, Heal is one of the best known and most useful spells in the College of Restoration, and is a must have for any serious adventuring party. This spell instantly restores 3d6 Heath and Stamina to the subject. The spell closes open wounds, stops bleeding and restores breath and energy. It does not halt or cure the ongoing effects of poisoning or disease.

If cast on a subject who is in the unconscious or exhausted state, who whose Health or Stamina is above zero after the casting, the subject can roll a 21 Challenge using Stability or Physical (as relevant) to recover immediately and perform their actions for the turn. If the Challenge is failed, they will be fully recovered for the following turn.

(generated)

This spell inspires the caster's allies, motivating them to a higher purpose. All affected allies roll all Challenges as though they have invested a point of Resolve for a duration of 6 turns plus one turn for each point the caster succeeds their roll by. Before the spell ends the caster can choose to grant a single additional bonus equivalent to 3 points of Resolve (3d4) to any single Challenge made by any ally under the spell's effect. This bonus can be granted either before or after the intial Challenge is rolled, but either way it ends the spell's effect prematurely. The caster themselves is the force of inspiration here, and does not gain these benefits.

Additionally, this spell immediately restores 2d4+1 Composure to all allies within skill hexes of the caster. Anyone who is in the exhausted state and whose Composure is above zero after the casting can roll a 21 Challenge using Social to recover immediately and perform their actions for the turn. If the Challenge is failed, they will be fully recovered for the following turn. Anyone suffering the effects of fear, depression, or humiliation is immediately relieved of these effect for the duration of the spell.

(generated)

This spell allows the caster to rebalance the humours of a subject to better optimize their healing and recovery. This spell takes 10 minutes to cast and may only be performed on a willing subject. The caster cannot cast this spell on themself. If successful, humours will remove 2 points from each of the subject's Health, Stamina, Concentration and Composure derivatives, creating a pool of 8 points that can then be distributed back to those derivatives as the caster sees fit, presumably under the direction of the subject, but it is the caster who decides. This spell will automatically fail if removing 2 points from any derivative would make it go to zero or below.

(generated)

This spell muffles all sound within a 2 hex radius of the point in space or the object upon which it is cast for a period of 5 minutes plus one minute for each point the caster succeeds their roll by. Most ordinary sounds within the area are inaudible, and even loud screams emanate only as faint whispers. The repercussions of this spell are non-obvious. First, anyone sneaking in a hushed area rolls at a bonus of +3. However - anyone enveloped by hush will be able to make an Alertness roll the following turn to realize that they cannot hear properly, which is likely to alert them and make them start looking around for a cause, which can thwart the benefits of the spell.

(generated)

This spell partially transforms the subject into another species of the caster's choosing for the duration of the spell. This has the effect of making the subject morph into physiological hybrid of the two species, and of granting the subject all the stat and derivative bonuses and penalties, as well as the perks of the second species for the duration of the spell. For example, a halfling who became hybridized with a lizari would grow about 50% taller, would have scales over patches of their skin, and would grow a short tail. They would also have +1 Agility, +1 Alertness and -1 Intelligence and would gain the Amphibious and Gendermorphic perks. The subject will not be mistaken for a member of the other species by anyone and may even be considered upsetting. Once cast, the subject can remain in this form for as long as they wish, and may return to their normal form at will, ending the spell. the spell can be forcibly ended by Dispelling it or countering it with this same spell as a versus Challenge.

(generated)

This insidious spell is banned by any respectable magical organization, and teaching it or casting it is considered a crime almost everywhere. If not resisted, Id Prison allows the caster to isolate the subject's mind and all of their perceptions into their own personal ideal representation of reality. This completely subsumes all of their senses and they immediately fall catatonic in the real world. With basic care (shelter, water, soft food or soup), the subject will recover all attributes at 5x the rate for the first ten days. After this, basic care will not be sufficient and they will need the full time care of a physician or healer or their body will rapidly atrophy. They will lose one point from each Derivative every day, and for each Derivative that reaches zero, they will lose one point from a random Stat every day until one of their stats reaches zero and they die.

If put into this state willingly (such as to benefit from rapid healing), the subject does not have to resist. If kept this way intentionally, and tended to professionally, the subject benefits from living in an imaginary world that panders to their every whim. For every Life Cycle spent in the Id Prison, the subject experiences a Life Event (just as during character creation) - except they choose the Life Event and they choose the outcome. When buying Skill Rolls, they always roll the maximum, and Skills gained as a result of being kept in an Id Prison are real and are kept if the subject ever emerges. All other benefits from living in the Id Prison (wealth, status, rank, etc) are illusory, of course, and are lost if the subject emerges. It is not clear how extended confinement to an Id Prison would effect someone, or how they would behave upon encountering the real world.

(generated)

When cast on any creature or object, the caster will immediately know whether the subject is magical in nature, and will discern its magical properties or abilities. Additionally, this spell can be used to determine the nature of any magical effect the caster or the subject is currently being affected by. The inverse of this spell allows the caster to disguise a magical effect by naming a false magical property that will be erroneously identified if they win a Challenge against the caster trying to identify it.

(generated)

This spell creates three illusory duplicates of the subject that step out of the subject's body and mimic their actions. The duplicates remain within the subject's own hex, forcing those who fail to resist to choose a target at random each time they attack the subject.

After declaring and rolling an attack the attacker must roll a d4 if all duplicates remain, a d3 if only two remain, and a d2 if only one remains. On a result of 1, the attacker has successfully chosen the subject, on any other result, they have chosen a duplicate. The Magic Sense perk will not help distinguish the subject from the illusion.

If the subject is the one attacked, they defend normally. If a duplicate was attacked, its only allowed defense is a dodge. If the dodge is successful, the illusory duplicate persists, but if the duplicate is hit with any attack, it vanishes, and when all the duplicates are gone, the spell ends. Attacks that do damage in an area will affect the subject and all the duplicates. Criticals when attacking a duplicate do not adversely affect the subject, but catastrophes still negatively affect the attacker.

The illusion lasts for 8 turns, plus one turn for each point the caster succeeds their roll by.

(generated)

More powerful than the Disguise skill, this spell allows the caster - and only the caster - to perfectly assume the identity of a specific subject for up to 1 hour, plus 10 minutes for each point the caster succeeds their roll by. The caster must have directly seen the subject at some point previously in order to Impersonate them. The spell is powerful enough to deceive even the closest relations of the subject; normal resistance applies to individuals who know the subject intimately. Resistance is negatively adjusted the less personally well known the subject is. Thus, impersonating the Queen might fool the King by himself - even in the bedchamber - as he would have no bonus to resist, but it would not likely fool the entire Royal Court all resisting at once with no penalty at all. Coversely, thousands of the Queen's subjects who have only ever seen her from afar would suffer the harshest penalty of -21 as they gathered below the Royal balcony for a speech. Even those few who critically succeed their resistance would likely be dismissed as cranks by the masses.

When a subject is impersonated, the caster can choose to appear as the person will all of the clothing, weapons and equipment that the subject would wear in the chosen context, but this is all illusory. Entering combat using the Queen's illusory sword would immediately cause the spell to end unless the caster was also carrying a similar sword which they could use while maintaining the illusion. This spell does not grant the caster the ability to speak or understand the language of the personated or to use any of their other skills, spells or abilities.

The inverse of this spell can be cast on a target, and will cause anyone who does not resist to refuse to believe the target is who they claim to be - the target will be seen as an obvious imposter. A person disguised with this spell will not be seen as magical through use of the Magic Sense perk unless the individual being impersonated also would be.

(generated)

This spell renders the subject completely physically indestructible for one day, plus one hour for each point the caster succeeds their roll by. During this time, the subject cannot take any physical damage and cannot suffer loss to their Health derivative under any circumstance, nor can they be disintegrated. The subject also does not need to breathe and cannot become intoxicated or infected by disease for the duration, though the ongoing effects of any toxin or disease will still be applied if the subject was previously exposed with the exception of those effects that reduce the Health derivative. Note that this spell does not apply to anything the subject is carrying or wearing.

(generated)

This spell allows the caster to sense lingering and latent magical auras attached the target. If the target does not resist, this spell will tell the caster every spell from a single college specified by the caster that the target knows how to cast. If resisted, the spell simply returns no information.

(generated)

This spell renders the subject, and everything they are carrying on their person at the instant the spell is cast, completely invisible for a duration of 12 turns plus 1 turn for each point the caster succeeds their Challenge by. Anything an invisible person picks up after the casting of the spell remains visible. This includes items stolen, food or drink ingested, dust thrown onto the subject, etc. Anything dropped remains invisible for the duration. Invisibility does not cover up any noises made by the subject, and sneaking is still required if the subject wishes to remain unheard. Many creatures, including many monsters and animals (but not Automata, Undead or Elementals) may also detect the subject using their sense of smell by rolling a 21 Challenge using Alertness. When attacking or casting spells at an invisible opponent, you are effectively fighting blind. The Magic Sense perk acts as another sense an invisible person could be detected with, but does not provide any additional benefit or bonus.

The effects of spells you cast are not rendered invisible by this spell. Thus casting overt spells that clearly emanate from you, such as fireball, will give away your position for one turn, granting +2 to rolls to detect you for those fighting blind. If you are covered in dirt, blood, oil, dye, or other material that remains visible, blind fighters will similarly be granted a bonus of +2 for blind fighting rolls, but this bonus will last until the revealing material is cleaned off (such as by use of the Mend spell).

(generated)

This spell enables the subject to leap a total of 10 hexes (20m) vertically or horizontally, plus an additional hex for each point they succeed their roll by, divided over any number of jumps, over a period or 24 turns (2 minutes). The subject is immune to any damage caused by jumping such distances, for example, this spell would allow the caster to safely jump down from a 10 hex high ledge. The first jump can be made as part of casting the spell if desired, and does not require an action. Additional jumps can be performed during any move action.

(generated)

Allows the subject and whatever they are able to carry to levitate through the air at a maximum speed of 3h/t for 5 minutes plus one minute for each point the caster succeeds their roll by. Unlike the Fly spell the Levitate spell requires the subject to focus on what they are doing. Movement while levitating requires using the combat action, so someone using this spell can move or attack, but not both.

(generated)

This basic spell creates a singular point of light either fixed in space or attached to an object, that will illuminate everything within a 5 hex radius as though in full daylight for a period of 8 hours plus 1 hour for each point the caster succeeds their Challenge by. The reverse of this spell creates a radius of darkness within which everyone who fails to resist is effectively surrounded by deeply shadowed night - anyone fighting inside, or into this deep darkness makes all attack and defense rolls at a penalty of -3. The Night Vision perk does not mitigate the effects of the spell, but the Dark Vision spell will counter it completely by winning a vsChallenge. The light or darkness from this spell is illusory; existing only in the minds of those in range who fail, or choose not to resist (which will often be the case if cast to create light to see by). This means those outside the spell's range, looking into, or through the spell's radius are not affected at all and cannot see an illuminated (or darkened) area. As with other potentially hostile spells, the caster may need to resist their own spell at +3 (if, for example, they wish to see through illusory darkness they have created). If the radii of light and anti-light spells overlap, the overlapping area is lit as though unaffected by either spell.

(generated)

When this spell is active, the subject and anyone who remains within 5 hexes of them, leaves virtually no tracks or detectable trace on the ground for a full day. This makes them exceptionally difficult to detect or follow using the tracking skill. Tracking someone protected with this spell is done as a vsChallenge, however, if the person protected by the spell is also using the Tracking skill normally to cover their tracks, then tracking them is a vsChallenge using Tracking skills with the person using Lightfoot adding the amount the Lightfoot spell roll was succeeded by to their roll.

(generated)

This devastating spell unleashes a forking bolt of lightning from the caster's fingertips. After the initial strike, Lightning chains to randomly chosen secondary targets until the number of additional targets equals the amount the caster succeeded their Challenge by, or until there are no more valid targets. Each additional target must be within 1/2 Skill hexes of the previous. Bodies of water count as potential targets, and everyone in a body of water struck by lightning is also affected - counting only as one target. Lightning does not require direct line of sight between targets and passes freely through air or liquid but not solids. No one can be hit twice by the same spell. Lightning does 4d12 damage, halved if resisted, but metal armour offers no protection unless it is magical.

(generated)

This is the most basic spell in the Divination Spell College. It allows the caster to instantly locate a specified non-living, inanimate object within a 10 hex radius, if it can be found there at all. For example, the spell could be used to locate misplaced keys, fresh water, or dry kindling if those things are within the radius. The inverse of the spell will hide ordinary things, making them unfindable by any non-magical search that lasts less than one minute, plus a number of minutes equal to the amount the caster succeeds their roll by. Locating intentionally hidden objects, such as those hidden using the Search skill, or the inverse of this spell, require a Challenge versus the skill used to hide the object. Locate cannot find a specific thing, only a category of thing. For example, this spell can be used to find books or keys, but could not find a specific book on a bookshelf, or identify which key on a key ring fits a given lock. Locate will also not work on 'abstract' things, such as traps, though the components of a specific trap (such as a tripwire, a dart, a metal hook, or an iron spike) could be located, and the use of this spell will grant +4 to any Challenge in such a case. Locate is not responsive enough to assist in combat and cannot help when fighting blind or in the avoidance of surprise attacks.

(generated)

This spell magically binds shut a door, window, gate, chest, or other opening regardless of whether or not it has a physical lock, latch or bar. Once magically locked, the effect is permanent and only magic (or destruction) can unlock the object. The inverse of this spell will automatically unlock any mechanically locked door, and will remove the Lock spell if a vsC is succeeded. Dispel Magic will also unlock doors locked by this spell via a vsC, though if they are also mechanically locked, they will remain so. The caster of Lock is unaffected by their own spell and may freely open and close things they have locked without disturbing the spell.

(generated)

This spell completely halts the progression of aging for one month, plus an additional month for each point the caster succeeds their roll by. Unless resisted, the inverse of this spell rapidly ages subject over the course of 24 hours by the same amount, though they must roll a 21C using Stability to notice. Successfully resisting the spell prevents the effect entirely. If an aged subject is old enough to suffer the effects of aging, they must make all appropriate aging rolls.

(generated)

This spell makes anyone within targeted 5 hex radius who fails to resist become hopelessly lost for a duration of 4 hours, plus one hour for each point the caster succeeds their roll by. Those with the Direction Sense perk resist at +4, as do those with the Mental Mapping perk, unless they are outdoors.

Those affected will be unable to find their way through more than a few simple rooms or corridors, nevermind navigating the twisting tunnels of a dungeon or finding their way through a forest. Someone who is unaffected by this spell and is attempting to manage someone under its effect will need to roll a 21C using their Cunning every 30 minutes or they will become separated from the affected individual. Anyone under the effects of this spell suffers a penalty of -3 to resist entering the afraid, confused, depressed, or humiliated states.

(generated)

This spell creates an anti-magic field that causes any spell cast within it to automatically fail, doing 1d4 damage per power level of the attempted spell to its caster, bypassing all Protection. Damage is halved if resisted, but the spell fails regardless. A Magic Trap has a 3 hex radius around a fixed point in space, and cannot be moved or attached to an object.

The radius of the Magic Trap is generally invisible, but can be detected using the Detect Traps spell, and can be discerned using Magic Sense if you actively look for it from outside and make a 21C using Alertness at -5. The Magic Sense perk is nullified while in the radius, and if you attempt to use Magic Sense while in the radius, you will immediately notice it is inactive (but will not be able to discern the radius). The anti-magic field applies equally to the caster of the Magic Trap, with the exception that the caster is always aware of its radius.

A Magic Trap does not deactivate, cancel or dispel spells active within, or entering the radius. Nor does it prevent the function of magical items within the radius except when those items cast spells (such as reading a scroll or activating a magical effect from an item that requires spending Concentration to activate or cast, but not drinking a potion). It will also not prevent the resumption of Suspended spells, the triggering of Regulated spells, or the release of spells in a Spell Burst. Regardless of how many spells the Magic Trap denies, the spell lasts for its entire duration of 12 turns (1 minute) plus one turn for each point the caster succeeds their roll by. A Magic Trap can be Dispelled by a caster outside the radius, and similarly can be countered using its inverse.

(generated)

This powerful spell conjures a translucent, 1 hex by 1 hex magical plane, that is immobile, completely indestructible, and through which nothing can pass. The barrier intersects harmlessly with matter when it is cast, allowing it to be it cast in spaces narrower than it is wide. If it intersects a person, they must immediately choose which side of the barrier to be on. The barrier has no mass, and will not tip or fall even if the ground beneath it is annihilated. Most incredibly, the barrier exists simultaneously in all dimensions and planes, so even Phase, or Plane Shift will not allow something to pass through it (though it might make it easier to go around). A Magic Wall lasts for 10 minutes, plus 1 minute for each point the caster succeeds their roll by.

(generated)

This horrible spell requires all sentient beings within a 1km radius of the caster to resist, or be forced into either the afraid, confused, depressed, or humiliated states, as chosen by the caster. The caster is free to define the nature of the shared psychosis that drives this hysteria, but it is not a sensory illusion. For example, the caster can decide that people are afraid because they believe a powerful dragon is coming imminently to destroy their village and kill everyone - but they will not literally see a dragon or believe they are currently being attacked. Everyone who fails to resist the spell will remain in this state for eight hours, plus one hour for each point the caster succeeds their roll by. No amount of reasoning from those who resist will bring them out of the state (though Dispel can be used to release one individual at a time). Persisting to challenge the beliefs of someone subjected to Mass Hysteria is likely to push them into the enraged state. If many people resist and make a concerted effort to challenge the hysteria, the entire affected population may enter the enraged state at the discretion of the director.

(generated)

This is the most basic spell in the Evocation Spell College. It allows the caster to have perfect recollection of everything they see at the moment the spell is cast. This spell would allow the caster to perfectly memorize every detail of a map, or to perfectly recall any written message, for example. This spell will not allow a caster to memorize a spell as written on a scroll, nor will it grant the caster any new skills; perfect recall of a written recipe does not make one a chef. The inverse of this spell allows the caster to permanently erase a memory from their own mind. This will prevent the memory from ever being revealed by Telepathy, the Truth spell or any other mental intrusion. The caster cannot use this spell to affect the memories of anyone other than themselves.

(generated)

This is the most basic spell in the Transformation Spell College. It instantly cleans and repairs wear and tear and ordinary damage to any object up to 20kg mass. Clothes will be washed, weapons and armour will be maintained and sharpened, and worn or damaged equipment, furniture, doors or other objects will be renewed as though tended to by a professional tradesperson. This spell cannot repair objects that are totally destroyed, such as by fire, disintegration or the Decay spell.

(generated)

This spell allows the caster to whisper a message of up to 10 seconds in length, and send it to a single, known recipient. The message is sent in real time (not delayed by a turn) and cannot be mis-heard. No one on either end of the transmission can hear the message except for the caster and the intended recipient. The recipient cannot be fooled into believing the message comes from anyone other than the caster. This is a one-way communication and the caster can receive no information from the spell - the recipient cannot reply as part of the spell, and the caster cannot even know if the message is received or even if the recipient is in range.

(generated)

This spell creates a cloud of poisonous gas in a 6 hex radius. This cloud will hang in the air for 8 turns, plus one turn for each point the caster succeeds their roll by. Anyone inside this radius, or anyone who enters it for the duration must immediately resist or become intoxicated. Anyone who is intoxicated by the miasma enters the intoxicated state and must resist the spell every minute for 3d4 minutes. Each failure to resist does 1d3+1 points of damage to the subject's health, bypassing all armour. Anyone with the Poison Immunity perk is unaffected by this spell. The miasma cloud itself can be Dispelled by a vsChallenge, but the effects of the intoxication cannot. This spell cannot be directly countered with the Antidote spell, though the Antidote spell can still protect those affected.

(generated)

This spell allows the caster to reshape any non-living thing they touch as though it were soft clay for 24 turns (2 mins), plus 2 turns for each point they succeed their roll by. This is easily long enough to allow the caster to bend iron bars out of the way, or to make a large hole through a door. As a rule, the caster can shape a hole large enough for them to squeeze into, through a wall up to (2 x Strength) centimeters thick. When the spell ends, the affected material will slowly return to its orignal shape over the course of 6 turns, however reforming material can be held back by stronger material, and if the material is unable to reform within a period equal to the original duration of the spell, the change will be permanent. For example, if you mold a round hole into a wooden door, and then insert the metal hoop from a barrel inside the hole, the door will not be able to reform into its orginal shape, and after a couple of minutes, the change will be permanent.

(generated)

This spell enables the caster to divide a single meal worth of food into 3d8 portions plus one portion for each point they succeed their 21C by, with each portion providing the nourishment and satiety of the original full meal. The spell can also be used to turn a portion of a meal into 3d8+1(var) portions of a meal - so a few bites of food could be turned into a full meal depending on the roll. However, the spell cannot turn multiple meals into 3d8+1(var) times as many meals - this requires multiple castings of the spell. Food fortified using this spell must be consumed within one hour, or it loses its effect.

(generated)

This spell completely shuts down one of the senses of the target for 4 turns plus 1 turn for each point the caster wins the Challenge by. Targets can be rendered blind or deaf, or unable to smell, taste, or register touch, or have any other specified sense made numb. If used to render a target blind, the target notices immediately and if in combat, must use the blind fighting rules. If used to render a target deaf, the target also notices immediately. Sneaking near a character who has been rendered deaf grants +3 to the roll. If used to numb the Magic Sense perk, the subject can roll a 21C using Alertness at -5 to realize their sense been numbed if they attempt to use the perk, otherwise they will not notice. Using the spell to remove smell prevents the subject from detecting poisonous or explosive gases, and using it to prevent taste prevents the subject from detecting poison or rot in their food. The subject will need to make a 21C using Alertness at -5 to notice the loss of either of these senses. Loss of the Olfactory Sense perk, or the Pheromone Sense perk is noticed automatically.

(generated)

This spell generates a visualisation of the local vicinity in the mind of the caster, perceived as though they are standing over a diorama or isometric model of the space. The volume perceived is of a (Sk)h sphere, centered on the caster. From this perspective, the caster can see through walls, ceilings and floors, and can view the positions and movements of everyone in the radius. This visualization is treated as another sense and does not prevent the caster from performing their regular actions. The caster cannot see through darkness or other obscurities, but Sneaking or other attempts to go unnoticed by the caster are made at -4 if within the radius. The caster makes Tactics rolls at +3. This spell lasts for 12 turns, plus one turn for each point the caster succeeds their roll by.

(generated)

When using this spell, the caster identifies two different subjects, both of whom must be within range of the caster, and both of whom must resist. If either subject fails to resist, they will suffer all damage to all derivatives inflicted upon the other subject for 12 turns, plus an additional turn for each point the caster succeeds their roll by. Effects or states imposed on either subject are not applied to the other, and if either subject is incapacitated by a derivative being reduced to zero or below, the spell immediately ends, releasing both subjects.

(generated)

The Paralyze spell causes the target's muscles and tendons to seize, freezing them like a statue for 6 turns (30 seconds) plus one turn for every point the caster wins the Challenge by. This spell does not affect the autonomic nervous system; the heart, lungs and organs will continue to function normally. However, all of the muscles controlled by the somatic nervous system will lock immediately into their current position. This will cause the subject to freeze in place like a statue, and if unbalanced, they may fall, still frozen in the same, stone-like pose. Ironically, this extreme seizure hardens their muscles and tissues to such an extent that they take only two-thirds damage from physical blows.

(generated)

This spell creates a ghostly limb, appendage, organ, or sense organ to replace one lost to injury. The spell lasts one day, plus 8 hours for each point the caster succeeds their roll by. When used to treat a mortal wound - such as to the heart, brain, etc, this spell will keep the subject alive for the duration, and they can have their Derivatives restored normally, but when the spell ends, they will immediately die. This spell is considered necromancy by some organizations. This spell cannot be used to add a limb, sense or organ where one did not exist previously.

(generated)

This spell renders the subject, and everything they are carrying at the moment the spell is cast, intangible, allowing them to pass unimpeded through solid matter for 6 turns (30 seconds), plus one turn for every point the caster succeeds their roll by. Being phased makes the subject immune to any normal, blessed, or silvered weapons or any form of impact or environmental damage. They can be struck by magical weapons, but only the magical portion of the damage will effect them, with the weapon seeming to pass through without impact. For example, a magical long sword that does +2 fast damage would only do 2 damage with a hit, not 2d4+2+2. Spells that do damage to health only cause 1/2 damage, and can still be resisted (causing damaged to be halved again). While phased, the subject cannot touch anything, and so spells that have a touch range will not work. Unwilling subjects can resist the spell if they choose, and the caster can decide when casting if the subject can end the spell at will, but in no case can the subject toggle the spell on and off - once the subject unphases, the spell ends. Unphasing inside solid matter is horrific, and the specific details of what happens when living tissue intersects with matter are left to the Director.

(generated)

Plague is a horrific necromancy spell, illegal anywhere that there are laws, and considered immoral even in places where there are none. The spell allows the caster to initiate a dangerous, infectious disease that will then propagate naturally through a population. The spell is cast on a subject, who cannot resist, and who then becomes patient zero. Every 10 days, minus one day for every point the caster succeeds their roll by, the number of infected individuals will double. The lethality of the disease is 1% for every point the caster succeeds their Challenge by. Left unchecked, a Plague instantiated by a caster who succeeded their Challenge by 4 would infect a million people and leave 40,000 dead within the first 4 months.

(generated)

This powerful spell allows the subject to shift themselves back and forth at will between the plane or dimension in which they exist when the spell is cast, and any other single plane or dimension chosen by the caster for a period of 10 minutes plus 1 minute for each point ther succeed their Challenge by. When the spell ends, the subject will remain in whichever plane they are currently in. In alternate planes or dimensions, time or space may be compressed or stretched, matter or energy may behave differently, and psychic or magical energies may be more or less present or fluid. How reality works in these other planes or dimensions is entirely up to the Director to determine, and it is strongly recommend that the Director work out these details in advance.

(generated)

When cast, this spell allows the caster to put any non-living item of up to half Skill Bulk into a magical pocket dimension that travels with them. You may remove this object at any time for no casting cost, but it requires a basic action and ends the spell, and you may not use the Equip or Packing skill to take something from a pocket. You can have as many pockets as you want. If your Concentration reaches zero, or you lose consciousness for any reason, all your pockets immediately empty. Pockets can be identified using the Identify spell, and then dispelled all at once using Dispel, emptying their contents into the real world. Also, once identified, someone using Plane Shift can take whatever they want from your pockets, just as if they came across them sitting on a neatly organized, unguarded shelf.

(generated)

This fabled shapeshifting spell allows the caster to transform themselves or the subject into any living creature, granting the subject all the powers, abilities and limitations of the creature it has become. While Polymorphed, the subject will retain the sense of its true identity, though the extent of that awareness will vary based on intelligence; a subject Polymorphed into a Forest Dragon will retain their full sense of self and all their motivations, while a subject Polymorphed into a tadpole will only vaguely understand it is not itself, and will almost immediately lose executive function. If the subject is the caster, they may tranform back and forth between their true form and their Polymorph form at will for the duration, but it takes an entire turn to do so. If the subject is not the caster, they cannot switch back and forth and may not end the spell prematurely, though they can choose not to resist if they wish. If whatever the subject has been Polymorphed into can cast Dispel or Polymorph they can attempt to undo the spell. This spell cannot Polymorph the subject into a specific individual, only into a species; you can Polymorph the subject into an elf, but not into the Empress Lucilla Vindis, for example. The spell lasts for 24 hours plus 4 hours for each point the caster succeeds their Challenge by.

(generated)

If not resisted, this powerful spell allows the caster to assume complete control over all the actions of the subject for eight hours, plus an addition four hours for each point they win the Challenge by. While possessing a subject, the caster themselves is completely helpless and in a catatonic state. While possessed, the subject is intermittently aware of what is going on. Once per hour, the subject can fight Possession by rolling a vsChallenge using Intensity against the caster. If successful, the subject regains control of their actions for one turn, and may roll again the next turn, and the next for as long as they keep winning contests. The first time they fail, the caster resumes full control and the subject must wait another hour to try again. The reverse of this spell, known as Exorcism, allows the caster to forcibly break possession by winning a Challenge against the caster of possession.

(generated)

This is the most basic spell in the Conjuration Spell College. It is similar to the Legerdemain skill except that it uses actual magic to conjure, teleport, or transform small objects - thus it cannot be 'revealed as a trick'. Prestidigitation can be used to conjure a coin, turn a wand into some flowers, cause a dove to emerge from an egg, or similar parlor tricks. The effects of these tricks last for only 6 turns (30 seconds), so can't be used to deceive someone for long. Note that this spell can only conjure generic things; the caster can conjure a key, but not the key to their cell or shackles, for example.

(generated)

This spell allows the caster to manipulate the fabric of reality itself, influencing probability for 10 minutes. If successful the caster creates a pool of five four-sided dice, and adds another d4 for every point they succeed their roll by. Once per turn, for the duration of the spell, the caster may allocate these dice to adjust the outcomes of any vsChallenge, 21 Challenge or Resistance roll they choose, upwards or downwards, until all the dice are gone. This does not require the caster to use an action, and can be done at any time and can involve as many dice as the caster wants. The caster invests the dice after the Challenge is rolled, not before, but once the caster commits dice to change an outcome, they may not add more to change it further if the result does not achieve what they hoped.

Probability cannot be cast again while the spell is active to add more dice to the existing pool, and dice from the Probability spell cannot be used to influence the outcome of the casting of the Probability spell. The dice cannot be used to influence rolls aside from Challenges (such as damage rolls, etc). If the spell ends with dice remaining in the pool, the dice are rolled and applied as damage to both the caster's Health and Concentration.

(generated)

The subject of this spell and all the personal belongings they are carrying at the moment it is cast are completely immune to the effects of either fire, freeze, shock, acid, poison, or some other physical effect defined by the caster for 5 minutes plus one minute for each point the caster succeeds their roll by.

(generated)

Protection is a powerful combat spell that grants the subject +4 to all Defence rolls and +4 Protection for 6 turns, plus an additional turn for each point the Challenge was succeeded by.

(generated)

This spell launches a psychic attack at the id of the target. The target takes 3d4+1 damage to their Composure and puts them in the stunned state for two turns. If the subject resists, they take half damage and are not stunned. If this spell causes the target's Composure to go negative they must roll a 21C using Social or they will enter the depressed state.

(generated)

This unusual spell allows the caster to perceive the history of an object or of a specific spot by reading the psychic residue left behind by those who were in the space or who came in contact with the object. Histories can only be perceived if sentient beings were present - so objects lost or buried for ages will have large blanks in their histories. Psychometric histories are perceived as emotions, and more emotionally significant events leave more distinct and readable impressions. The psychometric history of a hairpin dropped at a murder scene might not reveal what happened, but might allow the caster to identify the wearer of the pin, giving them a clue to the murder. The inverse of this spell can be used to conceal psychometric traces left in places or on objects. This does not erase the psychic evidence, it only hides it. A vsChallenge using the Psychometry spell will allow the impressions to be read, or a vsChallenge using Dispel can remove the cover-up entirely.

(generated)

Pull is a minor form of telekinesis that allows the caster to bring objects directly to their hand from a distance. The caster can pull any object whose Bulk (or mass in kilograms) is equal to their skill, plus 1 Bulk (or 1kg) for each point they succeed their roll by. The object is pulled to the caster in the time it takes to complete the action of casting the spell, but no matter the mass or velocity of the object, it cannot be used to do damage to anyone or anything. The caster can also use this spell to apply the Disarm effect on a subject, and if the subject fails to resist, their weapon will be taken from them and delivered into the hands of the caster. Additionally, if the caster has the Pickpocket or Relieve skill, successfully casting of this spell will allow the user to attempt those skills at a distance. Someone who is relieved of a weapon or who has their pocket picked in this way will automatically notice if the path their valuables take through the air toward the caster is visible to them.

(generated)

This spell will transform twenty days' worth of rotten, wilted, or moldy food and tainted or stagnant water into fresh, clean, safe and nutritious food. The inverse of this spell will ruin and putrefy the same amount of food - causing it to rot, and making it foul and inedible. This spell will not remove or reveal poisons or other toxins which may have been added to the food. An alternate use of this spell allows the caster to transform four liters of water into a sterile, non-toxic cleanser. This liquid can be used to clean and sterilize surfaces, wash clothing, or bathe.

(generated)

This basic combat spell allows the caster to apply either the trip or the stun effect on the target. Unlike performing a physical trip, the spell will work on any standing target regardless of their relative size, number of legs or other factors. If the target resists, they are unaffected.

(generated)

This powerful combat spell greatly increases the subject's reflexes and hand-eye co-ordination for 6 turns (30 seconds) plus one turn for each point the caster succeeds their roll by. While under the effects of this spell, the subject gains +2 Agility and can make +100% more attacks and defences. All Fast attacks and Snap attacks are made at +2, and all defences are at +1 for the same duration. Movement is not affected directly (though the increase to Agility may affect it). The inverse of this spell makes the subject extremely sluggish. If the subject fails to resist, all attacks are at -1, all defences are at -2, and every defence counts as two defences for determining additional penalties for successive defence rolls.

(generated)

Reanimate is the quintessential necromancy spell, instilling fear and disgust in all who witness it. The spell allows the caster to reanimate the dead, including animals, creatures and even sentient beings whose combined maximum Health does not exceed twice the caster's Mental Attribute. A single casting can reanimate several creatures at once. For example, if the caster has a 15 Mental, they could try to reanimate a single creature with 30 max Health, or three creatures with 10 max Health in one casting. The maximum Health of creatures being reanimated is a parameter that can be increased using the Amplify perk. Reanimated corpses will follow and fight for the caster for 1 day, plus 6 hours for each point the caster succeeds their Challenge by. Creatures fight using their melee abilities, but may not use other skills or spells they had in life and may only attack with weapons or their natural attacks. Creatures with venom or diseases will only be able to use these effects if they are freshly slain within the last 8 hours. While many tragic tales involve wizards learning this spell in hopes of bringing back their loved ones, reanimated creatures are not who they were in life. The reanimated are mindless, undead puppets, held together by dark magic to fight until they collapse or are slain again. The reanimated attack and defend at -1 from how they fought in life, and have 3/4 of their Health. They are unaffected by loss of Stamina, Concentration or Composure.

(generated)

This spell calms the nerves, lifts the anxieties and soothes the psyche of the subject. Reassure immediately restores 3d6 to the subject's Composure derivative, and provided their Composure is then above zero, releases them from the afraid state, the depressed state, the humiliated state, or the enraged state.

If cast on a subject who is in the exhausted state due to negative Composure and who whose Composure is above zero after the casting, the subject can roll a 21 Challenge using Social to recover immediately and perform their actions for the turn. If the Challenge is failed, they will be fully recovered for the following turn.

(generated)

Regeneration is a very powerful healing spell. When cast, the subject immediately regains 4d6 Health and Stamina. Additionally, the lingering healing effects of this spell cause the subject to regenerate an additional 1 Health and 1 Stamina every turn for as many turns as the caster succeeds their roll by. This spell will not raise Derivatives above their base values.

If cast on a subject who is in the unconscious or exhausted state, who whose Health or Stamina is above zero after the casting, the subject can roll a 21 Challenge using Stability or Physical (as relevant) to recover immediately and perform their actions for the turn. If the Challenge is failed, they will be fully recovered for the following turn.

(generated)

Rejuvenate restores 2d4 of Health and Stamina to the subject. The spell closes open wounds, stops bleeding, and restores breath and energy. It does not halt or cure the ongoing effects of poisoning or disease.

If cast on a subject who is in the unconscious or exhausted state, who whose Health or Stamina is above zero after the casting, the subject can roll a 21 Challenge using Stability or Physical (as relevant) to recover immediately and perform their actions for the turn. If the Challenge is failed, they will be fully recovered for the following turn.

(generated)

This spell creates a circular area with a radius of 1/4 Skill hexes (or smaller if the caster chooses) that makes all living things disinterested in entering it, provided they are not engaged in combat. Anyone in the radius of the spell when it is cast must resist or attempt to leave. Guards will adapt their patrols to avoid the area, searchers will assume the area has been searched, and ordinary civilians will just decide to go another way. If avoiding the area is dangerous or significantly inconvenient, the spell can be resisted. If unable to exit the area of the spell, or if compelled to enter it (such as under threat), anyone affected will suffer 1 Composure damage each turn, but may also attempt to resist each turn to end the spell's hold on them. The spell lasts for 5 minutes, plus one minute for each point the caster succeeds their roll by. The effect or radius of this spell cannot be detected by the use of the Magic Sense perk.

(generated)

Resist is an instant spell. Whenever someone is called upon to resist a spell, the caster can choose to protect the target by casting this spell. If the caster succeeds, the subject adds 2 to their resistance against the attacking spell, plus one for each point the caster succeeded their Challenge by.

(generated)

Resurrect is an extremely powerful spell, and also a controversial one. Some consider it necromancy, while others consider it to be the very opposite of necromancy; a spell that banishes death rather than harnessing it. The spell can only ressurect bodies that are largely intact - those severely mangled, burned, disintegrated or decomposed cannot be returned to life (though they can be reanimated). Note that, depending on climate a body may significantly decompose within a matter of weeks. If properly preserved, bodies may be ressurectable for much longer, and full mummification with the intent to enable future resurrection can preserve a body for centuries. When attempting to resurrect a body mummified weeks, months, years, decades, centuries or millennia previously, rolls should be made at -1, -2, -3, -5, -8, -13 etc. Note, this spell cannot reverse aging, nor does it cure disease, so resurrecting someone who lived a long life, or who died of an illness will likely lead to them dying again fairly soon after their return unless additional actions are taken to extend their new life.

(generated)

Retarget is an instant spell. If not resisted, Retarget allows the caster to decide who the subject targets with their intended action, attack, or spell. For example, this spell could force a warrior to target their adjacent ally with the strong attack they had just declared against their enemy, or it could force a mage to target their intended spell on any different possible target chosen by the caster, or it could be used to force an archer to launch a Ranged Stack against another target in their range. Retargetted spells still emanated from the original caster. Thus a retargetted spell with a touch range would have to target someone the caster can touch, for example, and Retarget cannot force the subject to choose a new target that is not allowed to them; if the caster of Retarget attempts to force the target of their spell to attack an illegal target, the Retarget spell fails.

(generated)

If not resisted, this spell gives the caster a vision of the current location of a specified person or object within 50km, as well as a sense of context for the situation they are currently in, or what they are doing. The caster must have directly seen the subject at some point previously in order to Scry them. This vision is psychic in nature, and momentary. The spell does not enable the caster to observe specific events or overhear specific conversations. The inverse of this spell, sometimes called Anti-Scry, or Scry Shield, lasts for 24 hours, and must first be overcome by a vsC of Scry skills before the attacking Scry spell can effect the subject - who can then still resist. If the Scry spell is defeated by Anti-Scry, or if the subject resists or is outside the radius or if they are dead or otherwise unable to be Scried, the spell will fail and the caster will only know that the spell failed but not why.

(generated)

Sense is an instant spell, and it can be cast any time a player is called upon to roll a Challenge using Alertness even if their character is not aware they are being given a passive opportunity to notice something. This spell grants +8 to any Challenge using Alertness the subject makes during the turn that it is cast, and +3 to any Challenge using Alertness made for the following hour, plus one hour for each point the caster succeeds their roll by. This spell does not increase the Mental or Adaptability Attribute, but at the discretion of the Director, any Challenges using those Attributes can be made at an +2 if sensory acuity is deemed relevant to the challenge.

(generated)

Shape Memory is an insidious spell that can permanently redefine a target's memories, allowing the caster to implant, erase, or reshape them however they wish. Erasing or changing existing memories requires the caster to know they exist, and may require the use of the Telepathy spell to identify the targeted memories first. Creating new memories, does not require that. For example, a lich queen might implant a memory in the mind of a noble knight that they succeeded in their quest to slay her. The knight would then leave the lich queen's lair, believing her to be defeated.

If not resisted, the changes in the mind caused by this spell are real; memories are not magically 'hidden' and therefore no magical effect can be perceived with the Magic Sense perk, and memory cannot be returned to normal using Dispel on the subject. The best that could be done would be to create new, false memories that approximate the truth by using this spell again. If confronted by a reality that refutes a memory, the subject will first refuse to believe the reality, suspecting it to be a deception. If forced to accept a new reality, the subject may suffer long term, or even permanent damage to their Composure (at the discretion of the Director). If coached through the process of acceptance, the subject may come to accept that they have a delusional view of reality, but they will still never actually remember what really happened. Finally, this spell can be used to permanently add or remove skills from a subject. Adding a skill requires that the caster knows the skill in order to add the required memories, but removing a skill does not have the same constraint. A skill added using this spell grants the subject the same number of points in the skill that the caster has, but is capped at the maximum value of the casters skill.

(generated)

This spell allows the caster to designate two subjects; a sender and a receiver - either of whom could be the caster themselves. Both of whom must be within the range of 2 times skill hexes when the spell is cast, but once cast the spell will function as long as sender and receiver remain within 1km of one another. The sender will transmit one sense, such as sight or hearing, to the receiver for a duration of 20 minutes, plus two minutes for each point the caster succeed their roll by. During this time, the receiver will be able to perceive everything the sender is perceiving with that sense, without suffering from any kind of confusion or sensory overload. The sender does not lose their sense, they simply share it. If either subject is unwilling they can choose to resist.

Receivers can receive senses they do not have themselves; this spell could be used to receive sonar information from a bat, for example. Receiving a sense does not cause confusion; you can be listening to and participating in a conversation with your own sense of hearing, and receive the sense of hearing from someone participating in another conversation, and you can follow them both with no trouble. It's not like having your sense of hearing overloaded by trying to engage in two parallel conversations, it is like having two parallel cognitive centers for processing hearing - it's like being able to enjoy the taste of pie while also listening to music - neither sense interferes with the other.

Somone with the Magic Sense perk actively looking for magical effects on either subject can be detect them by winning a Versus Challege using Alertness at -4, but even if detected Identify would be required to know that a sense is being shared.

(generated)

This spell allows the caster to bestow a skill they have (but not a spell) onto one other individual, plus one more individual for each point they succeed their roll by, provided all recipients are within skill hexes. Recipients of the skill are granted as many skill points in the skill as the caster has in it - so if the Reference Attribute of the subject is higher or lower than that of the caster, their skill level will be accordingly higher or lower. This spell lasts for eight hours, plus one hour for each point the caster succeeds their roll by.

(generated)

This is the most basic spell in the Illusion Spell College. It allows the caster to create a full audio-visual illusion filling a space up to 2x2x2 hexes. Simple Illusions are obviously illusions; they look, sound, smell and taste like illusions, and cannot possibly fool anyone into believing they are real. Simple Illusions are not without their value and are great for entertaining, providing base pleasures, or for communicating with large groups. The duration of a Simple Illusion is unbounded, but the caster must concentrate on and direct the content of the illusion continuously, or the illusion ends. The caster can narrate over the illusion or use it to reinforce what they are saying with images, but they cannot engage in any other action while maintaining the illusion.

(generated)

If not resisted this spell causes any subject who is not aggressive or engaged in conflict to go to the most comfortable spot within their Base Move range and fall immediately into a deep slumber for the 12 hour duration of the spell. Unless they take damage (which will wake them up instantly) subjects put to sleep will be incredibly difficult to awaken; even nearby combat will not do it. They will need to be splashed with water, or dragged from bed and have pots and pans banged around them to give them a second chance to resist. Subjects willingly put to sleep will recover all Derivatives as though they have invested a point of Resolve (+1d4 to all Recovery rolls), and the caster can choose to set a wake-up time to awaken a subject before the duration expires. The inverse of this spell, Awaken, is like a bugle call that awakens a single target affected by the Sleep spell if the caster wins a Challenge, and also instantly awakens everyone normally sleeping within a 20 hex radius.

(generated)

This spell causes the ground in a 3 hex radius to become extremely slippery for 5 minutes plus one minute for each point the caster succeeds their roll by. Anyone in the radius when the spell is cast, or anyone entering the radius for the spell's duration must roll to resist using Adaptability modified by their magic resistance and/or the Sure Footed perk. Anyone who fails is put in the down state.

Those who remain in the radius after a resistance roll may roll a 21C (not a resistance roll) using Adaptability modified by their magic resistance and/or the Sure Footed perk, and if successful may act normally for the turn. If down, they may move at their down movement speed, or they can spend all og their actions to get to their feet - but this will leave them in the radius at the start of their next turn. If not in the down state, they may move and/or fight normally.

The caster can end the effects of this spell instantly and at will. The inverse of the Slip spell can be used to counter the Slip spell using a vsChallenge, effectivly nullifying the slippery area.

(generated)

This is the most basic spell in the Restoration Spell College. It provides an introduction to the magical arts of healing. Casting this spell on a subject immediately restores 1 Health, 1 Stamina and 1 Composure and stops any continuous damage caused by bleeding. Uniquely, this spell can be cast at the same time, and as part of the same action, as the performance of the First Aid Skill, so the subject can benefit from both. Also like First Aid, Soothe cannot be performed on the same subject more than once per encounter.

If cast on a subject who is in the unconscious or exhausted state, who whose Health, Stamina or Composure is above zero after the casting, the subject can roll a 21 Challenge using Stability, Physical or Social (as relevant) to recover immediately and perform their actions for the turn. If the Challenge is failed, they will be fully recovered for the following turn.

(generated)

Spark is an instant spell. This is the most basic spell in the Destruction Spell College. It allows the caster to generate a shock in their hand to ignite a small flame on their thumb or fingertip. The flame will burn until snuffed, smothered or blown out or until the caster stops it. The flame is equivalent to that of a candle and can be used to start a fire, read a book, or move slowly around in the dark, but is not bright enough to illuminate any but the smallest of rooms. If the caster triggers the spell while grabbing or striking someone with a melee attack (either unarmed or using a weapon), this spell adds +2 to any damage done. This damage bypasses all non-magical metal armour, and cannot be resisted.

(generated)

The Speed spell effectively grants the subject the Dash perk for 12 turns (1 minute), plus one turn for each point the caster succeeds their roll by. This enables the subject to spend a point of Stamina to double all their move speeds for the turn (allowing them to move double their Base Move for 1 point of Stamina and a Basic Action, or double their Sprint Move for 2 points of Stamina and both the Basic and Combat Actions). It also grants +2 to the Dodge Defense for the duration, regardless of whether Stamina is being spent. The inverse of this spell, known as Slow, can be resisted. If the subject fails to resist, they move at half their move speed and suffer a -2 to their Dodge Defense for the same duration.

(generated)

Casting Spell Burst creates a metamagical field into which other spells can then be cast. This field remains active for Skill turns. While the field is active, any spell can be cast into the field by anyone, where the spell will be suspended and contained. The field can contain any number of spells as long as their combined Power level does not exceed the amount the caster of Spell Burst succeed their roll by, however the field can always contain at least two spells regardless of their power level. When the maximum number of spells is reached or the time runs out, or the caster chooses, the field collapses and Spell Burst is active. It will remain active until the caster activates it, which does not require an action or a roll, or until the enter the unconscious state (sleeping is not unconsciousness). When activated - either at will, through loss of consciousness or by a condition set using the Regulate skill - all the contained spells are instantly released. At this point, for any spells that require a target, the caster must identify a target (if the caster is unable to, a target is chosen randomly). Spells that require Touch will require the caster to touch adjacent subjects - though they can only touch one subject per free limb. All other Touch spells will effect the caster, whether they want them to or not. Spells released from a Spell Burst are resisted normally (so all rolls to cast them must be recorded when the Spell Burst is created).

(generated)

This spell can be used in two different ways. It can be used either to take control of another caster's spell at the moment it is being cast, or to seize control of a spell that is currently active.

When used at the moment another spell is successfully cast, Spell Seize is an instant spell. The caster of Spell Seize must be aware the target spell is being cast, meaning it can only be used if the target is visible to the caster and the spell is not discreet, or being cast covertly. The roll to cast Spell Seize is treated as a vsChallenge against the target spell, and if the caster of Spell Seize wins the challenge, they gain control of the target spell, as though they themselves have just cast it, with the original caster still paying the concentration cost. A caster who has seized a spell may then determine who or what the spell targets or make any other decisions the original caster may have been enabled to make. In this sense Spell Seize is similar to Retarget, except that the caster of Spell Seize is considered the caster of the spell. The spell emanates from them - not from the original caster, and they can add their own concentration to Amplify the spell if they wish, or can Suspend or Regulate the spell if they have those abilities.

When casting Spell Seize on a spell that is already active, the caster must be aware of the targeted spell and must know what it is. For example, the caster may know that a chest has a magic effect on it due to their Magic Sense; perhaps it is a Lock spell, perhaps it is a Ward, or perhaps something else. In order to seize the spell they would need to Identify the spell in order to cast Spell Seize on it. Conversely, identifying the spell might not be needed if the nature of the spell is obvious; such as seizing the Growth spell or the Elemental Form spell from someone obviously visibly affected by those spells.

When attempting to seize a spell that is already active, the caster again must win a vsChallenge against the active target spell, but in this case Spell Seize is not treated as an instant spell, and requires a Combat Action. If the vsChallenge is successful, the caster of Spell Seize takes control of the active spell, and/or becomes the subject of the spell. They are not effectively recasting the spell, and cannot choose a new subject or target. For example, if they are seizing the Lock spell on a chest, they can now open and close the chest as though they were the original caster, or if they are seizing the Growth spell off of a subject, the previous subject will return to normal size and the caster will grow and receive all the benefits of the spell for the remainder of the duration - but they cannot apply the effects of the spell to someone else, Amplify it, or modify it in any way.

(generated)

This spell conjures a shimmering suit of armour made of pure magical energy for the caster to fight in for 30 minutes plus 10 minutes for each point the caster succeeds their roll by. The armour can have whatever appearance the caster chooses, but is always clearly noticeable as spirit armour. If the type of armour (Light, Medium or Heavy) is ever relevant, the caster can choose whichever type they wish. The armour has a base Protection of 7, and no bulk. The caster's effective skill in the armour is equal to their spell skill -2, and this is the value used for all of their dodge defenses. The armour is not physical, so cannot be Decayed, corroded by acid, Disintegrated, or otherwise damaged. It is not metal, so does not conduct electricity and provides full protection against Lightning. It is considered magical, and it can be Dispelled with a vsC. The spell ends if the armour is removed.

(generated)

This spell conjures a shimmering weapon made of pure magical energy for the caster to wield for 30 minutes plus 10 minutes for each point the caster succeeds their roll by. The weapon can appear as any weapon the caster chooses, but is always clearly noticeable as a spirit weapon. The caster must designate a type for the weapon - either Small, Off-Hand, Weapon, or Two-Handed, and the type of weapon chosen determines some of the functionality of the weapon (such as the range of an Anchor, or whether it can be used to Shadow Strike). The weapon may not be a Ranged or Thrown Weapon, and the weapon disappears if it leves the caster's hand. If the caster is disarmed the weapon also disappears, but the caster can make it reappear in their hand at will using a basic action without needing to recast the spell. Regardless of the weapon's appearance or type the weapon has no bulk, and does 3d6 damage with Fast or Strong attacks. The weapon may not make effect attacks (unless the caster has the Technical Strike perk). The caster's effective skill with the weapon is equal to their spell skill -2. This is the value used for all of their attacks and defenses, and also allows the caster to do more damage if high enough. The weapon is not physical, so cannot be Decayed, corroded by acid, Disintegrated, or otherwise damaged. It is considered magical, and it can be Dispelled with a vsC.

(generated)

This spell conjures a full set of clothing for the caster. These clothes offer full protection from the elements, regardless of their appearance. They offer +1 Protection and have no bulk. If cast in support of any Challenge where you would benefit from dressing the part, you get +1 to that Challenge (Disguise, Etiquette, Acting, Intimidation, Diplomacy, etc). Spirit Vestments last for 1 day unless removed or the spell is recast.

(generated)

This spell does 2d6 Health damage, halved if resisted, and reduced by the target's Protection. Sting is a pure bolt of magical energy with no associated damage type or special effect such as flame, frost or electricity. It flies in a straight line form the caster, who must have line of sight to the target to attck them.

(generated)

This spell allows the caster to conjure a powerful storm that they can then harness to great effect. If there is already a dangerous storm, the spell takes effect instantly, but on a perfectly clear and calm day, it will take up to 10 minutes to gather force. The storm takes effect over a 1 km radius, centered on the caster, and will last for 2 hours, plus 15 minutes for each point the caster succeeded their 21 Challenge by, or until the caster commands it to dissipate, at which time the weather will return to its previous state in the same amount of time it took to rise to full force. Once at full force, 21 Challenges using Alertness at -3 are required to see or hear anything at all, visibility beyond 20 hexes is zero, and hearing beyond 5 hexes is impossible. Anyone attempting to move more than half their Base Move must roll a 21 Challenge using Stability -2, or they enter the down state. All melee attacks and defences are at -2, ranged and thrown attacks are impossible. The caster, as well as those inside fortified structures or underground are immune to these effects, but anyone outdoors or in simple structures will be affected. While the storm lasts, the caster can lash out, directing the storm itself, to launch up to two attacks per turn. The caster may attack any target they can see, using their Stormcall skill -1 to launch ranged fast attacks. These attacks cannot be blocked or countered - only dodged, and each one does 2d6-1 Damage, or if the caster chooses, applies the slam effect instead.

(generated)

Allows the caster to implant a single, clearly stated instruction into the mind of the subject. Suggestion is not a command, it is a persuasion; and must be cast in a context where the caster can reasonably communicate with the subject. Suggestion is implanted directly in the mind and does not require a common language, but it will not work on a creature with a Mental Attribute of 5 or lower. If the subject fails to resist, they will attempt to follow this instruction as effectively as they are able. If the suggestion can be executed immediately, the subject will do so, otherwise, the suggestion will remain active for a week, plus one week for every point the caster won the Challenge by. If the suggestion requires a continuous action, once triggered, it will last for an hour, plus as many hours as the caster won the Challenge by. Performance of the action is subconscious, and thus it cannot be used to compel the subject to reveal their secrets or memories, or even to cast specific spells. A suggestion that will certainly cause the subject direct, serious harm (such as jumping off a cliff) will automatically fail, but suggestion that will only probably cause the subject indirect serious harm (attempt to stab the King) will typically work.

(generated)

This spell allows the caster to summon creatures that are not animals or giant animals, but are not otherworldly beings (high powered Celestials, Infernals, or Faefolk). Unlike summoned beasts, summoned creatures appear instantly, in a hex adjacent to the summoner if possible - otherwise as close as possible to the summoner as determined by the director. If the spell is not resisted, the summoned creature will do the caster's bidding as though affected by the Suggestion spell. If resisted, the creature will not be under the caster's control at all, and may not be happy about it - though it will not necessarily know (or even be capable or knowing or caring who summoned them). At the end of the spell's duration - whether the creature was under the caster's suggestion or not - the creature will be returned from whence it came. The inverse of this spell can be used to forcibly banish a summoned creature back from whence it came by winning a vsChallenge.

(generated)

This spell allows the caster to specify an ordinary animal or giant animal that is indigenous to the region, and summon it to them. If the spell is not resisted, upon its arrival, the summoned beast can be directly controlled by the caster for 10 minutes, after which the Summoned Beast will behave as though Tamed for up to 1 hour, plus one hour for each point the caster succeeded their 21 Challenge by. This spell will not work on a creature which is already present

The type of creature that can be specified and summoned by the caster depends on their knowledge of the area. If they have the Lay of the Land skill for where they are, they can specify any ordinary or giant animal that might be found there, regardless of rarity. Otherwise, they can only summon beasts Common to the area. A 21C using the Naturalist skill will allow them to specify beasts of one rarity level higher for each point they succed their roll by. Rarity for different beasts in the region is determined by the Director. The rarity of beasts, the added challenge to summon them, and their arrival time is specified below.

RARITY MODIFIER TO SUMMON SPECIFIED TYPE ARRIVAL TIME
Common +2 to skill 2d4 turns
Uncommon no modifier 3d6 turns
Rare -2 to skill 1d4 minutes
Very Rare -4 to skill 2d6 minutes
Extremely Rare -6 to skill 3d8 minutes

Successfully casting the spell will always result in a beast being summoned even if not the intended one. For example, if a caster attempts to summon an Extremely Rare beast and rolls a 24, they still succeed in casting the spell (they rolled higher than 21). The modifier of -6 means they did not succeed in summoning the type of creature specified, so the Director must determine which type of creature is summoned instead, and then determine when the creature arrives, and if it resists the spell (versus the roll of 24) or if it is tamed when it shows up. Note also that this spell will not work on creatures which are currently present - it is a magical call across the wilds that finds a random distant creature and calls them from afar - thus it does not replace the Tame spell.

(generated)

When cast, this spell transforms the caster and everyting they are wearing (unless they choose to leave something behind) into a swarm of small creatures. Typical swarms include bats, crows, rats, snakes, bugs, eels or other small critters. Like Beast Form the caster must choose a specific swarm type when they learn the spell, and in order to be able to turn into another swarm type, they must learn the spell a second time. When in Swarm Form, the swarm must move as a mass, and it can be targetted as a mass. The swarm has the same effective Health, Stamina, Concentration and Composure as the player's character. In this form, the swarm cannot perform any of the character's skills or cast any spells, but it remains self-aware. The spell lasts for five minutes, plus one minute for each point the caster succeeds their roll by, but the caster can reform out of the swarm into their normal form at will, ending the spell.

(generated)

This spell will calm and tame any ordinary animal that fails to resist. The spell can also be used to attempt to tame giant animals, but at a penalty of -6, and if a giant animal resists, it enters the enraged state. Tamed animals will be generally friendly and obedient to the caster for up to 1 hour, plus one hour for each point the caster won the Challenge by - duration for taming giant animals is one quarter that for ordinary animals. Tamed animals will act more or less like a family pet, following, paying attention, and protecting the caster if able. If the animal is smart enough, it may be able to follow certain instructions, though the caster cannot control it directly. If threatened by the caster it is more likely to run away than fight back, but if attacked the spell will be broken. If confronted by a pack of animals, a 21 Challenge using the Naturalist skill can identify an alpha animal (if there is one). Taming an alpha will prevent the others from attacking as long as it is tame.

(generated)

This spell allows the caster to telekinetically move objects or material up to 300 kg/h/t for 12 turns, plus one turn for each point they succeed their roll by. This means a single 300 kg object could be moved at 1 h/t, a 100 kg object could be moved at 3 h/t, a 10 kg object could be thrown at 30 h/t, or any other combination. If using the spell to lift fluids or loose materials like sand, the material is gathered in a rough sphere and moved as a single mass. If used to attempt to pickup a person or creature, the subject can resist. This spell does not allow the caster to deliver telekinetic blows, however it does allow objects to be picked up and hurled at targets. Objects picked up must be within the spell range, but once propelled telekinetically, they can be thrown to a range equal to their velocity. All objects hurled in this way are treated as Snap attacks using the Telekinesis spell skill, modified for the size and number of objects being thrown. Telekinetically thrown objects cannot be resisted, but can be dodged or blocked with a shield as with other Snap attacks. Note that telekinesis cannot be used to perform fine actions such as picking locks, but it can be used to achieve touch range for other spells.

OBJECTS THROWN MASS RANGE/VELOCITY SKILL DAMAGE
1 4 kg 75 h/t Telekinesis -2 6d4
2 3 kg 100 h/t Telekinesis -1 3d4
3 2 kg 150 h/t Telekinesis 2d4
4 1 kg 300 h/t Telekinesis +1 1d6

(generated)

If not resisted, the Telepathy spell grants the caster access to the thoughts and memories of the subject. The caster can choose to telepathically speak to the subject, but otherwise the subject is not aware their mind is being read. The caster cannot implant new thoughts or memories, which requires the Shape Memory spell. Telepathic access lasts for 10 minutes, plus 1 minute for each point the caster won the Challenge by. During this time, the caster automatically reads the thoughts and intentions that are in the immediate front of the subject's mind. The caster knows the truth to any question the subject is asked, and knows and understands the subject's allegiances. The caster gets +4 on all Versus Challenges made against the subject and cannot be surprised by them. Additionally, the caster can attempt to search the subject's memories - this is a more time consuming process that requires the caster to fully concentrate, leaving them unable to perform any other action. Searching a subject's mind for something takes one minute and requires an additional 21 Challenge using Telepathy (for no casting cost) to determine if the caster is able to find it, if it exists at all.

(generated)

Allows the caster to instantly teleport themselves or a subject they touch and who is willing or who fails to resist to any known location within a number of kilometers equal to twice their skill. Known locations include any location the caster has ever been to themselves, any location they can currently see, any location they can access first-hand knowledge of via other means, such as Scrying or Telepathy, or Shared Sense, any set of exact coordinates, or any exact offset from the caster's current position (such as 100m north and 10km west). Air or liquid at the destination will displace, but the spell will fail if the destination is inside solid matter. This spell cannot be used to transition between different planes or dimensions, even if those locations are known and within range.

(generated)

This spell allows the caster to halt the flow of time for everyone and everything except themselves for 6 turns, plus 1 turn for every point the 21 Challenge was succeeded by. While time is stopped, the caster is free to move around, take actions, cast spells, and also to shift and move objects. The caster can pluck arrows from the air and position them to strike enemies, they can remove weapons from combatant's hands, steal things, knock people over, or put sacks over their heads. While time is stopped, anything the caster does (shooting arrows, casting spells, etc) flows outside of stopped time along with them.

(generated)

Tip is an instant spell. Tip allows the caster to weakly manipulate probability in the moment that an event is being decided, and if successful, it will alter the result of a single Challenge by plus or minus 1. When targeting a 21 Challenge that has just been rolled, the subject can resist if they choose (probably if the spell helps them, they do not wish to resist). When targeting a Versus Challenge that has just been rolled, the target is the person who will suffer negative consequences if the Tip succeeds, and this is the subject who resists. For example, if an enemy rolls a 25 when attacking an ally of the caster, and the ally rolls a 24 to defend, the caster can instantly cast Tip. Whether the spell is lowering the enemy roll to 24 or raising the ally roll to 25, the result would be the same: a hit would change to a miss, negatively impacting the enemy - so the enemy rolls to resist. While this spell could be used to make a critical (or catastrophe) into a non-critical (or catastrophe), or the inverse by causing a Challenge to succeed or fail by more than 15, it does not allow the caster to make a natural roll of 20 count as a 19, or make make a natural 2 count as a 3.

(generated)

This attack spell wears the target down by draining their Stamina, making it harder for them fight, and eventually exhausting them. The spell does 2d4+1 Stamina damage to the target, halved if they resist. If the Target's Stamina reaches zero, they must roll a 21 Challenge using Physical modified by the negative value of their Stamina each turn, or enter the exhausted state. This spell will not work on a target without a Stamina derivative.

(generated)

This spell enables the caster, plus one additional subject for each point the caster succeeds their roll by, to understand, and to fluently speak a language that the caster is aware of for 24 hours. This spell does not grant the ability to read or write the language.

(generated)

This terrifying spell, typically forbidden knowledge, and aggressively policed against by any reputable organization, unleashes a major earthquake in a 10km radius. This quake will last for one minute, plus a number of minutes equal to the amount the caster succeeded their 21 Challenge by. During this time, weak structures will be damaged or collapse, and even significant, well engineered structures will be damaged. Statistically, 1/100 people in the radius will be seriously injured, and 1/1,000 will die. How the effects of the quake play out for players and other characters is up to the Director, but in general, they should confront the dangers of collapsing structures, and the need to roll 21 Challenges using various Attributes to avoid damage.

(generated)

If made within the next 10 minutes, the subject's next attack roll is at +10, making it very likely to result in at least a Minor Critical. The inverse of this spell can be resisted, and if the subject fails, their next attack roll (if made within 10 minutes) is made at -10, and is thus also very likely to result in a Minor Catastrophe.

(generated)

If the subject fails to resist, they will be compelled to tell the truth to one question asked by the caster. This spell is automatically resisted if the subject is in combat or in some other dangerous context wherein conversation is not appropriate. The inverse of this spell can be used to conceal, or otherwise keep secret one fact in the mind of the subject in order to protect the lie. If questioned about this lie using the Truth spell, or if the subject so protected is invaded by Telepathy, the outcome is resolved by a Challenge.

(generated)

This spell, cast on an object, causes it and everything it holds at the moment the spell is cast, to be factored out of the calculation of Bulk Factor for whoever is carrying or wearing the object for a period of 12 hours plus 1 hour for each point the caster succeeds their roll by. Normally, this is used on a suit of armour, or a backpack, as such bulky objects can impact movement significantly, and such items enchanted with this spell are extremely desirable. Note that this spell cannot be used to remove the bulk from items that are not intended to be carried or worn: the spell cannot remove the bulk from an anvil, a table, a corpse, a boulder, a fallen tree or a cauldron full of boiling oil, for example. The spell does not make an item weightless, or alter its physical properties in any way.

(generated)

This spell creates a magical ward that binds one other spell to a condition defined by the caster such that when the condition is met the spell activates. For example, a caster might bind the Fireball spell to a chest with the condition that the fireball will be released if the chest is opened by anyone other than the caster themselves. The spell being bound can be cast by anyone, but it must be cast into the ward within a number of turns equal to one, plus the amount the caster succeeds their skill roll by. Unlike the similar Regulate skill, the Ward spell lasts forever, or until the bound spell is activated.

When creating a ward, the caster decides whether the ward is visible or concealed, and if visible, whether or not the ward reveals what the bound spell is to those who see it. For example, the aforementioned fireball used to protect the contents of the chest might serve better as a deterrent than a trap, and the caster may wish to use a visible, declarative ward. If the ward is concealed it can be detected by a vsChallenge using the inverse of this spell or the Detect Traps spell.

A ward can be disarmed directly by winning a vsChallenge using Dispel, but if this vsChallenge fails, the bound spell will trigger (this is an additional and automatic activation condition that is part of the ward spell). Alternately, the bound spell can also be dispelled by winning a vsChallenge, but unless the caster has used a declarative ward, the bound spell will need to be identified using the Identify spell first.

(generated)

This spell allows a single subject to walk on water, or any other liquid, for 30 minutes, plus an additonal 5 minutes for each point the roll is succeeded by. If underwater when the spell is cast, the subject will rise to the surface very rapidly, but safely, and will not suffer from sudden decompression. Aquatic creatures that require water to breathe are able to resist being forced out of water in this way, but if they fail to resist, will begin asphyxiating once forced to the surface. This spell will not protect the subject from contact with the liquid they are walking on; a subject walking on lava would still catch fire unless somehow protected.

(generated)

If the target of this spell fails to resist, their general capabilities are hampered by immediately removing two points from an Attribute chosen by the caster. This effectively subtracts two from any of the subject's Skills or Spells that are based on that Reference Attribute, and also reduces the maximum value of the related Derivative. This has no effect on the Stats that comprise the Attribute. Weaken lasts for 6 turns (30 seconds) plus one turn for each point the caster wins the vsC by.

(generated)

This spell must be cast on a weapon (or its ammunition in the case of a bow or sling, for example), and will remain active on the weapon for 10 minutes plus one minute for each point the caster succeeds their roll by, or until the weapon lands a hit. When the weapon hits, it bypasses 3 points of the target's Protection, and the weapon does an additional 1d6+2 Damage. A normal weapon under the effect of this spell counts as a magical weapon until the spell is triggered.

(generated)

Zap is a powerful but accessible combat spell that does 3d8 damage to the target's Health, halved if resisted and reduced by the target's protection. Zap is a pure bolt of magical energy with no associated damage type or special effect such as flame, frost or electricity. It flies in a straight line form the caster, who must have line of sight to the target to attck them.