General
| School of Magic |
| Tags | [MAKICA], [PROJECTILE], [DAMAGE] |
| Tier | Spellcasting DC | Cost |
| 1st | 2+ | 1 pt. |
| 2nd | 3+ | 2 pts. |
| 3rd | 4+ | 3 pts. |
| 4th | 5+ | 4 pts. |
| 5th | 6+ | 5 pts. |
| Spell Range |
| Schools of Magic Known | Maximum Range |
| 1 | 6″ |
| 2 | 8″ |
| 3 | 10″ |
| 4 | 12″ |
| 5 | 14″ |
| 6 | etc… |
Spell Traits
[ACTION]
This spell can be cast as an action during the action phase using the spellcasting action.
[REACTION]
This spell can be cast as a reaction to a specific trigger.
[ATTACK]
An attack spell is treated like a weapon attack. It can be used against any target within the maximum range that the caster can manifest magic. If the target is within 1″, the attack is treated like a melee attack. Attacks against targets at distances greater than 1″ are treated as a projectile. The target does not get a save to avoid the spell, but may attempt a dodge.
[LINE]
A line spell is conjured in a straight line between two points. Every target in a straight line between the points must make a save against the effects of the spell. Both points must be within the caster’s maximum range. Line spells will have the total length of the line in inches listed in the tag like this: [LINE 3].
You can spend additional points of Will to increase the line length. Each point of Will spent increases the line length by 2″.
[SPHERE]
A sphere spell is conjured by the caster and sent to a point where it explodes outwards in a sphere. All valid targets within the area must make saves against its effects. Sphere spells will have the radius of the sphere in inches listed in the tag like this: [SPHERE 2].
You can spend additional points of Will to increase the sphere radius. Each point of Will spent increases the radius by 1″.
[TARGET]
A target spell takes effect on one or more targets within range selected by the caster.
[HLT]
This spell deals health damage. The baseline damage is always 1 point. If the target(s) gets a save it will be a Fortitude save.
[SAN]
This spell deals Sanity damage. The baseline damage is always 1 point. If the target(s) gets a save it will be a Will save.
[EFFECT]
This spell has a specific effect, such as a buff or a debuff. The duration of the effect in turns will be listed in the tag like this: [SLOW 1]
If no duration is listed the effect continues as long as the spell is maintained. Effects always end at the end of the target’s turn.
Magika
| School of Fire |
| Traits | [MAGIKA], [ACTION], [ATTACK], [HLT], [EFFECT] |
| Tier | Effect |
| 1st | Targets are Ignited |
| 2nd | +1 damage |
| 3rd | Ignited targets take +1 damage. |
| 4th | +2 damage |
| 5th | Ignited targets take +2 damage. |
| NOTES |
| Ignited. The target is on fire and takes one fire damage at the start of each turn. An Ignited creature can make a 4+ Reflex check to put the fire out. |
| School of Ice |
| Traits | [MAGIKA], [ACTION], [ATTACK], [HLT], [EFFECT] |
| Tier | Effect |
| 1st | Targets that take cold damage are Slowed |
| 2nd | Water targeted by you freezes to a depth of one inch. |
| 3rd | Creatures that take cold damage are Chilled. |
| 4th | Water targeted by you freezes solid. |
| 5th | Creatures that take cold damage are Frozen. |
| NOTES |
Slowed. Movement speed reduced by half.
Chilled. Can only take on action per turn.
Frozen. Target is encased in ice and cannot move or take actions.
Ice. Creatures stuck in ice that was formed by this magic can break free with a Fortitude check equal to the spellcasting DC |
| School of Light |
| Traits | [MAGIKA], [TARGET], [SPHERE 5], [EFFECT] |
| Tier | Effect |
| 1st | Create dim light |
| 2nd | Create bright light |
| 3rd | Create radiant light |
| 4th | Create sunlight |
| 5th | Create everlasting light |
| NOTES |
| Everlasting Light. Everlasting light cannot be put out by mundane means and does not require the caster to maintain it. By default it is dim light, but you can spend additional points of Will to improve the light level. |
| School of Warding |
| Traits | [MAGIKA], [ACTION], [REACTION], [TARGET], [EFFECT] |
| Tier | Effect |
| 1st | 6+ ward |
| 2nd | 5+ ward |
| 3rd | 4+ ward |
| 4th | 3+ ward |
| 5th | 2+ ward |
| NOTES |
Ward. A ward acts as a temporary point of health with its own ward save DC determined by the spell tier. Apply damage to your ward(s) until all your wards are consumed. Each casting of warding magic can only create one point of ward, but wards of the same tier can be stacked and maintained. Effects from magic or attacks are not applied until all wards are destroyed.
Reaction. Can be cast as a reaction when the caster takes damage.
Mixing. Combining warding magic with magic that causes damage of a specific type reduces the ward save DC against that damage type by 2.
Combining warding magic with magic that applies an [EFFECT] applies that effect to any attacker with 1″ when they hit an attack and destroy at least one level of ward. This effect cannot occur more than once per attack. |
| School of Shaping |
| Traits | [MAGIKA], [ACTION], [TARGET], [EFFECT] |
| Tier | Effect |
| 1st | Make a spell an [ATTACK] |
| 2nd | Make a spell a [TARGET] |
| 3rd | Make a spell a [LINE 3] |
| 4th | Make a spell a [SPHERE 2] |
| 5th | Modify an existing spell within range |
| NOTES |
| Shaping. Shaping magic can modify the traits of a spell that you cast. At 5th tier it can modify any spell within range to any shape. |
Malika
| School of the Mind |
| Traits | [MALIKA], [ACTION], [TARGET], [SAN], [EFFECT] |
| Tier | Effect |
| 1st | Prevent a target from taking one type of Action |
| 2nd | Target has -1 to Sanity checks |
| 3rd | Command a target to take an Action |
| 4th | Target has -2 to Sanity checks |
| 5th | Control the target on your turn |
| NOTES |
Effects. Effects only apply if the target fails their Sanity check.
Control. While controlling a target you can use any action, trait, or special ability available to them as if the target had started their turn. You have two actions total. |
| School of the Flesh |
| Traits | [MALIKA], [ACTION], [TARGET], [SAN], [EFFECT] |
| Tier | Effect |
| 1st | Restore 1 point of Health |
| 2nd | Reduce Health Check DC by 1 |
| 3rd | Restore up to 3 points of Health |
| 4th | Reduce Health Check DC by 2 |
| 5th | Restore all missing Health |
| NOTES |
| Restore. The target makes a Health Check. On a success, the health point is restored with no further effect. On a failure the Health point is restored but the target also takes one point of Sanity damage. The target does not benefit from AC reduction to their Health Check DC. |