General
| School of Magic |
| Tags | [MAKICA], [ATTACK], [DAMAGE TYPE] |
| 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. There are two types of [EFFECT] spell.
- If the spell is a [TARGET] spell or a spell with an area of effect the [EFFECT] applies if the target(s) fail their save against the spell.
- If the spell is an [ATTACK] spell the [EFFECT] applies if the target(s) fail their Health check against the spell damage.
Effects end at the end of the target’s turn, unless the spell is maintained.
Magika
| School of Fire |
| Manifest fire and burn your enemies |
| Traits | [MAGICA], [ACTION], [ATTACK], [HLT], [EFFECT] |
| Tier | Effect |
| 1st | Targets are Ignited |
| 2nd | +1 damage |
| 3rd | Ignited targets take +1 damage from fire spells |
| 4th | +1 damage |
| 5th | Ignited targets are vulnerable to fire 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 |
| Chill and slow your enemies |
| Traits | [MAGICA], [ACTION], [ATTACK], [HLT], [EFFECT] |
| Tier | Effect |
| 1st | Targets that take cold damage are Slowed |
| 2nd | Ice spells explode, dealing 1 point of piercing damage within [SPHERE 1]. |
| 3rd | Creatures that take cold damage are Chilled. |
| 4th | Ice spells explode, dealing 1 point of piercing damage within [SPHERE 3]. |
| 5th | Creatures that take cold damage are Frozen. |
| NOTES |
Slowed. Movement speed reduced by half.
Chilled. Can only dodge on a 6+.
Frozen. Can only take one action per turn.
Ice. Water targeted by Ice magic freezes to a depth of 1″. |
| School of Lightning |
| Summon lightning |
| Traits | [MAGICA], [ACTION], [TARGET], [LINE] [HLT], [EFFECT] |
| Tier | Effect |
| 1st | Target(s) make concentration checks at 5+ |
| 2nd | +1 target |
| 3rd | Target(s) make concentration checks at 6+ |
| 4th | +1 target |
| 5th | Target(s) fail concentration checks |
| NOTES |
| Special. Lightning magic forms a line between the caster and target(s). For multiple targets a line forms between each successive target. Creatures in the path of the spell make a save against the effects as usual. |
| School of Acid |
| Melt and burn your enemies with acid |
| Traits | [MAGICA], [ACTION], [ATTACK], [HLT], [EFFECT] |
| Tier | Effect |
| 1st | Destroy one point of AC |
| 2nd | Effects refresh for one additional turn |
| 3rd | Destroy one additional point of AC |
| 4th | Effects refresh for one additional turn |
| 5th | Target armor and weapons are completely destroyed |
| NOTES |
| Duration. If the target fails its save against the effects of the spell the effects refresh in following turns, reapplying the effects but not the damage. The caster does not need to maintain the spell to benefit from this effect. |
| School of Poison |
| Poison and weaken your enemies |
| Traits | [MAGICA], [ACTION], [SPHERE 2], [HLT], [EFFECT] |
| Tier | Effect |
| 1st | All attacks made by the target are made with 1 level of cover |
| 2nd | Increase the area of effect to [SPHERE 5] |
| 3rd | All attacks made by the target are made with 2 levels of cover |
| 4th | Increase the area of effect to [SPHERE 7] |
| 5th | Target is blinded |
| NOTES |
| Poisoned. If a target fails their save the effects last until the target successfully takes the Rally action to end the effects. |
| School of Light |
| Bring light to the darkness |
| Traits | [MAGICA], [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 |
| Shield yourself or others |
| Traits | [MAGIKA], [ACTION], [REACTION], [TARGET], [EFFECT] |
| Tier | Effect |
| 1st | 5+ ward |
| 2nd | +1 damage reduction |
| 3rd | 3+ ward |
| 4th | +1 damage reduction |
| 5th | True Ward |
| NOTES |
Reaction. A target is hit by an attack that causes Heath damage.
Ward. A ward acts as an additional check that can reduce damage prior to making a health check. Make a ward check for every point of damage from one attack. On a success, that point of damage is nullified.
Damage reduction. Automatically reduce damage from an attack before making a ward check.
True Ward. Completely nullifies all damage from one attack.
Mixing. Combining warding magic with magic that causes damage of a specific type make the ward resistant to that damage type. |
| School of Shaping |
| Shape magic to your Will |
| Traits | [MAGIGA], [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. |
| School of Binding |
| Bind magic to objects |
| Traits | [MAGICA], [ACTION], [TARGET], [EFFECT] |
| Tier | Effect |
| 1st | Unbinding |
| 2nd | Rune Binding |
| 3rd | Weapon Binding |
| 4th | Armor Binding |
| 5th | Everlasting Binding |
| NOTES |
Unbinding. Attempt to break a spell binding. Make a Will check with the DC equal to the spell tier that you are targeting.
Rune Binding. Place a magical rune that contains a spell. Runes release their stored magic if touched.
Weapon Binding. Bind a spell to a weapon. The spell takes effect if the weapon hits an attack. A weapon can only have one binding at a time.
Armor Binding. Bind a spell to armor. The spell takes effect if the creature wearing the armor is hit with an attack. Armor can only have one binding at a time.
Everlasting Binding Make an existing binding last until dispelled. The original caster does not need to maintain it. |
| School of Kinesis |
| Move objects and creatures with your mind |
| Traits | [MAGICA], [ACTION], [REACTION] [TARGET], [EFFECT] |
| Tier | Effect |
| 1st | Stop projectiles with Kinesis |
| 2nd | Manipulate Small targets with Kinesis |
| 3rd | Use a weapon with Kinesis |
| 4th | Manipulate Medium targets with Kinesis |
| 5th | Crush targets with Kinesis |
| NOTES |
Manipulate. Push, pull or lift a target. You may move the target a distance equal to the tier of the spell. Crush. Deal points of bludgeoning damage equal to the points of Will spent on the spell. |
| School of Kronos |
| Control the sands of time |
| Traits | [MAGICA], [ACTION], [TARGET], [EFFECT] |
| Tier | Effect |
| 1st | -1 to Dodge check, +1″ to movement speed |
| 2nd | Target takes an action |
| 3rd | -2 to Dodge check, +2″ to movement speed |
| 4th | Target takes an action phase |
| 5th | Time Bubble |
| NOTES |
Kronos. Targeting a creature with Kronos magic at tier 2 or above allows the creature to immediately take an action (or action phase) at the time of casting, interrupting the combat order. Time Bubble [TARGET] becomes [SPHERE 2]. |
| School of Folding |
| Fold two points in space into one |
| Traits | [MAGICA], [ACTION], [LINE 4], [EFFECT] |
| Tier | Effect |
| 1st | Movement does not provoke opportunity attacks |
| 2nd | Increase to [LINE 8] |
| 3rd | Ignore obstacles |
| 4th | Increase to [LINE 12] |
| 5th | Recall |
| NOTES |
Folding. Move a target to a point you can see along an unobstructed line.
Recall. Move the target to a known Folding Rune Binding across any distance. Doing so destroys the binding. |
| School of Earth |
| Make the earth your weapon |
| Traits | [MAGICA], [ACTION], [ATTACK], [HLT] |
| Tier | Effect |
| 1st | Attacks deal bludgeoning damage |
| 2nd | +1 attack |
| 3rd | Attacks gain [REND 1] |
| 4th | +1 attack |
| 5th | For each 6, add an additional attack |
| NOTES |
| Attacks. On a successful spellcasting check all attacks hit the target. Each attack deals 1 point of damage. |
| School of Fate |
| Twist the strands of Fate |
| Traits | [MAGICA], [REACTION] [TARGET], [EFFECT] |
| Tier | Effect |
| 1st | Reroll 1 die |
| 2nd | Reroll 1’s |
| 3rd | Reroll all dice |
| 4th | Reroll 2’s |
| 5th | The roll succeeds |
| NOTES |
| Reaction. A target within range makes an attack, a check, or a save. |
| School of Weaving |
| Control the flow of Magica |
| Traits | [MAGICA], [REACTION], [TARGET], [EFFECT] |
| Tier | Effect |
| 1st | Shift |
| 2nd | Twist |
| 3rd | +1 die to Shift |
| 4th | +1 to Twist |
| 5th | Unweave |
| NOTES |
Reaction. A target within range makes a spellcasting check to manifest Magica.
Shift. Add or subtract one die from the target spellcasting check.
Twist. Increase or reduce the target spellcasting check DC by one.
Unweave. Sum your spellcasting check and the target spellcasting check. If your total is higher, the target spell unravels. |
Malika
| School of the Mind |
| Control the mind |
| Traits | [MALIKA], [ACTION], [TARGET], [SAN], [EFFECT] |
| Tier | Effect |
| 1st | Target has -1 to Sanity checks and Will checks |
| 2nd | Command a target to take an Action |
| 3rd | Target has -2 to Sanity checks and Will checks |
| 4th | Control the target on your turn |
| 5th | Target takes one level of Madness |
| 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 |
| Knit the flesh to make it whole |
| Traits | [MALIKA], [ACTION], [TARGET], [SAN], [EFFECT] |
| Tier | Effect |
| 1st | Reduce Health Check DC by 1 |
| 2nd | Restore 1 point of Health |
| 3rd | Reduce Health Check DC by 2 |
| 4th | Restore up to 2 points of Health |
| 5th | Target becomes Resistant to all Health damage |
| 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. |
| School of the Shadows |
| Weave shadows |
| Traits | [MALIKA], [ACTION], [TARGET], [EFFECT] |
| Tier | Effect |
| 1st | Extinguish light sources |
| 2nd | Gain 1 level of Cover |
| 3rd | The target is invisible in dim light |
| 4th | Gain 2 levels of Cover |
| 5th | The target is invisible in bright light |
| NOTES |
| Extinguish. Attempt to put out a light source. If the source is magical, make a Will check with the DC equal to the spell tier. |
| School of the Beyond |
| Animate the dead |
| Traits | [MALIKA], [ACTION], [TARGET], [EFFECT] |
| Tier | Effect |
| 1st | Banish |
| 2nd | Animate tier 1 undead |
| 3rd | Animate tier 2 undead |
| 4th | Animate tier 3 undead |
| 5th | Soul Binding |
| NOTES |
Banish. Attempt to banish any undead bound by magic. Make a Will check with the DC equal to tier of the animating magic.
Soul Binding If the target dies it instead returns as a Revenant. |
| School of the Shade |
| Assume an incorporeal form |
| Traits | [MALIKA], [ACTION], [TARGET], [EFFECT] |
| Tier | Effect |
| 1st | Gain 1 level of cover against any [ATTACK] |
| 2nd | Pass through space occupied by another creature |
| 3rd | Gain 1 level of cover against any [ATTACK] |
| 4th | Pass through solid objects |
| 5th | Gain total cover against any [ATTACK] |
| NOTES |
| Cover. Users can still be affected by spells or attacks that cover an area of effect or [TARGET] a specific creature. |
| School of the Beast |
| Assume a bestial form |
| Traits | [MALIKA], [ACTION], [SAN], [SELF], [EFFECT] |
| Tier | Effect |
| 1st | Grow claws and gain a slash attack. |
| 2nd | Increase your movement speed by 2″ |
| 3rd | Grow fangs and gain a Bite attack. |
| 4th | Increase your size to Large. |
| 5th | Slash and Bite have +1 to hit, gain 1 point of [REND]. |
| NOTES |
Slash. 4+ to hit, 2 slashing damage, [OFFHAND], [REND 1]
Bite. 4+ to hit, 3 piercing damage, [REND 2]. For each point of damage the target takes, recover one point of Health. Does not effect undead or constructs.
Large. Increase weapon attack damage by 1, movement speed by 1″, and decrease Health Check DC by 1. |
| School of the Blood |
| Consume your enemies |
| Traits | [MALIKA], [ACTION], [SELF], [EFFECT] |
| Tier | Effect |
| 1st | Feast on a 6+ |
| 2nd | Feast applies on a melee spell [ATTACK] |
| 3rd | Feast on a 5+ |
| 4th | Feast applies on a ranged weapon or spell [ATTACK] |
| 5th | Feast applies any time you deal damage. |
| NOTES |
| Feast. When you deal Health damage with a melee [ATTACK] regain a point of Health on a successful Feast check. |