General

School of Magic
Tags[MAKICA], [ATTACK], [DAMAGE TYPE]
Tier Spellcasting DC Cost
1st2+1 pt.
2nd3+2 pts.
3rd4+3 pts.
4th5+4 pts.
5th6+5 pts.
Spell Range
Schools of Magic KnownMaximum Range
16″
28″
310″
412″
514″
6etc…
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
Manifest fire and burn your enemies
Traits[MAGICA], [ACTION], [ATTACK], [HLT], [EFFECT]
Tier Effect
1stTargets 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
1stTargets that take cold damage are Slowed
2ndIce spells explode, dealing 1 point of piercing damage within [SPHERE 1].
3rdCreatures that take cold damage are Chilled.
4thIce spells explode, dealing 1 point of piercing damage within [SPHERE 3].
5thCreatures that take cold damage are Frozen.
NOTES
Slowed. Movement speed reduced by half.
Chilled. Can only dodge on a 6+.
Frozen. Can only take on 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
1stTarget(s) make concentration checks at 5+
2nd+1 target
3rdTarget(s) make concentration checks at 6+
4th+1 target
5thTarget(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
1stDestroy one point of AC
2ndEffects refresh for one additional turn
3rdDestroy one additional point of AC
4thEffects refresh for one additional turn
5thTarget 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
1stAll attacks made by the target are made with 1 level of cover
2ndIncrease the area of effect to [SPHERE 5]
3rdAll attacks made by the target are made with 2 levels of cover
4thIncrease the area of effect to [SPHERE 7]
5thTarget 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
1stCreate dim light
2ndCreate bright light
3rdCreate radiant light
4thCreate sunlight
5thCreate 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
1st6+ ward
2nd+1 point of ward
3rd5+ ward
4th+1 point of ward
5thEverlasting 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 destroyed. Each ward mitigates one attack, regardless of how much damage that attack deals. Effects from magic or attacks are not applied until all wards are destroyed.
Everlasting. An everlasting ward does not need to be maintained by the caster and lasts until destroyed.
Reaction. Can be cast as a reaction when a valid target within range 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.
School of Shaping
Shape magic to your Will
Traits[MAGIGA], [ACTION], [TARGET], [EFFECT]
Tier Effect
1stMake a spell an [ATTACK]
2ndMake a spell a [TARGET]
3rdMake a spell a [LINE 3]
4thMake a spell a [SPHERE 2]
5thModify 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
1stUnbinding
2ndRune Binding
3rdWeapon Binding
4thArmor Binding
5thEverlasting 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
1stManipulate Small targets
2ndStop projectiles with Kinesis
3rdManipulate Medium targets
4thUse Kinesis to fly
5thManipulate Large targets
NOTES
Manipulate. Push, pull or lift a target. You may move the target a distance equal to the tier of the spell. Creatures get a Will save to resist the effects.
Fly. Gain a flying speed equal to the tier of the spell that can be used as a movement action. Spend additional points of Will to increase your fly speed similar to spending Fortitude to boost movement speed.
School of Kronos
Slow the sands of time
Traits[MAGICA], [ACTION], [REACTION], [TARGET], [EFFECT]
Tier Effect
1st-1 to Dodge check, +1″ to movement speed
2ndTarget takes an action
3rd-2 to Dodge check, +2″ to movement speed
4thTarget takes an action phase
5th-3 to Dodge check, +3″ to movement speed
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
School of Folding
Fold two points in space into one
Traits[MAGICA], [ACTION], [LINE 4], [EFFECT]
Tier Effect
1stMovement does not provoke opportunity attacks
2ndIncrease to [LINE 8]
3rdIgnore obstacles
4thIncrease to [LINE 12]
5thRecall
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
1stAttacks deal bludgeoning damage
2nd+1 attack
3rdAttacks gain [REND 1]
4th+1 attack
5thFor 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.

Malika

School of the Mind
Control the mind
Traits[MALIKA], [ACTION], [TARGET], [SAN], [EFFECT]
Tier Effect
1stTarget has -1 to Sanity checks and Will checks
2ndCommand a target to take an Action
3rdTarget has -2 to Sanity checks and Will checks
4thControl the target on your turn
5thTarget has -3 to Sanity checks and Will checks
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
1stReduce Health Check DC by 1
2ndRestore 1 point of Health
3rdReduce Health Check DC by 2
4thRestore up to 3 points of Health
5thReduce Health Check DC by 3
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 Shadow
Weave shadow
Traits[MALIKA], [ACTION], [TARGET], [EFFECT]
Tier Effect
1stExtinguish light sources
2ndGain 1 level of Cover
3rdThe target is invisible in dim light
4thGain 2 levels of Cover
5thThe 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 Undeath
Animate the dead
Traits[MALIKA], [ACTION], [TARGET], [EFFECT]
Tier Effect
1stBanish
2ndAnimate tier 1 undead
3rdAnimate tier 2 undead
4thAnimate tier 3 undead
5thSoul 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
1stGain 1 level of cover against any [ATTACK]
2ndPass through space occupied by another creature
3rdGain 1 level of cover against any [ATTACK]
4thPass through solid objects
5thGain 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
1stGrow claws and gain a slash attack.
2ndIncrease your movement speed by 2″
3rdGrow fangs and gain a Bite attack.
4thIncrease your size to Large.
5thSlash 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.