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. 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 |
| 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 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 |
| 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 | 6+ ward |
| 2nd | +1 point of ward |
| 3rd | 5+ ward |
| 4th | +1 point of ward |
| 5th | Everlasting 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 |
| 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 | Manipulate Small targets |
| 2nd | Stop projectiles with Kinesis |
| 3rd | Manipulate Medium targets |
| 4th | Use Kinesis to fly |
| 5th | Manipulate 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 |
| 2nd | Target takes an action |
| 3rd | -2 to Dodge check, +2″ to movement speed |
| 4th | Target 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 |
| 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. |
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 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 |
| 1st | Reduce Health Check DC by 1 |
| 2nd | Restore 1 point of Health |
| 3rd | Reduce Health Check DC by 2 |
| 4th | Restore up to 3 points of Health |
| 5th | Reduce 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 |
| 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 Undeath |
| 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. |