Tier Two Spells

  • Physical and Audio: 60sp
    Material = Torn Cloth (C)
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration = 20 Minutes
    Casting Time = 2 Phases
    Increased Tier = Yes / 15sp / per 140
    ------------------------------------------
    Adorn yourself with a cloak of pure dark magic to prepare yourself for what's ahead. A semi-transparent cloak of pure dark magic appears around you for the next 10 minutes per Tier this spell is cast, providing you the following:
    * +1d10 magic defense per 100 Mag.
    * All spells you cast will consume 3sp less per Tier they are cast.
    * +2 RTH for any spells you cast.
    * Number your Natural Resistances from 1-12, going from the top down, and roll 1d12 twice. The total for first one becomes N/A, and the total for the second one become -20.

  • Concentration
    Audio: 60sp
    Material = Humanoid Skull (C)
    Charm | Range = 14 meters
    Resistance Check = Sleep
    Duration = 10 Minutes
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Take control of an Undead entity, forcing it to obey your commands for the next 5 minutes per Tier this spell was cast. While the target is under the effects of this spell, it will obey every command you give it, without question. This spell will have effect on an entity with an Intellect Feature of 20+. ¤

  • Physical and Audio: 30sp
    Summon | Range = Touch
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Minute
    Increased Tier = No
    ------------------------------------------
    Touch a dead humanoid corpse of large size or smaller, and reanimate it as an Undead entity under your control. The type of Undead summoned this way will be determined by your GM (refer to the “Converting into Undead” section in the “Book of Monsters”). This entity will have a bonus to its Life stat equal to your Race level. When given a command, it will follow the command to the best of its abilities. This Undead will exist until it is slain or you cast this spell again.

  • Physical and Audio: 32sp
    Curse | Range = Touch
    Resistance Check = Hinder
    Duration: - -
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Curse an entity with a terrifying sickness. An entity who fails their resistance check will gain a -2 modifier to all of their Features. These hindrances will last until the target finishes a rest. ¤

  • Physical and Audio: 42sp
    Curse | Range = 14 meters
    Resistance Check = Curse
    Duration = 1 Minute
    Casting Time = 1 Phase
    Increased Tier = No
    ------------------------------------------
    Curse an entity with vulnerability to damage. A target that fails their resistance check will become vulnerable to any single damage type of your choosing for 1 minute. ¤

  • Concentration
    Physical: 30sp
    Charm | Range = 20 meters
    Resistance Check = Stun
    Duration = 1 Hour
    Casting Time = 2 Phases
    Increase Tier = Yes / 70sp / 540
    ------------------------------------------
    Disable an entities ability to escape. This spell can only be cast on a target you can see, within range. The target of this spell is only under its effects while you are able to see them. An entity who fails their Resistance Check will be incapable of using teleportation magic, including traveling to other Planes of exsistence, for the duration. If this spell is cast at an increased Tier, it is considered as Tier 4, and you do not need see them for the effects to remain active.

  • Physical and Audio: 20sp
    Attack | Range = Touch
    Resistance Check = Infection
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = Yes / 20sp / per 140
    ------------------------------------------
    Strike an entity with a sickly energy, making them feel ill. A target hit by this spell will suffer 4d10 points of dark magic damage per Tier this spell was cast. The target must also make a successful resistance check or gain a -2 modifier to their Constitution Feature, for 1 hour.

  • Audio: 34sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 1 Phase
    Increased Tier = Yes / 6sp / per 140
    ------------------------------------------
    Create several copies of yourself, within an area, to confuse others. Create 1 illusion per Tier this spell is cast. These illusions will appear around you, and will mimic your every move, with no further effect. Anything that makes a targeted attack against you will have a -2 RTH modifier to their attack, for each existing illusion. If a targeted attack misses you, it will instead hit, and destroy, one of your illusions.

  • Physical: 40sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration: - -
    Casting Time = Reaction
    Increased Tier = No
    ------------------------------------------
    Your body is reinforced with magic, making it impossible to cut you. You are immune to slashing damage until the start of your next turn.

  • Audio: 25sp
    Charm | AoE = 20 meters
    Resistance Check
    Duration: 10 Minutes
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    A wave of magic dispersing energy washes over the AoE. Anything within the AoE, that was “invisible” from the effects of a gift, talent, or spell of Tier 2 or lower will immediately become visible. Anything that becomes visible from the effects of this spell will be incapable of becoming invisible for 10 minutes.

  • Physical and Audio: 60sp
    Material = Flame Shard (C)
    Attack | Range = 14 meters
    Resistance Check = Burn
    Duration: - -
    Casting Time = 1 Phase
    Increased Tier = Yes / 60sp / per 140
    ------------------------------------------
    Cast an eternal flame onto something, making it burn forever. A target that fails their resistance check will immediately burst into flames, and become “on fire”. This fire can only be removed by Water Elemental Arts of level 2 or higher, an effect that negates magic, or from being submerged in water. The effects of this spell will only affect the target. Anything that catches on fire as a side-effect from the target being on fire can be snuffed out like normal. The target may be anything that is of large size or smaller. For each Tier this spell is cast above Tier 2, you may increase the potential size category of the target by 1. These are magical flames that can be applied to anything, regardless of whether or not the item is flammable. If the item is not flammable, then the item will instead be coated in these flames.

  • Physical and Audio: 60sp
    Summon | Range = 2 meters
    Resistance Check = N/A
    Duration = - -
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Create a floating eyeball of dark magic that will float around and create Chaos. This eyeball will be black with a red iris, and will appear in a location of your choosing within range. At the start of your next turn, it will move 6 meters towards the closest entity, then attempt to zap all entities within 14 meters of it. This is considered as targeted spell attacks, using your spell RTH. A target hit by this attack will be considered as “marked”. At the end of your turn, all marked entities will roll 1d4, and refer to the list below to determine how this spell will Affect them. If the caster is marked by this spell, they may replace all instances of “Roll 1d6” with “Roll 2d6”, for ALL marked entities. This decision must be made before determining their effect.
    1 = Roll 1d6. If the result is even, gain that many Aura Counters. If the result is odd, lose that many Aura Counters.
    2 = Roll 1d6. If the result is even, gain a + modifier to your Battle Caliber equal to the result. If the result is odd, gain a – modifier to your Battle Caliber equal to the result. This effect last for 1 minute.
    3 = Roll 1d6. If the result is even, gain a + modifier to your Movement stat equal to 2x the result. If the result is odd, gain a – modifier to your Movement stat equal to 2x the result. This effect last for 1 minute.
    4 = Roll 1d6. If the result is even, gain a + modifier to all of your Features equal to the result. If the result is odd, gain a – modifier to all of your Features equal to the result. This effect last for 1 minute.

  • Concentration
    Physical and Audio: 35sp
    Charm | AoE = 4 meters
    Resistance Check = N/A
    Duration = 4 Hours
    Casting Time = 10 Minutes
    Increased Tier = Yes / 15sp / per 140
    ------------------------------------------
    Transform yourself into a sentient, gaseous cloud for up to 4 hours. While under this spell’s effects, you are immune to all non-magical damage, have no Physical Features, and no appendages. You can only float and fly, and have a Movement stat of 100. You can fit in any location with at least 1 millimeter of space. You cannot speak. You cannot use any gifts, talents, elemental arts, abilities, or items that require activation. Everything on your person is transformed with you. When this spell ends, you will revert back into your normal form. If your normal form cannot fit in the location you are in when this spell ends, your character will die as their body is crushed to fit the space. This spell can affect up to 1 willing entity per Tier it is cast. Any entity may end this spells effects on themselves early during their Action Phase.

  • Physical and Audio: 55sp
    Curse | Range = Touch
    Resistance Check = Hinder
    Duration = - -
    Casting TIme = 1 Phase
    Increased Tier = No
    ------------------------------------------
    Bestow an entity with the mark of a curse that will hinder their Dexterity for a near permanent amount of time. If the target fails their resistance check, an ominous mark of dark magic will appear on their body. Any time that entity makes a Dexterity Feature check, they will gain a -1 modifier to their Dexterity Feature. Hindrances from this spell will remain until the symbol is removed. This spell cannot reduce an entities Dexterity Feature to a value less than 3. This symbol can only be removed if one of the below listed circumstances happen;
    1. The victim dies.
    2. The curse is ritualistically removed.
    3. The symbol is physically removed from the targets body.
    This spell will have no effect on an entity that currently has this Mark.

  • Concentration
    Physical and Audio: 38sp
    Charm | Range 10 meters
    Duration = 10 Minutes
    Casting Time = Reaction
    Increased Tier = Yes / 112sp / 540
    ------------------------------------------
    Play with the mind of someone who is looking at you, making them do something you want them to do. If the target fails their resistance check, they will fall into a temporary deep sleep until the start of their next turn, as you gain influence over their mind. Give the target any single command containing no more than 5 words. When the target awakens, they will pursue that command to the best of their abilities. The target will maintain self-preservation, and will not doing anything that will obviously cause itself harm. Once the target has fulfilled your command, to the best of its knowledge, the spell will end. Otherwise, the spell will end when the duration expires; whichever happens first. If cast at an increased Tier, this spell is considered as Tier 4, and the spells duration is changed to 24 hours. The target may attempt another resistance check against this spell any time it takes damage, ending the spell on a success. If the target is currently hostile towards you, then they will have a +5 to their resistance check. ¤

  • Physical and Audio: 20sp
    Attack | Range = 20 meters
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 140
    ------------------------------------------
    1. Shoot an orb of condense dark magic at a single entity to cause them harm. If this spell hits a target, then that target will suffer 3d10 points of dark magic damage per Tier this spell was cast.

  • Audio: 30sp
    Basic | AoE = 20 meters
    Resistance Check = N/A
    Duration = 1 Hour
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 140
    ------------------------------------------
    Cancel all sound around you. Sound cannot occur within the AoE. Anything that would normally make sound will instead be silent. This disables anything that requires sound, such as spells with an audio component and items that require a keyword to activate. This AoE does not move with you. If cast at an increased Tier, you may instead choose 1 willing target per Tier this spell was cast. All targets will be incapable of making any sounds.

  • Physical and Audio: 50sp
    Material = Wisping Husk (C)
    Summon | Range = 2 meters
    Resistance Check = N/A
    Duration = - -
    Casting Time = 1 Minute
    Increased Tier = No
    ------------------------------------------
    A Phantom Horse appears next to you. This entity will not take any aggressive actions towards anything. It will act only as a mount until you use an Action Phase to dismiss it, recast this spell, or become unconscious. Refer to the “Horse” animal for details on the entity summoned by this spell. This horse will be immune to non-magical damage. This Horse does not apply to the rule of only having 1 summoned entity under your control, but you cannot cast this spell if you currently have a phantom horse under your control from this spell.

  • Physical and Audio: 38
    Charm | Range = 20 meters
    Resistance Check = Charm
    Duration = 1 Minute
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Bind an entity from a different Realm. Choose one entity within range that you can see as the target of this spell. An entity that fails their Resistance Check against this spell will become stunned for the duration. An entity from a different plane of existence will automatically fail their resistance check against this spell, and do not benefit from diminishing returns from this spell. Any time an entity takes damage while under the effects of this spell, they may attempt a Resistance Check against this spell, escaping its effects on a success. ¤

  • Physical and Audio: 35sp
    Summon | Range = 2 meters
    Resistance Check = N/A
    Duration: 2 Hours
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 140
    ------------------------------------------
    Manifest toxic arrows made of magic. Create 5 arrows per Tier this spell is cast. These arrows can be in any combination of short arrows, long arrows, and crossbow bolts, as long as the total quantity does not exceed 5 per Tier this spell is cast. Whenever ammunition created by this spell deals at least 1 point of piercing damage to an entity, that entity will suffer an additional 2d8 toxic damage. If the target is currently poisoned, then they will instead suffer 4d8 toxic damage. Ammunition created by this spell will vanish when the duration expires, or after they have dealt damage; whichever occurs first.

  • Physical and Audio: 32sp
    Attack | Range = 16 meters (A8)
    Resistance Check = Poison
    Duration = Instant
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Release a cloud of poison into an area. All potential living targets within the AoE must succeed a resistance check or be inflicted with Stage 1 poison. If that entity is already suffering any Stage of Poison, then that poison is instead increased by 1 Stage. ¤

  • Physical and Audio: 30sp
    Attack | Range = 14 meters
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 15sp / per 140
    ------------------------------------------
    Strike an entity you can see with Dark magic that will send them flying. A target hit by this spell will suffer 4d6 points of dark magic damage per Tier this spell was cast. In addition, that target will be sent flying backwards 2 meters per Tier this spell was cast and must make a successful Dexterity Feature check become Prone. The RR for this Resistance Check will be equal to your Spell Casting Feature.

  • Physical and Audio: 48sp
    Basic | AoE = 30 meters
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 1 Phase
    Increased Tier = No
    ------------------------------------------
    Occupy the area with fragmented magical darkness. When you cast this spell, an orb of dark energy will manifest above your head, and scatter into 1d4+4 smaller orbs of darkness that will occupy the area. You must choose 1 space, within the AoE, for each smaller orb to go. The smaller orbs will create an area of magical darkness consuming everything within 2 meters of them for the duration. Anything within these AoE’s will be considered as blind and invisible.

  • Physical and Audio: CA 20sp
    Attack | Range = Self
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = Reaction
    Increased Tier = Yes / 10sp / per 140
    ------------------------------------------
    Cast this spell as a Counter Action in response to your character being hit by a melee attack. You create a small barrier of toxic energy in front of you that will reduce the impact of the attack. After you roll defense, reduce the damage you would take by ½. The barrier will then explode outwards, covering your attacker, and reducing the durability of all of their equipment by 1d4. At the start of each of the attackers turns for the duration, they will suffer 1d6 toxic damage per Tier this spell was cast. If this is used against a target currently suffering its effects, the duration of the toxic damage is increased by 30 seconds.

  • Audio: 30sp
    Curse | AoE = 16 meters
    Resistance Check = Hinder
    Duration = 10 Minutes
    Casting Time = 1 Phase
    Increased Tier = Yes / 20sp / per 140
    ------------------------------------------
    A powerful and invasive laughter emanates from your body, fueled by fear. All potential targets within the AoE, who can hear you, must attempt a Resistance Check. Entities who fail their resistance check will suffer a -1d4x10 hindrance to all of their stats, not including Movement, for the duration. You may choose 1 entity, per Tier this spell was cast, to be excluded from this spell’s effects. ¤

  • Physical and Audio: 50sp
    Attack | Range = Touch
    Resistance Check = Curse
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 20sp / per 140
    ------------------------------------------
    Pull the life force out of a living being you can touch. A living entity hit by this spell will suffer 3d10 Dark magic damage per Tier this spell was cast. If this reduces the target Life to a value that is less than 0, then they must succeed a Resistance check against this spell is die instantly.

  • Physical and Audio: 50sp
    Material = Bottle of your blood (C)
    Basic | Range = 20 meters
    Resistance Check = N/A
    Duration = 10 Minutes
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    A tether of magic is created, connecting you to another entity you can see within range. This tether has a maximum length of 20 meters. While under the effects of this spell, you and the target cannot move a distance further than 20 meters away from each other. If one entity tries to move too far away from the other, they must succeed an RR 30 Athleticism Feature check, or be pulled back into range. If one connected entity uses teleportation magic, the other may choose to either break the tether or teleport with the them.

  • Physical: 35sp
    Attack | Range = Touch
    Resistance Check = Stun
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 15sp / per 140
    ------------------------------------------
    Strike an entity with a powerful blast of dark magic, causing them to stagger from the impact. A target hit by this spell will suffer 1d10 dark magic damage, and 1d6 impact damage, per Tier this spell was cast. An entity that takes damage from this attack must make a successful resistance, with a -5, or become Stunned. ¤

  • Physical: 40sp
    Basic | Range = 16 meters
    Resistance Check = N/A
    Duration: - -
    Casting Time = 1 Round
    Increased Tier = Yes / 10sp / per 140
    ------------------------------------------
    Walls of solid stone rise up from the ground to trap your enemies Choose spaces within range that create a 6m by 6m square. These spaces must be on the ground. 10cm thick walls of solid stone erect from the ground, enclosing the chosen spaces in a box that is 6 meters tall. The walls of this room will generate a dim light, and will have cracks large enough for only air to get through. All sound traveling through these walls will be heavily muffled. The durability of the walls of this box is 200. Entities that would be trapped within this box may attempt an Evasion Feature check to avoid being trapped within. On a success, the room is created in the intended location, and that entity will move to the next closest unoccupied space. This spell can only be cast on an area that is on solid ground. If this spell is cast while it is still in effect, the previous room will shatter to pieces, replaced by the new casting of the spell.

  • Physical and Audio: 46sp
    Curse | Range = Touch
    Resistance Check = Scared
    Duration = - -
    Casting Time = 1 Phase
    Increased Tier = No
    ------------------------------------------
    Touch an entity and fill their mind with horrifying thoughts, forcing them to fear you. An entity who fails their resistance check will become “Scared” of you. This spell will have no effect on an entity who has previously been affected by this spell within the past 24 hours.

  • Physical and Audio: 42sp
    Material = Necrogem (C)
    Healing | Range = Touch
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 10 Minutes
    Increased Tier = No
    ------------------------------------------
    Go against the realm of nature to manipulate the life of an entity you can touch that has died within the past 10 minutes. When this spell is cast, the target will be resurrected and immediately gain 1 level of the “Undead” Subclass. It is in the nature of an Undead to be influenced by their creator. You will have minor influence over them. Any Persuasion or Insight checks you make towards the target will have a +3 modifier.

  • Concentration
    Physical and Audio: 40sp
    Material = Gemstone worth at least 20 Skring (C)
    Curse | Range = 16 meters
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 2 Phases
    Increased Tier = Yes / 10sp / per 140
    ------------------------------------------
    Create a veil of dark magic around an entity within range that you can see, that will burst outwards when they are hit. For the duration, any time the target takes damage, there will be a burst of dark magic that will inflict 1d6 critical dark magic damage, per Tier this spell was cast, to all potential targets within 4 meters of them.

Dark Magic

  • Physical: 40sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 1 Hour
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Bestow the evasiveness of the wind on an entity you can touch. The target gains a +4 modifier to their Evasion Feature. This spell cannot be cast on a target currently under its effects.

  • Concentration
    Physical and Audio: 20sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 1 Hour
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Flood a willing Animal with magic, enlarging them to a much bigger size than they were. The targets size category is increase by 2.

  • Physical and Audio: 35sp
    Material = Lucid vial/ fire essence (C)
    Summon | Range = 14m (A2)
    Resistance Check = Burn
    Duration = 1 Minute
    Casting Time = 2 Phases
    Increased Tier = Yes / 15sp / per 170
    ------------------------------------------
    Create a ball of fire in a location of your choosing within range that will occupy the AoE for 1 minute. An entity who begins their turn with the AoE, or enters the AoE for the first time each round, will suffer 3d8 fire damage per Tier this spell was cast, or half as much with a successful Burn Resistance Check. You may use an Action Phase to move this ball of fire a distance of 4 meters in any direction. This ball of fire cannot float, fly, or move through solid objects that are larger that it.

  • Concentration
    Physical: 24sp
    Enhancement | AoE = 6 meters
    Resistance Check = N/A
    Duration = 1 Hour
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Any number of chosen targets within the AoE will blend into their surroundings as your Nature magic surrounds them and acts as a sort of camouflage for them. Each chosen target will have a +5 modifier to their Stealth skill.

  • Physical and Audio: 15sp
    Attack | AoE = 20 meters
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 170
    ------------------------------------------
    Cast a bolt of lightning that will arc from one target to another, striking multiple targets. Choose 1 target per Tier this spell is cast. All targets must be within the 20 meters. A bolt of lightning will burst out from your hand, and arc through all chosen targets. This attack will not miss. Each target hit by this spell will suffer 2d6 lightning damage per Tier this spell was cast.

  • Physical: 14sp
    Material = Cat Fand (C)
    Enhancement | Range = 14 meters
    Resistance Check = N/A
    Duration = 8 Hours
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Bestow unparalleled courage unto someone you can see. The target will gain tremendous courage, making them immune to being “Scared” for 8 hours.

  • Physical and Audio: 25sp
    Enhancement | AoE = 4 meters
    Resistance Check = N/A
    Duration = 10 Minutes
    Casting Time = 1 Minute
    Increased Tier = Yes / 20sp / per 170
    ------------------------------------------
    Surround your allies with a barrier of energy, protecting them from the elements. The targets gain resistance against all fire, ice, lightning, water, and wind damage. You may choose 1 target per Tier this spell is cast.

  • Physical and Audio: 36sp
    Basic | AoE = 30 meters
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 1 Round
    Increased Tier = Yes / 14sp / 170
    ------------------------------------------
    Use the unpredictability of nature to conjure something dangerous into the area. When you cast this spell, roll 1d4 and refer to the list below to determine the effects of this spell. This will represent a natural disaster or occurrence within the area and will exist for up to 1 minute.
    1. A blizzard occurs within the area. Everything within the AoE is considered as obscured.
    2. Geysers erupt within the area. At the start of each round, each entity within the AoE must make an Evasion feature check or suffer 4d10 critical fire damage.
    3. A tornado appears within the area. At the start of each round, all potential targets within the AoE are pulled 8 meters closer to the center of the AoE, and must make a successful Luck check or fall prone.
    4. Earthquake breaks the ground. All potential targets within the AoE must make a successful Evasion feature check or fall 20 meters into the crack in the ground. This crack is permanent.
    If the effect corresponding to the d4 result is not sensible to take place within the AoE, then the d4 will be rolled again. If the result of the second d4 is not sensible within the AoE, then this spell will have no effect. When this spell is cast at an increased Tier, it is considered as Tier 3, and you may choose which natural disaster occurs. You are not immune to the effects of this spell.

  • Concentration
    Physical and Audio: 15sp
    Material = Bramble Disk (F)
    Healing | Range = 16 meters
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 170
    ------------------------------------------
    Assign the task of healing someone to an element of pure nature. A bramble disk begins hovering over a target you can see, not unlike a halo. At the start of each of their turns, the target will restore 1d8 Life per Tier this spell was cast. The target also gains a +1 modifier to all of their Natural Resistance for each Tier this spell is cast above Tier 1. When this spell ends, the Bramble Disk will return to you.

  • Physical and Audio: 20sp
    Basic | Range = Self
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 2 Phases
    Increased Tier = Yes / 10sp / per 170
    ------------------------------------------
    Coat yourself in a layer ice that will harm anything that touches you. Any time you are hit with a targeted attack, you may choose a single target within 2 meters of you to suffer 1d10 critical ice damage per Tier this spell was cast.

  • Physical: 15sp
    Attack | Blast (4) = 10 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 170
    ------------------------------------------
    Produce a cascade of fire in front of you to burn your foes. Any potential targets within range of this attack will suffer 3d8 points of fire damage per Tier this spell was cast. A successful Evasion Feature check will reduce the damage by ½.

  • Physical and Audio: 20sp
    Healing | Range = 8 meters
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 170
    ------------------------------------------
    Wrap the healing energies of nature around a target you can touch, restoring their Life by an amount equal to 2d6+5 per Tier this spell is cast.

  • Concentration
    Physical: 20sp
    Healing | AoE = 10 meters
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 2 Phases
    Increased Tier = Yes / 5sp / per 170
    ------------------------------------------
    A swarm of butterflies made of pure magic fly around you to provide healing to nearby allies.
    Whenever an ally begins their turn within the AoE, they will restore an amount of Life equal to 1d8 per Tier this spell was cast. This AoE can move around, but not through, walls and other non-magical barriers.

  • Audio: CA 26sp
    Enhancement | Range = 14 meters
    Resistance Check = N/A
    Duration = Instant
    Casting Time = Reaction
    Increased Tier = No
    ------------------------------------------
    Grant an ally the fortitude to persevere through a difficult situation.
    CA
    = Use this spell as a Counter Action in response to an ally you can see, within 14 meters, making a Resistance check or a Feature check. This can be cast after seeing the result, but before knowing the outcome. That entity will roll another d20, add 5 to both results, and choose which result to use for that Resistance or Feature check.

  • Audio: 12sp
    Enhancement | AoE = 6 meters
    Resistance Check = N/A
    Duration = 2 Hours
    Casting Time = 1 Phase
    Increased Tier = Yes / 8sp / per 170
    ------------------------------------------
    Give several targets enhanced perception and the ability to see in the dark. Choose any number of targets within 6 meters of you. All chosen targets will gain a +2 modifier to their Notice Feature and Dark Vision for up to 20 meters for 1 Hour per Tier this spell is cast. Casting this spell while it is currently in effect will only increase the duration, not the effects.

  • Physical and Audio: 24sp
    Healing | Range = Touch
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 26sp / 220
    ------------------------------------------
    Flush all of the bad out of an entity you are touching, healing them of whatever ails them. Choose any status effect that is currently affecting the target and remove it completely. When this spell is cast at an increased Tier, it is considered as Tier 3, and will completely remove ALL status effects currently affecting the target.

  • Physical and Audio: 40sp
    Material = Gemstone worth at least 30 Skring (C)
    Healing | Range = Touch
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Interfere with the death of an entity you can touch, who has died within the past 1 minute. Their mortal wounds are healed. They are restored to 1 Life, and brought back into the realm of the living with Stage 2 Exhaustion. If this spell is cast on an entity who is currently suffering from Exhaustion, they will instead gain Stage 3 Exhaustion, and a -4 Modifier to all Features. This modifier will stack when cast multiple times on the target. Whenever the target completes a full rest, reduce this modifier by 1.

  • Concentration
    Physical and Audio: 40sp
    Enhancement | AoE = 6 meters
    Resistance Check = N/A
    Duration: 1 Minute
    Casting Time = 2 Phase
    Increased Tier = Yes / 15sp / per 170
    —————————————————
    Create a shield around multiple allies for a short period of time. Choose any number of targets within 6 meters of you. A shield of protective magic will appear around them that has a shared durability with every other shield created by this spell. This shield will have a durability of 50 per Tier this spell is cast. Any time a shielded target takes any kind of damage, that damage will be reduced by ½. The other half will be taken from the shield’s durability. If the shields durability is reduced to 0 or less, then the spell will end.

  • Physical and Audio: 35sp
    Material = Tuft of Animal Fur (C)
    Charm | Range = Self
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Change your physical form into that of an animal you have seen before. The form you take cannot be of an animal whose level is greater than your Race level. Though your shape will change, certain things will remain the same. Your physical Features will be changed into that of your new form. You will retain your mental Features. You will retain all of your Stats with the exception of Life and Movement. You will adopt all Natural Resistances of the new form. You will lose the ability to cast spells, as well as how to use any Gifts, Talents, and Abilities of your normal form. You will retain your ability to speak. You will retain all of your Traits while in this new form. The form you take will have distinct physical differences from the animal you are taking the form of. For example; “You are a monkey, but your tattoos appear as black markings across your fur”, “The color of your green cloak has been transferred into your bird form, giving you lime green wings”, “Your painted nails carried over into your animal form. So now you are a cat with navy blue claws”. These alterations to your animal form will only affect its appearance. What carries over can be determined by you upon casting the spell, or you can leave it up to your GM. You will maintain this form for up to 1 hour or until you lose concentration.

  • Physical and Audio: 15sp
    Attack | Range = 18 meters (A2)
    Resistance Check = Stun
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 5sp / per 170
    —————————————————-
    Cause a burst of electricity to erupt in a location of your choosing, shocking everything nearby.
    All potential targets within the AoE must succeed an Evasion Feature check or suffer 2d8 lightning damage per Tier this spell was cast. An entity who takes damage from this spell must then make a successful resistance check or become paralyzed. ¤

  • Physical: 40sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 1 Hour
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————-
    Bestow the might of a mountain onto an entity you can touch, giving them immense strength. The target gains a +10 modifier to their Athleticism Feature for 1 hour. This spell cannot be cast on an entity currently under its effects.

  • Physical: 40sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 1 Hour
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————-
    Bestow the Perception of the forest onto an entity you can touch, making them much more aware to their surroundings. The target gains a +10 modifier to their Notice Feature for 1 hour. This spell cannot be cast on an entity currently under its effects.

  • Physical: 40sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 1 Hour
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————-
    Bestow the Wisdom of the ocean onto an entity you can touch, giving them the knowledge of old. The target gains a +10 modifier to their Wisdom Feature for 1 hour. This spell cannot be cast on an entity currently under its effects.

Nature Magic

  • Physical and Audio: 50sp
    Enhancement | Range = 10 meters
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 1 Phase
    Increased Tier = Yes / 60sp / 330
    —————————————————
    Cause the physicality of an entity you can see to shift and flicker, into and out of existence, making them difficult to see and to follow. The target of this spell will appear to be moving and shifting slightly from their current location, at all times. Any time an RTH is made against the target of this spell, the attacker must roll 1d4 and reduce their RTH by the result. If this spell is cast at an increased Tier, it is considered as Tier 4, and attackers must instead roll 2d4.

  • Physical and Audio: 50sp
    Material = Dark Stone (C)
    Curse | Range = Touch
    Resistance Check = Curse
    Duration = 1 day
    Casting Time = 1 Phase
    Increased Tier = No
    ————————————————
    Curse an entity with resounding misfortune for several hours. If the target fails their resistance check, their Luck Natural Resistance will become 1 for 24 hours.

  • Concentration
    Physical: 25sp
    Basic | AoE = 20 meters
    Resistance Check= N/A
    Duration = 5 Minutes
    Casting Time = 1 Phase
    Increased Tier = No
    ———————————————
    Create a shroud of magical darkness that will cover an area, making it impossible to see anything within the AoE for 5 minutes. The illumination of all light is reduced to “0 meters” while within the AoE. All entities within the AoE are considered as blind and invisible. Entities that can see in magical darkness are immune to this spell’s effects.

  • Concentration
    Physical and Audio: 50sp
    Basic | Range = 10 meters
    Resistance Check = N/A
    Duration = 2 Minutes
    Casting Time = 1 Phase
    Increased Tier = Yes / 20sp / per 120
    —————————————————
    Create an illusory copy of another entity for a short time. An illusory copy of the target appears next to them for 1 minute per Tier this spell is cast, and begins mimicking everything they do. Any time the target is hit by a targeted attack, roll 1d6. If the result is a 5 or a 6, the attack will instead hit the duplicate; dealing no damage, and concluding the attack.

  • Physical and Audio: 50sp
    Charm | AoE = 14 meters
    Resistance Check = Charm
    Duration = 1 Minute
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————-
    Your Radiant magic forbids Undead from moving. All Undead within the AoE that are less than or equal to your Race level must make a successful resistance check or become stunned for 1 minute. If an entity under the effects of this spell takes any kind of damage, they will no longer be stunned. ¤

  • Concentration
    Physical: 40sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 1 Hour
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Cloak an entity with your magic, making them impossible to see. The target and everything on their person becomes invisible. They are considered as “obscured”, and can still be heard, smelled, and touched. During the effects of this spell, the target will have a +10 to any stealth skill checks they make, and will otherwise be passively hidden with a stealth skill result equal to 10 + their Stealth skill. This spell will end early if the target makes any obviously hostile actions.

  • Concentration
    Physical: 55sp
    Material = Pwr crystal w/ 30+ purity (C)
    Enhancement | Range = 10 meters
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————-
    Protect an entity you can see from the forces of magic. The target is coated in a protective shell, making them immune to magic damage. Any time the target would take any amount of Aura, Dark, Elemental, Radiant, or Spatial damage, that damage is reduced to 0. This spell will have no effect on an entity who was affected by this spell within the past day.

  • Physical and Audio: 30sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 2 Minutes
    Casting Time = 2 Phases
    Increased Tier = Yes / 15sp / per 120
    —————————————————
    Grant divine power unto a weapon you can touch, allowing it to strike harder, and with divine force. The weapon is considered as enchanted. Whenever this weapon hits a target, that target will take an additional 1d6 divine damage per Tier this spell was cast. (Divine damage deals 2x damage to Anathema, Demons, and Undead, and bypasses magic defense)

  • Physical and Audio: 50sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————-
    Expand someone’s mind, making them more intelligent than they have ever been before. The target gains a +15 modifier to their Intellect Feature. When this spell end, the target will suffer a terrible headache, as their brain activity reverts to its normal state; the target is stunned. If this spell is cast while a target is currently under its effects, then the previous effects will end, being replaced by the new casting.

  • Concentration
    Physical: 55sp
    Enhancement | Range = Touch
    Resistance = Charm
    Duration = 2 Minutes
    Casting Time = 2 Phases
    Increased Tier = Yes / 15sp / per 120
    —————————————————
    Transform an entity into a metallic non-entity construct. The target can choose to fail their resistance check. The target is transformed into a metallic, golem-like entity for 1 minute per Tier this spell is cast, gaining the following;
    *Movement stat is halved or becomes 8, whichever is lower
    *Cannot speak
    *Cannot write
    *Cannot communicate telepathically
    *Sunder damage can be taken as regular damage and is multiplied by 3
    *Immune to Piercing damage
    *Resistant to slashing damage
    *Poison Natural Resistance becomes “N/A”
    *Bleed Natural Resistance becomes “N/A”
    *Infection Natural Resistance becomes “N/A”
    *Cannot Jump
    *Weight is quadrupled
    *Resistant to all Elemental damage, except Lightning
    *Cannot receive magical or alchemical healing
    *Does not need to breath, eat or drink and is unaffected by temperature

  • Physical and Audio: 40sp
    Healing | Range = 12 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 0sp / per 120
    —————————————————
    Call upon the power of your deity to restore vitality unto yourself or another single living entity you can see. The targets Life is restored by 1d12+8 per Tier this spell was cast. If this spell is cast on an Undead entity, that entity will suffer damage equal to the amount it would have otherwise healed. If this reduces an Undead entities Life to 0, then it will immediately turn into dust.

  • Concentration
    Physical and Audio: 40sp
    Material = Spark Shard (C)
    Charm | Range = Touch
    Resistance Check = Stun
    Duration = 30 seconds
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Damage the nervous system of a single target, paralyzing them where the stand. An entity who fails their resistance check will be immediately considered as “Helpless” for the duration. The target may attempt an additional resistance check against this spell at the end of each of their turns, ending this spells effects on a success. The effects of this spell will also end if the target takes any new instances of damage. ¤

  • Physical and Audio: 55sp
    Material = A lit candle (C)
    Enhancement | Range = 6 meters
    Resistance Check = N/A
    Duration = 1 Hour
    Casting Time = 10 minutes
    Increased Tier = No
    —————————————————
    Shed divine blessings on a single entity who has joined you in prayer, granting them great favor and fortune. The target of this spell must have remained within the range of this spell for the duration of its casting. They will then gain the following effects;
    *+5 modifier to Luck Natural Resistance.
    *+4 modifier to Charm and Curse Natural Resistance
    *+3 modifier to all skills.

  • Concentration
    Physical and Audio: 40sp
    Charm | Range = Touch
    Resistance Check = Sleep
    Duration = - -
    Casting Time = 1 Minute
    Increased Tier = Yes / 15sp / per 120
    ————————————————
    Peer into the thoughts of someone you can touch to find out what they are hiding. You can choose to increase the Tier of this spell incrementally, instead of upon casting; however, the targets resistance check will be against the Tier this spell was originally cast. If the target fails their resistance check, you will be able to search through their mind for answers. You may ask the target any 1 question per Tier this spell is cast. If the target knows the answer, they will give you a truthful and very detailed answer. You may increase the Tier of the spell at any time to ask an additional question; up to a total of 5 questions. While under the effects of this spell, the target will be in an entranced state. When this spell ends, the target will know that you invaded their mind, but will not know what questions were asked. ¤

  • Physical: 40sp
    Healing | Range = Touch
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Heal an entity you can touch of all ailments. When this spell is cast, remove all status effects and temporary modifiers from the target. That target will then gain 10 temporary Life for each separate status effect and modifier removed from this spell. This temporary Life will remain until the target completes a full rest. This spell will have no effect on an entity that currently has temporary Life gained from the effects of this spell. While removing Hindrances from the target, this spell can only be use to remove up to 2 hindrances from the target, or 1 hindrances for each positive modifier removed; whichever is higher.

  • Physical and Audio: 28sp
    Charm | Range = Touch
    Resistance Check = Hinder
    Duration = 1 Minute
    Casting Time = 1 Phase
    Increased Tier = Yes / 12sp / per 120
    ————————————————
    Shrink the form of an entity you can touch, making them much smaller than they were. When cast on a willing target, they will fail their resistance check, and the duration of this spell will be changed to 1 Hour per Tier it is cast. A target that fails their resistance check will shrink, having their size category reduced by 1. You can reduce the size category of the target by an additional 1 for each Tier this spell is cast above Tier 2. The target cannot become smaller than tiny from the effects of this spell. The targets possessions shrink with them. A target under the effects of this spell will have their Athleticism Feature reduced by 2 for each size category they are reduced. This cannot reduce an entities Athleticism Feature to a value that is less than 2. This spell cannot be cast on a target currently under its effects. Casting this spell while it is currently active while replace the previous casting with the new one.

  • Concentration
    Physical and Audio: 38sp
    Basic | AoE = 6 meters
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Create a powerful sphere of repelling magic around your character, making it impossible for anything to get closer to you for the duration. As long as you maintain concentration on this spell, no items or entities can move closer than 6 meters to you. Any items or entities within the AoE at the time this spell is cast will be pushed outside of the AoE. Structures are unaffected by this spell. You are considered as helpless for the duration of this spell.

  • Concentration
    Physical and Audio: 30sp
    Enhancement | Range = 14 meters
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 2 Phases
    Increased Tier = Yes / 15sp / per 120
    —————————————————
    Your radiant magic surrounds a target, making them resistant to physical damage. The target of this spell will be resistance to all bludgeoning, slashing, and piercing damage for 1 minute per Tier this spell is cast.

  • Physical: 32sp
    Charm | Range = 8 meters
    Resistance Check = Charm
    Duration = 5 minutes
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Push someone’s thoughts outwards making their mind known to the world. You must be able to see the target while casting this spell. An entity who fails their resistance check will be incapable of keeping their thoughts to themselves. The target will speak anything and everything that comes to their mind, out-loud. They will only have control over the language, tone, and volume of which they speak. ¤

  • Physical and Audio: 40sp
    Material = Deity Symbol (NC)
    Attack | Range = 2 meters
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 2 Phase
    Increased Tier = Yes / 20sp / per 120
    —————————————————
    Wield the symbol of your deity as a weapon to unleash divine fury on your enemies. A target hit by this spell will suffer 5d10 Radiant magic damage per Tier this spell was cast. Your deity symbol will lose 1 durability if this spell hits.

  • Phsycal and Audio: 50sp
    Material = Animal Horn (C)
    Healing | AoE = 8 meters
    Resistance Check = N/A
    Duration = 4 Hours
    Casting Time = 1 Minute
    Increased Tier = Yes / 20sp / per 120
    —————————————————
    Create a blessed area for you and your allies to collect themselves. The AoE is surround by small floating glyphs and a blanket of soothing light and warmth, for the next 2 hours per Tier this spell is cast. Entities within this AoE will feel comfortable and relaxed. An entity who completes a short rest while within the AoE will recover twice as much Life as they normal would from completing a short rest, and will gain a +5 modifier to a single d20 roll made before their next Long Rest. Anathema, Demons and Undead who begin their turn within the AoE with suffer 1d10 critical Radiant magic damage. This spell cannot be cast while its effects are still active. Any hostile actions from within this area will end this spells effects.

  • Physical and Audio: 60sp
    Basic | AoE = 6 meters
    Resistance Check = N/A
    Duration = 8 Hours
    Casting Time = 1 Minute
    Increased Tier = No
    —————————————————
    Create a structure you can call home for a day. Create a structure, to your liking, that will occupy the AoE for the next 24 hours. This structure will look like whatever you want it to, as long as none of it is outside of the AoE. While casting this spell, you must specify who may enter and exit. No other entity may access this shelter. The area within this shelter will be of a temperature that is comfortable to you.  This structure will have a durability of 120. You can use an Action Phase to dismiss this spell at any time, making the structure vanish. The effects of this spell will end early if hostile action occurs from within the AoE.

  • Audio: 30sp
    Charm | AoE = 6 meters
    Resistance Check = N/A
    Duration: 30 Seconds
    Casting Time = 1 Phase
    Increased Tier = No
    ————————————————
    Release a burst of energy in the form of a loud shout that will affect all entities within the AoE. You must choose “+2 modifier” or “-2 modifier”. Whichever you choose will be given to all entities within the AoE at the time this spell was cast, including yourself for the duration. This modifier will be applied to all d20’s rolls made by the affected entities. This spell will have no additional effect on an entity currently under the effects of this spell.

  • Concentration
    Physical and Audio: CA 60sp
    Material = 10mg of Diamond Dust (C)
    Healing | Range = 10 meters
    Resistance Check = N/A
    Duration = 30 Seconds
    Casting Time = Reaction
    Increased Tier = No
    ————————————————
    Call upon the presence of your deity to interfere with an entity’s death. Cast this spell as a Counter Action in response to a target within range taking any kind of damage. The targets Life cannot be reduced to a value that is less than 1 for the next 30 seconds. For the duration, any time the targets Life would have otherwise been reduced to a value that is less than 1, they will instead gain a -2 modifier to their Constitution Feature. Hindrances from this effect will persist until the target has slept for at least 24 hours.

  • Physical: 35sp
    Charm | Range= 8 meters
    Resistance Check = Sleep
    Duration = 10 Minutes
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Become a mesmerizing image to an entity you can see, and lull them to sleep. An entity who fails their resistance check will immediately be inflicted with the "Sleep" status effect. When this spell ends, the target will slowly come into consciousness, as if having just woken up from a nap. They do not gain the benefits of a short or long rest. ¤

  • Concentration
    Physical and Audio: 20sp
    Radiant | Range = 10 meters
    Resistance Check = Charm
    Duration = 1 Minute
    Casting Time = 2 Phases
    Increased Tier = Yes / 15sp / per 120
    —————————————————
    Disrupt the flow of time within an entity, making them move very slowly. An entity who fails their resistance check will begin moving very slowly. While under the effects of this spell, the targets Movement stat is halved. You may apply additional effects onto the target when increasing this spells Tier: ¤
    Tier 3 = Also, -2 Phases during each turn
    Tier 4 = Also, -2 Battle Caliber
    Tier 5 = Also, Cannot take Reactions

  • Physical and Audio: 25sp
    Radiant | Range = 10 meters
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Create a bridge of magic between yourself and an ally you can see, allowing you to share spell power with them. The target of this spell must have a friendly disposition towards you. All of yours and the targets remaining spell power will be combined together, becoming a single pool of untyped spell power. Any time you or the target cast a spell, they will be taking spell power from this pool to cast the spell. This will allow for higher Tier spell casting and more frequent spell casting for one entity, and less for the other. When the spell ends, the total remaining spell power will be even distributed between yourself and the target, taking on a spell power type of the owners choosing. Spell power recovered by an entity under the effects of this spell will be added to the shared spell power pool. This spell cannot be cast on an entity currently under its effects.

  • Concentration
    Phsyical: 35sp
    Enhancement | AoE = 4 meters
    Resistance Check = N/A
    Duration = 1 Hour
    Casting Time = 2 Phases
    Increased Tier = Yes / 25sp / per 120
    —————————————————
    Establish a telepathic connection with those around you. All entities within the AoE at the time this spell was cast will be connected telepathically. For the next 30 minutes per Tier this spell was cast, entities that were affected by this spell will be able to communicate telepathically, so long as they are all on the same plane of existence. Any time an affected entity reaches out to another affected entity, telepathically, all affected entities, on the same plane of existence will hear them within their mind.

  • Physical and Audio: 56sp
    Basic | AoE = 2 meters
    Resistance Check = N/A
    Duration = - -
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Cause time around you to slow down, for a moment. An orb of blue energy appears and encompasses the AoE. Everything except the area within the AoE will appear to be moving at half speed, while in reality, everything within the AoE is moving at 2x speed. This AoE will not move with you and will last for 2 of your turns or until you leave the AoE. Until the end of your 2nd turn after casting this spell, all entities who are completely within the AoE will have an additional round between each normal round. If an entity exits the AoE, then they will no longer benefit from the effects of this spell. If this happens during those entities’ extra turns, from this spell’s effects, then that entities turn will immediately end. If an entity enters the AoE while the spell is still in effect, then they will immediately get an additional turn, before falling into the normal effects of this spell.

  • Concentration
    Audio: 20sp
    Curse | Range = 12 meters
    Resistance Check = Curse
    Duration = 1 Minute
    Casting Time = 2 Phases
    Increased Tier = Yes / 20sp / per 120
    —————————————————
    Bombard the mind of an entity, inducing a throbbing pain in their head. An entity who fails their resistance check will begin to suffer from a severe migraine. At the start of each of the targets turns, they will suffer 1d10 psychic damage. Additionally, any d20 rolls the target makes while under the effects of this spell, that are not resistance checks, will have a -2 penalty. For each Tier this spell is cast above Tier 2, you may choose to either increase the damage by 1d10, or choose to affect an additional target within range. The damage taken from this spell cannot kill the target. If the target becomes unconscious, this spell ends for that target. ¤

  • Physical and Audio: 38sp
    Attack | Range = 16 meters
    Resistance Check = Poison
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Shoot a blob of poisonous energy at someone you can see, to poison them. If the target fails their resistances check, then they will be inflicted with Stage 1 poison. If an entity that fails this check is currently suffering from the "Poisoned" status effect, then their stage of poison will increase. ¤

  • Audio: 28sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration = 1 Hour
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Give yourself the ability to see through lies and deception. For the next hour, you cannot be deceived. Any time someone tries to lie or be dishonest while near you, you will pick up on the deception, immediately.

  • Concentration
    Physical and Audio: 30sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 10 Minutes
    Casting Time = 1 Minute
    Increased Tier = Yes / 10sp / per 120
    —————————————————
    Bring a weapon to the best condition it can be in. Choose any single weapon you can touch, as the target. Any attacks made with the target will have a +1 RTH per Tier this spell was cast, and will deal the attackers choice of Bludgeoning, Slashing, or piercing damage. The target will also have a +1 critical range, and will be indestructible.

  • Physical and Audio: 20sp
    Attack | Range = 20 meters
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 120
    —————————————————
    Bring forth concentrated Radiant energy into your hand and shoot it at an entity to harm them. A target hit by this spell will suffer 3d10 points of Radiant magic damage per Tier this spell was cast.

Radiant Magic

  • Concentration
    Physical and Audio: 25sp
    Attack | Range = 16 meters
    Resistance Check = N/A
    Duration = 2 Minutes
    Casting Time = 2 Phases
    Increased Tier = Yes / 15sp / per 170
    —————————————————
    Create a nearly invisible wall of pure magical energy. Choose up to 3 unoccupied spaces within range. Each chosen space must be connected to at least one other chosen space. A transparent, 4-meter-tall wall of energy, 5 centimeters thick, will appear; connecting each chosen space to another chosen space that is touching it. Any item or entity that touches this wall will be knocked backwards 6 meters. If an entity is knocked backwards from the effects of this spell, into another wall created by this spell, the spell will end. Entities that are knocked backwards by this wall will suffer 1d4 impact damage per Tier this spell is cast. The effects of this spell will last for up to 1 minute per Tier this spell is cast, and has a durability of 20 per Tier this spell is cast.

  • Concentration
    Physical and Audio: 55sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration = 2 meters
    Casting Time = 1 Phase
    Increased Tier = Yes / 15sp / per 170
    —————————————————
    Shroud yourself with magic that will protect you from all Anathema. A veil of energy will surround you, making you far less appealing to entities of the "Anathema" category. Any time an Anathema attacks you or is attacked by you, they will have a -3 modifier to their Battle Caliber. You will have a +3 modifier to all resistance checks you make to resist effects caused by Anathema.

  • Concentration
    Physical and Audio: 65sp
    Basic | Range = 12 meters
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 2 Phases
    Increased Tier = Yes / 15sp / per 170
    —————————————————
    Rip open a portal to the Astral plane on a space that is currently un-occupied, within range.  Anything may travel through this portal as if it were a normal doorway for the next 30 seconds per Tier this spell is cast. The location this doorway leads to is random, but safe. When this spell ends, the doorway will close, pushing entities currently in the doorway to the next closest unoccupied space within their Plane of origin, unharmed.

  • Audio: 32sp
    Summon | Range = 20 meters
    Resistance Check = N/A
    Duration = 5 Minutes
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Open an interdimensional portal where a tentacle will spring forth to grapple things. You can choose any 4-meter by 4-meter square that is on a mostly flat surface as the target of this spell. A portal opens on the target area, and a tentacle springs forth from it to grapple the nearest entity to its location within 6 meters. This tentacle has an Athleticism Feature of 20 and a Life stat of 120. At the start of each of your turns, if the tentacle is not currently grappling an entity, it will attempt to grapple the nearest entity to it within 6 meters. It will also do this as a “Counter Action, Combat Action” in response to an entity moving into or out of its range while it is not currently grappling a target. If it is currently grappling an entity at the start of your turn, then that entity will suffer 2d8 points of crush damage. Each time an entity takes crush damage from this spell, the tentacle will get an additional +2 modifier to its Athleticism Feature, as its grip continues to tighten around its prey. This modifier will not exceed +6, and will only last so long as that target is grappled. Nothing can enter or exit the portal except for the tentacle. This spell will end if the tentacle is slain or the duration expires. When this spell ends, any remains of the tentacle will retreat back into the portal.

  • Physical: 33sp
    Basic | Range = 2 meters
    Resistance Check = N/A
    Duration = 1 Hour
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    A door appears on a non-magical wall no more than 1 meter thick in a location of your choosing within range. This door can look like whatever you want, and will exist for 1 Hour. This door will have no functional locking mechanism, and anything may use this door as if it were not magical. If this spell is cast on a wall that is greater than 1 meter thick, then opening the door will only reveal the wall that it rests on.

  • Concentration
    Physical and Audio: 60sp
    Material = Mage’s Sphere (F)
    Basic | Range = - -
    Resistance Check = N/A
    Duration = 1 Minute
    Casting Time = 10 Minutes
    Increased Tier = No
    —————————————————
    Communicate across the Planes of existence. You can choose any single entity you can picture clearly, and know the name of, as the target of this spell. If the target is alive, a floating sphere of energy will appear next to them, allowing both you and the target to speak freely as if in the same room for the next 1 minute, regardless of which Plane of existence you and the target are in. No sound will come through the communication except for the voices of you and the target.

  • Physical and Audio: 48sp
    Material = 20cm of Metal Wire (C)
    Basic | Range = - -
    Duration = - -
    Casting Time = 1 Minute
    Increased Tier = No
    —————————————————
    Send something to someone else over a great distance. Choose any single item, consuming no more than 2 bag spaces, that is in your possession. You send the item through a small portal, and into the possession of another entity that you are familiar with. As long as the recipient is alive, it does not matter what plane of existence they are in. If the recipient has no available inventory space and no empty hands, the item will instead appear on the ground next to them. If the item being sent has trans-dimensional properties, then the portal will instead collapse into itself, dealing 10d10 crush damage (or half as much crush damage) to everything within 4 meters of you. Anything that dies or is destroyed from this damage will be sucked into the collapsing portal, appearing in the Astral Plane.

  • Phsyical and Audio: 60sp
    Meterial = 10mg of Diamond Dust (C)
    Curse | AoE = 12 meters
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 30sp / per 170
    —————————————————
    Cleanse an area of all Charm effects. The effects of all Charm type spells within the AoE, that are of a Tier less than or equal to the Tier this spell was cast, will end. An entity concentrating on a Charm type spell within the AoE may attempt a Concentration check to maintain their spell, ending that spell on a failure.

  • Concentration
    Physical and Audio: 65sp
    Material = Pocket Mirror (C)
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration = 1 Hour
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Your vision transcends mortal expectations, allowing you to see everything for what it is. A faint rainbow pattern appears through your vision, allowing you to see things that are invisible. Anything modified by a glamour or an illusion will appear to you as they actually are, beyond the illusion. Magical camouflage will be broken down in front of your very eyes, revealing those that are trying to be hidden. This is all through your eyes only. Any other entity not under the effects of this spell will see, or not see, everything as intended.

  • Physical and Audio: 52sp
    Charm | Range = 6 meters
    Resistance Check = Sleep
    Duration = 30 Seconds
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Cast a wave of relaxation over an entity you can see, to make them very sleepy. For the duration, at the start of each of the targets turns, they must make a successful resistance check or begin sleeping for 1 Hour.

  • Audio: 30sp
    Attack | AoE = 20 meters
    Resistance Check = Scared
    Duration = 1 MInute
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 170
    —————————————————
    Create the Visage of dozens of condemned souls, and have them scream, terrifying those within the area. All entities within the AoE will suffer 1d10 points of psychic damage per Tier this spell is cast, and must attempt a resistance check. Those who fail will become deafened and frightened of you for 1 minute. You are immune to this spell’s effects. For each Tier this spell is cast above Tier 2, you may choose 1 other entity within the AoE to be unaffected. ¤

  • Physical and Audio: 40sp
    Material = Crye Jelly (C)
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 2 Minutes
    Casting Time = 1 Phase
    Increased Tier = Yes / 15sp / per 170
    —————————————————
    Provide a temporary enchantment on a weapon you are touching. When this spell is cast, you can choose any one of the below listed enchantments to be applied to the weapon for the next 1 minute per Tier this spell was cast: +2 RTH
    +1 Critical Range
    *+2d6 critical spatial magic damage 

  • Physical and Audio: 46sp
    Material = Lucid Vial of Fog (C)
    Basic | Range = 8 meters (A4)
    Resistance Check = N/A
    Duration = - -
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Create an illusion that can last a lifetime. The image of anything you desire will appear within the AoE. It will look and sound exactly like what you want it to. This illusion cannot physically interact with anything. Anything trying to touch it will phase through it. No part of the illusion can exit the AoE. An entity may attempt an Investigation skill check to discern whether or not the image is an illusion. The RR for this investigation check will be equal to your spell casting RR. The effects of this spell will last until dispelled.

  • Concentration
    Physical and Audio: 30sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 20 Minutes
    Casting Time = 2 Phases
    Increased Tier = Yes / 10sp / per 170
    —————————————————
    Pass your ethereal energies onto another entity, allowing them to enjoy the sensation of being ethereal. For the next 10 minutes per Tier this spell was cast, the target will become ethereal, gaining all of the benefits and hindrances that comes with it. The target may use their Perform Phase to dismiss this spell early.

  • Concentration
    Physical and Audio: 35sp
    Material = Lucid Vial/ wind essence (C)
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 10 Minutes
    Casting Time = 2 Phases
    Increased Tier = Yes / 10sp / per 170
    —————————————————
    Use your magic to propel an entity you can touch, upwards, allowing them to fly for a short period of time. For the next 5 minutes per Tier this spell was cast. the target will be given a fly speed of 12 meters, and will not be able to walk. In addition, the target may use this energy to extend their reach, allowing them to grab and hold things up to 4 meters away.

  • Physical and Audio: 80sp
    Material = 15 Skring of crushed gems
    Charm | Range = Touch
    Resistance Check = Charm
    Duration = - -
    Casting Time = 10 Minutes
    Increased Tier = No
    —————————————————
    Invade the memories of a touched entity, and place something there that wasn't there before. If the target fails their resistance check, they will have their memories invaded by you. You will then be able to re-write up to 5 continual minutes of the target’s memory of a single event that happened within the past 24 hours. You may instead add up to 5 minutes of events into their memory that never actually happened. You must be specific with your description of what you are changing or adding. Any gaps of information with what you are changing or adding will be filled by the target’s thoughts, which could add inconsistencies with their memory. The effects of this spell are permanent unless undone by a magical effect. An entity who succeeds their resistance check against this spell will become immune to its effects for 24 hours. You are considered as helpless when casting this spell. If you are interrupted at any point while casting this spell, it will be considered as the target succeeding their resistance check. An unconscious entity will automatically fail their resistance check. ¤

  • Physical and Audio: CA 54sp
    Charm | Range = 22 meters
    Resistance Check = Charm
    Duration: Instant
    Casting Time = Reaction
    Increased Tier = No
    ------------------------------------------
    Fluster the mind of a single entity you can see, making them forget what they were just about to do. This spell can only be used as a Counter Action in response to the target using a Gift, Talent, Ability, Elemental Art, or Casting a spell. The target must succeed a Resistance check or stop doing whatever they were about to do, and move on to the next Phase of their turn. They may not use any Phase of this turn to repeat whatever was stopped by this spell. This may not be used to stop a different Counter Action from happening. This spell will not take away the targets spell power, Focus Points, Aura Counters, or uses per day for whatever was stopped. ¤

  • Concentration
    Physical: 36sp
    Curse | Range = 18 meters
    Resistance Check = Curse
    Duration = 1 Minute
    Casting Time = 1 Phase
    Increased Tier = Yes / 14sp / per 170
    —————————————————
    Cause gravity around a single entity to shift, making it difficult for them to even stand. If the target fails their resistance check, they will immediately fall prone. At the start of each of the targets turns, they must succeed a resistance check against this spell or become prone. You can choose 1 additional target for each Tier this spell is cast above Tier 3. ¤

  • Physical and Audio: 70sp
    Material = Prism Stone (C)
    Basic | Range = - -
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 2 Phases
    Increased Tier = Yes / 10sp / per 170
    —————————————————
    Transcend the mortal plane and travel to a different location, instantly. Yourself and up to 1 additional willing entity per Tier this spell is cast above Tier 2 are teleported through space time into a different plane of existence of your choosing. An unconscious entity will be considered as “willing”. The location you arrive will be random, but may be guided by your thoughts if you have a certain destination in mind. This spell can only be cast once per full rest.

  • Physical and Audio: 52sp
    Summon | Range = 50 meters
    Resistance Check = N/A
    Duration = 5 Minutes
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Create a bridge, connecting a gap between 2 separate surfaces. Choose 2 different space that are both within range and occupied by a surface. A 2-meter-wide bridge of pure, translucent magic will appear in a straight line, connecting the 2 locations for the duration.

  • Physical and Audio: 35sp
    Attack | Range = 20 meters (A4)
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 15sp / per 170
    —————————————————
    Cause a powerful burst of spatial magic to erupt in a location, dealing damage in a large area. The AoE of this spell goes around (not through) walls and other obstacles. All potential targets within the AoE will suffer 3d8 points of spatial magic damage per Tier this spell was cast. Entities who make a successful Evasion Feature check will take ½ damage.

  • Physical: 20sp
    Enhancement | Range = - -
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 1 round
    Increased Tier = Yes / 10sp / 170
    ————————————————
    Speak directly into the mind of an entity you can see. Send a message containing no more than 20 words to the target. The target will instantly hear the message telepathically. If this spell is cast at an increased Tier, it is considered as Tier 3, the message can contain up to 30 words, and the target can send a message back, as long as their reply is no more than 30 words.

  • Physical and Audio: 60sp CA 100sp
    Material = Shimmer Stone
    Basic | Range = 16 meters
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Use your magical prowess to end a single magical effect that is currently active in a location within 16 meters. If the magical effect is of Tier 2 or less (Phase 3 or less for elemental magic), then the magical effect ends, instantly. If the effect is greater than Tier 2 (Phase 3 for elemental magic), then you must make a Mystic skill check. The RR for this skill check will be equal to 7 per Tier of the magical effect. If you are trying to end the effect of elemental magic, then the RR will instead be equal to 6 per Phase of the elemental magic. If this skill check fails, then the spell fails.
    CA = Use this spell as a Counter Action in response to a spell being cast from a location within 16 meters. If the magical effect is a spell of Tier 2 or lower, then the spell will fizzle with no effect. Resources are still consumed. If the spell is of Tier 3 or greater, the effects of this spell must be rolled for as listed above.

  • Concentration
    Physical and Audio: 45sp
    Attack | Range = Touch
    Resistance Check = Curse
    Duration = 1 Minute
    Casting Time = 1 Phase
    Increased Tier = Yes / 15sp / per 170
    —————————————————
    Show your enemies the terror of the Paranormal Plane, if only for a moment. A target hit by this spell will suffer 3d10 spatial magic damage per Tier this spell was cast. If at least 1 point of this damage is received by the target, they must make a successful Resistance check or be teleported into a harmless area of the Paranormal Plane for 1 minute. You must maintain concentration on this secondary effect. If you lose concentration on this spell, or when this spell ends, then the target will re-appear in the location they were in before they were hit with this spell, or the next close unoccupied space. The secondary effect of this spell will not trigger if your current location is in the Paranormal Plane. ¤

  • Physical and Audio: 30sp
    Charm | Range = 16 meters
    Resistance Check = Charm
    Duration = 10 Minutes
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Severe a targets connection to the other Planes of existence, disabling their ability to teleport or use extra-planar magic. If the target fails their resistance check, then they will be stranded in their current Plane of existence. Any spells that mention the word “teleport” or “transport” will have no effect when cast by the target. This spell cannot be cast on a target who has failed their resistance check against this spell within the past 1 hour.

  • Concentration
    Physical: 24sp
    Basic | Range = 30 meters
    Resistance Check = N/A
    Duration = - -
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Lift and move something without even touching it. Choose any single item you can see within range, that weighs no more than 5kg. As long as you maintain concentration, you may use your Action Phase to move the target a distance of up to 4 meters, or choose a different target. If you choose not to move your current target, then it will stay in its current location regardless of things moving around it. Other things are still able to move the target, like normal. You can choose to resist the movement of your current target with a versus Feature check that is your spell casting Feature against the Athleticism Feature of the opposing force. When this spell ends, all targets will fall to the ground. If you move further than 30 meters from a target, then this spells effect on that target will end.

  • Physical and Audio: 25sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 2 Hours
    Casting Time = 1 Phase
    Increased Tier = Yes / 15sp / per 170
    —————————————————
    Use your magic to make yourself, or someone you can touch, much more charismatic to others for the next 1 hour per Tier this spell is cast. The target gains a +5 modifier to their Persuasion, Performance, Intimidation, and Deception skill. If you cast this spell while it is currently active on a different target, then the previous effect will end to replace the new casting.

  • Physical: 20sp
    Enhancement | Range = self
    Resistance Check = N/A
    Duration = 1 Round
    Casting Time = 1 Phase or Reaction
    Increased Tier = No
    —————————————————
    A barrier appears around you, making you immune to anything that would stop you from casting a spell. The next spell you cast before the duration expires cannot be stopped by any outside force. This includes effects that dispel, negate, or interrupt spell casting, as well as the forces of nature making it too difficult to cast the spell. The spell must finish being cast before the duration of this spell expires in order to be protected. If you do not cast a spell before the duration expires, you will recover ½ the spell power you used to cast this spell.

  • Concentration
    Physical and Audio: 55sp
    Basic | AoE = 4 meters
    Resistance Check = Hinder
    Duration = 1 Minute
    Casting Time = 1 Phase
    Increased Tier = Yes / 15sp / per 170
    —————————————————
    A puff of rainbow-colored mist appears within the AoE, empowering allies, and hindering foes. All friendly entities within the AoE, at the time the spell is cast, will gain a +2 modifier to all d20 rolls. All hostile entities within the AoE at the time this spell is cast, will gain a -2 modifier to all d20 rolls. This AoE will increase by 2 meters for each Tier this spell is cast above Tier 2.

  • Concentration
    Physical and Audio: 48sp
    Enhancement | Range = Touch
    Resistance Check = Charm
    Duration = 5 Minutes
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Tap into someone’s mind to know what is on their mind. An entity who fails their resistance check will not be able to keep their thoughts to themselves. Anything that crosses the targets mind will be made known to you, either in the form of words or images. If the targets Intellect Feature is 3 or less, then they will automatically fail their resistance check. ¤

  • Physical and Audio: 35sp
    Attack | Range = 14 meters
    Resistance Check = Curse
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 15sp / per 170
    —————————————————
    Reduce an item to dust, in the blink of an eye. An item with a durability that is hit by this spell will immediately lose an amount of durability equal to 10 per Tier this spell is cast. If this reduces the targets durability to 0, then the item will turn to dust. If this spell is cast on a non-entity” or an intelligent item, the target may attempt a resistance check, resisting this spells effects completely on a success.

  • Physical and Audio: 68sp
    Material = Shimmer Stone (C)
    Basic | Range = Touch
    Resistance Check = N/A
    Duration = - -
    Casting Time = 1 Minute
    Increased Tier = No
    —————————————————
    Create a perfect replica of a target you are touching, as long as the target of this spell is of small size or smaller. When you cast this spell, a perfect replica of the target will be created next to you. This replica will look visually identical to the target, but will not retain any magical properties of the target. If the replica is of an entity, then it will be inanimate. Aside from what was previously listed, the replica will look, feel, smell, and taste like the target. The product of this spell is permanent unless you use an Action Phase to dismiss it.

  • Physical and Audio: 72sp
    Material = 20cm of Metal Wire (C)
    Charm | Range = Touch
    Resistance Check = Charm
    Duration = 1 Hour
    Casting Time = 1 Minute
    Increased Tier = No
    —————————————————
    Shift your consciousness into that of a non-living host you are touching. You can choose any dead humanoid body, of large size or smaller, as the target of this spell. Your soul leaves your body and transfers itself into the target, putting you in complete control of the new body. Your physical Features become that of the host, and you are unable to use an gifts, talents, abilities, spells, traits, and elemental magic that is now also know by the host. The Life stat of the host will be 50. This spell will end if the hosts Life stat becomes 0 or less, if the host encounters dispelling magic, or if you use an Action Phase to end the spell. When the spell ends, your soul will jettison from the host and take a straight, ethereal path back to your body, leaving the host wherever it was when the spell ended.

  • Audio: 20sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 2 Hours
    Casting Time = 1 Phase
    Increased Tier = Yes / 5sp / per 170
    ————————————————
    Share what is seen through your eyes with someone else you are touching. The target will have their vision connected to yours for the next 1 hour per Tier this spell was cast. During this time, the target will be able to close their eyes and think about you to connect to your mind, and see everything you are seeing as if they were you. This spell will also work in reverse, allowing you to close your eyes and see through the eyes of the target. An entity affected by this spell may open their eyes and cease focus on the other to have their vision return to themselves. Casting this spell while it is currently active will end the effects of the previous casting.

  • Physical and Audio: 42sp
    Attack | Range = Touch
    Resistance Check = Hinder
    Duration = 1 Day
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Numb the mind of an entity you can touch, diminishing their Intelligence. An entity who fails their resistance check will suffer a -1d10 modifier to their Intellect Feature for 1 day. This spell will have no effect on an entity currently suffering from its effects.

  • Audio: 25sp
    Basic | Range = 30 meters
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Instantly relocate yourself from one location to another. You and everything on your person are immediately transported from your current location to a different unoccupied location you can see within range. No other entity can teleport with you. Moving using this spell does not provoke attacks of opportunity.

  • Physical: 30sp
    Basic | Range = 10 meters
    Resistance Check = N/A
    Duration = 10 Minutes
    Casting Time = 1 Minute
    Increased Tier = No
    —————————————————
    Plan for an illusion to appear when a specific circumstance is met, whether you are around or not. Describe what you want to appear in the illusion. This illusion can be whatever you want it to be and can occupy the entire AoE. Describe it in as much detail as you want to. Any details left out will not be included in the illusion. Then describe what will trigger the illusion to appear. The trigger for the illusion must take place within the AoE of the spell. While you are describing everything, your character will be using magic to weave runic symbols around the AoE. Once you have finished casting the spell, then runic symbols will vanish in a dull flash of light. A faint, ever-flowing dust of magic will litter the area, nearly invisible to anyone not looking for it. When triggered, the illusion will appear exactly as you have described, and will function for 10 minutes, doing whatever you have programmed it to do. Any attempts to touch any part of the illusion will be simply met by air, or a different tangible object. The illusion will otherwise look and sound real.

  • Physical and Audio: 80sp
    Basic | Range = 14 meters (A8)
    Resistance check = N/A
    Duration = 5 Minutes
    Casting Time = 1 Phase
    Increased Tier = No
    ————————————————
    Create a wall of colors that can destroy an area. When this spell is cast, you must choose up to 4 different spaces for this wall to appear. Each space must be within range of this spell, and must be touching at least one other chosen space. Each space cannot be chosen more than once. All pieces of the wall must have at least 1 edge touching at least 1 other part of the wall. This wall will be shimmering in a cycle of various different colors ranging from yellow to purple, will be up to 4 meters tall and 5 centimeters thick. The entirety of this wall must exist in an unoccupied area that you can see, otherwise the spell will end without further effect. Once the wall has been created; it will establish itself with a durability of 5. If the wall loses all of its durability, then it will immediately explode, dealing 10d10 explosion damage to all potential targets within the AoE. An entity will take ½ damage with a successful Evasion Feature check. This AoE extends separately from each space occupying a part of the wall. Anything that takes damage from this spell will only take 1 instance of damage. The extensions of the wall only add to the AoE of the explosion. This explosion will also deal sunder damage to all non-entities within the AoE equal to ½ of the explosion damage. This includes everything that is equipped to entities within the AoE as well as structures, that random jar, constructs, everything. Anything that is currently occupying an inventory space will be immune to damage. If the wall does not explode before the duration of the spell expires, then the wall will fade out of existence with no further effect.

  • Concentration
    Physical: 40sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration = 10 Minutes
    Casting Time = 1 Minute
    Increased Tier = Yes / 15 / per 170
    —————————————————
    Grant wisdom unto an entity you can touch, making them more efficient in combat. You can choose any single entity you can touch as the target of this spell. The target gains a +1 modifier to their Battle Caliber per Tier this spell was cast. In addition, the target will be efficient with any weapon they wield.

  • Physical and Audio: 58sp
    Attack | AoE = 8 meters
    Resistance Check = Stun
    Duration = 1 Round
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Release a paralyzing wave of energy that will cascade over the area and dazzle entities. All potential targets within the AoE who fail their resistance check will become stunned. You are immune to the effects of this spell. ¤

  • Physical and Audio: 80sp
    Material = Shimmer Stone (C)
    Basic | Range = - -
    Resistance Check = N/A
    Duration = Instant
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Twist the fates of time to undo something that just happened. When you cast this spell, you must choose any single Phase of any turn that happened between your last turn and your current turn, that you witnessed. Anything that happened during the chosen Phase is undone, as if it never happened. This includes any damage, effects, spell casting, elemental arts, attacks, terrain shifts, the using of items, movement, etc. Anything that happened after that Phase does not change, regardless of any alterations that change would have caused. Any resources used during the chosen Phase are returned to whichever entities used them. Every conscious entity within the area will be aware of the effects of this spell taking place, and will not unacquire the knowledge of what originally transpired before this spell was cast.

Spatial Magic