Spells

Magic

Magic originates from the Fade, the realm where spirits dwell and humans, qunari, and elves visit when they dream. Mana is a measurement of one’s ability to channel energy from the Fade, and this energy is expended in the practice of magic. Just as the Fade can be reshaped by those who have grasped its nature, so can the world of Thedas be manipulated by magic. The ability of a living being to expend mana is what defines a mage.

The act of drawing power from the Fade can draw the attention of the spiritual beings on the other side of the Veil, leading to an increased risk of demonic possession if the mages are not vigilant enough. A possessed mage becomes a distortion of his or her former self, a twisted monster known as an abomination that has enough power to wipe entire villages off the map.

With the proper training however, Mages are capable of manipulating the basic elements, such as conjuring gouts of flame and small, localized ice and electrical storms. There are also spells that allow for the temporary reanimation of corpses and the draining of an opponent’s life-force. More altruistic Mages can use their powers to help and heal, or summon benevolent spirits in times of need. Though they are often ostracized to the point of persecution, Mages are key for everyday life in Thedas. They serve as its healers, scholars, scientists, and weapons of war.

All elves had magic in the days of Arlathan, and it is possible that it was they who taught blood magic to the Tevinter magisters. Legend, however, holds that the first known mage was a Tevinter, Archon Thalsian, who was supposedly taught how to use blood magic by the Old God Dumat. Over the years, some historians have argued that this is merely a myth, and that Thalsian learned about magic from the elves.

Schools of Magic

Blood

Creation

Entropy

Primal

Spirit

Spell Descriptions

Affliction Hex
EntropyAttack7MPMajor ActionTN: 14Requires Vulnerability Hex
You curse a visible target within 30 yards and all other foes within 10 yards of your target. Until the end of the encounter, those affected by the affliction hex have a -2 penalty to all tests against Spellpower. A primary taret who makes a successful Magic (Entropy) test against your Spellpower suffers only a -1 penalty and completely negates the effects on the secondary targets. Secondary target may also make Magic (Entropy) resistance tests to negate their own penalties entirely, but their individual successes or failures only affect themselves.
Anti-Magic Ward
SpiritEnchantment11MPMajor ActionTN: 18Requires Dispel Magic
You ward an ally against harmful magic until the end of the encounter, granting them a +5 bonus to all tests made to oppose or resist Spellpower.
Arcane Bolt
SpiritAttack2MPMajor ActionTN: 10
A bolt of arcane energy springs from your hand or your staff and streaks towards a visible target within 30 yards. The arcane bolt inflicts 2d6 damage, with bonus damage equal to the casting roll’s Dragon Die. If the target makes a successful Dexterity (Acrobatics) test vs. your Spellpower, the spell only inflicts 1d6 damage.
Arcane Shield
SpiritDefense4MPMajor ActionTN: 14Requires Arcane Bolt
You create an arcane aura around you that deflects attacks. For one round, your Defense becomes equal to your Spellpower. You can extend the spell’s effect when you cast is by spending 1MP for additional round you would like it to last.
Aura of Might
SpiritEnhancement5MPMajor ActionTN: 14Requires Arcane Warrior Specialization
This spell causes magic to flow through the caster, giving the Arcane Warrior a +2 bonus to damage with melee attacks for one minute.
Blood Sacrifice
BloodEnhancement5MPMajor ActionTN: 14Requires Blood Mage Specialization
You can draw upon the life force of a willing and visible ally within 20 yards to replenish your own Health. This ally must have blood. You gain 1 Health for each 1 Health lost by your ally, up to 25. This can result in the subject’s death, if reduced to 0 Health. The subject of a blood sacrifice recovers the lost Health normally.
Blood Slave
BloodAttack20MPMajor ActionTN: 19Requires Blood Wound
Blood Wound
BloodAttack8MPMajor ActionTN: 17Requires Blood Mage Specialization
You make the blood of all enemies within 12 yards of you boil, causing excruciating pain. All targets take 1d6 + Magic penetrating damage and must make a Constitution (Stamina) test vs. your Spellpower. Those that fail can only take a minor action on their next turns. Targets without blood or some similar substance are not affected by this spell. Golems are not affected, for example, while wild sylvans are affected through their sap. Insubstantial and incorporeal targets like shades and ash wraiths are also not affected.
Cure of Mortality
EntropyAttack15MPMajor ActionTN: 18Requires Death Magic
This spell forces a single enemy ever closer to its inevitable death. The subject suffers 2d6 + Magic penetrating damage initially, and 1d6 + Magic damage at the start of each of their turns. Additionally, they cannot regain Health by any means. The effects of this curse last for a number of rounds equal to your Magic ability. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, they instead suffer 1d6 penetrating damage per turn and can regain Health as usual.
Daze
EntropyAttack2MPMajor ActionTN: 11
You ensorcell one visible target within 10 yards. A target that makes a successful Willpower (Self-Discipline) test vs. your Spellpower is slightly confused and suffers a -1 penalty on all ability tests until the beginning of your next turn. A target that fails the test suffers the same penalty and cannot take any actions on his next turn.
Death Cloud
EntropyAttack20MPMajor ActionTN: 21Requires Curse of Mortality
You unleash a cloud of entropic energy with a 5-yard radius centered anywhere within 50 yards. Anyone, whether ally or enemy, who enters the cloud or starts their turn in it suffers 3d6 + Magic penetrating damage. Targets who make a successful Constitution (Stamina) test vs. your Spellpower only suffer 2d6 penetrating damage. The cloud only lasts a single round, but you can extend its duration another round by spending 10 MP at the start of each of your turns.
Death Hex
SpiritAttack20MPMajor ActionTN: 21Requires Misdirection Hex
You curse an enemy within 30 yards to suffer mightily from each strike upon them. Until the end of the encounter, all attacks made against the target gain a +3 bonus, deal +3 damage, and automatically generate a +2 SP on a hit, even if doubles aren’t rolled. The subject can end the effects with a successful Magic (Entropy) test vs. your Spellpower. The spell otherwise ends after a number of rounds equal to your Magic.
Death Magic
EntropyEnhancement7MPMajor ActionTN: 15Requires Drain Life
You draw upon the residual life force of the dying to replenish your own. Any living creature that dies with 6 yards of you while this spell is active heals damage to your Health equal to the creataure’s Constiution, with a minimum of 1. It cannot bring you above your unwounded Health, however. Death magic lasts a number of rounds equal to your Magic ability. This spell and death syphon are mutually exclusive, and cannot be maintained at the same time. Casting one cancels the other.
Death Syphon
SpiritUtility7MPMajor ActionTN: 15Requires Walking Bomb
You draw upon nearby entropic energy to replenish your own mana. Any living creature that dies within 6 yards of you while the spell is active restores a number of your spent mana points equal to the creature’s Magic, with a minimum of 1. It cannot bring you above your normal full complement of mana points. Death syphon lasts for a number of rounds equal to your Magic ability. This spell and Death Magic are mutually exclusive, and cannot be maintained at the same time. Casting one cancels the other.
Decompose
EntropyUtility5MP1 minuteTN: 12Requires Entropy Magic (Journeyman)
By tracing mystic glyphs over the subject, which may be any single piece of non-living organic material, you speed up the natural process of its decay. Once your casting is finished, every second that passes is the equivalent of a day for the subject. So in a minute’s time, it decays as if two months have passed. This continues until the object is reduced to dust. You can half the decomposition with a glyph of preservation, but the subject decays some ten months in just the time it takes to cast that spell, and if the glyph of preservation wears off the accelerated ecay continues where it left off, at the same rate. Decompose can’t be dispelled; its effects are permanent.
Dispel Magic
SpiritUtility8MPMajor ActionTN: 17Requires Spell Shield
You remove all magical spell effects from a chosen visible target within 25 yards of you. Roll a test of your Magic (Spirit) vs. the Spellpower of any affected magic. Success means you remove that magic. Failure means you do not remove that magic, as it is too powerful. Make a single roll for all magic affecting the target; you may remove some effects and not others, based on their varying Spellpowers. The GM may rule that some magical effects not from spells can be affected by dispel magic, in which case an effective Spellpower is assigned to represent the effect’s resistance being dispelled.
Drain Life
EntropyUtility4MPMajor ActionTN: 12
You suck the life energy out of a visible target within 10 yards to heal yourself. The target takes 1d6 + Magic penetrating damage and you are healed by the same amount. Note this only heals damage you have suffered; it doesn’t give you bonus Health above your normal amount. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, the penetrating damage is only 1d6.
Dream Sending
SpiritUtility7MP5 minutesTN: 15Requires Spirit Magic (Journeyman)
You send a dream across the Fade to a particular subject, who must be known to you. When the subject next dreams, it will be the dram you have sent. You can script the general events of the dream, including things like conversations, but you do not become aware of the subject’s reactions and are not truly interacting with them. You can use a dream sending to carry a message or convey information, or to display imagery meant to incite emotional reactions. Generally, the content of a dream sending cannot be longer than an hour or so. While the dram may influence the subject’s decision making (proving a particular omen or key piece of information, for example) it does not exert any direct power over the subject’s mind or will. Dream sending does not work on subjects that do not dream, such as dwarves or the Tranquil.
Earthquake
PrimalAttack11MPMajor ActionTN: 18Requires Stonefist
The ground bucks and rolls in an area with a 6-yard radius anywhere you choose within 30 yards. Anyone caught in the area suffers a –2 penalty to defense and a –5 penalty to Speed for one round. They must also succeed on a Dexterity (Acrobatics) test vs. your Spellpower or fall prone. For 5 MP, paid at the start of your turn, you extend the duration of the spell another round.
Elemental Mastery
PrimalEnhancement5MPMajor ActionTN: 15Requires Primal Magic (Master)
You strengthen your ties with the primal forces of the elements. For one minute, you add +2 to the damage of any Primal attack spell you cast. This includes damage dealt through an intermediary object, as with flaming weapons and frost weapons. You can extend the spell’s duration when you cast it by spending an additional 4MP per additional minute you would like it to last.
Fade Shield
SpiritDefense6MPMajor ActionTN: 15Requires Arcane Shield
Shifting partway into the Fade enhances your arcane defenses. For one round, your Spellpower increases by +2 and your Defense becomes equal to your Spellpower. You can extend the spell’s effect when you cast it by spending 2MP per additional round you would like it to last.
Fireball
PrimalAttack11MPMajor ActionTN: 18Requires Flaming Weapons
You throw a mote of fire to a point anywhere within 50 yards, where it erupts into a burst of flame with a 4-yard radius. Anyone, ally or enemy, caught in the blast takes 3d6 + Magic damage and is knocked prone, but those who make a successful Dexterity (Acrobatics) test vs. your Spellpower remain standing.
Flame Blast
PrimalAttack3MPMajor ActionTN: 12
Gouts of blazing fire erupt from your outstretched hands, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. Anyone hit by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.
Flaming Weapons
PrimalEnhancement6MPMajor ActionTN: 15Requires Flame Blast
The readied melee weapons of al allies within 0 yards of you burst into flames, and inflict an additional 1d6 damage with each successful attack. The flames last for one minute; you can extend this duration when you cast the spell by spending an additional 3MP per additional minute you would like it to last. This spell does not harm the weapons it affects and may be cast on frost weapons.
Force Field
SpiritDefense10MPMajor ActionTN: 18Requires Mind Blast
You surround a subject within 25 yards (which may be yourself) with a protective field of magical force that absorbs all damage that would otherwise affect its target. The force field lasts for one round. During that time, the subject is completely immune to damage, but also cannot move from the spot (the force field is immobile), make melee or ranged attacks, or give or receive any items. Spells and other effects that do not cause direct damage, such as daze, mana drain, or vulnerability hex, still affect the subject normally, and spells pass out of the force field normally. You can extend the spell’s effect when you cast it by spending 5MP per additional round you would like it to last.
Frost Weapons
PrimalEnhancement6MPMajor ActionTN: 15Requires Winter’s Grasp
The readied melee weapon of all allies within 10 yards of you exude freezing cold, infliction +2 penetrating damage with each successful attack. The freezing cold lasts for one minute; you can extend tho duration when you cast the spell by spending an additional 3MP per additional minute you would like it to last. This spell does not harm the weapons it affects and may be cast on flaming weapons. Only the additional damage is penetrating.
Glyph of neutralization
CreationUtility20MP1 minuteTN: 19Requires Glyph of Repulsion
The bane of all spellcasters, this rune saps mana from a target and temporarily prevents them from casting spells. The first enemy that moves within 2 yards of the glyph’s location triggers it. The target and anyone within 10 yards is drained of 3d6 + Magic MP and must succeed at a Magic (Creation) test vs. your Spellpower or lose the ability to cast spells for 1d3 rounds. You can maintain a number of active glyphs of neutralization equal to your Magic ability at any one time. Each glyph is good for only one use.
Glyph of Paralysis
CreationAttack3MP1 minuteTN: 10
You trace your fingers on the ground, creating an invisible glyph that holds a charge of magical power. The first enemy that moves within 2 yards of the glyph’s location triggers it. The target must make a successful Constitution (Stamina) test vs. Spellpower or become paralyzed for 1d3 rounds. A paralyzed character can take no actions and has a Defense of 7. You can maintain a number of slyphs of paralysis equal to your Magic ability at any one time. Each glyph is good for one use.
Glyph of Repulsion
CreationAttack10MPMajor ActionTN: 15Requires Glyph of Warding<
You trace a hasty arcane symbol onto the ground in front of you and strike it with all your might, causing a wave of force to send enemies within 10 yards reeling. All subjects are pushed 10 yards away from you and must succeed at a Constitution (Stamina) test vs. your Spellpower or be knocked prone.
Glyph of Preservation
CreationUtility1MP5 minutesTN: 10
You draw a faint glyph on the surface of the subject, which can be any piece of dead organic material. The spell arrests the process of decay for the material, keeping it as fresh as it was when the glyph was inscribed for a month. A glyph of preservation can be renewed during its duration, which extends its affects for another month. When the glyph expires the process of decay begins again from where it left off. The spell is used to preserve foodstuffs, to preserve corpses (for lying in state or dissection), or to protect valuable items made of wood, paper, or leather.
Glyph of Sealing
CreationUtility3MP1 minuteTN: 11
You touch any object that closes, from a door or gat to a jar, drawing a faint glyph that connects its two surfaces. Once the glyph of sealing is complete, the object is held closed and only you or someone you designated when casting the spell may open it. For anyone else, the only way to open the seal is by breaking whatever it is inscribed upon, whether smashing open a jar or breaking down a door. The glyph lasts until the object is opened, after which it must be recast to seal the object again (assuming it is not destroyed in the process).
Glyph of Warding
CreationDefense5MPMajor ActionTN: 10Requires Glyph of Paralysis
You trace an arcane glyph on the ground where you stand with your hand or staff. Allies within 3 yards of the glyph of warding gain a +2 bonus to Willpower tests and their Defense against ranged attacks so long as they remain within the glyph’s area. A glyph lasts until the end of the current encounter. You an maintain a number of different glyphs of warding equal to your Magic at any one time (although this does not allow the effects of multiple glyphs of warding to stack on the same target).
Grease
CreationUtility7MPMajor ActionTN: 15Requires Spell Wisp
You create a slick of grease covering an area up to 10 yards in diameter anywhere with 30 yards of you. Anyone within the slick when it is cast, anyone entering the area, and anyone who moves within the area must make a successful Dexterity (Acrobatics) test against your Spellpower or fall prone at each of those times, as they apply. Prone characters may crawl normally. The grease created by this spell is flammable; contact with fire ignites it, immediately causing 1d6 penetrating damage on their turn each round until they exit it. A slick that is not burned persists indefinitely, dispersing only in rain when appropriately provisioned characters scour it away, or in similar conditions.
Group Heal
CreationUtility3-9MPMajor ActionTN: 15Requires Spirit Healer Specialization
A number of subjects equal to twice your Magic, all of whom must be within 10 yards of you, regain 1d6 Health per 3MP spent on the casting (maximum: 3d6 Health for 9MP). You may make yourself one of the spell’s subjects
Haste
CreationUtility10MPMajor ActionTN: 19Requires Heroic Defense
This spell turns a single ally into a blur on the battlefield, allowing them to move and strike with blinding speed. The subject gains a 10 bonus to their Speed and treats the Lightning Attack stunt as having a cost of 2 SP, allowing them to make multiple extra attacks in one round.
Haste only lasts for a single round, but its duration may be extended at a cost of 10 MP per additional round. You may cast this spell on yourself.
Heal
CreationUtility1-3MPMajor ActionTN: 10
Your touch seals wounds and restores vigor to one wounded target. You can choose to spend up to 3 mana points when you cast this spell. For each mana point spent, the target gets back 1d6 Health. You can cast this on yourself.
Hemorrhage
BloodAttack20MPMajor ActionTN: 19Requires Blood Wound
You take control of a large volume of a target’s blood and force it out through their mouth, nose, and eyes unless they succeed at a Constitution (Stamina) test vs. your Spellpower. Targets that fail the test take 4d6 + Magic penetrating damage, while those that succeed only suffer 2d6 penetrating damage. Regardless of whether the target resists, the horrific nature of this spell demoralizes all enemies; the Imposing Spell stunt only costs 2 SP when used while casting hemorrhage.
Heroic Aura
CreationDefense6MPMajor ActionTN: 15Requires Heroic Offense
This spell surrounds a subject within 30 yards with an arcane aura that deflects incoming attacks. The subject gains a +2 bonus to Defense for the rest of the encounter. You can cast this spell on yourself. Its effects do not stack with those of spells that reset your Defense to be based on your Spellpower, such as Arcane Shield and Fade Shield
Heroic Defense
CreationDefense8+MPMajor ActionTN: 18Requires Heroic Aura
You surround an ally within 30 yards with bands of protective force that stop all but the most devastating attacks. The subject gains a +5 bonus to Defense and a +2 bonus to Armor Rating for a number of rounds equal to half your Magic score (rounded down). You can extend this duration at the cost of 4 MP per additional round. You can cast this spell on yourself. Its effects do not stack with those that reset your Defense to be based on your Spellpower, such as Arcane Shield and Fade Shield.
Heroic Offense
CreationEnhancement3MPMajor ActionTN: 11
Your touch fills one ally with magical might. Until the end of the encounter, the target gains a +1 bonus to Strength.
Horror
EntropyAttack8MPMajor ActionTN: 17Requires Daze
You overwhelm a visible target within 20 yards with a blast of sheer terror. Until the target succeeds on a Willpower (Courage) test vs. your Spellpower, they can do nothing but cower in fear. A target failing the initial test may try again at the start of each of their turns.
Inferno
PrimalAttack20MPMajor ActionTN: 21Requires Fireball
Calling upon the raw elements of creation, you ignite a column of air 6 yards in radius and 12 yards tall anywhere within 50 yards. Anyone, whether ally or enemy, who enters the inferno or starts their turn in it suffers 3d6 + Magic damage. Targets who make a successful Dexterity (Acrobatics) test vs. your Spellpower suffer only 2d6 damage but falls prone. Additionally, any target that leaves the column of fire continues to burn, taking 1d6 damage at the start of their turn until they succeed on a second Dexterity (Acrobatics) test vs. your Spellpower to put out the flames. The column normally lasts a single round, but you can extend its duration another round by spending 10 MP at the start of your turn.
Invigorate
SpiritEnhancement4MPMajor ActionTN: 14Requires Mana Drain
You emit waves of mana, bolstering your allies. Allies within 10 yards of you get +1SP whenever they generate stunt points. You may spend 1MP at the start of each of your turns to extend the effects for another round; otherwise they end at the beginning of your turn.
Levitate
SpiritUtility5MPMajor ActionTN: 15Requires Mind Blast
You exert telekinetic force to move an inanimate object as though it were motivated by an invisible pair of hands. When you cast levitate, split your Magic is negative, both are automatically 0. You must be able to see the object in order to manipulate it; the spell ends if it moves out of your vision. You cannot levitate anything that is both aware and able to animate itself (such as most creatures and characters). You can move a levitated object with a Speed equal to your (Magic X 3) with a minimum of 1. If you try to wrest an object from someone’s grasp, its holder may resist by making an opposed Strength (Might) vs. Magic (Spirit) test. If successful, your spell ends immediately. You may spend 1MP at the start of your turns to maintain this spell for another round, otherwise it ends at the start of your turn. Once the spell is cast, moving the object is typically a minor action, unless you do something like attack with a levitating weapon, in which case it is a major action. Attack rolls are based on Strength or Dexterity you assigned when you cast the spell (depending on the type of weapon or object being animated), save that you use Spirit focus rather than the relevant weapon focus. Most objects do damage as improvised weapons. Weapons do their regular damage if you have that weapon group; otherwise they do improvised damage.
Life Ward
CreationUtility5MPMajor ActionTN: 16Requires Spirit Healer Specialization
You weave a protective ward around one ally within 6 yards of you, or around yourself. The first time the target’s Health drops below 10 in this encounter, they immediately gain 2d6 Health. Life ward only works once per casting and it ends at the end of the encounter if not triggered.
Lightning
PrimalAttack6MPMajor ActionTN: 16Requires Shock
A bolt of electricity leaps from your outstretched hand or staff to strike a single target within 30 yards. The bolt inflicts 2d6 + Magic penetrating damage. Targets who make a successful Constitution (Stamina) test vs. your Spellpower take 1d6 + Magic penetrating damage instead.
Mana Cleanse
SpiritDefense7MPMajor ActionTN: 17Requires Mana Drain
You use your own mana to block that of other casters. For the duration of the encounter, if someone spends mana points in a 16-yard radius of you, you can spend your own mana points to negate their spell on a 1-for-1 basis. If you do not have enough mana points to counter the entire cost, your spell has no effect. This spell does not reveal which spell the other mage is trying to cast; only how many MP are being spent to fuel it.
Mana Drain
SpiritUtility3MPMajor ActionTN: 12
You create a parasitic bond with a visible spellcasting target within 30 yards unless the target makes a successful Magic (Spirit) test vs. your Spellpower. Until the end of the encounter, an affected target must spend 1 extra mana point each time he casts a spell and each time this happens you gain 1 mana point.
Mass Paralysis
SpiritAttack22MPMajor ActionTN: 21Requires Miasma
You surround each enemy within 20 yards with tendrils of entropic energy, locking them in
place. Each target must succeed at a Constitution (Stamina) test vs. your Spellpower or become paralyzed. Targets that pass the test lose their Dexterity value from their Speed. Paralyzed characters have a Speed of 2 yards per turn, lose the Dexterity bonus to their Defense, and can take no actions, but are not subject to a coup de grace unless they are otherwise unconscious or dying. A paralyzed target makes a new test at the start of their turn each round to shake off the spell. Effects otherwise persist for a number of minutes equal to your Magic.
Mass Rejuvenation
CreationUtility8+MPMajor ActionTN: 19Requires Rejuvenate
You channel healing energy to a number of allies within 10 yards equal to your Magic score, though each subject beyond the first costs an additional 5 MP. You may choose to target yourself. Subjects each regain 1d6 Health immediately, and another 1d6 Health at the start of their respective turns each round for a number of rounds equal to your Magic ability.
Memory
SpiritUtility6MPMajor ActionTN: 16Requires Mind Blast
You touch a target and cause them to either forget or recall a specific memory. You can remove a memory within a number of hours of the event in question equal to your Magic, but the spell can restore a memory of any age, so long as it is the memory of an event the subject actually experienced. The subject makes a Willpower (Self-Discipline) test against your Spellpower to resist losing a memory, but there is no test to restore a lost memory. The GM decides on the appropriate length of the affected memory, but it should generally concern a single incident or experience no longer than the caster’s Magic in hours (and likely much less).
Miasma
EntropyEnchantment8MPMajor ActionTN: 15Requires Paralyze
A sickly green mist radiates out along the ground from your feet. All enemies within 10 yards of you at the start of their turns must make a Constitution (Stamina) test vs. your Spellpower or suffer a –2 penalty to Defense and a –2 penalty to all attacks. Subjects must make this test each turn they begin in the miasma or upon entering the miasma. This spell only lasts 1 round, but you may extend its duration by spending 2 MP at the start of each of your turns. If you do not pay the upkeep, the spell ends immediately at the start of your turn.
Mind Blast
SpiritAttack3MPMajor ActionTN: 12
You create a circular blast of telekinetic force with a 2 yard radius that’s centered anywhere within 50 yards that you can see. Those caught in the blast are knocked prone and cannot take a major action on their next turn. Targets that make a successful Strength (Might) test vs. your Spellpower are only knocked prone. In either case, any prepared actions are lost.
Misdirection Hex
EntropyAttack10MPMajor ActionTN: 18Requires Affliction Hex
Fortune turns against the subject of this spell at every opportunity, making his attacks all but fruitless. Until the end of the encounter, a single enemy within 30 yards suffers a –2 penalty to attack rolls and cannot generate stunt points. The subject may make a Magic (Entropy) or Willpower (Courage) test vs. your Spellpower at the start of each of their turns to end the spell. Otherwise, the effects end after a number of minutes equal to your Magic.
Paralyze
EntropyAttack7MPMajor ActionTN: 16Requires Weakness
Ghostly wisps of entropic energy surround an opponent within 30 yards. A target failing a Constituion (Stamina) test vs. your Spellpower is paralyzed, completely unable to move, while a successful tests means the target’s Speed is cut by one-quarter (rounded in the target’s favor). Both effects last for the rest of the encounter. A paralyzed target gets a new test at the start of his turn each round. Paralyzed characters lose the Dexterity bonus to their Defense and can take no actions, but are not subject to a coup de grace unless they are otherwise unconscious or dying.
Petrify
PrimalAttack15MPMajor ActionTN: 20Requires Earthquake
Regeneration
CreationUtility15MP1 hourTN: 19Requires Creation Magic (Master)
Grievous wounds close and broken bones knit together as you speed up a subject’s natural healing to accomplish in an hour what would normally take weeks. The subject regains 3d6 + your Magic in Health and is cured of any major injuries, such as broken bones or damaged organs. Powerful as this spell is, it cannot be used to reattach severed body parts. It is also unable to cure diseases or neutralize poisons, though it can reduce symptoms and repair any organ damage suffered.
Rejuvinate
CreationUtility5MPMajor ActionTN: 15Requires Heal
You channel regenerative energy to an ally within 10 yards. The subject regains 1d6 Health immediately, and another 1d6 Health at the start if his turn each round for a number of rounds equal to your Magic ability.
Repulsion Field
SpiritDefense6MPMajor ActionTN: 16Requires Force Field
This spell surrounds you with a field of energy that pushes foes away from you. Every other round, at the end of your turn, beginning on the round you cast the spell, a wave of repulsive energy surges out. Enemies within 6 yards must make a successful String (Might) test vs. your Spellpower or be pushed 4 yards away from you and knocked prone. To maintain this spell you must spend 1MP at the start of each of your turns, even on the rounds when no wave surges out. You may not cast this spell twice in order to generate a wave each round.
Revival
CreationUtility5MPMajor ActionTN: 14Requires Spirit Healer Specialization
Your touch helps to restore the fallen. A dying subject adjacent to you immediately regains 10 + their Constitution + your Magic in Health. Since dying characters cannot take actions, you cannot cast this spell on yourself.
Rock Armor
PrimalDefense3-8MP1 minuteTN: 10
Your skin becomes as hard as stone and protects you from harm. Rock armor has an Armor Rating equal to your Magic ability. The spell lasts for 1 hour but its duration can be extended by spending additional mana points. For each additional MP spent beyond the first 3, rock armor remains in effect for another hour, to a maximum of 6 hours total. A mage wearing regular armor gains no benefit from this spell. You can only cast this on yourself.
Shape Earth
CreationUtility6MPMajor ActionTN: 15Requires Creation Magic (Journeyman)
You can shape and move a mass of sand, earth, or even stone within 6 yards. The spell allows you to move earthen materials with an effective Strength equal to twice your Magic. The materials do not levitate, but are pushed or pulled along the ground. The GM determines how fast objects can be moved based on their mass and your effective Strength. You can also mold objects as if they were soft clay, shaping them as you direct. the GM may require a Magic (Creation) test if you want to finesse a particular result, especially if any fine detail is involved. To maintain this spell you must spend 1MP at the start of each of your turns. Once you stop maintaining the spell, the materials stay where they are, subject to the usual natural forces (like gravity). Shaped stone will typically retain its new shape, so long as it is capable of supporting its own weight.
Shelter
PrimalUtility2MPMajor ActionTN: 12Requires Primal Magic (Novice)
A glyph traced upon the earth with hand or staff creates a faintly shimmering dome, up to 6 yards across and up to 3 yards high at the center. The environment within the dome is cool, dry and comfortable regardless of the weather outside. Rain, snow, and other minor debris (including falling leaves, ash, or smoke) are kept out, though fresh air can penetrate the dome, and smoke – such as from a campfire – can escape. The shelter’s barrier is of no use whatsoever in combat. You can control the light level within from shade (slightly darker than the outside) to list as brightly as by a lantern. The shelter lasts for up to 12 hours, or until you dismiss it. You can only maintain a single shelter at a time.
Shock
PrimalAttack4MPMajor ActionTN: 13
Electricity arcs from your hands or the end of your staff, shocking enemies in a 6-yard by 6-yard area. Anyone in this area takes 1d6 + Magic penetrating damage. Targets that make a successful Constitution (Stamina) test vs. your Spellpower only take 1d6 penetrating damage.
Singing Swarm
CreationAttack20MPMajor ActionTN: 21Requires Spellbloom
A swarm of biting insects materializes around a single enemy within 30 yards. The subject takes 2d6 + Magic penetrating damage at the start of each of their turns for a number of rounds equal to half your Magic ability (rounded down). They must also succeed at a Constitution (Stamina) test vs. your Spellpower each round or suffer a –2 penalty to all attacks and spell-casting tests. If the subject dies before the swarm dissipates, the swarm moves on to another enemy within 20 yards.
Sleep
EntropyAttack15MPMajor ActionTN: 20Requires Horror
Enemies within 10 yards of a point you choose within 30 yards of you are overcome with heavy drowsiness, falling asleep on their feet unless they succeed at a Willpower (Self-Discipline) test vs. your Spellpower. Targets that fail the initial test may make another test on each of their turns until they awaken. Sleeping targets have a Defense of 10, but are not subject to a coup de grace. Any damage immediately awakens a subject.
Spell Shield
SpiritDefense4MPMajor ActionTN: 13
You use your own magical power to protect yourself from the spells of others. the spell shield lasts a number of rounds equal to your Magic ability. During that time any spell (helpful or harmful) cast on you has no effect, but you must spend mana points equal to the spell’s base mana cost (not counting deductions for spell stunts or talents). If it’s a spell that affects multiple targets, you are not affected but others are as normal. If you do not have enough mana points left to pay the cost, the spell shield ends and the spell affects you as normal.
Spellbloom
CreationUtility8MPMajor ActionTN: 18Requires Grease
You conjure a font of magical energy that lasts for a number of rounds equal to your Magic ability. Each mage, ally or enemy, within 4 yards of the bloom regains 1d6 MP at the beginning of their turn. As a minor action on your turn you may dispel the bloom to gain a number of SP equal to the rounds of duration remaining on it. These SP must be used on spell stunts on the same round they are gained. Any unspent points are lost at the end of your turn.
Spell Wisp
CreationUtility3MPMajor ActionTN: 11
You summon a small wisp that float near you for up to an hour and boosts the power of your spells. While the wisp is aiding you, you gain a +1 bonus to your Spellpower. The wisp itself is insubstantial and cannot be attacked or touched.
Spring
CreationUtility4MPMajor ActionTN: 13Requires Creation Magic (journeyman)
Tracing magical glyphs on natural earth or stone, then striking them with your hand or staff, you cause a spring to burst forth from the spot, pouring out water at a rate of your Magic in gallons per minute. The water is fresh, clean, drinkable, and entirely mundane – it pours and evaporates naturally. If the spring forms in a hallow, it fills to become a pool. You may stop the flow of the spring at any time. Otherwise, it lasts a number of hours equal to your Magic before stopping of its own accord.
Stonefist
PrimalAttack3MPMajor ActionTN: 11
You hurl a magical rock at a visible enemy up to 20 yards away. The rock inflicts 1d6 + Magic penetrating damage and the target is knocked prone. If the target makes a successful Constituion (Stamina) test vs. your Spellpower, the spell only inflicts 1d6 penetrating damage and remains standing.
Thought-Taking
BloodAttack15MP1 minuteTN: 21Requires Blood Mage Specialization
This spell allows a blood mage to probe deep into a subject’s thoughts, uncovering their deepest secrets, desires and fears. You must touch a helpless target’s forehead and concentrate for one minute, during which time the target is able to make a Willpower (Self-Discipline) test vs. your Spellpower. If they succeed you fail to penetrate their mind, but you may spend another 5 MP to extend the casting time by another minute and force the subject to make the test again. Once a subject fails the test, you have access to their mind and may expend 2 MP to ask the Game Master for the answer to a single question the subject knows. You may ask a total number of questions equal to you Magic ability, at a rate of one question per minute.
Vulnerability Hex
EntropyAttack4MPMajor ActionTN: 12
You curse a visible target within 20 yards, making him more vulnerable to attacks and spells. Until the end of the encounter, the target suffers a -1 penalty to Defense and a -2 penalty on ability tests vs. Spellpower. A target that makes a successful Magic (Entropy) tests vs. your Spellpower only suffers the Defense penalty. A character can only be subject to one vulnerability hex at a time.
Walking Bomb
SpiritAttack4MPMajor ActionTN: 13
You infuse the blood of an opponent within 10 yards with a corrosive poison. The round you cast it, walking bomb inflicts 1d6 + 1 penetrating damage. While the spell is in effect, the target must make a Constitution (Stamina) test vs. your Spellpower at the start of each of his turns. If successful, the spell ends. If the test is failed, the target takes another ad6 + 1 penetrating damage. Should the spell’s damage reduce the target’s Health to 0, he explodes in a spray of blood, flesh, and bones. Anyone within 4 yards of the exploding victim takes 2d6 damage
Waking Nightmare
EntropyAttack20MPMajor ActionTN: 21Requires Sleep
You trap a single enemy within 20 yards in a waking nightmare. Until they succeed at a Willpower (Self-Discipline) test vs. your Spellpower, the subject randomly attacks your enemies to the best of their ability. Subjects already asleep when affected by this spell take a –3 penalty to their initial test. If they do not pass the initial test, they may make another on each of their turns until they awaken.
Weakness
EntropyAttack3MPMajor ActionTN: 11
Your magic drains a visible enemy within 20 yards of energy, making him slower and more sluggish. The target suffers a -1 penalty to Strength and Dexterity and a -5 penalty to Speed for a number of rounds equal to the casting roll’s Dragon Die. If the target makes a successful Magic (Spirit) test vs. you Spellpower, he only suffers the Speed penalty.
Weather Weaving
PrimalUtility8MPMajor ActionTN: 16Requires Primal Magic (Master)
You shape and direct the weather in an area with a radius equal to your Magic in miles. You can choose any natural weather condition normally possible in the area for the given time of year (so you cannot make it snow in the middle of summer, for example or rain in the desert). The weather forms within eight hours of your casting, so generally only limited changes are possible. You can make it warmer or colder by about 20 degrees Fahrenheit (12 degree Celsius), cause it to rain or snow (or stop doing so), or make the sky overcast or clear. Multiple castings (and expenditures of mana) over multiple days can extend the spell’s effect, creating more dramatic shifts in the weather. Note that you do not control the weather from moment to moment. Once you have set it in motion, it follows its natural course.
Wind Weaving
PrimalUtility5MP1 minuteTN: 14Requires Primal Magic (Novice)
You cause the wind to blow in whatever direction you wish, with force up to a stiff gust: strong enough to blow out candles and other small open flames, and to scatter light debris like leaves or paper. You can direct the wind for up to an hour, although changing its direction or intensity requires a major action each time you do so. Among other things, wind weaving is used to propel sailing vessels without the need to rely on the often fickle nature of the weather, and to calm winds that would otherwise prove disruptive.
Winter’s Grasp
PrimalAttack3MPMajor ActionTN: 12
You envelop a visible target within 20 yards of you in a cloud of frost and ice that lasts a number of rounds equal to your Magic ability. The round you cast it, winter’s grasp inflicts 1d6 penetrating damage. While the spell is in effect, the target must make a Constitution (Stamina) test vs. your Spellpower at the start of each of his turns. If successful, the spell ends. If the test is failed, the target takes 1d6 penetrating damage and suffers a cumulative -2 penalty Speed. Those killed by winter’s grasp are frozen solid.
Wrack
BloodUtility3MP1 minuteTN: 13Requires Blood Mage Specialization
You extend faint tendrils of entropic energy into the target of this spell, which must be within 2 yards while it is cast. So long as you concentrate you can inflict terrible, wracking pain on the subject at will. The victim must make a Willpower (Self-Discipline) test vs. your Spellpower to resist answering your questions or capitulating to your demands. A victim wracked by pain suffers a -3 penalty to al tests while it persists, though suffers no damage from the spell. You cannot have more than one wrack spell active ate once. Wrack is a favored spell for interrogation, as it causes no real physical harm and leaves no signs or marks. Some victims inure themselves, and someone with a weak constitution may die from prolonged use, but otherwise it is far safer and more effective than conventional methods of torture. Tales of this spell and its use are one of the many reasons people fear blood mages and their powers.

Spells

Decem Reliquias amethyst_marie