Sorcery Spells

All spells cost 1FP and take 1 second to cast, and 1 second to switch.

Attack Spells
Debuff Spells
Ally Support Spells
Self Improvement Spells
Illusion Spells
Other Spells
New Enhancements & Limitations
How to Add a Spell to this list

Attack Spells:

[SE 1, 3 Points] Explosive Fireball: Roll Innate Attack to hit your target. A fireball explodes from the point of impact, dealing 1d6/distance burning damage. Has 1/2D 50, Max 100, Acc 6.

Innate Attack (Burning) [Accurate(3) + 15%, increased 1/2d(x5) + 10%, Explosive(3) + 150%, Sorcery -15% = 150%] (13)
Created by: ??

[SE 1, 3 Points] Brain Seeker: Fire a spray of fine magical crystals from your finger tips, eyes, mouth, or other mechanism for innate attack. The crystals are tiny, but travel at high speeds and are extremely sharp, easily capable of blowing through armor to damage the flesh underneath. 6 shots gives a + 1 to hit, and when you take a second to steady your aim you gain an additional + 12 to hit. The shards have a recoil of 1, so every point of success hits with an extra shard, and a successful dodge or block avoids one per MOS. Each shard does 1d6 + 1 pi- damage. The attack does full damage at 10 yards, and half damage at 100 yards.

Innate Attack (1d6+1 Small Piercing) [Armor Divisor 10 (+ 200%), Rapid Fire 6 (+ 70%), Accurate + 12 (+ 60%) = %380] (15)
Created by: Daniel

[SE 1, 3 Points] Efficient Armor Eater: Roll innate attack to hit your target. Fires a burst of corrosive acid at the target, with the intention of eating away armor as its sole purpose. deals 6d6 corrosive damage. This attack is incapable of hurting or injuring a target, only their armor.

innate attack (6d corrosive) [sorcery (-15%),no wounding (-50%), reduced range 10 (-30%), increased range 1/2d 10 (+15%)] = 20% = 12 Points
Created by: Jackie

[SE 1, 4 Points] Ora Ora Ora!: Roll Innate attack to hit your target. This is a very close range spell. Target is bombarded with a series of crushing blows, dealing 3d6 each. each hit is subject to dr reduction. 1/2d range 1, max range 10

innate attack (3d crushing) [sorcery (-15%), no knockback (-10%), Reduced range 10 (-30%), Rapid fire 7, selective 1-3 (+80%) = 125% = 18.75 Points
Created by: Jackie

[SE 1, 4 Points] Acid Jet: Roll Innate Attack to hit your target, with no range penalty. They take 1d6 corrosive damage; reduce DR by 1 for each 5 damage taken. Has 1/2d 5, Max 10

Innate attack (Corrosive) [Jet +0%, Cyclic (1 second) +100%, Sorcery -15% = 185%] (19)
Created by: Tim

[SE 1, 4 Points] Mass Armor Eater: Roll innate attack to hit your target. Fires a burst of corrosive acid in a 10 by 4 yard cone, with the intention of eating away armor as its sole purpose. Deals 2d6 corrosive damage. This attack is incapable of hurting or injuring a target, only their armor.

innate attack (corrosive) [sorcery (- 15%), cone 4 (+ 80%), no wounding (- 50%), reduced range 10 (- 30%), increased range 1/2d 10 (+ 15%)] = 100% = 20 Points.
Created by: Jackie

[SE 2, 5 Points] Undeniable Poke:Roll innate attack to hit your target. Fires a weak bolt that pass through armor with nearly no resistance, dealing 1d6 impaling damage.

innate attack (1d impaling) [Armor Divisor 10 (+ 200%), sorcery (- 15%), increased range 1/2d(2x) (+ 5%)] = 310% = 24 points
Created by: Jackie

[SE 2, 6 Points] Brain Corruption: Pick a target that you can clearly see or otherwise perceive within 200 yards (farther targets take long range penalties). Roll a quick contest of Will+Talent vs IQ. On a success you plant a subtle but generally fatal sickness upon the targets brain. One hour after being affected, then once a day for the next month, the target suffers 1d6 toxic damage. If the total injury from this affect passes 1/3 * HP, the target begins losing grip on reality and gains Paranoia. At 2/3 * HP the target slips further into insanity and suffers from Hallucinations. The symptoms last until the damage is healed, and reappear if they once again take damage from this ability. Unfortunately, the combination of paranoia and hallucination commonly leads targets to avoid medical help until it is too late.

Innate Attack (Toxic 1dx31) [Malediction (Long Range Penalties, + 200%), No Signature (Both attack and effect, + 40%), Link (+ 10%), Cyclic (Dailyx30, + 300%), Symptom Paranoia (1/3 HP or more, + 30%), Symptom Hallucination (2/3 HP or more, + 50%), Based On IQ (+ 20%), Sorcery (- 15%), Onset (Hour, – 20%) = 715%] (29)
Created by: Daniel

[SE 2, 6 Points] Razor Arrows: Touch a quiver of arrows containing no more than 20 projectiles when you cast this spell. The arrows within the quiver are not visibly changed, but upon hitting their target and penetrating DR a magical cutting edge is extended to improve damage and sever limbs. If the targets DR is penetrated an additional 3d cutting damage is applied to the same hit location, or the nearest location if the original is not valid for cutting damage. The enchantment upon these arrows lasts for 9 minutes.

Affliction 1 [Razor Edge (+ 190%), Area Effect (1 Yard, + 25%), Extended Duration (x3, + 20%), No Signature (+ 20%), Fixed Duration (+ 0%), Sorcery (- 15%), Range C (Cannot parry, – 35%), Accessibility (Only on Arrows, – 30%) = 290%] (29)
Razor Edge is: Innate Attack (3d Cutting) [Follow-up (This weapon, + 0%), Magical (- 10%) = 90%] (19)
Created by: Daniel

[SE 2+, 6 Points+] Homing Shot: Touch a ranged weapon with your bare hand (the specific ranged weapon is determined when buying this spell). For the next 18 seconds, any ranged ammunition fired by this weapon (which is obviously enchanted – choose specifics) will be treated as a guided weapon, ignoring ranged penalties. Additionally, if the arrow misses or is dodged, it will turn and make another pass at it’s target again, at the same skill roll, next turn. Higher levels of this spell can grant additional passes. A stronger spellcaster may also increase the duration of the weapon buff, and lift the weapon and/or all-out attack restrictions.

Affliction 1 [Guided Missile, 1 extra pass, ( + 340%); Only Longbows(or other choice) ( – 30%); Fixed Duration ( + 0%); Reduced Duration 1/10, ( – 20%); Melee C no parry ( – 35%); All-Out ( – 25%); Touch Based, Reversed, ( – 20%); Sorcery ( – 15%)] =295% = [30pts]
Guided Missile 1: as detailed in power-ups 1: imbuements. 26pts +8 per additional pass
Created by: Daniel Declan :P

[SE 3, 8 Points] Better Homing Shot: As above, but without the limitations on weapon choice, with a three minute duration, and no all-out restriction. Additionally, this spell is not obvious on weapon or ammunition, likely causing a nasty surprise the first time the arrow makes a second pass.

Affliction 1 [Guided Missile, 1 extra pass, ( + 340%); No Signature ( + 20%); Only Missile Weapons ( – 20%); Fixed Duration ( + 0%); Melee C no parry ( – 35%); Sorcery ( – 15%)] =390% = [40pts]
Guided Missile 1: as detailed in power-ups 1: imbuements. 26pts +8 per additional pass
Created by: Declan

[SE 3, 8 Points] Flame Snake: Choose an area within 50 yards and summon a wall of flame, 1 yard wide, 4 yards high, and 12 yards long, curled or shaped in any arrangement you wish, that lasts for 10 seconds. The swirling wall of flame impedes sight and damages those who are inside it or pass through it. The wall does 2d points of burning damage to anyone who passes through it (voluntary or otherwise), and does 2d burning damage to anyone who stays within it. While the caster has Flame Snake as a readied spell they may control any wall they have created, and move it up to 3 yards with a concentrate maneuver. The wall may change shape, as long as no hex moves farther than 3 yards and the wall remains in one piece.

Innate Attack (2d Burning) [Area Effect (4 yards, + 100%), Persistent (+ 40%), Mobile (3 yards, + 120%), Wall (Permeable Selective, + 60%), Reduced Range (x0.5, – 10%), Sorcery (- 15%) = 395%] (39.5)
Created by: Daniel

[SE 3, 8 Points] Conflagration : Roll Innate Attack to hit your target. A large conflagration ignites and hurls sharp magical fragments in all directions. The initial fireball deals 3d6/Distance burning damage and has 1/2D 25, Max 50, Acc 3. Everyone within 10 yards has the chance to be hit with sharp fragments. Roll against a skill of 15 for each target, the only modifiers are size, posture, and range from the initial explosion. On a success the target is hit by a fragment, plus one for every 3 MOS. Each fragment does 2d6 cutting damage to a random hit location. If a target is hit directly, they automatically take 5 fragments instead of rolling.

Innate Attack (3d6 Burning) [increased 1/2d 25Y (+ 10%), Reduced Range 50Y (- 10%), Explosive 3 (+ 150%), Sorcery (- 15%), Fragmentation (2d6 + 30%), = 265%] (40)
Created by: Daniel

[SE 3, 8 Points] Hunter Seeker: Pick a target (generally within 100 yards, but not required) and spend an Aim maneuver to “lock on” to them. Next round you may fire a small floating ball that pulses slightly as it travels over the ground. Roll against your Innate attack skill plus talent, without any range modifiers, to properly track the target. The ball floats towards the target at the rate of 5 yards/second, and follows them as they move. If the ball is able to reach the target it will attempt to hit them and detonate. The ball attacks with a skill of 14 if the initial innate attack roll was successful, or 10 otherwise. If the ball hits it explodes, dealing 4d burning damage to the target and anyone else within the explosive radius. If the attack misses or is dodged it will continue following the target and attempt to hit again. The ball will last for a total of 20 seconds before detonating.

Innate Attack (4d Burning) [Accuracy + 4 (+ 20%), Homing (Sight, + 50%), Explosion 1 (+ 50%), Low Signature (+ 10%), Reduced 1/2D (1/10, – 15%), Sorcery (- 15%) = 200%] (40)
Created by: Daniel

[SE 3, 8 Points] Acid Burst Surge: Roll Innate Attack to hit your target. Each projectile does 1d Corrosive damage to everything within 4 yards of where it lands; reduce DR by 1 for each 5 damage taken. Roll direction and distance for every shot missing the original target. Displacement distance based on distance traveled to target. Distance 1-6 = 1d, 7-12 =2d, etc.

Innate attack (1d corrosive) [Area Effect(2) (+ 100%) (4 yards), Cyclic (1 second) (+ 100%), Increased Range 1/2d (10x) (+ 15%), Rapid fire 7 (+ 70%) Multi-projectile 7×1, Sorcery (- 15%)] = 370% = 37 Points
Created by: Jackie

[SE 4, 9 Points] Zaaaapppp: A bright white lightning bolt flies from the caster’s outstretched hand with uncanny precision, and strikes a target within 40ft squarely. The victim must win a quick contest of HT vs the casters WP+Talent or fall into a coma, as per basic p. 429. Note: this spell is aesthetically a beam attack, but never misses – as it is in fact a malediction guided by the Will of the caster.

Affliction 1[Coma ( +250%); Malediction, 200 yd cap, ( +175%); Requires Gestures ( -10%); Visible ( -10%); Reduced Range, 1/5, ( -20%); Vision Based ( -20%); Sorcery ( -15%)] = 450% = 45pts
Created by: Declan

Pending Approval [SE 4, 10 Points] Jester From Hell: Target a individual or any location within 10 yards. Choose the delay from the time of casting, the individual or the location has fire rained down upon them, as well as anything within 1KM of the target location.

Innate Attack 1d Burning [Area Affect 1KM (+ 1000%), Variable Limitless Delay (+ 20%), 1 Time Per Day (- 40%), 8 Hours Preparation (- 60%), Reduced Range 10 (- 30%), Sorcery (- 15%)] = 975% = 49 Points
Created by: Jackie

[SE 4, 10 Points] Rainbow Beam: A beam of glittering colour springs forth from your finger tip (or other innate attack method). It assaults the target with multiple types of magical energy, searching for vulnerabilities to be exploited. Roll Innate Attack to hit your target. They take 1d each of crushing, cutting, impaling, burning, corrosive and toxic as they are hit by a beam of glittering colour. The target gets DR/6 rounded up against each type of damage. DR specific to one type of damage is applied only to that damage. The beam has Acc 3, Max 100, 1/2D 20. If you hit, the DM will roll a perception check based on Per + Acute Senses(magic) + Talent – Range Penalties. On a success you determine if you did any damage to your target or not. If this perception roll is successful you may also make an IQ + Talent check to analyze the damage further. On a success you determine roughly how much damage each damage type did, on a critical success you determine the exact number.

Innate Attack (1d Crushing) [Magic (- 10%), Increased 1/2D 20Y (+ 5%), Linked (Single Projectile, + 20%) = 115%] (5.75)
Innate Attack (1d Cutting) [Magic (- 10%), Increased 1/2D 20Y (+ 5%), Linked (Single Projectile, + 20%) = 115%] (8.05)
Innate Attack (1d Impaling) [Magic (- 10%), Increased 1/2D 20Y (+ 5%),Linked (Single Projectile, + 20%) = 115%] (9.2)
Innate Attack (1d Burning) [Magic (- 10%), Increased 1/2D 20Y (+ 5%),Linked (Single Projectile, + 20%) = 115%] (5.75)
Innate Attack (1d Corrosive) [Sorcery (- 15%), Increased 1/2D 20Y (+ 5%), Linked (Single Projectile, + 20%) = 110%] (11)
Innate Attack (1d Toxic) [Magic (- 10%), Increased 1/2D 20Y (+ 5%),Linked (Single Projectile, + 20%) = 115%] (4.6)
Detect (Rare, only damage done by this spell) [Magic (- 10%), Linked(+ 10%)] = 100%] (5)
Total: 49.35
Created by: Daniel

[SE 4, 10 Points] Armstead’s Lightning Storm: Channel your sorcerous might to gather heavy, dark clouds over an area which indiscriminately rain down armour-piercing bolts of energy. This spell targets an area between 5 and 100 yds away, creating an 8yd radius lightning storm centered on the point of impact. All within the area are attacked at skill 14 by a 2d6(3) burning attack each second for 30 seconds. Any who take damage must pass a (HT-1/2 damage taken) test or collapse to the ground as the energy coursing through them induces painfully debilitating seizures (per B429). Hits are treated as a large area attack, and ignore all non-overhead cover. The storm can only be summoned outside, and is loud enough to be noticed from a significant distance.

Innate Attack (2d6 burn) [AoE, 8yds, ( + 150%); Increased 1/2D, 10x, ( + 15%); Persistent ( + 40%); Overhead ( + 30%); Armour Divisor, 3, ( + 100%); Side effect, seizure, ( + 100%); Fixed duration ( + 0%); Extended Duration, 3x, ( + 20%); Accessibility, outside only, ( – 20%); Bombardment, skill 14, ( – 5%); Nuisance effect, loud, ( – 5%); Minimum range, 5yds, ( – 10%); Sorcery, ( – 15%)] (50)
Created by: Declan

[SE 5, 11 Points] Violent Arcane Parasite: Roll for innate attack to hit the target. The targets own mind starts gnawing at their body’s energy. They begin losing FP of 1d6 per round, and can be dispelled by themselves if detected in time before running out of FP.

innate attack (1d FP) [cyclic (4 seconds, 400%), no signature {attack} (+ 20%), sorcery (- 15%)] = 505% = 50.5 points
Created by: Jackie

[SE 5, 12 Points] Endemic Arcane Parasite: Roll for innate attack to hit the target. The targets own mind starts gnawing at their body’s energy. They begin losing FP of 1d6 per hour, and can be dispelled by themselves if detected in time before running out of FP. The effect also transfers to nearby targets or individuals, GM discretion on how quickly it spreads.

innate attack (1d FP) [Very Contagious (+ 50%), cyclic (20 hours, 400%), no signature {attack} (+ 20%), sorcery (- 15%)] = 555% = 55.5 points
Created by: Jackie

[SE 5, 12 Points] Armstead’s Enhanced Lightning Storm: Channel your sorcerous might to gather heavy, dark clouds over an area which indiscriminately rain down armour-piercing bolts of energy. This spell targets an area within 100yds, creating an 8yd radius lightning storm centered on the point of impact. Everyone within the area – except for those that the caster chooses to exempt – takes 2d6(3) burning damage each second for 30 seconds. Any who take damage must pass a (HT-1/2 damage taken) test or collapse to the ground as the energy coursing through them induces painfully debilitating seizures (per B429). Hits are treated as a large area attack, and ignore all non-overhead cover. The storm can only be summoned outside, and is loud enough to be noticed from a significant distance.

Innate Attack (2d6 burn) [AoE, 8yds, ( + 150%); Increased 1/2D, 10x, ( + 15%); Persistent ( + 40%); Overhead ( + 30%); Armour Divisor, 3, ( + 100%); Long Ranged ( +50%); No Signature ( +20%); Selective Area ( +20%); Side effect, seizure, ( + 100%); Fixed duration ( + 0%); Extended Duration, 3x, ( + 20%); Accessibility, outside only, ( – 20%); Inaccurate 1 ( -5%); Nuisance effect, loud, ( – 5%); Sorcery, ( – 15%)] =600% = 60pts
Created by: Declan

[SE 5, 12 Points] Miasma of Death: Aim at a location with Innate Attack (Gaze), on a failed attack scatter in a random direction by the MOF. A large cloud of light red mist 16 yards in radius forms at the hit location and can be made to drift at 2 yards a second by the casting wizard with a concentrate maneuver as long as they keep the Miasma of Death spell readied. If the caster does not direct the spell it instead floats towards the largest source of life it can find using normal sight. If a person finds themselves in the radius of the spell they take 1d6 points of toxic damage and must make an HT roll. If the victim fails their HT roll the toxic fumes cause them to gasp and inhale, resulting in the a – 6 to all DX, IQ, Skill, and IQ rolls from the terrible pain. Additionally the fumes are immediately destructive to biological processes, and inflict a – 6 to the targets HT score after the damage is applied (Therefore they would use full HT for a death check forced by the first cycle). Anyone in the spell continues to take 1d6 toxic damage and must resist the affliction, and those who escape take 1d6 toxic damage for two more seconds. This damage can be stopped early by applying sufficient water to wash the toxins off of the body (full immersion in water would work, or a magical cleansing). The toxic fumes are visible as a light red mist, but do not otherwise impede vision or provide cover. The cloud stays in existence for 100 seconds, and anyone with this spell is encouraged to learn Cancel Spell from Thaumatology: Sorcery to allow you to cancel the duration early.

Innate Attack (1d Toxic) [Blood Agent (+ 100%), Area Effect 16 (+ 200%), Persistent (+ 40%), Extended Duration (x10, + 40%), Mobile (+ 80%), Homing (Normal Vision, 50%), Cyclic (2 Extra Times, 1 seconds apart, + 200%), Linked (+ 10%), Sorcery (- 15%) = 805%] (36)
+ Affliction 1 [Attribute Penalty (HT – 6, + 30%), Irritant (Terrible Pain, + 60%), Follow Up (Innate Attack uses Homing, + 50%), Link (+ 10%), Fixed Duration (+ 0%), Magical (- 10%) = 240%] (24)
Created by: Daniel

Debuff Spells:

[SE 2, 6 Points] Inflict Pain: Choose a target within 40 yards of you that you can see or otherwise target. Roll a quick contest of Will + Talent vs the targets HT. On a success the target is in Agony as they are struck with sudden intense pain for 10 seconds. Targets lose 1 FP, fall down, and can do nothing but moan and scream. After recovery, you receive + 3 on intimidation checks against that target. FP loss and intimidation bonuses are doubled for targets with low pain threshold. High pain threshold allows you to act at – 3 to DX and IQ.

Affliction 1[Agony (+ 100%), Malediction (Long Range Penalties limited at 200 yards, + 175%), Fixed Duration (+ 0%), Sorcery (- 15%), Reduced Range (1/5, – 20%), Reduced Duration (1/20, – 25%) = 295%] (30)
Created by: Daniel

[SE 2, 6 Points] Spell Scramble: Choose a target within 200ft and roll a quick contest of WILL+Talent vs their HT. If you beat them, they are afflicted with 1 level of magic resistance, which prevents them from casting any spell for the duration (3 minutes). This magic resistance penalises any buff spells which require a roll to bestow, but spells that require no roll are unaffected. The spell has no visible or audible signature.

Affliction 1[Advantage Null Magic (+ 18%); Fixed Duration (+ 0%); Malediction, 200yds max, (+ 175%); No Signature (+ 20%); Sorcery (- 15%) = 298%] (30)
Null Magic: Magic Resistance 1 [Magical (- 10%)] = 90%) = (1.8)
Created by: Declan

[SE 3, 7 Points] Wizard’s Bane: Look at a target and declare them the target of the spell. If they try to resist roll a contest of Will + Talent vs. their HT. If you succeed the target gains Magic Resistance 1 and can no longer cast spells until the duration of the spell expires (But does benefit from the magic resistance). The target cannot choose to ignore this magic resistance if they wish to have beneficial spells cast upon them, but spells without a casting roll are not penalized. Lasts for 3 minutes.

Affliction 1[Advantage Null Magic (+ 20%) , Fixed Duration (+ 0%), Sorcery (- 15%) = 205%] (31)
Null Magic: Magic Resistance 1 [Magical (- 10%) = 90%) (1.8)
Created by: Daniel

[SE 3, 7 Points] Sickness: Make a pleb sick. Roll a contest of Will + Sorcerous Talent Versus the target’s HT. Your roll takes normal range penalties. On a success they Vomit until they succeed on an HT roll (roll once per second), then they suffer from Euphoria for the same number of turns.

Affliction (Incapacitation; Retching + 50%, Irritant; Euphoria + 30%, No Signature + 20% Malediction + 150%, Sorcery – 15% = 235%) = 34
Created by:??

[SE 3, 7 Points] Devitalizing Energy: Declare a target within 200 yards and in sight (or otherwise clearly perceptible. Longer ranges use the long distance range modifiers). Roll a quick contest of Will + Talent vs HT. On a success your magical energy gains access to their body and begins wreaking havoc on important life functions, shortening breath, causing irregular heart beats, constricting important blood vessels, ect. For the next three minutes while the target’s body recovers they are at – 12 to HT, making them significantly more vulnerable to knockout, stunning, or death.

Affliction 1 [Attribute Penalty HT – 12 (+ 60%), Malediction(+ 200%), Fixed Duration (+ 0%), Sorcery (- 15%) = 345%] (35)
Created by: Daniel

[SE 3, 8 Points] Web Spray: Fire a spray of webs from your Fingertip, aimed with Innate Attack (Gaze). The attack has a ROF of 70, allowing for either a focused effort against one target (ROF 70 gives + 6 to hit), a traversal against multiple targets (Page 409), or Suppression Fire over an area (Page 409). The initial hit applies a ST 7 grapple, and every additional hit adds + 1 to the ST of the binding. The webs have a maximum range of 20 Yards, an Acc of 3, and Recoil of 1. When bound by the webs you take a – 4 to DX, Cannot move, change facing, or posture. To break free the target must win a quick contest of ST or the Escape skill against the ST of the webs. If they fail they lose 1 FP. You may also attempt to destroy the webs, it has DR equal to ST/3 and every point of damage removes 1 ST from the web.

Binding 7[Rapid Fire x70 (+ 200%), Reduced Range 20 Yards (- 20%), Sorcery (- 15%) = 165%] (38)
Created by: Daniel

[SE 4, 9 Points] Devitalizing Energy, Mass: Declare a target within 200 yards and in sight (or otherwise clearly perceptible. Longer ranges use the long distance range modifiers). Roll a quick contest of Will + Talent vs HT for every target within 4 yards of the target point. On a success your magical energy gains access to their body and begins wreaking havoc on important life functions: shortening breath, causing irregular heart beats, constricting important blood vessels, ect. For the next three minutes while the target’s body recovers they are at – 12 to HT, making them significantly more vulnerable to knockout, stunning, or death.

Affliction 1 [Attribute Penalty (HT – 12, + 60%), Malediction(+ 200%), Area Effect 4 (+ 100%) Fixed Duration (+ 0%), Sorcery (- 15%) = 345%] (45)
Created by: Daniel

[SE 4, 9 Points] Heart Stopper, Mass: Aim at a place 20 yards and fire with Innate Attack (Gaze). Everyone within 4 yards must roll against HT+DR/2 or suffer a heart attack immediately. Those with sealed DR use full DR.

Affliction 1[Heart Attack (+300%), Area Effect 4 (100%), Sorcery (-15%), Reduced Range 5 (-20%), Inaccurate 3 (-15%) = 450%] (45)
Created by: Daniel

[SE 4, 10 Points] Paper Men: Choose a location within 200 yards (longer distances take long range penalties). You may choose to ignore targets within the 4 yard radius. Otherwise roll a quick contest of Will+Talent vs HT. On a failure the target suffers a – 4 to their strength score and has their basic lift divided by 4. Both effects have low signature, so targets may not notice the effects right away, or attribute it to fatigue, hunger, or lack of sleep. This ability is not obvious, does not connect you to the effect, and produces no physical signs other than a magical trace.

Affliction 1 [Malediction (Long Range, + 200%), Area Effect (4 yards, + 100%), Attribute Penalty (ST – 4, Low Signature, + 22%), Disadvantage (Invertebrate, Low Signature, + 22%), No Signature (+ 20%), Selective Area (+ 20%), Fixed Duration (+ 0%) = 484%] (48.4)
Created by: Daniel

[SE 4, 10 Points] Heart Stopper, Stun: Aim at a person you can see within 10 yards and fire with Innate Attack (Gaze). The target must roll against HT-4+DR or be stunned. Failure by 5 or more results in a heart attack instead.

Affliction 5[Secondary Attack: Heart Attack (+60%), Sorcery (-15%), Reduced Range 10 (-30%), Inaccurate 3 (-15%) = 100%] (50)
Created by: Daniel

[SE 4, 10 Points] Baneful Shrink: Pick a target within 40 yards and concentrate. Make a quick contest of Will+Talent vs the targets HT. If you win, the target begins to shrink! The target shrinks at a rate of – 1 size modifier per round for 6 rounds. When fully shrunk, the target is one tenth of their original size and one thousandth of their original weight. A six foot tall, 200 pound man becomes a 6 inch tall, 3 ounce man. The targets damage, move, reach, HP, and DR are all divided by 10 as well. Finally, the targets equipment does not shrink with them! A warrior may find himself buried under the weight of their chainmail. The shrinking lasts for a minute, at which point the target returns to their normal size at a rate of + 1 SM per second, as long as their is space. Growing does not cause damage in any way, and can not be used to force open a small space. This spell is not beneficial, and MUST be resisted.

Affliction 1[Fixed Duration (+ 0%), Reduced Duration 1/3 (- 10%), Sorcery (- 15%), Reduced Range 40y (- 20%), Advantage Shrink (+ 270%), Malediction (+ 175%) = 500%] (50)
Shrink is: Shrinking 6 [Magical (- 10%) = 90%] (27)
Created by: Daniel

[SE 5, 12 Points] Horror: Designate a target within 10 yards who can see or hear you. Upon casting this spell roll a quick contest of Will. The target’s will roll is at – 4, and your talent adds to your own. If you win, roll 3d6 and add your margin of victory and look this number up on the freight check table on page B360. The target may still gain bonuses for being in the middle of combat, or penalties if they are in a particularly gruesome location.

Terror – 4: [Active (+ 0%), Sorcery (- 15%) = 85%] (60)
Created by: Daniel

[SE 5, 12 Points] Slow Time, Burst – This spell slows the passage of time for anyone affected. Pick a point within 200 yards of you, and make a quick contest of Will+Talent vs DX against everyone who you wish to affect within 16 yards of that point. If you win, time begins to pass half as quick for them as for anyone else. They recieve one maneuver every two turns, and must declare their action the turn before it takes affect. If their maneuver is no longer valid when they attempt to take it, they can instead begin taking a different maneuver instead. If the target has Altered Time Rate, this spell removes one level instead of the affects listed above. The affects last for 3 minutes.

Affliction 1 [Disadvantage Decreased Time Rate 1 (+ 100%), Malediction 2.5 (+ 175%), Fixed Duration (+ 0%), Area Effect (16 yard radius, + 200%), Selective Area (+ 20%), Based on DX (+ 20%) Sorcery (- 15%) = 600%] (60)
Created by: Daniel

[SE 5, 12 Points] Slow Time, Area – Pick a point within 200 yards. A murky blue, white bubble appears, 8 yards in radius at that point. Anyone within the bubble must make a quick contest of DX vs your Will+Talent. If you win, time begins to pass half as quickly for them. If you attempt to move into the bubble you must immediately make a quick contest or be affected. If you stay within the bubble for multiple turns you must make a quick contest each turn or be affected. Those affected recieve one maneuver every two turns, and must declare their action the turn before it takes affect. If their maneuver is no longer valid when they attempt to take it, they can instead begin taking a different maneuver instead. If the target has Altered Time Rate, this spell removes one level instead of the affects listed above. The affects last for 1 minute after you leave the bubble, while the bubble itself remains for 100 seconds.

Affliction 1[Disadvantage Decreased Time Rate 1 (+ 100%), Malediction 2.5 (+ 175%), Fixed Duration (+ 0%), Area Effect (8 yard radius, + 150%), Persistent (+ 40%), Reduced Duration (Effect, 1 minute, – 10%), Extended Duration (Area, 100 seconds, + 40%), Based on DX (+ 20%), Sorcery (- 15%) = 600%] (60)
Created by: Daniel

[SE 6, 13 Points] Chaos Factor: Target a group of Individuals. Everyone within the area of effect must make a Will vs HT contest or be affected by the spell. Everyone who fails immediately succumb to Chaos Factor. The effect of chaos factor are listed below in alphabetical order.

Amnesia Total – need more explanation?

Bad Sight Nearsighted – -6 to Vision rolls to spot items more than one yard away. melee attack -2 to skill. double the actual distance to the target when calculating the range modifier.

Berserk Battle Rage – No shock, no stun, no move penalty, all rolls to remain conscious or alive at
+4 to HT, All-out attack only, move and attack and/or slam if possible within 20 yards, can’t use aim maneuver, Can’t spend full round reloading.

Bloodlust – You want to see your foes dead. In battle, you must go for killing blows, and put in an extra shot to make sure of a downed foe. You must make a self-control roll whenever you need to
accept a surrender, evade a sentry, take a prisoner, etc. If you fail, you attempt to kill your foe instead – even if that means breaking the law, compromising stealth, wasting ammo, or violating orders.

Impulsiveness – Make a self-control roll whenever it would be wise to wait and ponder. If you fail, you must act.

Gullibility – A lie well told, or involving something you have no familiarity with (“My father is the chief of police in this town, and he won’t stand for this!”) gives -6 to the self-control roll. A lie concerning a topic you are familiar with (“Didn’t you know they bred ducks in your village, Torg?”) gives -3. You believe even a totally outlandish tale (“Of course the Eskimos are descended from Spanish conquistadors; everyone knows that!”), if you fail an unmodified self-control roll.

Oblivious – (-1) to use or resist Influence skills Diplomacy, Fast-Talk, Intimidation, Savoir-Faire, Sex Appeal, and Streetwise.

Paranoia – You are out of touch with reality, and think that everyone is plotting against you. You never trust anyone except old friends . . . and you keep an eye on them, too, just in case.

No Depth Perception – (-1) to DX in combat and on any task involving hand-eye coordination, and -3 on ranged attacks.

Affliction [ Chaos Factor (187%), Area Effect 8 Yards (150%), Malediction (200%), No Signature (20%), Sorcery (-15%) ] = 642% = 65 Points

Chaos Factor is:
Total Amnesia = 25%
No Depth Perception = 15%
Oblivious = 5%
Nearsighted = 25%
Berserk No Resistance Battle Rage = 60%
Bloodlust = 10%
Paranoia = 10%
Gullibility = 10%
Impulsiveness = 10%

Sum = 170%
Low Signature = x1.10
Total = 187%
Created by: Jackie

[SE 8, 18 Points]Vampire’s Lament: Look at a target within 200 yards. The magic around the target is strangled off, brutally and suddenly. There are no bonuses to resist from any sources like magic resistance, and even tier 2 magic is affected.

Affliction 1[Advantage Null Magic (+ 20), Fixed Duration (+ 0%), Sorcery (- 15%), Malediction (200yrds, + 175%), Cosmic (Irresistible Attack, + 300%), Cosmic (Affects T2 Magic, + 300%) = 880%](88)
Null Magic is: Magic Resistance 1[Magical(- 10%) = 90%](2)
Created by: Daniel

Ally Support Spells:

[SE 1, 4 Points] Cure Bleeding: Everyone within 2 yards of the caster becomes immune to the effects of bleeding and blood based agents for the next half hour. HT and/or first aid rolls to reduce bleeding are made as normal. If the bleeding amount has not been completely mitigated when the spell ends, the bleeding resumes.

Affliction 1 [Cure Bleeding (+ 45%); AoE, 2 yards, (+ 50%); Extended Duration x10 (+ 40%); Fixed Duration (+ 0%); Emanation (- 20%); Sorcery (- 15%) = 200%] (20pts)
Cure Bleeding: Injury Tolerance(No Blood) [magical (- 10%) = 4.5pts] (45%)
Created by: Declan

[SE 2, 5 Points] Blur: The caster touches a target when they cast the spell. The image of the target begins to blur and smear, flowing slowly like an oil painting as they move. While the person is no harder to notice during 30 minute duration of the spell, they are much harder to target if the attacker relies on sight. Attacks against the target take a -6 to hit the target. If other vision penalties, such as darkness, bring the total modifier to -10 the attacker must fire blindly into the occupied hex.

Affliction 1 [Touch Package (- 50%), Obscure (+ 150%), Extended Duration (x10, + 40%) = 240%] (24)
Obscure (Vision) 6 [Magical (- 10%), Anti-targetting (- 20%), Defensive (+ 50%) = 120%] (15)
Created by: Daniel

[SE 3, 8 Points] Blur, Mass: The caster may select any number of people, including themselves, within 4 yards to affect when they cast the spell. The recipients image begins to blur and smear, flowing slowly like and oil painting as they move. While the person is no harder to notice , they are much harder to target if the attacker relies on sight. Attacks against the target take a -6 to hit the target. If other vision penalties, such as darkness, bring the total modifier to -10 the attacker must fire blindly into the occupied hex. This version of Blur lasts for an hour and a half.

Affliction 1 [Touch Package (- 50%), Obscure (+ 150%), Extended Duration (x30, + 60%), Area Effect (4 yards, + 100%), Selective Area (+ 20%) = 380%] (36)
Obscure (Vision) 6 [Magical (- 10%), Anti-targetting (- 20%), Defensive (+ 50%) = 120%] (15)
Created by: Daniel

[SE 4, 10 Points] Blur, Greater: The caster touches the target when they cast the spell. The image of the target immediately begins to blur and smear, flowing slowly like an oil painting as they move. While the person is no harder to notice, they are much harder to target if the attacker relies on sight. Attacks against the target take a -8 to hit. If other vision penalties, such as darkness, bring the total modifier to -10 the attacker must fire blindly into the occupied hex. Blur, Greater is a much harder illusion to penetrate. When viewed with magical sight the target looks only like a pulsing ball of magic, still inflicting -8 to vision checks to hit them. It is also reinforced against more powerful magics, maintaining it’s effects even when a lesser spell would be penetrated.

Affliction 1 [Touch Package (- 50%), Obscure (+ 310%), Extended Duration (x30, + 60%) = 470%] (47)
Obscure (Vision) 8 [Magical (- 10%), Anti-targetting (- 20%), Extended (Magical Sight, + 20%), Cosmic (+ 50%), Defensive (+ 50%) = 190%] (31)
Created by: Daniel

[SE 2, 6 Points] Force Wall: Your magic manifests as a wall of solid, opaque force with no section farther than 20 yards from you. This wall is 12 yards long, 1 yard thick, and 4 yards high and formed in any shape you desire. Each yard of wall has DR 6, 1 HP, 12 HT, and makes death checks as normal to determine if the yard is rendered passable by an attack. Hitting the wall does no more damage than expected from hitting a solid object.

Innate Attack (2d Crushing) [Area Effect (4 yards, + 100%), Persistent (+ 40%), Enhanced Duration (30x, + 60%), Wall (Rigid Selective, + 60%), No Wounding (- 50%), Reduced Range (x0.2, – 20%), Sorcery (- 15%) = 290%] (29)
Created by: Daniel

[SE 2, 6 Points] Pillars of Flame: Touch a target to cast this spell. Lasts for 3 minutes. The target gains an invisible aura around them with a radius of 2 yards. if an enemy enters the area around the target (either by moving into the area , or having the area moved over them) a pillar of flame is immediately summoned into existence on that hex. The pillar does 2d6 burning damage and the only valid defense is a dodge and retreat out of the aura. This is large area injury, effective DR is the average of torso and the worst DR. The target may also choose to keep segments of the area burning without a target, or prevent pillars from appearing in certain hexes within the area.

Affliction 1[Aura of Flame (+ 250%), Fixed Duration (+ 0%), Melee (C, No Parry, – 35%), Sorcery (- 15%) = 300%] (30)
Aura of Flame: Innate Attack (2d Burning) [Area Effect w/ No Signature (+ 60%), Selective Area (+ 20%), Aura (+ 80%), Magical (- 10%) = 250%] (25)
Created by: Daniel

[SE 1, 4 Points] Future Sight, Lesser: A minor divination spells grants the target split section visions into the future. The length of divination isn’t useful for most purposes, but in combat it can be lifesaving. To cast, touch a target and spend 1 FP. They gain the ability to reroll one of their rolls in combat twice and take the best, like the Luck advantage. You cannot benefit from this spell, or any of it’s variations, again for the next 24 hours.

Affliction 1[Lesser Luck (+ 110%), Fixed Duration (+ 0%), Range C (- 30%), No Signature (+ 20%), Sorcery (- 15%) = 185%] (19)
Lesser Luck is: Luck [Magical (- 10%), Aspected (Only Combat, – 20%) = 70%] (11)
Created by: Daniel

[SE 2, 6 Points] Future Sight: A minor divination spells grants the target split section visions into the future. The length of divination isn’t useful for most purposes, but in combat it can be lifesaving. To cast, touch a target and spend 1 FP. They gain the ability to reroll two of their rolls in combat twice and take the best, like the Luck advantage. You cannot benefit from this spell, or any of it’s variations, again for the next 24 hours.

Affliction 1[Luck (+ 210%), Fixed Duration (+ 0%), Range C (- 30%), No Signature (+ 20%), Sorcery (- 15%) = 285%] (29)
Luck is: Extraordinary Luck [Magical (- 10%), Aspected (Only Combat, – 20%) = 70%] (21)
Created by: Daniel

[SE 4, 10 Points] Future Sight, Greater: A strong divination spellgrants the target split section visions into the future. The length of divination isn’t useful for most purposes, but in combat it can be lifesaving. To cast, touch a target and spend 1 FP. They gain the ability to reroll six of their rolls in combat twice and take the best, like the Luck advantage. You cannot benefit from this spell, or any of it’s variations, again for the next 24 hours.

Affliction 1[Luck (+ 420%), Fixed Duration (+ 0%), Range C (- 30%), No Signature (+ 20%), Sorcery (- 15%) = 495%] (50)
Luck is: Ridiculous Luck [Magical (- 10%), Aspected (Only Combat, – 20%) = 70%] (42)
Created by: Daniel

[SE 2, 6 Points] Null Magic Coating: Touch a target or roll to hit them using innate attack. Roll vs DR+HT if the target chooses to resist. The target gains Magic Resistance 10, which gives a – 10 to cast spells upon the target and a + 10 to any resistance rolls done by the target. If the target is a mage, they can no longer cast spells until the duration of the spell expires (But does benefit from the magic resistance). The target cannot choose to ignore this magic resistance if they wish to have beneficial spells cast upon them, but spells without a casting roll are not penalized. Lasts for 3 minutes.

Affliction 1[Advantage Null Magic (+ 180%), Fixed Duration (+ 0%), Increased 1/2D, 10Y(+ 15%), No Signature (+ 20 ), Sorcery (- 15) =300%] (30)
Null Magic: Magic Resistance 10 [Magical (- 10%) = 90%] (18)
Created by: Daniel

[SE 4, 9 points] Armor: Grant a target 6DR. Roll vs innate attack to aim at a distant target withing 100 yards, and roll vs HT-DR if there is armour in the way. Lasts for 3 minutes.

Affliction 1[Advantage Armor (+ 330%), Fixed Duration (+ 0%), Increased 1/2D, 100Y (+ 15%), No Signature (+ 20%), Sorcery (- 15%) = 450%] (45)
Armor: DR6[Force field(+ 20%), Magical(- 10%) = 110%] (33)
Created by: Daniel

[SE 4, 9 Points] Second Wind: Touch the target to cast the spell. The spell does nothing but remains on the individual. As soon as 0 HP or below, the spell kicks in and they start to regenerate insanely fast. For the next 3 seconds, the individual begins to regenerate at a rate of 10 HP a second for 3 seconds. As soon as the effect wears off the individual will no longer have the effect and must have it recast on them again.

Affliction [Extended Duration Perm^ (150%), Second Wind (300%), Touch Range C (-30%), Prep Time 8 Hours (-60%), Sorcery (-15%)] = 445% = 45 Points

Second Wind is:
Regeneration Extreme [Trigger (below 0 HP, -35%), Reduced Duration 1/60^^ (-35%), Magical (-10%)] = 20% = 30 Points

^the duration of how long the spell stays on the individual
^^the duration of the second wind effect.

Created By: Jackie

[SE 4, 10 Points] Flight: Touch a target and grant them the ability to fly for the next 90 minutes. The target gains an air move speed of 2xBasic Speed, which is modified by their current encumbrance level. The flight provided by this ability has perfect mobility in all directions, and does not require a turning radius or deceleration time to change direction. The flight operates as long as there is a thin amount of atmosphere, but provides no protection from the pressure or temperature at those altitudes. This ability functions under water at half speed.

Affliction 1[Advantage Flight (+ 360%), Fixed Duration (+ 0%), Enhanced Duration (30x, + 60%), Range C (- 30%), No Signature (+ 20%), Sorcery (- 15%) = 495%] (49.5)
Flight is: Flight[Magical (- 10%) = 90%] (36)
Created by: Daniel

[SE 6, 14 Points] Marry’s Blessing: Touch a target. They gain insubstantiality for the next 90 minutes, allowing them to pass through barriers, avoid physical attacks, ect. If the target wishes to manifest themselves in the physical world they may spend 1 FP per second. The target can carry up to their BL in encumbrance, all else is dropped at their feet.

Affliction 1[Advantage Insubstantial (+ 560%), Fixed Duration (+ 0%), Enhanced Duration (30x, + 60%), Range C (No parry, – 35%), No Signature (+ 20%), Sorcery (- 15%) = 650%] (65)
Insubstantial is: Insubstantial [No Encumbrance (+ 10%), Usually On(- 40%) = 70%] (56)
Created by: Driden

[SE 6, 13 Points] Magic Hermit’s Blessing: The life devoted to magical study is often one of poverty, depending how far one removes themselves from the corruption of civilization. The magic hermit, deep in their study, has no time for such trivial things such has sleeping, eating, or even breathing. such things are distractions, no matter how minor, to the study of magic!The caster can bless a person with the blessings of a magic hermit, removing the need to sleep, eat, and breath, though the ritual to do so is often unique and most of the time, disturbing to those seeing it for the first, second, and no matter how many times they see it. Any action taken that is negated by the blessing, for example eating or being knocked out, except for breathing, the blessing is immediately dispelled.

Affliction 1 (Advantage, Doesn’t Breathe (magical, -10%), +180%; Advantage, Doesn’t Eat or Drink (magical, -10%), +90%; Advantage, Doesn’t Sleep (magical, -10%), +180%; Fixed Duration, +0%; Extended Duration, Permanent*, +150%; Immediate preparation required, 1 minute, -30%; reduced range, 10x, -30%; Nuisance Effect, -4, -20%; sorcery,-15%) 61
Created by: Jackie

[SE 5, 12 Points] Indomitability: Touch a target to cast the affliction on. The receiver gains extraordinary boosts in survivability, gaining a +7 from being knocked out, passing out, or outright dying, as well as a +3 from being knocked down. The affliction lasts until it is dispelled or the receiver critically fails a HT roll boosted by this effect.

Affliction [High Pain Threshold (90%), Hard to Subdue 5 (90%), Hard to Kill 5 (90%), Very Fit (135%), Permanent (+150%), Touch Range C (-30%), Prep Time 1 Minute (-20%), Sorcery (-15%)] = 590% = 59 Points

Created By: Jackie

[SE 5, 12 Points] Grotesque Life: Touch a target to affect them. The targets flesh swells and toughens, piling hard calluses across their chest and legs, thick rubbery skin around their joints, and cartilaginous coverings over their organs. The target gains 45 ablative DR (which is reduced by 1 for every point of damage), additionally the flesh coverings are no easier to pierce than normal flesh, and reduces armor divisors by 2 steps. The fleshy coverings are connected to the targets blood supply, and they remain vulnerable to attacks that require only touch or blood contact. If you have magical DR from more than one source, subtract that DR from the amount remaining from Grotesque Life and apply both. Force field DR and DR from armor is applied first, then this DR is ablated. Lasts 90 minutes.

Affliction 1[Advantage Flesh Armor (+ 450%), Increased Duration (+ 60%), Fixed Duration (+ 0%), Range C (- 30%), No Signature (+ 20%), Sorcery (- 15%) = 585%] (58.5)
Flesh Armor: DR 45[Hardened 2 (+ 40%), Ablative (- 80%), Thick Skin (- 40%), Magical (- 10%), Low Signature (+ 10%) = 20%] (45)
Created by: Daniel

[SE 4, 10 Points] Haste: Touch a target. The target gains Altered Time Rate 1, allowing them to take two maneuvers whenever they would normally be allowed 1 for the next minute. This puts extreme strain upon the targets body however. The target must immediately pay 5 FP and make an HT check. On a failure, the target suffers from Severe Pain for margin of failure minutes (causing a – 4 to IQ, DX, Self Control, and Skill rolls). This spell improves physical speed, but not mental. The target may only make one concentrate maneuver every round, and does not benefit from improved perception during this spell.

Affliction 1[Speed (+ 450%), Fixed Duration (+ 0%), Melee (C, No Parry, – 35%), Sorcery (- 15%) = 500%] (50)
Speed is: Altered Time Rate 1 [Costs Fatigue 5 (- 25%), Backlash Severe Pain (Resistible, – 20%), Aspected (Physical Only, – 20%) = 45%] (45)
Created by: Daniel

[SE 5, 12 Points] Armor, Greater: Grant a target you touch 8DR. The armour is magically reinforced to resist attempts to pierce it, and reduces the armour divisor of incoming attacks by one step (AD 5 becomes 3, AD 3 becomes 2, and AD 2 is removed completely). Lasts for 3 minutes.

Affliction 1[Advantage Improved Armor (+ 520%), Fixed Duration (+ 0%), Range C (- 30%), No Signature (+ 20%), Sorcery (- 15%) = 595%] (60)
Greater Armor: DR8[Force field(+ 20%), Hardened 2(+ 20%), Magical(- 10%) = 130%] (52)
Created by: Daniel

[SE 5, 12 Points] Armor, Mass: Send out a wave of protective energy to those around you. Roll Will+Talent for each target within 8 yards that you wish to effect. On a success the target gains DR4 for the next three minutes. You may decide at the point of casting who you wish to effect within your radius.

Affliction 1[Advantage Lesser Armor (+ 220%), Malediction (+ 100%), Area Effect (8 yards, + 150%), Selective Area(+ 20%), Fixed Duration (+ 0%), Sorcery (- 15%), = 585%] (59)
Lesser Armor: DR4[Force field(+20%), Magical(- 10%) = 110%] (22)
Created by: Daniel

[SE 5, 12 Points] Armor, Environmental: Cloak the target in a protective field, keeping them safe from the dangers of the world. Inside their thin protective coating the target enjoys full protection from high pressures (up to 100 atmospheres), complete vacuum, and airborne contagions. The spell provides clean breathing air for up to 25x the wearers normal breath holding time, longer than the spells duration of 180 seconds even during vigorous physical activity. Additionally, the bubble provides temperature correction of up to 6xHT degrees in either direction from their normal comfortable temperature. For a human with HT 12 this means they can comfortably reside in temperatures as low as – 37f to as high as 162f without any protective clothing. Particularly hardy individuals will enjoy an even wider range, while frailer targets will have a narrower comfortable band. The protective bubble lasts for 3 minutes.

Affliction 1[ Advantage Minimal Armor (+ 55%), Advantage Pressure Corrector (+ 90%), Advantage Protective Bubble (+ 135%), Advantage Vacuum Resistor (+ 45%), Advantage Temperature Regulator (+ 110%), Advantage Oxygen Reserves (+ 80%), Sorcery (- 15%), Fixed Duration (+ 0%) = 600%] (60)
Minimal Armour: DR1[Force field (+ 20%, Magical (- 10%) = 110%] (5.5)
Pressure Corrector: Pressure Support 2[Magical (- 10%) = 90%] (9)
Protective Bubble: Sealed [Magical (- 10%) = 90%] (13.5)
Vacuum Resistor: Vacuum Support [Magical (- 10%) = 90%] (4.5)
Temperature Regulator: Temperature Tolerance 12[Magical (- 10%) = 90%] (11)
Oxygen Reserves: Doesn’t Breath [25x hold breath time (- 50%), Magical (- 10%) = 40%] (8)
Created by: Daniel

[SE 6, 13 Points] Armor, Spearhead: Grant a target you touch 6DR in the front only. All incoming attacks the DR blocks is immediately reflected back on the attacker, no defense roll for the FIRST reflection per combatant. Lasts for 3 minutes.

Affliction 1[Advantage Spearhead (+ 570%), Fixed Duration (+ 0%), Range C (- 30%), No Signature (+ 20%), Sorcery (- 15%) = 645%] (65)
Spearhead: DR6[Force field(+ 20%), Reflection (+100%), Directional Front (-20%), Magical(- 10%) = 190%] (57)

Created By: Jackie

[SE 5, 12 Points] Armor, Magi Seige: Grant a target you touch 12DR. This can only be casted on a individual not wearing armor and be of magical nature. The armor is magically reinforced to resist attempts to pierce it, and reduces the armor divisor of incoming attacks by one step (AD 5 becomes 3, AD 3 becomes 2, and AD 2 is removed completely). Lasts for 3 minutes.

Affliction 1[Advantage Magi Armor (+ 540%), Fixed Duration (+ 0%), No Signature (+ 20%), Range C (- 30%), Only on Magic Users (-20%), Sorcery (- 15%) = 595%] (60)
Magi Armor: DR12[Force field(+ 20%), Hardened 2(+ 20%), Can’t Wear Armor (-40%), Magical(- 10%) = 90%] (54)

Created By: Jackie

[SE 6, 14 Points] Armor, Blur: Grants the target 8DR, which is hardened to reduce armour divisors by 1 step. Additionally, the targets image begins to flow and drip as they move, like a wet oil painting. All attempts to target the recipient of this spell are at -4 if the attacker relies on sight. Lasts for 3 minutes.

Affliction 1[Advantage Improved Armor (+ 520%), Advantage Blur (+ 100%), Fixed Duration (+ 0%), Range C (- 30%), No Signature (+ 20%), Sorcery (- 15%) = 595%] (60)
Greater Armor: DR8[Force field(+ 20%), Hardened 2(+ 20%), Magical(- 10%) = 130%] (52)
Blur: Obscure (Vision) 4 [Magical (- 10%), Anti-targetting (- 20%), Defensive (+ 50%) = 120%] (10)
Created by: Daniel

[SE 5, 12 Points] Storm Cape of Hellfire: Touch a target to cast this spell. The target gains an invisible aura around them with a radius of 16 yards. if an enemy enters the area around the target (either by moving into the area , or having the area moved over them) a blaze of hellfire is immediately summoned into existence on that hex. The pillar does 2d6 burning damage and the only valid defense is a dodge and retreat out of the aura. This is large area injury, effective DR is the average of torso and the worst DR. The target may also choose to keep segments of the area burning without a target, or prevent pillars from appearing in certain hexes within the area.

Affliction 1[Aura of Flame (+ 380%), Fixed Duration (+ 0%), Extended Duration Permanent (+ 150%), Melee (C, No Parry, – 35%), Sorcery (- 15%) = 580%] (58)
Aura of Flame is: 2d Burning [Area of Effect, 16 yards, (+ 200%); Aura (+ 80%): No Signature (+ 20%); Selective Area (+ 20%); Melee Attack, C, (- 30%); Magical (- 10%)] = 380% = 38pts
Created by: Jackie

[SE 5, 12 Points] Storm Cape of Inferno’s Rage: Touch a target to cast this spell. The target gains an invisible aura around them with a radius of 4 yards. if an enemy enters the area around the target (either by moving into the area , or having the area moved over them) a blazing inferno is immediately summoned into existence on that hex. The pillar does 6d6 burning damage and the only valid defense is a dodge and retreat out of the aura. This is large area injury, effective DR is the average of torso and the worst DR. The target may also choose to keep segments of the area burning without a target, or prevent pillars from appearing in certain hexes within the area. The effect is dispelled if the user is completely soaked for longer then a 10 seconds.

Affliction 1[Aura of Flame (+ 500%), Fixed Duration (+ 0%), Extended Duration Permanent (+ 150%), Prep Time 8 hours (-60%), Limit 1 (- 40%), Melee (C, No Parry, – 35%), Sorcery (- 15%) = 600%] (60)
Aura of Flame is: 4d6 Burning [Area of Effect, 4 yards, (+ 100%); Aura (+ 80%): No Signature (+ 20%); Selective Area (+ 20%); Uncontrollable (- 30%), Melee Attack, C, (-30%); Magical (- 10%)] = 250% = 50pts
Created by: Jackie

[SE 11, 24 Points] Juliet’s Confectionery Salutation
Every ally within 16 yards of the caster turns to a “sweet gelatin” for 16 hours. They lose nothing but gain to ability to resist damage. Juliet only wishes for the users to spread carnage under her name humming lollipop or i want candy as they do so.

affliction [Diffuse (700%), Area of Effect 16 yards (200%), Selective (10%), Emenation (-20%), Malediction (100%), Cosmic can’t dispell (+50%), Extended duration 15 hours (100%), Sorcery (-15%), Allout (-25%)] = 1200% = 120 Points

diffuse 100 [Can’t Through Small Openings (-20%), Magical (-10%)] = 70% = 70
Created by: Jackie and Driden

[SE 1, 4 pts] Primitive Healing Touch: Roll IQ + Talent and touch your target. They regain 1d6 HP. You take – 2 if your target is unconscious. For each successful casting on a single target each day you take a cumulative – 3. On a failed casting you lose 1d6 FP instead of just 1. The caster is unable to heal himself with this spell.

Healing [Capped 2FP (- 25%); Reduced Fatigue 1 (+ 20%); Cannot Restore Crippled Limbs (- 10%); Injuries Only (- 20%); Magical (- 10%)] = 65% = 19.5pts
Created by: Jackie

[SE 4, 9 Points] Healing Touch: Roll IQ + Talent and touch your target. They regain 2d6 + 1 HP. You take – 2 if your target is unconscious. For each successful casting on a single target each day you take a cumulative – 3. On a failed casting you lose 1d6 FP instead of just 1.

Healing [Capped 4FP (- 20%), Reduced Fatigue 3 (+ 60%), Affects Self (+ 50%), Cannot Restore Crippled Limbs (- 10%), Injuries Only (- 20%), Magical (- 10%) = 150%] (45)
Created by: Daniel

[SE 5, 11 Points] Awakening Touch: Roll IQ + Talent + 10, subject to normal healing modifiers, and touch your target. If you succeed, the target regains 2d6+1hp and – if they were unconscious – they are roused back to consciousness and may act on their next turn.

Healing [Capped 4FP (- 20%); Reduced Fatigue 3 (+ 60%); Affects Self (+ 50%); Cosmic, awakens the subject, (+ 50%); Reliable 10 (+ 50%); Cannot Restore Crippled Limbs (- 10%); Injuries Only (- 20%); Magical (- 10%) = 150%] (55)
Created by: Declan

[SE 5, 12 Points] Healing Touch, Greater: as Healing Touch, but restores 3d6+2 instead. Repeated casting penalties are counted separately for each spell.

Healing [Capped 6FP (- 15%), Reduced Fatigue 5 (+ 100%), Affects Self (+ 50%), Cannot Restore Crippled Limbs (- 10%), Injuries Only (- 20%), Magical (- 10%) = 195%] (59)
Created by: Daniel

[SE 5, 12 Points] Healing Touch, Mass: Pick any number of people within 4 yards of yourself, possibly including yourself if you wish. Roll IQ+Talent as Healing Touch against the worst penalties among the group you are affecting. If you succeed, everyone affected has 1d6 hp restored. If you fail your roll, you lose 1d6 FP instead of just 1 and no one is affected by the spell.

Healing [Capped 2FP (- 25%), Reduced Fatigue 1 (+ 20%), Affects Self (+ 50%), Area Effect 4(+ 100%), Selective Area (+ 20%), Cannot Restore Crippled Limbs (- 10%), Injuries Only (- 20%), Emanation (- 20%), All or Nothing (- 10%) Magical (- 10%) = 195%] (59)
Created by: Daniel

[SE 5, 12 Points] Healing Touch, Restore: Roll IQ+Talent and touch a target. You can choose any of the following effects, but cannot affect yourself. Repeated use penalties apply if you use any of the following abilities on the same target, and failure costs 1d6FP instead of 1:

  • 2d6 + 1 HP is restored to the target as Healing Touch;
  • Repair a crippled (but not destroyed or severed) limb by rolling at an additional – 6. The target receives 2d6 + 1 HP, and if this healing is enough to fully restore the limb it is completely repaired. Only one attempt at restoring a crippled is possible per wizard;
  • Cure a simple disease with a penalty no worse than – 2. Roll IQ + Talent – Twice the penalty. Penalties range from + 1 for the common cold to – 15 for a medical incurable disease such as aids;
  • Cure an affliction who’s effects are no more than + 100%. Roll IQ + Talent – 1 per 50% enhancement on the affliction. For example, Blindness is a + 50% enhancement to an affliction, and would require a roll at – 1;

Healing [Capped 4FP (- 20%), Reduced Fatigue 3 (+ 60%), Cure Affliction (+ 60%), Magical (- 10%) = 190%] (57)
Created by: Daniel

[SE 5, 11 Points] Veil of Judgement: Touch the target to cast the spell. The target gains an invisible aura with a radius of 2 yards. When an enemy steps within the auras range, a burst of wind throws the assailant into turmoil, either knocking them down onto their backs or simply blown away. The target can choose to keep the effect on at all times or at certain hexes within the area. Knockback is calculated as double of 1 yard per multiple of the affected ST-2. If target is inanimate with no ST, substitute HP instead.

Affliction 1[Aura of Wind (+ 400%), Fixed Duration (+ 0%), Extended Duration 5 hours (+ 80%), Melee Attack (- 30%), Sorcery (- 15%) = 535%] (54)
Aura of Wind is: 4d Crushing [Area of Effect, 2 yards, (+ 50%); Aura (+ 80%): No Signature (+ 20%); Selective Area (+ 20%); Double Knockback (+ 20%); No Wounding (- 50%); Melee Attack (- 30%); Magical (- 10%)] = 200% = 40pts
Created by: Jackie

[SE 5, 12 Point] Dome of Protection: Summon an invisible dome around you to protect you. This dome surrounds the 6 hexes around you and curves over your head to meet in the middle at about 8 feet high. If there is nothing underneath you, the dome also curves underneath to make a complete sphere. Each hex of protection has DR 12, HP 2 and HT 12. The dome makes HT rolls to avoid destruction in the same way as any inanimate object. The dome remains centered around you at all times and turns with you. The dome is soft and yielding upon impact, and can only gently nudge objects out of the way. In a collision treat the dome as a soft object, and it cannot be used to crush people against more rigid barriers. The caster may temporarily dissipate the dome in selective areas, perhaps to allow other people to enter (One extra person is tight but possible) or prevent the dome from getting stuck on doors or narrow passageways. This requires no mental action, simply intention by the caster.

Innate Attack (4d Crushing) [Area Effect (3 yards, + 75%), Aura (+ 80%), Persistent (+ 40%), Enhanced Duration (3x, + 20%), Wall (Rigid Fixed, + 30%), No Signature (+ 20%), Selective Area (+ 20%), No Wounding (- 50%), No Blunt Trauma (- 20%), Sorcery (- 15%) = 300%] (60)
Created by: Daniel

[SE 5, 12 Points] Great Haste: Touch a target and take an All out Concentrate to cast this spell, preventing you from making defenses until your next round. The target gains Altered Time Rate 3, allowing them to take four maneuvers whenever they would normally be allowed 1 for the next 9 seconds. This puts extreme strain upon the targets body however. The target must immediately pay 3 FP and make an HT check. On a failure, the target suffers from Severe Pain for margin of failure minutes (causing a – 4 to IQ, DX, Self Control, and Skill rolls). Additionally, whenever the target makes use of their ATR to preform a strenuous action (more than a single step), they must roll vs HT to avoid injuring themselves. On a success, no damage is done. On a failure 1 point of injury is suffered, and on two failures in a row or any critical failure the target suffers 1d6 injury and one of the limbs used is crippled. This spell improves physical speed, but not mental. The target may only make one concentrate maneuver every round, and does not benefit from improved perception during this spell.

Affliction 1[Speed (+ 600%), Fixed Duration (+ 0%), All-out-Concentrate (- 25%), Reduced Duration (1/20, – 25%), Melee (C, No Parry, – 35%), Sorcery (- 15%) = 600%] (60)
Speed is: Altered Time Rate 3 [Costs Fatigue 3 (- 15%), Backlash Severe Pain (Resistible, – 20%), Unsupported (- 25%), Aspected (Physical Only, – 20%) = 20%] (60)
Created by: Daniel

[SE 6, 13 Points] Regrow Limb: Touch a target who is missing a limb. For the next 15 hours the limb regrows as long as the target has less than 31 HP. If they have more than this HP, this spell is not powerful enough to regenerate it. The target experiences discomfort and pain while the process is happening, counting as distraction for the duration.

Affliction [Regrow (+ 360%), Regen (+ 125%), Extended Duration x300 (+ 100%), Nuisance Effect (Pain, – 5%), Sorcery (- 15%), Melee (C, No Parry (- 35%), No Signature (+ 20%) = 650% ] (65)
Regrow is: Regrowth [Magical (- 10%) = 90%] (36)
Regen is: Regeneration (Regular) [Magical (- 10%), Regrowth Only (- 40%)] (12.5)

[SE 13, 28 Points] Resurrection: A powerful spell, capable of restoring life to the deceased. After 8 hours of preparation with the body begin casting on a deceased body with higher than – 10xHP. The target must make an HT roll. On a success the target regains 300 HP over the next 5 hours. If the target is brought to higher than – HP, they are restored to life. If the HT roll is a failure, or the healing provided fails to bring the target to – HP, the target remains dead and a resurrection cannot be attempted by the same caster ever again. The caster must stay with the body throughout the casting ritual, and will require servants to bring food and water to both themselves and the repairing body to continue without distraction. A Resurrection is a large and obvious outpouring of magic, and is obvious to anyone near by who can detect magic. Anyone with detect magic receives a + 10 to notice this spell. This ability only works on the dead and has no effect on those still alive.

Affliction 1 [Advantage Restore (+ 700%), Advantage Repair (+ 700%), Sorcery (- 15%), Blood Agent (- 40%), Melee Attack (Reach C, Cannot Parry, – 35%), Immediate Preparation Required (8 hours, – 90%), Nuisance Effect (Must remain with body while regenerating, – 5%), Nuisance Effect (Brilliant magical aura, – 5%), Extended Duration x 100 (+ 80%), Fixed Duration (+ 0%) = 1390%] (140)
Restore: Unkillable 1 [Cosmic (Works on the dead, + 50%), Magical (- 10%) = 140%] (70)
Repair: Regeneration Fast [Cosmic (Works on the dead, + 50%), Magical (- 10%) = 140%] (70)
Created by: Daniel

Self Improvement Spells:

[SE 1, 2 Points] Detect Magic: Detect sources of magic with sight or touch, roll at IQ+Talent+6, range penalties apply.

Detect(Magic)[Sorcery(- 15%), Vision or Touch based(- 15%), Reliable 6 (+30%) = 100%] (10)
Created by: Daniel

[SE 1, 4 Points] Wizards Sight: This enchantment augments normal human sight with a magical emanation, making it possible to make out details that would otherwise be hidden from sight. Your magical sight extends out 20 yards and lasts for 30 minutes. The sight is detailed enough to make out small objects and determine their shape, but you must make a sense roll (Per+Talent-Range) to make out fine details such as someones face. This magical vision can penetrate light obstructions such as thin cloth and vegetation, and as such grants a + 3 to spot concealed objects. This vision cannot penetrate water. Anyone else using Wizards Sight or a variation that detects magical emanations can detect your sight up to 40 yards away. You may toggle your magical sight with a concentrate maneuver if desired. Because this sense is provided in addition to your normal sight you may ignore penalties that affect one but not the other. For example, you do not need to roll to make out a face if there is enough light to do it normally, nor do you take lighting penalties while Wizards Sight is active.

Affliction 1 [Magical Sight (+ 120%), Sorcery (- 15%), Self Only (- 50%), Fixed Duration (+ 0%), Extended Duration 10 (+ 40%) = 195%]
Magical Sight: Scanning Sense (Imaging Radar) [Magical(- 10%), Reduced Range 10 (- 30%) = 60%] (12)
Created by: Daniel

[SE 1, 4 Points] Shield: Your magical energies manifest as an intangible shield near you. The shield requires no hands to support it, but requires a moment of concentration (an active block defense) to move to protect you. Your block score is either (IQ + talent/2) + 7, or (IQ based shield + talent/2) + 7. If you are already using a shield, the enhanced defense from this spell does not apply to it. This spell must be maintained once every minute, and you cannot cast other spells while maintaining your magic shield.

Enhanced Defense (Block) + 4 [Sorcery(- 15%), Linked(+ 10%), Only for this shield (- 20%) = 75%] (15)
+ TK 1 (One Task: Shield (- 20%), Magical (- 10%), Based on IQ (+ 20%), Linked(+ 10%) = 100%] (5)
Total: 19.25
Created by: Daniel

[SE 1, 4 Points] Telescopic Eyes: Your magic warps the light around your eyes to grant you telescopic vision. You always ignore – 6 of range penalties, and double as much when you take an aim maneuver against a particular target. Additionally, your vision acts as a scope, and adds an extra + 1 for each aim maneuver you take up to + 6. Unfortunately, this magic funnels out light from your sides, and you suffer from Tunnel Vision while under it’s effects. This spell must be maintained once every minute, and you cannot cast other spells while maintaining it.

Telescopic Vision 6 [Sorcery (- 15%), Temporary Disadvantage (Tunnel Vision, – 30%) = 65%] (19.5)
Created by: Daniel

[SE 2, 5 Points] Wizards Knowledge: By watching the magical currents of the world you gain intimate knowledge of the creatures that interact with it. You may make an IQ roll to know the general well being, purpose, and loyalty of any creature with an IQ score native to the material plane. In addition, when conversing with humans, demi-humans (elves, dwarves, ect) you gain a + 3 to Detect Lies, Fortune Telling, and Psychology. Finally, this spell allows the use of influence skills even when they would otherwise not be possible. For example, a sentient plant might ignore all other attempts to lie to it, but may be convinced by your Fast-Talk skill. The spell must be maintained every minute and does not allow you to cast other spells.

Empathy (Full) [Sorcery (- 15%), Linked (+ 10%), Fixed Duration (+ 0%) = 95%] (15)
+ Animal Empathy [Magical (- 10%), Linked (+ 10%), Fixed Duration (+ 0%) = 100%] (5)
+ Plant Empathy [Magical (- 10%), Linked (+ 10%), Fixed Duration (+ 0%) = 100%] (5)
Created by: Daniel

[SE 2, 6 Points] Wizard’s Boon: You focus your magic into a defensive aura, able to fend off enemy enchantments that might mean to do you harm. You gain Improved Magic Resistance 3, which resists spells cast upon you by other wizards while allowing your own abilities to function. Lasts 15 hours.

Affliction 1[The Boon (+ 150%) + Self Only (- 50%), Sorcery (- 15%), Fixed Duration (+ 0%), Extended Duration 300x (+ 100%) = 285%) (29)
The Boon: Magic Resistance 3 [Improved (+ 150%), Magical (- 10%), = 240%] (15)
Created by: Daniel

[SE 4, 9 Points] Greater Wizard’s Boon: As Wizard’s Boon, but with 6 levels of Magic Resistance.

Affliction 1[The Boon (+ 300%) + Self Only (- 50%), Sorcery (- 15%), Fixed Duration (+ 0%), Extended Duration 300x (+ 100%) = 435%) (44)
The Boon: Magic Resistance 6 [Improved (+ 150%), Magical (- 10%) = 240%] (30)
Created by: Daniel

[SE 3, 8 Points] Invisibility: Carry up to light encumbrance while being invisible for a minute. You are still visible to spirits. Can be maintained at the end of the minute, other spells cannot be case while invisible.

Invisibility[Substantial Only (- 10%), Light encumbrance (+ 20%), Sorcery (- 15%) = 95%] (38)
Created by: ??

[SE 4, 10 Points] Latent Potential: Target a individual within 10 yards with an innate attack. The attack must be aimed at a bare part of their body, if any armor or clothes is in the way the spell fails to activate. Once the target has been afflicted, it takes 1 full day for the effects to activate. The individual gains the ability to, twice per session, use ANY skill allowed in the GM’s world at their base stats, IQ for IQ based for example. The affliction is immediately dispelled if they critically fail any roll this way.

Affliction 1 [Wild Talent 2 (+ 360%), Fixed Duration (+ 0%), Extended Duration Permanent (+ 150%), Reduced Range 10 (- 30%), Contact Agent (- 30%), Onset 1 Day (- 30%), 8 Hour Preparation (- 60%), Sorcery (- 15%)] = 445% = 45 Points
Created by: Jackie

[SE 4, 10 Points] Wizard’s Inspection: By magically enhancing your memory and visual perception you can fix the appearances and operations of anything you can see into your mind to be restored later. During the duration you gain Eidetic memory, and can remember precise details involving anything that happened when you were previously under the effects of Wizard’s Inspection. Additionally, you gain the ability to see through up to 6 inches of any material, allowing for detailed inspection of the internals of an object. You also gain the ability to magnify your vision up to 100x (equivalent to ignoring up to – 12 in size penalties), but suffer from a similar reduction in the area you can search. For the duration of this spell your memories are fixed in exact and timed order, allowing for later inspection of timing of movements, order of events, or other such minor details that might otherwise be imperceptible. Finally, the spell enhances your natural sight to provide a general + 5 to visual perception. This spell must be maintained every minute, and no other spell may be cast while it is active.

Eidetic Memory [Sorcery (- 15%), Link (+ 10%) = 95%] (9.5)
Enhanced Time Sense [Magical (- 10%), Only for memories (- 80%), Link (+ 10%) = 20%] (9)
Penetrating Vision 1 [Magical (- 10%), Link (+ 10%) = 100%] (10)
Microscopic Vision 2 [Magical (- 10%), Link (+ 10%) = 100%] (10)
Acute Vision 5 [Magical (- 10%), Link (+ 10%) = 100%] (10)
Total: 48.5
Created by: Daniel

[SE 1, 4 Points] Recall: Grants the Eidetic Memory trait for 90 minutes. Eidetic Memory only applies to periods in which you previously had Eidetic memory, and does nothing to restore or enhance memories gained without it. Recall may be cast before important information is presented to memorize it, then later recast to allow the caster to perfectly recall it. Additionally, Recall may be cast to remember the improved information gained by Wizard’s Inspection.

Affliction 1[Improved Memory (+ 90%), Self Only (- 50%), Sorcery (- 15%), Fixed Duration (+ 0%), Extended Duration 30x (+ 60%) = 85%) (18.5)
Improved Memory: Eidetic Memory [Magical (- 10%) = 90%] (9)
Created by: Daniel

[SE 4, 10 Points] Warriors Aspect: Touch a target and imbue them with the warriors aspect. They gain + 2 ST. In addition, if they did not already posses them or have them from another spell they gain Lesser Combat Reflexes, magically tough skin granting DR 3, and Hard to Subdue 2. If the target had DR granted to them from some other ability (such as the Armor spell), the DR does not stack but both are applied and active.

Affliction 1[Strength (+ 170%), Awareness (+ 135%), Toughness (+ 75%), Endurance (+ 36%), Fixed Duration (+ 0%), Range C (- 30%), No Signature (+ 20%), Sorcery (- 15%) = 491%]
Strength: ST + 2 [Sorcery(- 15%) = 85%] (17)
Awareness: Lesser Combat Reflexes [Magical(- 15%) = 90%] (13.5)
Toughness: DR 3 [Magical (- 10%), Tough Skin (- 40%) = 50%] (7.5)
Endurance: Hard to Subdue 2 [Magical (- 10%) = 90%] (3.6)
Created by: Daniel

[SE 5, 11 Points] Sense Holy: Gives the target the ability to sense the sources of holy magic nearby with great accuracy. An unpenalized perception roll detects sources within 1000 miles, and allows an IQ check to analyze them. You may wish to limit the range to prevent a huge number of returns from this spell. The target of this spell knows the direction and distance to any source he detects.

Sense Holy – Affliction [Detect Holy (+ 240%), Acute Senses (+ 150%), Extended Duration x300 (+ 100%), Melee Attack, no parry (- 35%), Sorcery (- 15%) = 540%] (54)
Detect Holy is: Detect (Holy, Occasional) [Magical (- 10%), Precise (+ 100%), Long-Range (+ 50%) = 240%] (24)
Acute Senses is: Acute Senses 8 (Detect Holy) [Magical (-10%) = 90%] (15)

[SE 5, 12 Points] Morning Prep: A catch all defence spell which lasts 15 hours. It causes the caster’s skin to harden significantly, providing a somewhat durable layer of protection against weapon and missile blows. This is supplemented by a close-in bubble shield consisting of a shock absorbent outer layer and a harder inner layer. These physical defenses will turn a life ending blow into mere bumps and bruises, but are not impervious to blunt trauma. Unfortunately, the sheer amount of magical shielding layered on the caster inhibits any practical application of wearing armour. In addition to the physical defences provided, Morning Prep strengthens the caster’s magical aura to disrupt any curse or mental probe aimed his or her way. Note that Morning Prep lasts the better part of a day, but requires intense concentration to cast; it is highly advised to cast this spell before potentially dangerous situations may occur. Also note that this spell is immune to being dispelled by normal means.

Affliction [Anti-magic ( +144%); Shock absorption ( +50%); Shell ( +70%); Tough skin ( +140%); Psyche shield ( +36%); Cosmic, immune to dispelling, ( +50%); Fixed duration ( +0%); Extended duration, 300x, ( +100%); All-out ( -25%); Self only ( -50%); Sorcery ( -15%)] (60)
- – advantages listed form outermost layer to inner most – -
Anti-magic: Magic resistance 3 [Improved ( +150%); Magical ( -10%)] (14.4) = +144%
Shock absorption: DR 2 [Force field ( +20%); Can’t Wear Armour ( -40%); Flexible ( -20%); Magical ( -10%)] (5) = +50%
Shell: DR 2 [Force field ( +20%); Can’t Wear Armour ( -40%); Magical ( -10%)] (7) = +70%
Tough skin: DR 14 [Low signature ( +10%); Hardened 1 ( +20%); Semi-ablative ( -20%); Can’t Wear Armour ( -40%); Thick skin ( -40%); Magical ( -10%)] (14) = +140%
Psyche shield: Mind block 1 [Magical ( -10%)] (3.6) = +36%
Created by: Declan

[SE 5, 12 Points] Wizards Speed: Focus your magical energies inward to provide a boost of speed. You must spend 1 fatigue every minute to maintain the spell. While active you gain a total of + 3 to your basic mov and a + 1 to any dodges you make. Additionally, you gain + 4 to your ST score for the purposes of calculating encumbrance only. This additional ST does not allow you to lift heavier objects, draw a heavier bow, or wrestle more effectively but will reduce encumbrance penalties if you have any. Finally, you gain Enhanced Move 1 for your land speed. This makes your top speed double your basic move and allows you to accelerate at your basic move each round. If you are moving quickly and not directly at your target, they must add your speed to distance while finding range penalties. Note that if this spell puts your basic move to 10 or over you are entitled to 2 steps each round. You cannot cast any other spells while maintaining Wizards Speed.

Enhanced Move 1 [Sorcery(- 15%), Link(+ 10%) = 95%] (19)
Enhanced Defense (Dodge) + 1 [Magical(- 10%), Link(+ 10%) = 100%] (20)
Basic Move + 3 [Magical(- 10%), Link(+ 10%) = 100%] (10)
Lifting ST + 4 [Magical(- 10%), Encumbrance Only(- 10%), Link(+ 10%) = 90%] (11)
Total: 60
Created by: Daniel

[SE 7, 15 Points] DeSpookify: Sans no longer looks like a skeleton, despite retaining most of the properties of a skeleton.

Affliction [Non-SkeleForm [Magical – 10%] (+ 550%), Permanent* (+ 150%), Set duration (+ 0%), Sorcery (- 15%), Self Only (- 50%) = 735%] (74)
Non-SkeleForm as Alternate form {No Social Stigma (+ 20), UnMonstrous (+ 20), Off-The-Shelf Transcendant (+ 10), Not Sexless (+1) [x90%=46, 46 + 15 = 61]} (61)
Created by: Tim

Illusion Spells:

[SE 1, 2 Points] Prestidigitation: Summon a visual illusion in your hand or around your body (Within your hex). The illusion exists as long as you concentrate on it, requiring 1FP to maintain it every minute. The illusion blocks sight as well as a normal object might, but cannot shed a significant amount of light. Roll a quick contest of your IQ or Artist (Illusion) + Talent vs the targets Per. The target receives +4 if they suspect illusion by someone else who knows, +10 if they see you summon the illusion, and +10 if they investigate your illusion in a way that you cannot fool (Such as touching a pile of coins). An unbelievable illusion gives a bonus from + 1 (Slightly unbelievable) to + 10 (Ridiculous), and a believable illusion gives a – 1 (Believable) to – 5 (Almost Certain). Finally, if the target is aware that you are a wizard, but does not know the limitations of your power, half any net bonus they receive (Maybe you actually can split the earth in front of them!)

Illusion [Reduced Range 5 (- 20%), Sorcery (- 15%), Visual Only (- 30%) = – 65%] (9)
Created by: Daniel

[SE 3, 8 Points] Disguise Shape: Touch a target and spend 10 seconds to reshape their appearance with magic. The target must be roughly the same size and shape as the intended disguise, but need not match it closely. For example a human skeleton would be suitable for a human disguise, or a large dog as a tiger. If this spell is used to try and match the appearance of a certain person, the target gains + 4 + Talent to their disguise check as long as the illusion is not interrogated by anything other than vision. The illusion produced only affects vision, smell is unaffected and touch would pass through it completely. For some shapes (such as rearranging facial features) this may be unnoticeable, but for others (such as a disguised skeleton) would make the disguise immediately obvious. Finally, this spell only affects the targets body and does not change their garments or equipment.

Affliction 1[Hide Form (+ 240%), Extended Duration (+ 100%), Fixed Duration (+ 0%), Melee (C, No Parry, – 35%), Sorcery (- 15%) = 390%] (39)
Hide Form is: Elastic Skin [Cosmic (Same basic shape, + 50%), Magical (- 10%), Aspected (Only visual, – 20%) = 120%] (24)
Created by: Daniel

[SE 4, 10 Points] Prevent Scrying: Touch a target which can be a person or object no larger than 2 yards in radius. For the next 48 hours the target is invisible to all attempts to locate it using the Detect advantage (- 10 from obscure is classified as impossible, in the same way that – 10 from darkness prevents all vision rolls). The effect of this spell is subtle, and anyone attempting to scry the target will receive the same result as if they had failed their perception check.

Affliction 1[Advantage Hide(+ 280%), Extended Duration (x1000, + 120%), Fixed Duration (+ 0%), Range C (- 30%), No Signature (+ 20%), Sorcery (- 15%) = 475%] (47.5)
Hide is: Obscure 10 (Detect) [Stealthy (+ 100%), Magical (- 10%), Always On (- 50%) = 140%] (28)
Created by: Daniel

[SE 5, 12 Points] Wizards Assistant: This is an improved version of Prestidigitation that allows for an illusion anywhere within 2 yards range. The illusion is capable of creating sound, acting semi-intelligently, and exerting a weak amount of force upon real objects. The illusion has ST 5 and a basic lift of 5lb, and can use that to attack with any weapon it could hold, throw objects, or carry physical equipment. The illusion is subject to the same rules as Prestidigitation above, with the added benefit of being able to resist light physical contact such as a gentle stick poke or returning a feeble handshake. To change the nature of the illusion, or give it the ability to perform complex intelligent actions you must spend your action concentrating upon it. Without direction the illusion is capable of actions that would support it’s nature. For example a guard might look sternly at people passing by, a wolf would shy away from a lit torch, or a flag flap in time with the wind. The illusion is not capable of intelligent conversation, but can make vocalizations such as yelling, screaming, ect. The Telekinesis component of the illusion is capable of assisting with delicate work such as surgery; A successful IQ roll grants a + 4 to your skill if High Manual Dexterity would apply. You must manifest an illusion that represents the telekinetic force (such as a surgery assistant clamping arteries, a third arm slipping you a card from your coat, ect). The spell lasts for three minutes, and must stay within two yards of you at all times. If you move outside of the radius the illusion will shift to stay close enough. If the illusion should not normally move (such as a brick wall), this automatically grants a + 10 to the roll to disbelieve the illusion.

Illusion [Sorcery (- 15%), Link (+ 10%), Independence (+ 40%) = 135%, Fixed Duration (+ 0%)] (34)
+ Telekinesis 5 [Magical (- 10%), Visible (- 20%), Reduced Range (- 20%), Independence (+ 40%), Link (+ 10%) = 100%] (25)
Created by: Daniel

Other Spells:

[Variable] Personal Storage Portal: The caster touches an empty storage container and casts the spell, turning it into a portal to her own personal storage pocket dimension (think: bag of holding). The portal lasts for 9 minutes, and can store any number of inanimate objects so long as their total weight doesn’t exceed the limit dictated by the SE level of the spell. While not connected to a portal, the pocket dimension exists in limbo with all the items stored in it. If the container is destroyed or dispelled, the portal immediately closes. Items in the pocket dimension remain their as explained above. Anything partially in the dimension is subject to the whims of fate (read: the GM).

Affliction 1[Pocket Dimension Storage (variable cost); Extended Duration 3x ( +20%); Fixed Duration ( +0%); Melee, no parry, ( -35%); Immediate Prep Required, 1 minute, ( -30%); Only on an Empty Storage Containers ( -15%); Sorcery ( -15%)] = 25% + variables
→ Pocket Dimension Storage
Payload 1 (Cosmic, Pocket Dimension, +50%; Independent +70%; Inanimate objects only -10%; Fixed On St10 BL -10%; Magical -10%) =1.9pts per level and 2lbs

SE 1, 20pts is 18lbs of storage [1.9 × 9 + 2.5 = 19.6]
SE 2, 30pts is 28lbs of storage [1.9 × 14 + 2.5 = 29.1]
SE 3, 40pts is 38lbs of storage [1.9 × 19 + 2.5 = 38.6]
SE 4, 50pts is 50lbs of storage [1.9 × 25 + 2.5 = 50.0]
SE 5, 60pts is 60lbs of storage [1.9 × 30 + 2.5 = 59.5]

Created by: Declan

[SE 1, 4 Points] Cloud Breaker: Target a specific individual and preform an innate attack. As long as you have sight of the target, you suffer no range penalties no matter how far. A surge of wind bombards the target and sends them flying. The spell is unable to inflict damage directly. Knockback by 1 yard occurs per damage multiple of targets ST-2. If target has no ST, substitute HT.

Innate Attack (crushing) [Rapid Fire 30 (+ 150%), Accurate 26 (+ 130%), guided (+ 50%), Double Knock Back (+ 20%), Increased 1/2d range x10 (+ 15%), No Wounding (- 50%), Sorcery (- 15%)] = 400% = 20 Points
Created by: Jackie

[SE 5, 12 Points] Sky Breaker: A move devastating version of Cloud Breaker.

Innate Attack (crushing) [Rapid Fire 150 (+ 250%), Accurate 150 (750%), guided ( 50%), Double Knock Back (+ 20%), Increased 1/2d range x10 (+ 15%), No Wounding (- 50%), Sorcery (- 15%)] = 1120% = 56 Points
Created by: Jackie

[SE 2, 6 Points] Locate Person: Spend fifteen minutes and spend 1 FP with something related to your subject to attune yourself to them. While attuned to that subject you gain a specific Detect ability that lets you discern the direction and distance to them. To properly attune yourself you require something unique to your target to focus on. This may be blood, skin, or a personal belonging that they handle frequently. As long as you are attuned to the target you may “Ping” them by spending 1 FP and making a Per + 5 + Talent roll. Your roll takes long range penalties described on B.241. If the material you have on hand is not sufficient to identify your target uniquely (such as having a ring that was produced in a large set) an IQ + Talent roll is required to identify them from the other targets when you cast this spell. If you attune to someone else, you will have to reacquire something related to the target to attune back to them.

Super-Memorization 12 points [Link (+ 10%), Sorcery (- 15%), Detect Individual Only (- 50%) = 45%] (19)
+ Acute Senses (Magic) 5 [Link (+ 10%), Only for Locate Person (- 20%) = 90%) (9)
Total: 28 points
Detect Individual is: Detect (Rare “Individual Person”) [Sorcery (- 15%), Long Range (+ 50%), Precise (+ 100%) = 235%) (12)
Created by: Daniel

[SE 3, 8 Points] Mind Conditioning: You can add or remove any mundane mental disadvantage to a target. Roll a quick contest between the target’s Will and your IQ + Talent -1 per -5 points of the disadvantage’s total cost. You may substitute brainwashing skill for IQ. On a success, they gain/lose the disadvantage for 30 days. On a critical success, the changes are permanent.

Mind Control [Conditioning Only -50%, Sorcery – 15%, Fixed Duration +0%, Extended Duration 10x +40% = -25%] (38)
Created by: Daniel

[SE 3, 8 Points] Inquisitor’s Scry: The Inquisitor’s Scry has two functions. One, with a quick contest of IQ + talent vs. the subject’s Will you can eavesdrop on others’ surface thoughts, you "hear every-thing the subject says, sub vocalizes, or actively thinks about as a voice in your head. If you do not understand the language, or if your subject isn’t sapient, you only pick up feelings, images, and general intent. You can maintain this effect this effect for one minute without concentration. Every attempted casting on the same subject is at a cumulative – 2 per repeated attempt. If you critically fail you cannot attempt to read that person again for 24 hours. Two, You can perform a deep “mind probe.” In effect, you can force the subject to answer any one specific question that he can answer with a brief sentence. To attempt this you must either succeed a IQ (or interrogation if higher) + talent vs. your subject’s will OR have already successfully completed a Mind Reading quick contest. You may use Inquisitor’s Scry to ask as many questions as you wish, but each question is a new use of your ability, and requires a second casting of the spell and its own Quick Contest. The target of this spell must be in sight and you take penalties to your Quick Contests based on range.

Mind Probe [Linking (+ 10%), Sorcery (- 15%) = 95%] (20)
+ Mind Reading [Linking (+ 10%), Magical (- 10%) = 100%] (30)
^broken?
Created by: Franzini

[SE 4, 10 Points] Protective Displacement: Touch the target of this spell. They gain the ability to respond to danger by displacing themselves up to 10 yards in a random direction. Once per round in the place of a dodge the target may roll IQ + Talent + 1. On a success roll randomly for direction, you appear in the first safe location possible in that direction. If there is no safe location within 10 yards, re-roll and try again. If no place within 10 yards is safe, the blink fails. If the IQ roll fails you do not teleport anywhere and the spell no longer functions, on a critical failure you appear somewhere else completely. Lasts 9 minutes.

Affliction 1[Advantage Displacement (+ 400%), Extended Duration (x3, + 20%), Fixed Duration (+ 0%), Range C (- 30%), No Signature (+ 20%), Sorcery (- 15%) = 495%] (49.5)
Displacement is: Warp [Reliable (+ 1, + 5%), Gyroscopic (+ 10%), Blink Only (- 60%), Magical (- 10%), Nuisance Effect (Cannot spend FP, – 5%) = 40%] (40)
Created by: Daniel

[SE 5, 11 Points] Summon Horde: Assemble a group of corpses near you and cast this spell after an hour of preparation of the bodies. Casting requires a roll of 12 or less to be successful, otherwise you must wait a day before attempting to use this spell again. On a success up to 50 corpses are raised from the dead and faithfully serve you. These creatures are created using the Zombie or Skeleton template in GURPS Magic (The user chooses which are created when learning this spell, and requires the appropriate type of corpse). These zombies are raised permanently until they are killed or dispelled by either the caster with Cancel Spell or another wizards dispelling spell. The minions created by this spell serve you as best they can, but are mindless automatons that require oversight or very simple orders. This spell does not require maintenance, but it DOES prevent you from casting other spells while the zombies are animated. Paying full price for your most powerful spell would allow you to maintain this spell with one slot, and cast freely with your other. Having your most powerful spell bought for full price and having the Cancel Spell spell are both suggested for anyone thinking of taking this.

Ally Group, 25%, 12 or less, up to 50 creatures [Sorcery (- 15%), Accessibility (Requires Corpses, – 60%), Immediate Preparation Required (- 75%), Minion (Very stupid, + 0%), Conjourable (+ 100%), Extended Duration (Permanent until killed or dispelled, + 150%) = 200%] (40)
Created by: Daniel

[SE 5, 12 Points] Dimensional Folding: The wizard folds the universe to bring two distant points together for a brief instant, opening a portal through which they are pulled and anyone else nearby may follow. Before the portal is opened an hour must be spent outlining a roughly oval section of the ground, a wall, or other surface and detailing it with magical inscriptions. Such work is delicate, and if the wizard is interrupted by any serious distraction (active defense, for example) they must make a Will – 3 roll or lose all progress on the portal. When this preparation is complete the portal is immediately opened. The caster picks their intended target, then is sucked through the portal first to the spell. Roll IQ + Talent + 3, at a penalty corresponding to the distance listed under the Warp advantage (pg. 98). The target must be within 10000 miles and be within sight of the caster or be a location the caster has visited before and can visualize. If the caster has only visited the location second hand, by viewing it through someone else’s eyes for example, their IQ roll is at – 2. If the IQ roll is successful the caster arrives at the location desired safely. On a failure the portal does not open, and the caster may not cast any further spells for 10 minutes. On a critical failure the caster is sent to the wrong destination entirely. The portal formed by the caster remains open for 3d seconds, and anyone who touches it follows the caster to their destination. Anyone traveling via the portal may carry as much stuff as they can lift (extra heavy encumbrance), but objects pushed into the portal do not go through, and creatures larger than roughly human size cannot fit through. Traveling via portal is strongly disorienting. Upon arrival all travelers are subject to nausea for one minute, and may make an HT check for each minute after that to recover.

Warp [Tunnel (On Warp, + 40%), Extra Carrying Capacity (Extra Heavy, + 50%), Reliable (+ 2, + 10%), Magical (- 10%), Range Limit (10000 miles, – 10%), Backlash (Irresistible Nausea, – 30%), Nuisance Effect (counts as exactly 30 seconds of preparation, – 10%), Nuisance Effect (Exactly 1 FP spent, – 5%), Immediate Preparation Required (1 hour, – 75%) = 60%] (60)
Created by: Daniel

[SE 5, 12 Points] Return Home: This spell is commonly taken by wizards as a sudden escape mechanism. Between castings of this spell you must spend eight hours preparing yourself for the shock of such sudden transportation. If you have another spell that requires preparation (not immediate preparation though) you cannot have both prepared at once. When you have this spell prepared you may spend a minute concentrating on your current location to set it as your intended destination. When you cast Return Home and succeed on the casting roll you will appear in this location with up to Heavy Encumbrance. You may only ever spend 1 FP on this spell, and so the bonus is capped at + 1. Reliable gives a further + 11, for a total of + 12. Preparation time and distance apply penalties, and the casting wizard is encouraged to take extra time to reduce their penalties. A common casting involves 2 seconds of concentration and teleporting over 1000 miles (Back to a safe base of operations, for example). This would cancel out the bonuses and leave the wizard casting at flat IQ + Talent.

Warp [Anchored (Movable Site, – 50%), Nuisance Effect (Exactly 1 FP spent, – 5%), Preparation Required (8 hours, – 60%), Magical (- 10%), Extra Carrying Capacity (Heavy, + 30%), Reliable (+ 11, + 55%) = 60%] (60)
Created by: Daniel

[SE 5, 12 Points] Wizards Eye: Displace your sight to a location within 5 million yards (Roughly 4000 miles). You can view the location through a floating eye about the size of a human head. The ritual to prepare yourself requires eight hours of hard concentration. At the end specify a location, spend 1 FP and make an IQ + Talent roll. If the target is out of sight you must define distance and direction and the IQ roll is at – 5. On a failure by 1 your viewpoint is misplaced, and the DM may place it wherever they wish. On a critical failure your spellcasting abilities are crippled for 1d6 hours, otherwise the ritual simply fails. If you succeed on your IQ + Talent roll your sight moves to the location you chose, and you can see from that place for a minute, at the end of which you may spend an FP to maintain it for longer. Locations viewed with this spell can be teleported to, but at a – 2 on the IQ roll for the ability.

Clairsentience [Enhanced Range (x500k, + 170%), Nuisance Effect (No doubling range for FP, – 5%), Clairvoyance (- 10%), Sorcery (- 15%), Visible (- 10%), Immediate Preparation Required (8 hours, – 90%) = 120%] (60)
Created by: Daniel

[SE 1, 2 Points] Create Zombie: Takes a dead body and make it not dead. Uses the zombie template from GURPS Magic (or other applicable template).

Ally [Appears on 15 or less] (3) [Permanent* +150%, Minion + 50%, Sorcery -15%, Accessibility (need dead body) – 60% = 225%] (9)
Created by: Tim

[SE ?, ? Points] Turturibumorph: Transform into a giant flying turtle for 30 minutes.

Alternate Form [Always On (-20%), Sorcery (-15%), Extended Duration (+60%) = 25%] (1.25*(15 + ?))
Flying Turtle Turturibus Gloria (174)
Attribute Modifiers: ST +15 (Size, -40%) [ 90 ]
Secondary Characteristic Modifiers: SM +4, Will +3 [ 15 ], Per +3 [ 15 ]
Advantages: DR 15 (Can’t Wear Armor, -40%) [ 45 ], Enhanced Move 1/2 (Air) [ 10 ], Extra Legs (Four Legs) [ 5 ], Flight (Winged, -25%) [ 30 ], Sorcery 0 [ 20 ], Night Vision 8 [ 8 ], Striker (Tail;Crushing) [ 5 ], Teeth (Sharp Beak) [ 1 ]
Disadvantages: Bad Grip 3 [-15 ], Gluttony (12) [-5 ], Greed (12) [-15 ], Horizontal [-10 ], Miserliness (12) [-10 ], Frightens animals [-10 ], Foot manipulators [-5 ]
Created by: Tim

New Enhancements & Limitations

Malediction(Long Range Penalties, Capped 200 yards) +175%
Identical to Malediction with the long range penalties modifier, except you cannot target anything beyond 200 yards. Within 200 yards, you suffer no range penalties at all. Can be further restricted with Reduced Range at it’s normal value.

Link (Single Projectile) +20%
You can use two or more abilities together as long as they have identical Malf, 1/2D, Max, Acc, ROF, Shots, and Recoil. This attack represents a single indivisible unit, and all linked abilities use the same attack roll. On a hit, divide the targets DR by the number of total dice and resolve each hit against the divided DR*dice of damage rounded up. If the target has DR that would apply only to one damage type, divide it between valid damages only.

For example a linked attack that does 1d of burning, 2d of cutting, 2d of crushing, and 1d of toxic hits 7DR. The attack is resolved as 4 separate damage rolls:

1d burning vs 2DR,
2d cutting vs 3DR,
2d crushing vs 3DR,
1d toxic vs 2DR.

How to Add a Spell to this list
Spells are traditionally written in this format:

[SE #, $ Points] Bolded Name: Write the plain text description of the spell here, with important values and how it should work. Think of this like the D&D style spell write up. At the start, SE is the sorcerous empowerment you need to cast the spell, and Points is the cost the wizard must pay to take the spell (1/5 of the full cost calculated below) Then leave a line and write the GURPS advantage it’s made from.

Advantage[modifier(- #%), modifier (+ #%) = #%](Full point cost)
Created by: Your name here

And you’re done. Put this spell in the most relevant section, such as attack spells or debuff spells. Spells are sorted by full point cost. If there are multiple verisons of the same spell, you may wish to place them out of order to keep them all in one place. In that case, sort by the most commonly used version of the spell.

Finally, make sure to preview your spell before you save the page! Make sure to add a space between any ‘+’ or ’-" and a number, otherwise you will end up with this or this.

Have any questions about this list? Ask me (Daniel) on skype or discord!

Sorcery Spells

The War of Mourn keataren