Spells

AUGMENT WEAPONRY

School: Weapons (Active, War)
Sphere: Spirit
Duration: Special
Range: Touch
Area of Effect: Special
DR: N/A
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 1

Description: The Omnimancer focuses his will upon any magically created weapon enhancing it with one or more abilities abilities. The number of abilities added is limited by the level of the Spell 1 ability at levels 1, 4, 7, and 10.

The potency of the abilities is limited by the spell strength of the spell. The total Spell Strength spent on all Abilities combined cannot exceed the Spell Strength of the Spell .

· Burn 1 /SS
· Bleed 1/ lSS
· Shock1 /SS
· Cold1 @ SS 1, 4, 7, and 10.
· Pain1 @ SS 1, 4, 7, and 10.




HARD WIND

School: Conflict (Active, Wind)
Sphere: Air
Duration: Instant
Range: 1Hex
Area of Effect: 3 Hexes wide, does not increase
DR: 1
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 1

Description: Creates a gust of wind in front of the caster that blows to the extent of its range. In addition to it’s regular DR the gust of wind deals Force3.

Bonus: +1 to the level of Force per Spell Strength.




MYSTIC SKIN- Force Skin

School: Fundamental
Sphere: Spirit
Duration: special
Range: 10’
Area of Effect: 1 Creature, does not increase
DR: N/A
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 2

Description: This Spell causes the recipients skin to glow mystically. The target character can add 4 temporary DC to his personal DC per level of this Spell. This spell last until the DC is depleted or combat ends, whichever comes first.

Bonus: +1 to RF and Stealth DF checks at Spell Strength 1, 4, 7, 10.



Knit Flesh

School: Necro-Vitae
Sphere: Spirit
Duration: Instant
Range: touch
Area of Effect: 1 Creature, does not increase
DR: N/A
Spell Strength: 1
Speed Factor: 1

Mystic Cost: 1

Description: Knit Flesh heals living creatures by restoring up to 1 Personal DC, (or Hide AC), per Spell Strength to the target Creature.

Knit Flesh can also be used to reduce Bleed Damage. Casting Knit Flesh on a bleeding character will will reduce the Bleed by 1 per Spell Strength.



CURE AILMENTS – Ritual

Casters: Any (counts as a Fundamental Spell)
Sphere: Spirit
Duration: Permanent
Range: touch
Area of Effect: 1 Creature at 1,4,7,and 10
Spell Strength: N/A
Mystic Cost: 10 per level
Material Cost: 100 chips per level

Description: Removes Spell effects, curses, toxins, implant side effects, pain, grievous wounds, insanities and most other persistent conditions. Must be cast once for each condition that it is being used to cure. Can only cure conditions that are an equal or lower level.

A secondary use of this is Ritual is a limited form of resurrection. Casting this ritual will return life to the dead as long as the deceased conforms to the following conditions:
1. They have been dead no longer than their Endurance plus this Spells level in minutes, when the ritual casting begins.
2. The body can sustain life (i.e. stabilized).
3. The spirit is willing, individuals who want to die cannot be kept alive with this spell.


ULTRA SIGHT

School: Personal Enhancements
Sphere: air
Duration: 15 mins
Range: caster
Area of Effect: 1 Creature, does not increase
DR: N/A
Spell Strength: 1
Speed Factor: 4
Mystic Cost: 1

Description: This spell confers the ability to see in very low light conditions. Characters with Ultra Sight gain Low Light Vision equal to Spell Strength.



FLAME WEAPONRY

School: Weapons
Sphere: Fire
Duration: 10 Rounds
Range: Touch
Area of Effect: Special
DR: 1
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 1

Description: The caster chooses a type of Close Quarters weapon, and the Spell creates a weapon formed of a solid magic flame, that inflicts Burn Damage. The Speed Factor to wield the weapon is the same as the regular version of the chosen weapon. The Flame Weapon cannot be given to others, nor can the caster put it down or drop it.

Bonus: +2 to Strike per 3 Spell Strength. +1 Burn Damage at Spell Strength 1, 4, 7, and 10.



IGNITE

School: Envirokinesis
Sphere: Fire
Duration: Instant
Range: 2 hexes
Area of Effect: 1 object
DR: -
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 1

Description: Causes the target object to burst into flames. Items receive a Save Vs Luck roll to avoid the effects. In addition to the damage the object also bursts into flames. Inflammable objects will take the Burn damage once at the beginning of the round after the ignite was cast then the Burn will dissipate. Flammable objects will take the burn damage and continue to burn until they are extinguished.

Bonus: -1 penalty to above Save per Spell Strength. Burn 1 per Spell Strength



ICE SHARD

School: Conflict
Sphere: Water
Duration: Instant
Range: 5 hexes
Area of Effect: 1 Shard, does not increase
DR: 1
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 1

Description: A large shard of magic ice is formed and hurled at Rail Gun velocity directly away from the caster. This Ice Shard has Armor Piercing properties, inflicting a –2 penalty to the AC of the target per Spell Level, (i.e. at fourth Level the Ice Shard would Strike an AC 14 armor as if it were an AC 10). Damage is applied normally; see Armor Piercing in the Combat Section for more details). Requires a Strike Roll by the caster.

Bonus: +1 to Strike per Spell Strength, Deals Cold 1 +1 at levels 4, 7, and 10.




COMMAND

School: Water Mastery
Sphere: Water
Duration: Instant
Range: 10’
Area of Effect: Creature or Object, does not increase
Damage Rating: N/A
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 2
 
Description: This Spell is a nefarious and insipid form of mind control that forces a sentient being to obey the will of the mage casting the Spell. Upon casting, the mage utters a command that the target being must obey. The target can make a Save Vs Mind at –1 per Spell Strength of the Command. If the target fails then it must carry out the order it has been given. The command can be anything that is not immediately life threatening. For example “shoot your ally”, “drop your weapons”, hang off the side of that cliff" or even “strike your armour” are all acceptable commands. “Jump into the abyss”, “Kill yourself”, and “hold this grenade” are not acceptable commands and would result in the spell fizzling. The command must be able to be carried out in a single action and must be the victims next action. Upon completing the command the character is freed from the grip of the compulsion but is momentarily disoriented, resulting in a penalty to their initiative equal to the level of the command.
Bonus: Add an additional -1 to the save penalty at levels 1,4,7,10



LIGHTNING

School: Conflict
Sphere: Air
Duration: Instant
Range: 3 hexes
Area of Effect: 1 hex DNI
DR: 1
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 1

Description: Creates a swift bolt of lightning originating at the caster. The bolt moves directly away from the caster and strikes every target in the area of effect. The bolt terminates when it hits any object that is wider than the bolt is, or reaches the extent of its range. Requires a Strike Roll by caster.

Bonus: +1 to Strike per Spell Strength. Shock1/level. PD1 @ levels 1,4,7 and 10



FREEZE

School: Envirokinesis
Sphere: Air
Duration: Instant
Range: 2 hexes
Area of Effect: 1 hex radius
DR: -
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 1

Description: This Spell freezes everything in the affected area, damaging the target with extreme cold. All targets in the area make a save vs Luck or they are affected by cold damage .

Bonus: -1 to the save per Spell Strength , Cold 1 + 1 at levels 4, 7, and 10



STATIC SHIELD

School: Weapons
Sphere: Air
Duration: 10 Minutes
Range: Caster
Area of Effect: Special
DR: -
Spell Strength: 1
Speed Factor: 2
Mystic Cost: 1

Description: A shield made of air might sound like a horrible idea but it has several advantages. First the Static Shield is almost invisible and has no weight so it does not impede the person armed with it (no penalties to stealth or initiative). Second the shield carries a nasty static charge that is discharged when it is used to strike: Shock1/SS. The Maximum size of the shield is limited by the spell’s level: small at levels 1-3, medium at levels 4-6, large at levels 7-9 and giant at levels 10 and above.
 



TEMPEST

School: Envirokinesis
Sphere: Air
Duration: 2 Rounds
Range: 3 hexes
Area of Effect: 1 hex radius 2 hex tall cylinder
DR: -
Spell Strength: 1
Speed Factor: 2
Mystic Cost: 2

Description: Creates swirling tornado of destruction. The storm is a cylinder of swirling wind, pelting rain, dark menacing clouds, and arcing lightning. The tempest is an environmental hazard with an HR equal to the Spell Strength of the spell. In addition the AoE is Dark1 +1 at levels 4, 7 and 10. Any time a character initiates movement within the Tempest they must make a Save vs Luck or be swept off their feet (knocked Prone) and struck by lightning (Shock1 per level). A as a move action the caster can move the Tempest up to it’s level in a number of hexes as long as the Tempest doesn’t leave the casters view. The tempest blocks line of Sight.




MYSTIC WEAPONRY

School: Weapons
Sphere: Earth
Duration: 10 Minutes
Range: Caster
Area of Effect: Special
DR: Special
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 2

Description: Creates one solid, physical weapon out of mystic energy. Any kind of Low-Tech Close Quarters weapon can be produced. The weapon forms in the Spell caster’s hand but it can be given to others. The DR is the same as that of the normal weapon, plus 1 per 2 Spell Strength, and the weapon recieves+1 to Strike per Spell Level. The Speed Factor of the weapon is equal to the regular Speed Factor for that type of weapon.
 



FORCE BOLT

School: Conflict
Sphere: Spirit
Duration: Instant
Range: 3 hexes
Area of Effect: 1 bolt, does not increase
DR: 1
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 1

Description: Fires a mystical energy bolt at the target, inflicting Particle Disruption damage. The force of the blow as a chance to knock the target off its feet.

Bonus: +1 to Strike per Spell Strength. PD1 +1 at levels 1, 4, 7, and 10. Force1/level



Aspect of Fire – Force Skin

School: Ominmancy
Sphere: Fire
Duration: special
Range: Caster
Area of Effect: caster
DR: N/A
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 2
Description: This Spell causes the caster to become a being of living Fire. While the caster does not emit heat they do gain several useful bonuses while in this form:
• 1RF per level
• 1RF vs Energy at spell strength 1,4,7,10.
• Immune to Burn damage
• Immune to Poison damage
• Hover 1/level

  • Fly at Airspeed 1 @ levels 1,4,7 and 10.
    Last until the RF is depleted or the end of combat, whichever comes first.

-1 to Stealth DF checks per level


Aspect of Metal – Force Skin

School: Ominmancy
Sphere: Earth
Duration: special
Range: Caster
Area of Effect: caster
DR: N/A
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 2
Description: This Spell causes the caster to become a being of living Metal. As a solid chunk of living Metal the caster is immune to many combat effects. Additionally the casters DC turns into AC as Follows:
• The caster gains 4 AC per level in addition to their own personal DC turning into AC
• +1 PR/level
• Immune to Bleed Damage
• +1 RF at spell strength 1, 4, 7, 10.

This Spell lasts until the AC is depleted or the end of combat whichever comes first.


NECRO REPUGNANCE

School: Necro Vitae
Sphere: Water
Duration: 10 minutes
Range: Caster
Area of Effect: 1 hex Radius at levels 1, 4, 7 and 10
DR: -
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 1

Description: Necro-Repugnance Repels undead. Undead within the Area of Effect must Save Vs Body, with a –2 penalty per Spell Strength, or leave the Area of Effect. The Area of effect always remains centered on the creature or item touched by the caster at the time of casting.




  House_Rules  

Spells

Z.A. amarbiter