


eldan magic, meteor tales, magic system
Eldan Magic
Introducing Magic
Overview
Magic in Meteor Tales functions like most skills, with Basic Magic referring to combat magic created through combinations of Spells and Shapes. Here’s how it works:
Spellcasting Skill
All spellcasters need the Spellcasting Skill to access magic. However, acquiring this skill alone doesn’t allow a character to cast spells immediately. Initially, it only enables them to use magical items and scrolls.
Unlocking Spells
Once the Spellcasting Skill is acquired, characters can begin unlocking spells by spending 1 Skill Point per spell as they level up. This progression requires the appropriate Spellbook for the desired type of magic.
For example, a character with a Fire Spellbook must first unlock the Fire Spell, then continue unlocking additional Fire spells as they invest more Skill Points. Characters with multiple Spellbooks can choose which magic type to develop with each level-up, allowing for versatility in spell selection.
Shapes and Casting Range
Shapes determine the range and effect of spells:
Default Shape: Without additional Shapes, the character can only cast spells using the Touch Shape, limiting them to melee range.
Unlocking Shapes: Characters can unlock new Shapes by spending 1 Skill Point per Shape in sequential order.
Once unlocked, Shapes can be combined with any acquired spell, as long as the spell is compatible with the Shape.
Shapes do not require books to unlock.
Magic
(Skills are unlocked sequentially)
Magic will allow you to tap into the supernatural powers of various domains. Through Magic, spellcasters can learn different Spells and choose what aspects of magic they wish to develop. Magic domains can be chosen during level-ups or for starting characters, provided that the equivalent spellbook is available.
The main categories that will allow you control over Magic are the following:
Spells
Shapes
Insignia
Spells
As you become more skilled, you’ll learn new spells. These spells give you more options that match the area you specialize in. Each spell has different effects, depending on the shapes you’ve learned. When you mix shapes with spells, you get different results. The more shapes you know, the more variations each spell has.
Requirements: Spellcasting.
Shapes
Shapes will help you form your spells with a variety of different effects. Each shape has different properties and alters spells accordingly.
Requirements: Spellcasting.
(Touch)
Bolt
Barrier
Armor
Enchant
Blast
Veil
Chain
Wall
Wave
Ring
(Touch)
Type: Action
Risk: By Spell
Effect: Default Magic Shape that inflicts a spell effect at Melee Range. This shape comes as a default move when Spellcasting is selected.
Bolt
Type: Action
Risk: By Spell
Effect: Magic Shape that carries a spell effect in missile form against a single target. Bolts can be stopped in the same way as other ranged attacks.
Barrier
Type: Reaction
Risk: By Spell
Effect: Magic Shape that creates a protective layer around a target momentarily.
Armor
Type: Action (Active)
Risk: By Spell
Effect: A layer of energy surrounds the target’s body, carrying an Active spell effect (Active Dice). This active armor encumbers the caster with +X Risk, depending on the spell’s level. The armor effect always serves as the first line of defense before any reaction.
Enchant
Type: Action (Active) or Reaction
Risk: By Spell
Effect: Spell Shape that allows placing an Active spell effect (Active Dice) upon a weapon as a temporary enchantment or for an instance to enhance an ally’s attack (Reaction) upon success. Spell effects delivered through the Enchant Shape must overcome the target’s Resistance as specified by each Spell.
Blast
Type: Action
Risk: Spell +3
Effect: A blast of energy that explodes against targets within a 3 Field Radius. Effective Defense must land a target outside the area of effect of the spell.
Veil
Type: Reaction
Risk: Spell +3
Effect: A layer of magic meant to protect targets for an instance within a 3 Field Radius.
Chain
Type: Action
Risk: Spell +3
Effect: Magic Shape that can divide a spell into separate bolts to affect up to 4 different targets at once.
Wall
Type: Action (Active)
Risk: Spell +6
Effect: Magic Shape that channels an Active spell effect (Active Dice) in the form of a Wall of energy in a horizontal line of 5 Tiles Radius. Targets that walk into an already established wall suffer any effect automatically.
Wave
Type: Action
Risk: Spell +6
Effect: Magic Shape that carries a spell effect shaped in Wall Form of 5 Tiles Radius but with the ability to move and affect multiple targets as it moves.
Ring
Type: Action
Risk: Spell +6
Effect: Magic Shape that makes a spell originate from the caster and expand towards every direction, affecting anyone in 10 Tiles Radius.
Insignia
Insignia will allow you to insert powerful additions upon already learned spells. These effects will either affect a Spellbook and all of its Spells or certain spells only.
Requirements: Spellcasting.
Extensive Spell
Safe Spell
Dazzling Spell
Tireless Spell
Piercing Spell
Light Spell
Ready Spell
Fast Spell
Mobile Spell
Amplified Spell
Extensive Spell
Type: Add-On
Risk: As Spell
Effect: Permanently double the Range of a selected Spellbook and its Spells.
Safe Spell
Type: Add-On
Risk: As Spell
Effect: Permanently reduce the Risk of a selected Spellbook and its Spells by 1 Point.
Dazzling Spell
Type: Add-On
Risk: As Spell
Effect: Permanently enforce a penalty of -1 Grit Level to the Reacting opponent when a selected Spell is used against them.
Tireless Spell
Type: Add-On
Risk: As Spell
Effect: Permanently cast a selected Spell with a +1D10 Bonus Die.
Piercing Spell
Type: Add-On
Risk: As Spell
Effect: Permanently use a Spellbook and its Spells unaffected by Obstacles.
Light Spell
Type: Add-On
Risk: As Spell
Effect: Permanently allow a selected Spell to be cast without Risk.
Ready Spell
Type: Add-On
Risk: As Spell
Effect: Permanently cast a selected Spell at Prime Grit regardless of circumstances.
Fast Spell
Type: Add-On
Risk: As Spell
Effect: Always cast a selected Spell (Armor only) on self at the beginning of each battle as a free Action regardless of Advantage.
Mobile Spell
Type: Add-On
Risk: As Spell
Effect: Permanently cast a Spell with combined Movement in a single Action.
Amplified Spell
Type: Add-On
Risk: As Spell
Effect: Permanently cast a Spell with x2 Radius.
How Shapes Interact with Spells
Each Shape described in the previous section is defined with a specific purpose and character, but its behavior can vary depending on the spell it’s paired with. For example, a Bolt-shaped spell might function as an instant effect in one case or as a sustained effect in another, depending on the spell’s nature. Sustained effects remain active over time and continuously tax the caster. Each spell is first presented with a universal description, independent of Shape, followed by a detailed breakdown of how it functions within each applicable Shape in the sections that follow.
Reading Spellbooks
Spellbooks have spells from different areas of magic, called Schools. For example, a Fire Spellbook has all the fire spells. When you level up and want to learn a new type of spell, you need the right spellbook. So, if you have a Fire Spellbook, you can’t learn a Wind Spell when you level up unless you already have a Wind Spellbook. Spellbooks are hard to find and cost a lot when you buy them from vendors.
Most Known Spellbooks
Fire
Core
Death
Wind
Ice
Thunder
Nature
Blood
Time
Theurgy
Spellbooks
Casting Spells
Using spellbooks involves spellcasting that requires Somatic Components. Each spellbook has different prerequisites.
Hands: Requires the use of both hands.
Verbal: Requires the use of voice.
Sight: Requires line of sight.
Fire
Fire Magic deals Fire Damage and can destroy, conceal and illuminate.
Requirements: Spellcasting
Components: Hands, Verbal, Sight
Critical Range: 17/11/10
Fire Spells
Fire
Light
Heat
Fire Protection
Fog
Firegate
Fire Weakness
Fire Immunity
Smoke
Incinerate
Fire
Risk: 1
Shapes: All
Resistance: Reaction
Size Limit: -
Effect: Deals Fire Damage. On a Critical, applies Burn status.
Light
Risk: 2
Shapes: Bolt, Armor, Enchant, Blast, Chain, Wall, Wave, Ring
Resistance: Reaction
Size Limit: -
Effect: Illuminates a target or area.
Heat
Risk: 3
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring.
Resistance: Reaction
Size Limit: -
Effect: Heats all worn/held metal items on the target, dealing X Fire Damage per item. Roll all dice at once. If any fall within Risk, the spell fails.
Fire Protection
Risk: 4
Shapes: Barrier, Armor, Veil
Resistance: -
Size Limit: -
Effect: Reduces X Fire Damage from attacks, determined by the spell roll. (Succeeds unless you roll within Risk).
Fog
Risk: 5
Shapes: Blast, Wall
Resistance: -
Size Limit: -
Effect: Creates a dense Fog, blocking Line of Sight.
Firegate
Risk: 6
Shapes: Bolt
Resistance: -
Size Limit: -
Effect: Summons a Spirit of Fire.
Fire Weakness
Risk: 7
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: -
Effect: Target becomes vulnerable to Fire, taking x2 Fire Damage from all sources.
Fire Immunity
Risk: 8
Shapes: Barrier, Armor, Veil
Resistance: -
Size Limit: -
Effect: Provides complete immunity against Fire Attacks (Succeeds unless you roll within Risk).
Smoke
Risk: 9
Shapes: Blast, Wall
Resistance: Reaction
Size Limit: -
Effect: Generates thick black smoke, concealing the area and choking targets. All affected suffer -1 Grit Level.
Incinerate
Risk: 10
Shapes: Bolt, Enchant, Blast, Chain, Wall, Wave, Ring
Resistance: Reaction
Size Limit: Yes
Effect: Deals Fire Damage. On a Critical, the target is completely incinerated, resulting in instant death.
Core
Deals Psychic Damage and can manipulate both will and matter. Core Effects are commonly referred to as Mental Effects.
Requirements: Spellcasting
Components: Hands, Sight
Critical Range: 16/11/10
Core Spells
Mind Thrust
Blink
Pressure
Force
Emotion
Illusion
Mental Immunity
Invisibility
Reflect
Control
Mind Thrust
Risk: 1
Shapes: All
Resistance: Vigor
Size Limit: None
Effect: Deals Psychic Damage. On a Critical, inflicts Insanity status.
Blink
Risk: 2
Shapes: Bolt, Barrier, Armor, Blast, Veil, Chain
Resistance: Vigor (only if used aggressively)
Size Limit: Yes
Effect: Instantly teleports the caster or a target within Range.
Pressure
Risk: 3
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Reaction
Size Limit: Yes
Effect: Inflicts Psychic Damage by applying Telekinetic Pressure. On a Critical, applies Battering effect.
Force
Risk: 4
Shapes: All
Resistance: Vigor
Size Limit: None
Effect: Pushes the target X Tiles in any direction. On a Critical, applies Knockdown.
Emotion
Risk: 5
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Inflicts one of the following Conditions: Fear or Berserk.
Illusion
Risk: 6
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Creates an Illusion, causing Oblivion in affected targets.
Mental Immunity
Risk: 7
Shapes: Barrier, Armor, Veil
Resistance: None
Size Limit: None
Effect: Grants complete immunity to Core Spells & Effects (Succeeds unless you roll within Risk).
Invisibility
Risk: 8
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Grants Invisibility. Performing an Action weakens the spell, allowing opponents to target the invisible unit at -2 Grit Levels for the current Round.
Reflect
Risk: 9
Shapes: Barrier, Armor
Resistance: None
Size Limit: Yes
Effect: Reflects a physical attack back at the attacker with full original force upon success.
Control
Risk: 10
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Grants full control over affected targets, allowing the caster to command them as Minions.
Death
Death deals Necrotic Damage and controls the forces of life and death.
Requirements: Spellcasting
Components: Hands, Verbal
Critical Range: 17/11/10
Death Spells
Drain
Rot
Undergate
Vex
Wither
Dominion
Curse
Destroy Undead
Ethergate
Death
Drain
Risk: 1
Shapes: Bolt, Enchant, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Drains Grit from the target. The caster’s Grit can temporarily exceed their maximum until the end of combat.
Rot
Risk: 2
Shapes: Bolt, Enchant, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: Yes
Effect: Inflicts Rot, progressively deteriorating the target’s body.
Undergate
Risk: 3
Shapes: Bolt
Resistance: None
Size Limit: None
Effect: Summons a Dweller or a Baaru upon a Critical.
Vex
Risk: 4
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Inflicts a random sensory impairment:
Blindness (1-3)
Deafness (4-6)
Silence (7-9)
All three combined (10)
Wither
Risk: 5
Shapes: Bolt, Enchant, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Causes the target’s body to decay, applying a -2 Grit Level penalty (sustained).
Dominion
Risk: 6
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: None
Size Limit: None
Effect: Controls lesser undead (Succeeds unless you roll within Risk).
Curse
Risk: 7
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Halves the target’s current Grit.
Destroy Undead
Risk: 8
Shapes: All
Resistance: None
Size Limit: None
Effect: Instantly destroys lesser undead targets.
Ethergate
Risk: 9
Shapes: Bolt
Resistance: None
Size Limit: None
Effect: Summons either a Spirit of Anger or a Spirit of Despair upon a Critical.
Death
Risk: 10
Shapes: Bolt, Enchant, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: Yes
Effect: Deals Necrotic Damage. On a Critical, instantly kills the target.
Wind
Wind Magic grants control and enhances mobility for both targets and objects.
Requirements: Spellcasting
Components: Hands, Verbal, Sight
Critical Range: 17/11/10
Wind Spells
Wind
Gust
Flight
Muffle
Slow Fall
Windgate
Gale
Whirling Pool
Hurricane
Suffocate
Wind
Risk: 1
Shapes: All
Resistance: Vigor
Size Limit: Yes
Effect: Pushes the target X Tiles based on the roll. On a Critical, applies Knockdown.
Gust
Risk: 2
Shapes: Bolt, Barrier, Blast, Chain, Wave, Ring
Resistance: Reaction
Size Limit: Yes
Effect: Disarms the target, forcing them to drop all held items.
Flight
Risk: 3
Shapes: Bolt, Barrier, Armor, Blast, Veil, Chain, Wave, Ring
Resistance: None
Size Limit: Yes
Effect: Grants Flight to the target. If cast using a non-persistent Shape, it allows for quick movement or evasive repositioning.
Muffle
Risk: 4
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Reaction
Size Limit: None
Effect: Generates strong winds, silencing all sounds within the area. Moving outside the affected zone negates the effect.
Slow Fall
Risk: 5
Shapes: Barrier, Armor, Veil
Resistance: None
Size Limit: None
Effect: Negates all fall damage, allowing the target to land safely.
Windgate
Risk: 6
Shapes: Bolt
Resistance: None
Size Limit: None
Effect: Summons a Spirit of Wind.
Gale
Risk: 7
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Creates a storm cloud that imposes a +10 Risk to all creatures within its area.
Whirling Pool
Risk: 8
Shapes: Bolt, Blast, Chain, Wall
Resistance: None
Size Limit: None
Effect: Generates a cyclonic vortex, trapping targets within its area.
Hurricane
Risk: 9
Shapes: Blast, Wall
Resistance: None
Size Limit: Yes
Effect: Unleashes powerful winds, applying a -1 Grit Level penalty to all affected. Creatures in Frail Grit Level are pinned to the ground, incapacitated for the spell’s duration.
Suffocate
Risk: 10
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: Yes
Effect: Knocks down the target. On a Critical, causes Death by asphyxiation.
Ice
Ice Magic deals Ice Damage, immobilizes targets, and alters the environment.
Requirements: Spellcasting
Components: Hands, Verbal, Sight
Critical Range: 17/11/10
Ice Spells
Ice
Encase
Stalagmite
Ice Protection
Crystallize
Slippery
Ice Walk
Ice Weakness
Ice Immunity
Frostbite
Ice
Risk: 1
Shapes: All
Resistance: Reaction
Size Limit: None
Effect: Deals Ice Damage. On a Critical, applies Freeze.
Encase
Risk: 2
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Encases the target in ice, removing 1 Action and reducing Mobility to the lowest Grit Level.
Stalagmite
Risk: 3
Shapes: Bolt, Blast, Chain, Wave, Ring
Resistance: None
Size Limit: None
Effect: Transforms obstacles into ice, making them breakable with a single attack action.
Ice Protection
Risk: 4
Shapes: Barrier, Armor, Veil
Resistance: None
Size Limit: None
Effect: Reduces X Ice Damage, based on the roll. (Applies even if Risk Roll fails.)
Crystallize
Risk: 5
Shapes: Bolt, Barrier, Armor, Blast, Veil, Chain, Wall, Wave, Ring
Resistance: Reaction
Size Limit: None
Effect: Freezes weapons, preventing their use. If used reactively, it can stop an attack before it happens.
Slippery
Risk: 6
Shapes: Bolt, Barrier, Blast, Veil, Chain, Wall, Wave, Ring
Resistance: Reaction
Size Limit: Yes
Effect: Creates a slick ice surface, forcing a Knockdown. On a Critical, deals Ice Damage. Recovering from the Knockdown has a Difficulty of 8. Can be used reactively to halt an incoming attack.
Ice Walk
Risk: 7
Shapes: Blast, Wall
Resistance: None
Size Limit: None
Effect: Covers the ground in slippery ice, applying a -1 Grit Level penalty to those walking on it. Creatures in Frail Grit Level are pinned down, incapacitated for the duration. Moving outside the area negates the effect.
Ice Weakness
Risk: 8
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Makes the target vulnerable to Ice, taking x2 Ice Damage from all Ice-based attacks.
Ice Immunity
Risk: 9
Shapes: Barrier, Armor, Veil
Resistance: None
Size Limit: None
Effect: Grants complete immunity to Ice Attacks. (Succeeds unless you roll within Risk).
Frostbite
Risk: 10
Shapes: Bolt, Enchant, Blast, Chain, Wall, Wave, Ring
Resistance: None
Size Limit: Yes
Effect: Deals Ice Damage. On a Critical, causes severe frostbite, resulting in dismemberment.
Thunder
Thunder magic harnesses the power of immense electrical energy, dealing Thunder damage while invoking potent effects that influence both the environment and the targets.
Requirements: Spellcasting
Components: Hands, Verbal, Sight
Critical Range: 16/11/10
Thunder Spells
Thunder
Electrify
Restore
Thunder Protection
Magnet
Rumble
High Energy
Thunder Weakness
Thunder Immunity
Revive
Thunder
Risk: 1
Shapes: All
Resistance: Reaction
Size Limit: None
Effect: Deals Thunder Damage and inflicts Shock on a Critical hit.
Electrify
Risk: 2
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Prevents targets from using metallic items. If ignored, targets suffer a 1D10 Bonus Die Thunder damage per round.
Restore
Risk: 3
Shapes: Bolt, Blast, Chain, Wave, Ring
Resistance: None
Size Limit: None
Effect: Restores targets from Unconsciousness, Fear, Berserk, or Confusion.
Thunder Protection
Risk: 4
Shapes: Barrier, Armor, Veil
Resistance: None
Size Limit: None
Effect: Protects from a specified amount of Thunder damage, determined by the Roll (Succeeds unless you roll within Risk).
Magnet
Risk: 5
Shapes: Bolt, Barrier, Armor, Blast, Wall, Wave, Ring
Resistance: Reaction
Size Limit: Yes
Effect: Creates a magnetic field that pulls targets with metallic items toward a designated center. Resisting targets must roll against the caster’s original roll. Targets can attempt to resist again during their turn (Difficulty 10) by spending an Action. On success, they can move away from the effect.
Rumble
Risk: 6
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Causes Blindness and Deafness due to a magical storm effect.
High Energy
Risk: 7
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Increases all Attributes by one Level.
Thunder Weakness
Risk: 8
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Forces targets to take double damage from all Thunder attacks.
Thunder Immunity
Risk: 9
Shapes: Barrier, Armor, Veil
Resistance: None
Size Limit: None
Effect: Grants full immunity against Thunder attacks (Succeeds unless you roll within Risk).
Revive
Risk: 10
Shapes: Bolt, Blast, Wave, Ring
Resistance: None
Size Limit: Yes
Effect: Restores a target that has died during the current battle.
Nature
Nature Magic offers utility, transformation and ingenuity.
Requirements: Spellcasting
Components: Hands
Critical Range: 16/11/10
Nature Spells
Roots
Control Animal
Howl
Animal Senses
Goatwalk
Rock
Hide
Animal Form
Forestgate
Venom
Roots
Risk: 1
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Reaction
Size Limit: Yes
Effect: Causes Paralysis. Roots remain after casting (not sustained by the caster) but can be destroyed by targets (Difficulty 12).
Control Animal
Risk: 2
Shapes: Bolt, Armor, Blast, Chain, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Allows the caster to control an animal, commanding it to perform actions as directed.
Howl
Risk: 3
Shapes: Bolt, Enchant, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Emits a terrifying howl that causes Fear in targets (effect is not sustained by the caster).
Animal Senses
Risk: 4
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Grants heat vision and the ability to target living creatures in Darkness or while Invisible. Also provides +1 Mobility and +1 Vigor.
Goatwalk
Risk: 5
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Grants the ability to walk and climb on any surface, including vertical surfaces.
Rock
Risk: 6
Shapes: Bolt, Blast, Veil, Chain, Wall, Wave, Ring
Resistance: None
Size Limit: None
Effect: Hurls rocks that deal Magical Damage and a Battering effect on a Critical hit.
Hide
Risk: 7
Shapes: Barrier, Armor, Chain, Veil, Wall
Resistance: None
Size Limit: None
Effect: Provides X damage Absorption (succeeds unless you Roll within Risk).
Animal Form
Risk: 8
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: Yes
Effect: Transforms a target into an animal of the caster’s choice.
Forestgate
Risk: 9
Shapes: Bolt
Resistance: None
Size Limit: None
Effect: Summons 4 wolves to the caster’s aid.
Venom
Risk: 10
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Deals Poison damage, with the potential for Death on a Critical hit due to poison.
Blood
Blood Magic offers power, damage and control over one’s blood.
Requirements: Spellcasting
Components: Hands, Sight
Critical Range: 18/12/10
Blood Spells
Blood
Bloodrunk
Gush
Bloodfull
Open Wound
Blood Control
Adrenaline
Iron Blood
Blood Dominion
Slay
Blood
Risk: 1
Shapes: All
Resistance: Vigor
Size Limit: None
Effect: Deals Damage. On a Critical, inflicts Daze, impairing the target’s awareness.
Bloodrunk
Risk: 2
Shapes: Bolt, Blast, Chain, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Induces the Berserk Condition and reduces Perception to the lowest Grit Level.
Gush
Risk: 3
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Inflicts Bleeding, causing the target to take Damage at the end of each Round until treated (First Aid: 5 required).
Bloodfull
Risk: 4
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Grants 3 Points of Critical Resistance, reducing the impact of incoming critical hits.
Open Wound
Risk: 5
Shapes: Bolt, Blast, Chain, Wave, Ring
Resistance: Vigor
Size Limit: Yes
Effect: Doubles the Damage taken from all attack types.
Blood Control
Risk: 6
Shapes: Bolt, Blast, Chain, Wave, Ring
Resistance: Vigor
Size Limit: Yes
Effect: Manipulates the target’s blood, allowing the caster to inflict Blindness, Deafness, Silence, or Paralysis automatically (without Vigor Rolls) by spending an Action per effect.
Adrenaline
Risk: 7
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Boosts the target with +1 Threat, +1 Action per Round, and +10 Grit.
Iron Blood
Risk: 8
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Prevents all Damage, but does not protect against status effects.
Blood Dominion
Risk: 9
Shapes: Bolt, Blast, Chain, Wave, Ring
Resistance: Vigor
Size Limit: Yes
Effect: Grants complete control over the target’s blood, making them fully subservient to the caster.
Slay
Risk: 10
Shapes: Bolt, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: Yes
Effect: Deals Damage. On a Critical, causes Dismemberment.
Time
Time Magic offers control over time and space.
Requirements: Spellcasting
Components: Hands, Verbal, Sight
Critical Range: -
Time Spells
Stasis
Warp
Teleport
Haste
Slow
Space Doors
Haven
Banish
Stilltime
Timestop
Stasis
Risk: 1
Shapes: Bolt, Enchant, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Paralyzes the target, preventing movement and actions.
Warp
Risk: 2
Shapes: Bolt, Blast, Chain, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Restores the target to a previous Condition that occurred during the current combat.
Teleport
Risk: 3
Shapes: Bolt, Barrier, Armor, Blast, Veil, Chain, Wave, Ring
Resistance: Vigor (only if used aggressively)
Size Limit: None
Effect: Instantly relocates the caster or a target within Range.
Haste
Risk: 4
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Increases speed, granting +1 Action per Round and doubling Mobility Points.
Slow
Risk: 5
Shapes: Bolt, Blast, Chain, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Reduces speed, causing -1 Action penalty and setting Mobility to the lowest Grit Level.
Space Doors
Risk: 6
Shapes: Bolt, Chain
Resistance: None
Size Limit: None
Effect: Creates linked portals, allowing actions to be connected through space.
Haven
Risk: 7
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Freezes time for X self-isolated Actions. Rolling into Risk cancels the spell.
Banish
Risk: 8
Shapes: Bolt, Enchant, Blast, Chain, Wall, Wave, Ring
Resistance: Vigor
Size Limit: None
Effect: Completely removes a Spirit from existence.
Stilltime
Risk: 9
Shapes: Barrier
Resistance: None
Size Limit: None
Effect: Slows time, stopping an incoming attack while granting an extra Action upon success.
Timestop
Risk: 10
Shapes: Ring
Resistance: None
Size Limit: None
Effect: Freezes time within a Ring-shaped area for X Actions based on the roll. No other time-based spells (Haste, Slow, etc.) can be active simultaneously. Rolling into Risk cancels the spell.
Theurgy
Theurgy Magic channels divine energy into the mortal realm.
Requirements: Spellcasting
Components: Verbal
Critical Range: 16/11/10
Theurgy Spells
Mend
Appease
Clear Sight
Bless
Prowess
Smite
Mantle
Royal Armor
Iron Skin
Divinity
Mend
Risk: 1
Shapes: Bolt, Barrier, Blast, Veil, Chain, Wave, Ring
Resistance: None
Size Limit: None
Effect: Restores X Grit Points based on the roll. Grit cannot exceed the target’s default maximum level.
Appease
Risk: 2
Shapes: Bolt, Blast, Chain, Wave, Ring
Resistance: None
Size Limit: None
Effect: Removes a temporary Condition from the target while in combat.
Clear Sight
Risk: 3
Shapes: Bolt, Armor, Blast, Chain, Wave, Ring
Resistance: None
Size Limit: None
Effect: Grants vision through Fog, Darkness, and Invisibility, allowing the target to see clearly.
Bless
Risk: 4
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Grants X additional Grit Points based on the roll. Grit can exceed the target’s default maximum.
Prowess
Risk: 5
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Sets the target’s Grit to Prime Level, regardless of any prior conditions or penalties.
Smite
Risk: 6
Shapes: Bolt, Enchant, Blast, Chain, Wall, Wave, Ring
Resistance: None
Size Limit: None
Effect: Deals Damage. On a Critical, inflicts -1 Grit Level on the target.
Mantle
Risk: 7
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Delays all received Damage and Effects by X Rounds, based on the roll.
Royal Armor
Risk: 8
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Reduces all incoming Damage by 50%, regardless of type.
Iron Skin
Risk: 9
Shapes: Barrier, Armor, Veil
Resistance: None
Size Limit: None
Effect: Nullifies all Critical Effects, regardless of success (Succeeds, unless you Roll within Risk).
Divinity
Risk: 10
Shapes: Armor
Resistance: None
Size Limit: None
Effect: Reduces all enemy attacks by 1 Grit Level when targeting the caster.
Fire Spells Breakdown
Fire
Bolt: Fire Damage to a single target. Burn upon Critical.
Barrier: Fire Damage to the attacker, regardless of success, for an attack. Burn upon Critical.
Armor: Fire Damage upon contact, applied automatically as long as the caster sustains the effect. Burn upon Critical.
Enchant: Weapon deals extra Fire Damage with every strike. Can be sustained or used once to support another attack. Burn upon Critical.
Blast: Fire Damage to multiple targets in the Field area. Burn upon Critical.
Veil: Fire Damage to multiple attackers in the Field area, regardless of success, for an attack. Burn upon Critical.
Chain: Fire Damage to up to four targets. Burn upon Critical.
Wall: Fire Damage to targets within the Wall area. New contacts suffer Fire Damage automatically. Burn upon Critical.
Wave: Fire Damage to multiple targets in the Wave area. Burn upon Critical.
Ring: Fire Damage to multiple targets in the Ring area. Burn upon Critical.
Light
Bolt: Illuminates a single target for as long as the caster sustains the effect.
Armor: Illuminates self for as long as the caster sustains the effect.
Enchant: Imbues weapon with Light for as long as the caster sustains the effect or for an instance while supporting another action.
Blast: Illuminates targets within a Field radius for as long as the caster sustains the effect.
Chain: Illuminates up to four targets for as long as the caster sustains the effect.
Wall: Illuminates Wall Area for as long as the caster sustains the effect or upon contact. Targets who walk through the wall are illuminated while within the affected area only.
Wave: Illuminates targets within Wave area for as long as the caster sustains the effect.
Ring: Illuminates targets within Ring area for as long as the caster sustains the effect.
Heat
Bolt: Heat effect to a single target.
Blast: Heat effect upon multiple targets.
Chain: Heat effect against up to four targets.
Wall: Heat effect upon targets within Wall area. New contacts suffer Heat effect automatically. The Wall remains for as long as the caster sustains the effect.
Wave: Heat effect to multiple targets in Wave area.
Ring: Heat effect to multiple targets in Ring area.
Fire Protection
Barrier: Provides X Points of Fire Absorption according to Roll to a single target for an attack regardless of success.
Armor: Provides X Points of Fire Absorption according to Roll for as long as the caster sustains the effect.
Veil: Provides X Points of Fire Absorption according to Roll to multiple targets for an attack regardless of success.
Fog
Blast: Creates a Fog effect in the area for as long as the caster sustains the effect.
Wall: Creates a Fog effect in the Wall area for as long as the caster sustains the effect.
Firegate
Bolt: Summons a Spirit of Fire for as long as the caster sustains the effect.
Fire Weakness
Bolt: Fire Weakness to a single target for as long as the caster sustains the effect.
Blast: Fire Weakness upon multiple targets for as long as the caster sustains the effect.
Chain: Fire Weakness against up to four targets for as long as the caster sustains the effect.
Wall: Fire Weakness upon targets within Wall area. New contacts suffer Fire Weakness automatically. The Wall remains for as long as the caster sustains the effect.
Wave: Fire Weakness to multiple targets in Wave area for as long as the caster sustains the effect.
Ring: Fire Weakness to multiple targets in Ring area for as long as the caster sustains the effect.
Fire Immunity
Barrier: Provides Fire Immunity to a single target for an attack.
Armor: Provides Fire Immunity for as long as the caster sustains the effect.
Veil: Provides Fire Immunity to multiple targets for an attack.
Smoke
Blast: Creates a Smoke effect in the area for as long as the caster sustains the effect.
Wall: Creates a Smoke effect in the Wall area for as long as the caster sustains the effect.
Incinerate
Bolt: Fire Damage to a single target & Death upon Critical.
Enchant: Weapon deals extra Fire Damage & Death upon Critical with every strike for as long as the caster sustains the effect or for an instance while supporting another action.
Blast: Fire Damage & Death upon Critical to targets within Field area.
Chain: Fire Damage against up to 4 targets & Death upon Critical.
Wall: Fire damage & Death upon Critical to targets within Wall area. New contacts suffer the same effect automatically.
Wave: Fire damage & Death upon Critical to multiple targets in a row.
Ring: Fire damage & Death upon Critical to multiple targets within Ring area.
Core Spells Breakdown
Mind Thrust
Bolt: Psychic Damage to a single target & Insanity upon Critical.
Barrier: Psychic Damage & Insanity upon Critical to attacker regardless of success, for an attack.
Armor: Psychic Damage & Insanity upon Critical upon contact automatically, for as long as the caster sustains the effect.
Enchant: Weapon deals extra Psychic Damage & Insanity upon Critical with every strike for as long as the caster sustains the effect or for an instance while supporting another attack.
Blast: Psychic Damage & Insanity upon Critical on multiple targets in Field area.
Veil: Psychic Damage & Insanity upon Critical to multiple attackers in Field area regardless of success, for an attack.
Chain: Psychic Damage & Insanity upon Critical against up to four targets.
Wall: Psychic Damage & Insanity upon Critical upon targets within Wall area. New contacts suffer Fire Damage automatically.
Wave: Psychic Damage & Insanity upon Critical to multiple targets, Wave area.
Ring: Psychic Damage & Insanity upon Critical to multiple targets in Ring area.
Blink
Bolt: Teleports a single target up to caster’s Range.
Barrier: Teleports a single target up to caster’s Range in order to avoid an attack or move an ally closer to a target while attacking.
Armor: Blink effect automatically upon success when attacked for as long as the caster sustains the effect.
Blast: Teleports multiple targets within the Field area up to the caster’s Range.
Veil: Teleports multiple targets in Field area up to caster’s Range in order to avoid an attack.
Chain: Teleports up to four targets up to the caster’s Range in sequence.
Pressure
Bolt: Psychic Damage to a single target & Batter upon Critical.
Blast: Psychic Damage & Batter upon Critical to multiple targets in Field area.
Chain: Psychic Damage against up to 4 targets & Batter upon Critical.
Wall: Psychic damage & Batter effect upon Critical to targets within Wall area. New contacts suffer the same effect automatically.
Wave: Psychic damage & Batter effect upon Critical to multiple targets in Wave area.
Ring: Psychic damage & Batter effect upon Critical to multiple targets in Ring area.
Force
Bolt: Pushes a single target by X Tiles with Knockdown effect upon Critical.
Barrier: Stops incoming physical attack. Melee attackers are pushed X Tiles away upon contact with an additional Knockdown effect upon Critical.
Armor: Stops incoming physical attacks upon success for as long as the caster sustains the effect. Melee attackers are pushed X Tiles away upon contact with an additional Knockdown effect upon Critical.
Enchant: Weapon deals extra Bash effect with every strike along with a Knockdown effect upon Critical for as long as the caster sustains the effect or for an instance while supporting another action.
Blast: Pushes multiple targets within Field area by X Tiles with Knockdown effect upon Critical.
Veil: Stops incoming physical attacks upon success. Melee attackers are pushed X Tiles away upon contact with an additional Knockdown effect upon Critical.
Chain: Pushes up to four targets by X Tiles with Knockdown effect upon Critical.
Wall: Pushes targets and deals a Knockdown effect upon Critical within Wall area. New contacts suffer the same effect automatically. Ranged attacks are not affected however.
Wave: Pushes targets and deals Knockdown effect upon Critical to multiple targets within Wave area.
Ring: Pushes targets and deals Knockdown effect upon Critical to multiple targets within Ring area.
Emotion
Bolt: Causes Emotion to a single target.
Blast: Causes Emotion to multiple targets in Field Area.
Chain: Causes Emotion to up 4 targets.
Wall: Causes Emotion to targets within Wall area. New contacts suffer the same effect upon Immunity Check.
Wave: Causes Emotion to multiple targets in Wave area.
Ring: Causes Emotion to multiple targets in Ring area.
Illusion
Bolt: Causes Oblivion to a single target for as long as the caster sustains the effect.
Blast: Causes Oblivion to multiple targets for as long as the caster sustains the effect.
Chain: Causes Oblivion to up 4 targets for as long as the caster sustains the effect.
Wall: Causes Oblivion to targets within Wall area. New contacts suffer the same effect automatically.
Wave: Causes Oblivion to multiple targets in Wave area for as long as the caster sustains the effect.
Ring: Causes Oblivion to multiple targets in Ring area for as long as the caster sustains the effect.
Mental Immunity
Barrier: Provides Mental Immunity to a single target for an attack.
Armor: Provides Mental Immunity for as long as the caster sustains the effect.
Veil: Provides Mental Immunity to multiple targets within Field area for an attack.
Invisibility
Armor: Provides Invisibility to a target for as long as the caster sustains the effect.
Reflect
Barrier: Returns physical attack back to attacker upon success.
Armor: Returns physical attacks back to attackers upon success for as long as the caster sustains the effect.
Control
Bolt: Causes Control to a single target for as long as the caster sustains the effect.
Blast: Causes Control to multiple targets in Field area for as long as the caster sustains the effect.
Chain: Causes Control to up 4 targets for as long as the caster sustains the effect.
Wall: Causes Control to targets within Wall area. New contacts suffer the same effect upon Immunity Check.
Wave: Causes Control to multiple targets in Wave area for as long as the caster sustains the effect.
Ring: Causes Control to multiple targets in Ring area for as long as the caster sustains the effect.
Death Spells Breakdown
Drain
Bolt: Drains Grit from a single target.
Enchant: Weapon Drains Grit with every strike for as long as the caster sustains the effect or for an instance while supporting another action. Grit gained by weapon strikes can stack.
Blast: Drains Grit from multiple targets.
Chain: Drains Grit from up to 4 targets.
Wall: Drains Grit from targets within Wall area. New contacts suffer the same effect automatically.
Wave: Drains Grit from multiple targets in Wave area.
Ring: Drains Grit from multiple targets in Ring area.
Rot
Bolt: Rot to a single target.
Enchant: Weapon deals extra Rot Effect with every strike for as long as the caster sustains the effect or for an instance while supporting another action.
Blast: Rot to multiple targets in Field area.
Chain: Rot against up to four targets.
Wall: Rot effect to targets within Wall area. New contacts suffer the effect automatically.
Wave: Rot to a single target within Wave area.
Ring: Rot to a single target to targets within Ring area.
Undergate
Bolt: Summons a Dweller or a Baaru upon Critical for as long as the caster sustains the effect.
Vex
Bolt: Disables one sense for a single target. The effect lasts as long as the caster sustains it.
Blast: Disables one sense for multiple targets within the Field area. The effect lasts as long as the caster sustains it.
Chain: Disables one sense for up to four targets. The effect lasts as long as the caster sustains it.
Wall: Disables one sense for targets within the Wall area. New contacts suffer the same effect automatically. The effect lasts as long as the caster sustains it.
Wave: Disables one sense for multiple targets within the Wave area. The effect lasts as long as the caster sustains it.
Ring: Disables one sense for multiple targets within the Ring area. The effect lasts as long as the caster sustains it.
Wither
Bolt: -2 Grit Levels to a single target. For as long as the caster sustains the effect.
Enchant: Weapon inflicts a -2 Grit Level penalty with every strike for as long as the caster sustains the effect or for an instance while supporting another action.
Blast: -2 Grit Levels on multiple targets in Field Area for as long as the caster sustains the effect.
Chain: -2 Grit Levels against up to 4 targets for as long as the caster sustains the effect.
Wall: -2 Grit Levels on targets within Wall area for as long as the caster sustains the effect. New contacts suffer the same effect automatically.
Wave: -2 Grit Levels on multiple targets in Wave area for as long as the caster sustains the effect.
Ring: -2 Grit Levels on multiple targets in Ring area for as long as the caster sustains the effect.
Dominion
Bolt: Controls a Lesser Undead for as long as the caster sustains the effect.
Blast: Controls multiple Lesser Undead for as long as the caster sustains the effect.
Chain: Controls up to 4 Lesser Undead targets for as long as the caster sustains the effect.
Wall: Controls Lesser Undead targets within Wall area. New contacts suffer the same effect automatically.
Wave: Controls Lesser Undead targets in Wave area for as long as the caster sustains the effect.
Ring: Controls Lesser Undead targets in Ring area for as long as the caster sustains the effect.
Curse
Bolt: Reduces Grit by 50% to a single target for as long as the caster sustains the effect.
Blast: Reduces Grit by 50% to multiple targets for as long as the caster sustains the effect.
Chain: Reduces Grit by 50% to up to 4 targets for as long as the caster sustains the effect.
Wall: Reduces Grit by 50% to targets within Wall area. New contacts suffer the same effect automatically.
Wave: Reduces Grit by 50% to multiple targets in Wave area for as long as the caster sustains the effect.
Ring: Reduces Grit by 50% to multiple targets in Ring area for as long as the caster sustains the effect.
Destroy Undead
Bolt: Destroys a Lesser Undead.
Armor: Destroys Lesser Undead attackers upon contact automatically for as long as the caster sustains the effect.
Enchant: Weapon Destroys Lesser Undead Creatures as an extra effect upon hit for as long as the caster sustains the effect or for an instance while supporting another action.
Blast: Destroys multiple Lesser Undead targets.
Veil: Destroys multiple Lesser Undead attackers in Field Area upon contact.
Chain: Destroys up to 4 Lesser Undead targets.
Wall: Destroys Lesser Undead targets within Wall area. New contacts suffer the same effect automatically.
Wave: Destroys Lesser Undead targets in Wave area.
Ring: Destroys Lesser Undead targets in Ring area.
Ethergate
Bolt: Summons a Lingering Spirit or a Spirit of Despair upon Critical for as long as the caster sustains the effect.
Death
Bolt: Inflicts Necrotic Damage & Death upon Critical to a single target.
Enchant: Weapons Inflict Necrotic Damage & Death upon Critical with every strike for as long as the caster sustains the effect or for an instance while supporting another action.
Blast: Inflicts Necrotic Damage & Death upon Critical to multiple targets in Field area.
Chain: Inflicts Necrotic Damage & Death upon Critical to up to 4 targets.
Wall: Inflicts Necrotic Damage & Death upon Critical to targets within Wall area. New contacts suffer the same effect automatically.
Wave: Inflicts Necrotic Damage & Death upon Critical to multiple targets in Wave area.
Ring: Inflicts Necrotic Damage & Death upon Critical to multiple targets in Ring area.
Wind Spells Breakdown
Wind
Bolt: Pushes a single target by X Tiles with Knockdown effect upon Critical.
Barrier: Stops incoming physical attack. Melee attackers are pushed X Tiles away upon contact if the defensive Roll exceeds their Vigor, with an additional Knockdown effect upon Critical.
Armor: Stops incoming physical attacks for as long as the caster sustains the effect. Melee attackers are pushed X Tiles away upon contact if the defensive Roll exceeds their Vigor, with an additional Knockdown effect upon Critical.
Enchant: Weapon deals extra Bash effect with every strike along with a Knockdown effect upon Critical for as long as the caster sustains the effect or for an instance while supporting another action.
Blast: Pushes multiple targets within Field area by X Tiles with Knockdown effect upon Critical.
Veil: Stops incoming physical attacks in Field area. Melee attackers are pushed X Tiles away upon contact with an additional Knockdown effect upon Critical.
Chain: Pushes up to four targets by X Tiles & Knockdown effect upon Critical.
Wall: Pushes targets and deals a Knockdown effect upon Critical within Wall area. New contacts suffer the same effect automatically. It can also block projectiles upon success.
Wave: Pushes targets and deals Knockdown effect upon Critical to multiple targets in a row.
Ring: Pushes targets and deals Knockdown effect upon Critical to multiple targets within Ring area.
Gust
Bolt: Disarms all held items from a single target.
Barrier: Disarms incoming Melee attacker and stops their attack.
Blast: Disarms all held items from multiple targets within Field Area.
Chain: Disarms all held items from up to four targets.
Wave: Disarms all held items from multiple targets within Wave area.
Ring: Disarms all held items from multiple targets within Ring area.
Flight
Bolt: Instantly moves a willing target up to the caster’s Range.
Barrier: Instantly moves a willing target up to the caster’s Range to evade an incoming attack.
Armor: Grants a target the ability to fly for as long as the caster sustains the effect.
Blast: Instantly moves multiple willing targets in Field Area up to the caster’s Range.
Veil: Instantly moves all willing targets within a Field area up to the caster’s Range to evade an incoming attack.
Chain: Instantly moves up to four willing targets up to the caster’s Range.
Wave: Instantly moves multiple willing targets in Wave Area up to the caster’s Range.
Ring: Instantly moves multiple willing targets in Ring Area up to the caster’s Range.
Muffle
Bolt: Silences a single target for as long as the caster sustains the effect.
Blast: Silences all targets within the Field area for as long as the caster sustains the effect.
Chain: Silences up to four targets, linking them together. If one target is affected, the others are also silenced for as long as the caster sustains the effect.
Wall: Silences all targets within the Wall area for as long as the caster sustains the effect. New contacts suffer the same effect automatically.
Wave: Silences all targets within the Wave area for as long as the caster sustains the effect.
Ring: Silences all targets within the Ring area for as long as the caster sustains the effect.
Slow Fall
Barrier: Prevents fall damage to a target or self instantly (Roll only for Risk).
Armor: Allows smooth landings without fall damage for as long as the caster sustains the effect (No Roll).
Veil: Prevents targets from suffering fall damage within a Field Radius instantly (Roll only for Risk).
Windgate
Bolt: Summons a Spirit of Wind for as long as the caster sustains the effect.
Gale
Bolt: Causes +10 Risk to a single target for as long as the caster sustains the effect.
Blast: Causes +10 Risk upon multiple targets in Field area for as long as the caster sustains the effect.
Chain: Causes +10 Risk against up to four targets for as long as the caster sustains the effect.
Wall: Causes +10 Risk upon targets within Wall area. New contacts suffer Causes Knockdown automatically.
Wave: Causes +10 Risk to multiple targets in Wave area for as long as the caster sustains the effect.
Ring: Causes +10 Risk to multiple targets in Ring area for as long as the caster sustains the effect.
Whirling Pool
Bolt: Prevents a single target from moving (Roll) for as long as the caster sustains the effect.
Blast: Prevents affected targets in Field Area from leaving the area (Roll) for as long as the caster sustains the effect.
Chain: Prevents up to four targets from leaving the area (Roll) for as long as the caster sustains the effect.
Wall: Prevents affected targets in Wall area from leaving. New contacts suffer the same effect automatically.
Hurricane
Blast: Forces -1 Grit Level Dynamic Grit penalty within Field area for as long as the caster sustains the effect.
Wall: Forces -1 Grit Level Dynamic Grit penalty within Wall area for as long as the caster sustains the effect.
Suffocate
Bolt: Knockdown effect & Death upon Critical to a single target.
Blast: Knockdown effect & Death upon Critical to targets within Field area.
Chain: Knockdown effect & Death upon Critical to up to four targets.
Wall: Knockdown effect & Death effect upon Critical within Wall area. New contacts suffer the same effect automatically.
Wave: Knockdown effect & Death upon Critical to targets within Wave area.
Ring: Knockdown effect & Death upon Critical to targets within Ring area.
Ice Spells Breakdown
Ice
Bolt: Ice Damage & Freeze upon Critical to a single target.
Barrier: Ice Damage & Freeze upon Critical to attacker regardless of success, for an attack.
Armor: Ice Damage & Freeze upon Critical upon contact automatically, for as long as the caster sustains the effect.
Enchant: Weapon deals extra Ice Damage & Freeze upon Critical with every strike for as long as the caster sustains the effect or for an instance while supporting another action.
Blast: Ice Damage & Freeze upon Critical upon multiple targets.
Veil: Ice Damage & Freeze upon Critical to multiple attackers regardless of success, for an attack.
Chain: Ice Damage & Freeze upon Critical against up to four targets.
Wall: Ice Damage & Freeze upon Critical upon targets within Wall area. New contacts suffer Ice Damage & Freeze upon Critical automatically.
Wave: Ice Damage & Freeze upon Critical to multiple targets in a Wave area.
Ring: Ice Damage & Freeze upon Critical to multiple targets in Ring area.
Encase
Bolt: -1 Action & -2 Mobility Levels to a single target for as long as the caster sustains the effect.
Blast: -1 Action & -2 Mobility Levels to multiple targets for as long as the caster sustains the effect.
Chain: -1 Action & -2 Mobility Levels against up to 4 targets for as long as the caster sustains the effect.
Wall: -1 Action & -2 Mobility Levels to targets within Wall area for as long as the caster sustains the effect. New contacts suffer the same effect automatically.
Wave: -1 Action & -2 Mobility Levels to multiple targets in Wave area for as long as the caster sustains the effect.
Ring: -1 Action & -2 Mobility Levels to multiple targets in Ring area for as long as the caster sustains the effect.
Stalagmite
Bolt: Transforms an Obstacle (1 tile) into ice.
Blast: Transforms an Obstacle (Field Area) into ice.
Chain: Transforms up to 4 Obstacles (1 tile each) into ice.
Wave: Transforms all Obstacles in Wave area into ice.
Ring: Transforms all Obstacles in Ring area into ice.
Ice Protection
Barrier: Provides X Points of Ice Absorption according to Roll to a single target for an attack regardless of success.
Armor: Provides X Points of Ice Absorption according to Roll for as long as the caster sustains the effect.
Veil: Provides X Points of Ice Absorption according to Roll to multiple targets for an attack regardless of success.
Crystallize
Bolt: Freezes weapon of a single target for as long as the caster sustains the effect.
Barrier: Prevents incoming physical or fire attack by freezing it momentarily.
Armor: Prevents incoming physical or fire attacks by freezing them for as long as the caster sustains the effect.
Blast: Freezes weapons of multiple targets for as long as the caster sustains the effect.
Veil: Prevents incoming physical or fire attack in Field area by freezing it.
Chain: Freezes weapons of up to four targets for as long as the caster sustains the effect.
Wall: Freezes weapons of targets within Wall area. New contacts suffer the effect automatically.
Wave: Freezes items of multiple targets in Wave area for as long as the caster sustains the effect.
Ring: Freezes items of multiple targets in Ring area for as long as the caster sustains the effect.
Slippery
Bolt: Knockdown & Ice Damage upon Critical to a single target.
Barrier: Knockdown to incoming attacker stopping their attack upon success.
Blast: Knockdown to multiple targets in Field area & Ice Damage upon Critical.
Veil: Knockdown to incoming attackers stopping their attacks upon success.
Chain: Knockdown to up 4 targets & Ice Damage upon Critical.
Wall: Knockdown to targets within Wall area & Ice Damage upon Critical. New contacts suffer the same effect automatically.
Wave: Knockdown to multiple targets & Ice Damage upon Critical in Wave area.
Ring: Knockdown to multiple targets & Ice Damage upon Critical in Ring area.
Ice Walk
Blast: Forces -1 Grit Level penalty to multiple targets in Field Area for as long as the caster sustains the effect.
Wall: Forces -1 Grit Level penalty to multiple targets in Wall Area for as long as the caster sustains the effect. New contacts suffer the effect automatically.
Ice Weakness
Bolt: Ice Weakness to a single target for as long as the caster sustains the effect.
Blast: Ice Weakness upon multiple targets for as long as the caster sustains the effect.
Chain: Ice Weakness against up to four targets.
Wall: Ice Weakness upon targets within Wall area. New contacts suffer Ice Weakness automatically. The Wall remains for as long as the caster sustains the effect.
Wave: Ice Weakness to multiple targets in Wave area.
Ring: Ice Weakness to multiple targets in Ring area.
Ice Immunity
Barrier: Provides Ice Immunity to a single target for an attack.
Armor: Provides Ice Immunity effect for as long as the caster sustains the effect.
Veil: Provides Ice Immunity to multiple targets for an attack.
Frostbite
Bolt: Ice Damage to a single target & Dismember upon Critical.
Enchant: Weapon deals extra Ice Damage & Dismember upon Critical with every strike for as long as the caster sustains the effect or for an instance while supporting another action.
Blast: Ice Damage & Dismember upon Critical to targets within Field area.
Chain: Ice Damage against up to 4 targets & Dismember upon Critical for as long as the caster sustains the effect.
Wall: Ice damage & Dismember upon Critical to targets within Wall area. New contacts suffer the same effect automatically.
Wave: Ice damage & Dismember effect upon to multiple targets in Wave area.
Ring: Ice damage & Dismember effect upon Critical to multiple targets within Ring area.
Thunder Spells Breakdown
Thunder
Bolt: Thunder Damage & Shock upon Critical to a single target.
Barrier: Thunder Damage & Shock upon Critical to attacker regardless of success, for an attack.
Armor: Thunder Damage & Shock on Critical upon contact automatically, for as long as the caster sustains the effect.
Enchant: Weapon deals extra Thunder Damage & Shock upon Critical with every strike for as long as the caster sustains the effect or for an instance while supporting another action.
Blast: Thunder Damage & Shock upon Critical upon multiple targets in Field area.
Veil: Thunder Damage & Shock upon Critical to multiple attackers in Field area regardless of success, for an attack.
Chain: Thunder Damage & Shock upon Critical against up to four targets.
Wall: Thunder Damage & Shock upon Critical upon targets within Wall area. New contacts suffer Thunder Damage & Shock upon Critical automatically.
Wave: Thunder Damage & Shock upon Critical to multiple targets in a Wave area.
Ring: Thunder Damage & Shock upon Critical to multiple targets in Ring area.
Electrify
Bolt: Prevents a single target from using metallic items for as long as the caster sustains the effect.
Blast: Prevents targets in Field area from using metallic items for as long as the caster sustains the effect.
Chain: Prevents up to 4 targets from using metallic items for as long as the caster sustains the effect.
Wall: Prevents target from using metallic items within Wall area for as long as the caster sustains the effect. New contacts suffer the same effect automatically.
Wave: Prevents multiple targets in Wave area from using metallic items for as long as the caster sustains the effect.
Ring: Prevents multiple targets in Ring area from using metallic items for as long as the caster sustains the effect.
Restore
Bolt: Restores target from Unconsciousness, Fear, Berserk, Confusion.
Blast: Restores multiple targets from Unconsciousness, Fear, Berserk, Confusion.
Chain: Restores up to 4 targets from Unconsciousness, Fear, Berserk, Confusion.
Wave: Restores multiple targets from Unconsciousness, Fear, Berserk, Confusion in Wave area.
Ring: Restores multiple targets from Unconsciousness, Fear, Berserk, Confusion in Ring area.
Thunder Protection
Barrier: Provides X Points of Thunder Absorption according to Roll to a single target for an attack regardless of success.
Armor: Provides X Points of Thunder Absorption according to Roll for as long as the caster sustains the effect.
Veil: Provides X Points of Thunder Absorption according to Roll to multiple targets for an attack regardless of success.
Magnet
Bolt: Unleashes a Bolt with a Magnet effect that draws metallic items of adjacent Tiles along with the bolt to its destination.
Barrier: Deflects attacks made from metallic weapons by reversing the Magnet effect.
Armor: Deflects attacks made from metallic weapons by reversing the Magnet effect for as long as the caster sustains the effect (no Roll).
Blast: Creates Magnet effect in Field Area drawing involved targets to its epicenter.
Wall: Creates Magnet effect in Wall Area drawing involved targets to the epicenter. New contacts suffer the effect automatically.
Wave: Creates Magnet effect that draws metallic items towards Wave’s destination.
Ring: Creates Magnet effect that draws metallic items towards Ring’s destination.
Rumble
Bolt: Causes Blindness & Deafness to a single target for as long as the caster sustains the effect.
Blast: Causes Blindness & Deafness to multiple targets in Field Area for as long as the caster sustains the effect.
Chain: Causes Blindness & Deafness to up to 4 targets & Shock for as long as the caster sustains the effect.
Wall: Causes Blindness & Deafness to targets within Wall area. New contacts suffer the same effect automatically.
Wave: Causes Blindness & Deafness to multiple targets in Wave area for as long as the caster sustains the effect.
Ring: Causes Blindness & Deafness to multiple targets in Ring area for as long as the caster sustains the effect.
High Energy
Armor: Increases all Attributes for as long as the caster sustains the effect.
Thunder Weakness
Bolt: Thunder Weakness to a single target for as long as the caster sustains the effect.
Blast: Thunder Weakness upon multiple targets in Field Area for as long as the caster sustains the effect.
Chain: Thunder Weakness against up to four targets for as long as the caster sustains the effect.
Wall: Thunder Weakness upon targets within Wall area. New contacts suffer Thunder Weakness automatically. The Wall remains for as long as the caster sustains the effect.
Wave: Thunder Weakness to multiple targets in Wave area for as long as the caster sustains the effect.
Ring: Thunder Weakness to multiple targets in Ring area for as long as the caster sustains the effect.
Thunder Immunity
Barrier: Provides Thunder Immunity to a single target for an attack.
Armor: Provides Thunder Immunity for as long as the caster sustains the effect.
Veil: Provides Thunder Immunity to multiple targets for an attack.
Revive
Bolt: Revives a single target that has been dead for the current Battle.
Blast: Revives multiple targets in Field area that have been dead for the current Battle.
Wave: Revives multiple targets in Wave area that have been dead for the current Battle.
Ring: Revives multiple targets in Ring area that have been dead for the current Battle.
Nature Spells Breakdown
Roots
Bolt: Causes Paralysis effect to a single target.
Blast: Causes Paralysis effect upon multiple targets in Field area.
Chain: Causes Paralysis effect against up to four targets.
Wall: Causes Paralysis upon targets within Wall area. New contacts suffer the effect automatically.
Wave: Causes Paralysis effect to multiple targets in a Wave.
Ring: Causes Paralysis effect to multiple targets in Ring area.
Control Animal
Bolt: Controls a single animal for as long as the caster sustains the effect.
Blast: Controls multiple animals in Field area for as long as the caster sustains the effect.
Armor: Target is ignored by animals for as long as the caster sustains the effect.
Chain: Controls up to four animals for as long as the caster sustains the effect.
Wave: Controls animals in a Wave area for as long as the caster sustains the effect.
Ring: Controls animals in a Ring area for as long as the caster sustains the effect.
Animal Senses
Armor: Provides Heat Vision properties, +1 Mobility, +1 Vigor to a target for as long as the caster sustains the effect.
Howl
Bolt: Causes Fear to a single target.
Blast: Causes Fear to multiple targets in Field area.
Chain: Causes Fear to up to 4 targets.
Wall: Causes Fear upon Critical to targets within Wall area. New contacts suffer the same effect automatically.
Enchant: Weapons cause Fear with every strike for as long as the caster sustains the effect or for an instance while supporting another action.
Wave: Causes Fear to multiple targets in Wave area.
Ring: Causes Fear to multiple targets in Ring area.
Goatwalk
Armor: Provides Goatwalk to a single target for as long as the caster sustains the effect.
Rock
Bolt: Magical Damage & Batter upon critical to a single target.
Blast: Magical Damage & Batter upon critical upon multiple targets in Field area.
Chain: Magical Damage & Batter upon critical against up to four targets.
Wall: Magical Damage & Batter upon critical upon targets within Wall area. New contacts and attacks are blocked automatically.
Wave: Magical Damage & Batter upon critical to multiple targets in a Wave area.
Ring: Magical Damage & Batter upon critical to multiple targets in Ring area.
Hide
Barrier: Provides Absorption according to Roll to fully or partly stop an incoming attack regardless of success.
Armor: Provides Absorption according to Roll for as long as the caster sustains the effect.
Chain: Provides Absorption according to Roll to up to four targets for as long as the caster sustains the effect.
Veil: Provides Absorption according to Roll to fully or partly stop an incoming attack to targets within a Field Area regardless of success.
Wall: Creates a Wall that Absorbs Damage equal to Roll for as long as the caster sustains the effect. Creatures that move through the Wall require 4 Mobility Points/Tile and cannot perform Actions or Reactions while within Wall area.
Animal Form
Bolt: Transforms a single target to animal for as long as the caster sustains the effect.
Blast: Transforms multiple targets to animals in Field area for as long as the caster sustains the effect.
Chain: Transforms up to four targets into animals for as long as the caster sustains the effect.
Wall: Transforms multiple targets to animals in Wall area for as long as the caster sustains the effect. Targets that walk into the Wall suffer the effect automatically.
Wave: Transforms targets into animals in a Wave area for as long as the caster sustains the effect.
Ring: Transforms targets into animals in a Ring area for as long as the caster sustains the effect.
Forestgate
Bolt: Summons 4 Wolves, for as long as the caster sustains the effect.
Venom
Bolt: Poison Damage & Death upon Critical to a single target.
Blast: Poison Damage & Death upon Critical upon multiple targets in Field area.
Chain: Poison Damage & Death upon Critical against up to four targets.
Wall: Poison Damage & Death upon Critical upon targets within Wall area. New contacts suffer Poison Damage & Death upon Critical automatically.
Wave: Poison Damage & Death upon Critical to multiple targets in a Wave area.
Ring: Poison Damage & Death upon Critical to multiple targets in Ring area.
Blood Spells Breakdown
Blood
Bolt
Magical Damage & Daze upon Critical to a single target.
Barrier
Magical Damage & Daze upon Critical to attacker, regardless of success, for an attack.
Armor
Magical Damage & Daze upon Critical upon contact automatically, sustained.
Enchant
Weapon deals extra Magical Damage & Daze upon Critical with each strike, sustained.
Blast
Magical Damage & Daze upon Critical to multiple targets in Field area.
Veil
Magical Damage & Daze upon Critical to multiple attackers in Field area upon success, for an attack.
Chain
Magical Damage & Daze upon Critical to up to four targets.
Wall
Magical Damage & Daze upon Critical to targets within Wall area. New contacts suffer effects automatically.
Wave
Magical Damage & Daze upon Critical to multiple targets in Wave area.
Ring
Magical Damage & Daze upon Critical to multiple targets in Ring area.
Bloodrunk
Bolt
Causes Berserk & –2 Levels to Perception to a single target for the whole battle.
Blast
Causes Berserk & –2 Levels to Perception to multiple targets in Field area for the whole battle.
Chain
Causes Berserk & –2 Levels to Perception to up to four targets for the whole battle.
Wave
Causes Berserk & –2 Levels to Perception to multiple targets in Wave area for the whole battle.
Ring
Causes Berserk & –2 Levels to Perception to multiple targets in Ring area for the whole battle.
Gush
Bolt
Bleeding effect to a single target.
Enchant
Weapon deals extra Bleeding effect with every strike, sustained.
Blast
Bleeding effect upon multiple targets in Field area.
Chain
Bleeding effect against up to four targets.
Wall
Bleeding effect to targets within Wall area, sustained. New contacts suffer Bleeding automatically.
Wave
Bleeding effect to multiple targets in Wave area.
Ring
Bleeding effect to multiple targets in Ring area.
Bloodfull
Armor
Grants 3 Points of Critical Resistance to a target, sustained.
Open Wound
Bolt
Causes Weakness to all Damage to a single target, sustained.
Blast
Causes Weakness to all Damage to multiple targets in Field area, sustained.
Chain
Causes Weakness to all Damage to up to four targets, sustained.
Wave
Causes Weakness to all Damage to multiple targets in Wave area, sustained.
Ring
Causes Weakness to all Damage to multiple targets in Ring area, sustained.
Blood Control
Bolt
Can cause one Effect per Action (Blindness, Deafness, Silence, Paralysis) to a single target, sustained.
Blast
Can cause one Effect per Action (Blindness, Deafness, Silence, Paralysis) to multiple targets in Field area, sustained.
Chain
Can cause one Effect per Action (Blindness, Deafness, Silence, Paralysis) to up to four targets, sustained.
Wave
Can cause one Effect per Action (Blindness, Deafness, Silence, Paralysis) to multiple targets in Wave area, sustained.
Ring
Can cause one Effect per Action (Blindness, Deafness, Silence, Paralysis) to multiple targets in Ring area, sustained.
Adrenaline
Armor
Grants +1 Threat, +1 Action, +10 Grit to a target, sustained.
Iron Blood
Armor
Protects against Damage (but not effects), sustained.
Blood Dominion
Bolt
Gains total control of Blood (as in Controlled) of a single target, sustained.
Blast
Gains total control of Blood (as in Controlled) of multiple targets in Field area, sustained.
Chain
Gains total control of Blood (as in Controlled) of up to four targets, sustained.
Wave
Gains total control of Blood (as in Controlled) of multiple targets in Wave area, sustained.
Ring
Gains total control of Blood (as in Controlled) of multiple targets in Ring area, sustained.
Slay
Bolt
Magical Damage & Dismember upon Critical to a single target.
Blast
Magical Damage & Dismember upon Critical to multiple targets in Field area.
Chain
Magical Damage & Dismember upon Critical to up to four targets.
Wall
Magical Damage & Dismember upon Critical to targets within Wall area. New contacts suffer effects automatically.
Wave
Magical Damage & Dismember upon Critical to multiple targets in Wave area.
Ring
Magical Damage & Dismember upon Critical to multiple targets in Ring area.
Time Spells Breakdown
Stasis
Bolt
Paralysis to a single target, sustained.
Enchant
Weapon deals extra Paralysis with every strike, sustained, or for an instance while supporting another action.
Blast
Paralysis to multiple targets in Field area, sustained.
Chain
Paralysis to up to four targets, sustained.
Wall
Paralysis to targets within Wall area. New contacts suffer Paralysis automatically.
Wave
Paralysis to multiple targets in Wave area, sustained.
Ring
Paralysis to multiple targets in Ring area, sustained.
Warp
Bolt
Restores any condition of current Combat to a single target.
Blast
Restores any condition of current Combat to multiple targets in Field area.
Chain
Restores any condition of current Combat to up to four targets.
Wave
Restores any condition of current Combat to multiple targets in Wave area.
Ring
Restores any condition of current Combat to multiple targets in Ring area.
Teleport
Bolt
Teleports single target up to Range.
Barrier
Teleports single target up to Range to avoid an attack.
Armor
Allows teleportation up to Range to a single target, sustained. Each teleport requires a separate Action.
Blast
Teleports multiple targets in Field area up to Range.
Veil
Teleports targets in Veil area up to Range to avoid an attack.
Chain
Teleports up to four targets up to Range.
Wave
Teleports multiple targets in Wave area up to Range.
Ring
Teleports multiple targets in Ring area up to Range.
Haste
Armor
Grants +1 Action, x2 Movement to a target, sustained.
Slow
Bolt
Deducts 1 Action and reduces Movement to the lowest Grit Level to a target, sustained.
Blast
Deducts 1 Action and reduces Movement to the lowest Grit Level to multiple targets in Field area, sustained.
Chain
Deducts 1 Action and reduces Movement to the lowest Grit Level to up to four targets, sustained.
Wave
Deducts 1 Action and reduces Movement to the lowest Grit Level to multiple targets in Wave area, sustained.
Ring
Deducts 1 Action and reduces Movement to the lowest Grit Level to multiple targets in Ring area, sustained.
Space Doors
Bolt
Creates teleportation links on 2 Tiles, sustained.
Chain
Creates 4 teleportation links on different Tiles, sustained.
Haven
Armor
Freezes time for a single target only, sustained.
Banish
Bolt
Banishes a single Spirit.
Enchant
Weapon deals extra Banish effect with every hit, sustained, or for an instant while supporting another action.
Blast
Banishes multiple Spirits in Field area.
Chain
Banishes up to four Spirits.
Wall
Banishes multiple Spirits in Wall area. Creatures that enter the Wall are banished automatically.
Wave
Banishes multiple Spirits in Wave area.
Ring
Banishes multiple Spirits in Ring area.
Stilltime
Barrier
Stops an incoming attack upon success and allows an extra Action.
Timestop
Ring
Allows X Actions according to Roll by freezing time for everyone in Ring area.
Theurgy Spells Breakdown
Mend
Bolt
Restores X Grit to a single target.
Barrier
Reduces incoming Damage as it occurs, except for Risk.
Blast
Restores X Grit to multiple targets in Field area.
Chain
Restores X Grit to up to four targets.
Wave
Restores X Grit to targets in Wave area.
Ring
Restores X Grit to targets in Ring area.
Appease
Bolt
Heals any Condition on a single target.
Blast
Heals any Condition on multiple targets in Field area.
Chain
Heals any Condition on up to four targets.
Wave
Heals any Condition on multiple targets in Wave area.
Ring
Heals any Condition on multiple targets in Ring area.
Clear Sight
Bolt
Clears Fog and Darkness or reveals an Invisible character within a single Tile.
Armor
Enables clear vision through Fog, Darkness, and Invisibility effects, sustained. Also protects against Blindness.
Blast
Clears Fog and Darkness or reveals an Invisible character in Field area.
Chain
Clears Fog and Darkness or reveals Invisible characters within up to four Tiles.
Wave
Clears Fog and Darkness or reveals an Invisible character in Wave area.
Ring
Clears Fog and Darkness or reveals an Invisible character in Ring area.
Bless
Armor
Grants X additional Grit, sustained.
Prowess
Armor
Sets target on Prime Grit regardless of Grit and circumstance, sustained.
Smite
Bolt
Deals Magical Damage & reduces Grit Level by 1 upon Critical to a single target for the current Round (not sustained).
Enchant
Deals extra Magical Damage & reduces Grit Level by 1 upon Critical with every attack (Action) or once (Reaction), sustained.
Blast
Deals Magical Damage & reduces Grit Level by 1 upon Critical to multiple targets in Field area for the current Round (not sustained).
Chain
Deals Magical Damage & reduces Grit Level by 1 upon Critical to up to four targets for the current Round (not sustained).
Wall
Deals Magical Damage & reduces Grit Level by 1 upon Critical to multiple targets in Wall area for the current Round (not sustained). Creatures that enter the Wall suffer the effects automatically.
Wave
Deals Magical Damage & reduces Grit Level by 1 upon Critical to multiple targets in Wave area for the current Round (not sustained).
Ring
Deals Magical Damage & reduces Grit Level by 1 upon Critical to multiple targets in Ring area for the current Round (not sustained).
Mantle
Armor
All received effects are postponed by X Rounds according to Roll. All postponed effects will later apply simultaneously unless remedied before expiration.
Royal Armor
Armor
Reduces any type of Damage by 50%, sustained. Succeeds unless you Roll within Risk.
Iron Skin
Barrier
Protects a single target against any type of Critical effects for an attack, regardless of success. Succeeds unless you Roll within Risk.
Armor
Protects a single target against any type of Critical effects, sustained. Succeeds unless you Roll within Risk.
Veil
Protects multiple targets in Veil area against any type of Critical effects for an attack. Succeeds unless you Roll within Risk.
Divinity
Armor
All enemy attacks suffer –1 Grit Level penalty, sustained.