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Barbarian

The Barbarian

Releasing team aiding shouts and tearing the opposition limb from limb with all the ferocity of a wild Titan, this mountain of muscle is perfect for decimating the front line as well as soaking up all the punishment your foes have to offer.

Commencement Package

One Spell from the class spell list.
+5 Bravery, +4 Wrestle, +3 Athletics, +3 Lifting, +3 Survival Skills, +3 Mettle
-4 Use Device, -3 Sense Magic, -3 Seal Tampering, -3 Knowledge of Arcane, -3 Persuade, -2 Sneak

Level 1

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Shout
+1 Wrestling
+1 Intimidate

Level 2

1 Free Stat point
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Mettle
+1 Willpower
+1 Bravery

Level 3

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Lifting
+1 Athletics
+1 Shout

Level 4

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Shout
+1 Wrestling
+1 Intimidate

Level 5

2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Mettle
+1 Willpower
+1 Bravery

Level 6

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Shout, +1 Wrestling, +1 Intimidate

Level 7

2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Lifting
+1 Athletics
+1 Shout

Level 8

1 Free Stat point
2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Mettle
+1 Willpower
+1 Bravery

Level 9

1 Master Feat
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Shout
+1 Wrestling
+1 Intimidate

Spell List

Beserk

Level 1 Brown Spell (0)

Element: Ability

Mechanics:Within, doubles your strength mod, but you are frenzied with a 22 potency vs Willpower/Toughness. The caster must clear the check to be incontrol of themselves for the round. The caster can go back out of berserk, but they must be in control when they do so.

Cost:0mp upkeep cost.

Cast time: addition spell

Modality:the caster closes their eyes then lets their inter rage take control. Their strength doubles as they fly into a bloodthirsty rage killing everything they can get their hands on.

Notes: The caster has to spend 2BA while under the effect. Under the effect they have destruction level 2.


Meat Shield

Level 2 Brown Spell (2)

Element: Ability

Mechanics: Within, blocks X amount from all incoming damage. Where X is equal to their strength mod. This ability lasts till the end of the round.

Cost:6mp

Cast time: Addition spell

Modality: The caster infuses magic into their adrenaline. The Result is iron-like muscle tissue.

Notes: The caster may spend 2BA to reduce this spell’s cost by 6mp.


Battle Cry!

Level 2 Brown, Yellow Spell (2)

Element: Sonic, Ability

Mechanics: Caster potency check of 22 vs shout/toughness. If failed the mp is not spent and nothing occurs, if successful (level 1 ring, friendly fire gives target’s an additional 6 movement for the round.)

Cost:6mp

Cast time:addition spell

Modality: The caster gives an enthusiastic battle cry increasing the enthusiasm of allies around them.

Notes: The caster may spend 2BA to increase this spell’s area of effect by 2 rings.


War Cry

Level 4 Brown, Yellow Spell (7)

Element: Sonic, Ability

Mechanics: Caster potency check of 17 vs shout/toughness. If failed the mp is spent and nothing occurs, if successful (level 2 ring, friendly fire gives 2 strength, agility, and accuracy mods for the round.)

Cost:12mp

Cast time:1AA

Modality: The caster gives a fearsome battle cry that magically entices a love of war in the allies around them.

Notes: The caster may spend 2BA to reduce this spell's cost by 9mp when outnumbered.


Shout: Iron Sound

Level 3 Yellow, Brown Spell (7)

Element: Sonic, Ability

Mechanics: level 1 ring, gives targets 2 iron clad and immune to the multiplying effects of criticals. (imu, ic, BL)

Cost:9mp, 1PPU

Cast time:1AA,1MA

Modality:The caster shouts ancestral war cry that magically strengthens the seniue of the target's muscles to near iron.

Notes:The caster may spend 2BA to reduce this spell’s ring by 1 and give it friendly fire.


Shout: Hawk Blade

Level 3 Yellow, Brown Spell (7)

Element: Sonic, Ability

Mechanics: level 1 ring, increases targets accuracy mod by 1 and lower wound damage threshold by 1. (Ac, cals)

Cost:9mp, 1PPU

Cast time:1AA,1MA

Modality:The caster shouts anancertail war cry that magically increases the efficiency of all the target’s combat.

Notes:The caster may spend 2BA to reduce this spell’s ring by 1 and give it friendly fire.


Crushing Blow

Level 5 Brown Spell (6)

Element: Physical

Mechanics: adds destruction level 2, d6 knock back and a Level 1 cone to your attack.

Cost:15mp

Cast time:1MA

Modality: The caster smashes the ground rippling it and tosses the targets back with mighty force.

Notes: The caster may spend 2BA to add destruction level 2 to the units with knock back, causing them to smash through things they run into. If this occurs, put a d4 brown tower counters on them.


Anak’s Death Knot

Level 6 Brown, Purple Spell (10)

Element: Physical, Gravity

Mechanics: friendly fire, in melee zone, knock down, guided, d6 plus casters strength mod worth of knock back. The caster grabs all enemy units in their melee zone, puts them together in a ball then tosses them all to one space prone.

Cost:18mp

Cast time:1AA, 1MA

Modality: The caster grabs the enemies around them and uses a gravity magic to hold them together. Then they toss the tangled mess as far as they can.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if there is a dangerous tile within 6 spaces of them. (dangerous tile could be a cliff, lit fireplace, pool of acid, etc.)


Devil’s WhirlWind

Level 3 Brown, Red Spell (3)

Element: Physical, Wind

Mechanics: adds a level 1 ring and linger to the caster’s attack.

Cost:9mp

Cast time:Addition spell.

Modality: The caster becomes like the wind attacking the enemies around them, then they return to the center. The wind current has savage replicas of the caster still raging around them.

Notes: the caster may spend 2BA to reduce this spell’s cost by 9mp when there are more than one enemy unit in their melee zone.


Skull Bash

Level 4 Brown Spell (4)

Element: Physical, Ability

Mechanics: deals 3x strength mod in damage and knocks the target to prone. This spell can only be cast if the caster is prohibited from moving by an enemy spell. (examples; root, pinned, stun, paralyze, etc) Or if they are tied up by an enemy.

Cost: 12mp

Cast time:Addition spell

Modality: The caster though seemingly detained, is still able to deal out lethal blows using their head or other body parts.

Notes:The caster may spend 2BA to reduce detainment checks on them by 24 if you were able to kill a unit with Skull Bash the round prior.


Culling Hate

Level 1 Brown Spell (1)

Element: Physical

Mechanics: deal a d0 added damage vs goblins. increase this spell’s added damage by a d6 for the battle for every goblin the caster finishes off with this spell active.

Cost:3mp

Cast time: addition spell

Modality: The caster contemplates and focuses all their hate and rage onto a specific type of creature. This bygted hate changes the way they behave toward those creatures dramatically, but it also gives them an incredible edge against them in combat.

Notes:Every morning the caster may choose to switch the target race of this spell. If they fail to choose then it remains what was chosen last.


Toss

Level 3 Brown Spell (4)

Element: Physical

Mechanics:Caster potency check of 22 vs Wrestling/Strength(knock back equal to strength mod plus a d4, guided, knock down)

Cost:9mp

Cast time: 1MA

Modality: The caster grabs the target and tosses them through the air with all their might.

Notes:The caster may spend 2BA to reduce this spell’s cost by 3mp and up the knock back dice roll once.


Toughen up

Level 2 Brown Spell (6)

Element: Ability

Mechanics: up’s caster hp and Mhp by a d6.

Cost:6mp

Cast time: 1AA,1MA

Modality: The caster recites a mantra of mind over matter in their native tongue.

Notes:The caster may spend 2BA to increase this spell dice roll by a d2.


Maddened Roar

Level 3 Brown, Yellow Spell (6)

Element: Ability, Sonic

Mechanics: Caster potency check of 22 vs shouting/toughness (increases the targets and caster’s strength mod by 1 for the battle, level 2 ring, friendly fire.) (Tags: S)

Cost:9mp, 1PPU

Cast time: 1AA

Modality:Magic leaps from the caster’s mouth and slams back down on their allies in a red burst of energy as they give an empowering roar.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if the majority of the targets have been hit by this spell this battle already. These bonus actions can be spent after the spell’s success. This spell can be repeated to stack more strength mods on the targets without requiring any more PPU slots.


Launch

Level 2 Brown, Gray Spell (3)

Element: Manipulation, Ability

Mechanics: increase a thrown weapon’s range by 3x your strength mod.

Cost:6mp

Cast time: 1MA

Modality: The caster uses magic to enhance their strength, then they throw their weapon with immense power.

Notes:The caster may spend 2BA to give this spell beam and destruction level 1.


Bloody Knuckles

Level 3 Brown Spell (4)

Element: Physical

Mechanics: deals a d18 blunt damage. The caster takes this damage as well. Only the damage the caster takes from this spell is pure and unblockable. The caster has a ¼ chance to heal a d6 hp back.

Cost:9mp

Cast time:1MA

Modality: The caster punches the target so hard that the bones in their arm start to crack.

Notes:The caster may spend 2BA to make the ¼ chance heal, to heal back all the damage dealt to them by this spell.


Leap

Level 3 Brown Spell (4)

Element: Physical

Mechanics: Caster potency check 17 vs Acrobatics/strength. (The target jumps up to their movement and deals a d6 blunt damage in a level 1 ring upon landing.)

Cost:9mp

Cast time: 1MA

Modality: The caster springs far into the air then comes crashing down ready for battle.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if where they land will have more enemies in their melee zone then where they leapt from.


Bellow

Level 3 Brown Spell (3)

Element:Talent

Mechanics: increase shout skill by 6 for the round.

Cost:9mp, (9Mmp to the cost of this spell if cast outside of battle)

Cast time:addition spell

Modality: The caster focuses their rage into their voice to raise it’s volume and passion.

Notes:The caster may spend 2BA to add 4 more points to their shout skill for the round.


Fierce Roar

Level 5 Yellow Black Spell (8)

Element: Fear, Sonic

Mechanics: Caster Potency check 22 vs shout/strength (level 2 cone, fear level 2 potency 22 vs bravery/toughness)

Cost:15mp

Cast time:1AA

Modality: Barbaric ancestor spirits leap into the caster’s body and then spring out of the caster’s mouth with war cries as he/she roars. A terrifying sight and sound.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if you are outnumbered.


Hefty Smite

Level 3 Brown Spell (4)

Element: Physical

Mechanics: adds a knock down and a d6 blunt damage to the casters attack.

Cost:9mp

Cast time:1MA

Modality: The caster releases a powerful strike that plows over the target.

Notes: The Caster may spend 2BA to add a ¼ chance that this spell is free and adds another d6 blunt damage.


Whirling Axes

Level 3 Brown Spell (7)

Element: Physical

Mechanics: The caster deals 3 basic modded attacks. All of them have to successfully hit the target or none of them do. Level 1 ring.

Cost:15mp, 2FHS

Cast time:1AA,1MA

Modality: The caster swings their weapon about with such energy that it is easy to predict, but lethal if predicted wrong.

Notes:The caster may spend 2BA to increase their accuracy mod by 3 for the round if there are 3 or more units in the caster’s melee zone.


Grizzly Strength

Level 5 Brown Spell (4)

Element: Physical

Mechanics: the caster gain’s 5 strength mods for the round, Within.

Cost: 12mp

Cast time:Addition spell

Modality: A massive spiritual bear can be seen looming over the caster.

Notes:the caster may spend 2BA to reduce this spell’s cost by 9mp if the caster took damage this round.


Backbreaker

Level 1 Brown Spell (2)

Element: Physical

Mechanics: Caster potency of 22 vs wrestling. (deals a d36 blunt damage to terminal foes.) can only cast on units smaller than the caster.

Cost:3mp

Cast time:1MA

Modality: The caster lifts the target and then breaks their back over their knee.

Notes:The caster may spend 2BA to instantly kill targets subdued by brown or yellow magic. This is done by breaking their back.


Grudge

Level 4 Brown Spell (8)

Element: Physical

Mechanics:within, gives the caster ¼ chance when melee attacked. To put brown counter’s on the attacker equal to the damage dealt. One time potency of 17 vs charm/personality. (C, C, U, U)

Cost:12mp, 1PPU

Cast time:1AA, 1MA

Modality: The caster remembers the pain the target has caused them and neither the caster or the target will soon forget.

Notes:The caster may spend 2BA to a d4 brown counters to the effect when it procs.


Dismember

Level 3 Brown, Black Spell (7)

Element: Physical, Necrotic

Mechanics: caster potency of 22 vs lifting/strength.

Option 1: disarm, lower’s target’s attack dice roll by 2 for the battle, (bleed out d2 and a level 1 escalate vs 18 healing/intelligence check, 1AA to try and heal.)

Option 2:disarm, lower’s target’s movement by 4 for the battle, (bleed out d2 and a level 1 escalate vs 18 healing/intelligence check, 1AA to try and heal.)

Cost:9mp, 8 round cool down, 2OBP

Cast time:1AA,1MA

Modality: The caster chops off the target’s arm or leg.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if the target is already missing 5 or more hp.

OBP: the caster must practice with their weapon for one hour to put a charge on this spell.


Grasslander

Level 4 Brown Spell (4)

Element: Physical

Mechanics: add brown tower counters to your attack, equal to the damage dealt, including mods. If there is no map worthy obstacle within 6 spaces of the caster. Can only be cast outside of structures.

Cost: 12mp

Cast time:Addition spell

Modality: The caster is right at home in a flat battle field and their skill reflects it.

Notes:The caster may spend 2BA to reduce this spell’s cost by 6mp.


Karmic Shout

Level 1 Gray, Yellow Spell (1)

Element: Manipulation, Sonic

Mechanics: Caster Potency check 17 vs shout/strength add a level 2 ring to your attack and add the effects of an enemy potency that you cleared this round.

Cost: 3mp

Cast time:Addition spell

Modality: The caster shouts and those who hear it feel the casters grief.

Notes:The caster may spend 2BA to give friendly fire and another level 1 ring.


Bury the Hatchet

Level 4 Brown Spell (4)

Element: Ability

Mechanics: plus 18 to clearing calm potencies, gain 2x caster’s strength mod for the round if calm cast from an enemy was on you this round. Within

Cost: 12mp

Cast time:Addition spell

Modality: The caster purges the claiming magic from their body and flies into a vengeful rage.

Notes:The caster may spend 2BA to add 2x their strength mod to the strength gain of this spell.


Kiss of Anak

Level 3 Brown Spell (4)

Element: Physical

Mechanics: caster potency of 17 wrestle/strength. add’s split level 1, and a d6 knock back, conducted, knock down, to your attack and attack twice with -2 accuracy. The damage type is changed to blunt. Both attacks have to hit or they both miss. Only works on units smaller than the caster.

Cost: 9mp, 1FHS

Cast time:1MA

Modality: The caster grabs the two target’s and bashes their heads together twice then throws them.

Notes:The caster may spend 2BA to reduce this spell's cost by 9mp if the caster has a strength mod higher than either target.


Crush

Level 2 Brown Spell (6)

Element: Physical

Mechanics: caster potency 22 vs wrestling/strength. both the caster and the target are pinned, potency 18 vs strength/lifting. The caster deals their attack damage as blunt plus a d8 brown tower counters. The caster doesn’t have to keep rolling for this spell to hit the same target and can stop at any time, but will remain pinned for the rest of the round that he/she releases the target. If the target is subdued by brown counters, they die and their skull, or body is crushed. If they clear the check then the counters put on them by this spell are removed.

Cost:6mp

Cast time: 1AA 1MA

Modality: The caster wrestles the target and begins squeezing the life out of them.

Notes:The caster may spend 1BA to instantly crush and kill with their bare hands, the body of a target unit subdued by brown magic.


Crippling Blow

Level 3 Brown Spell (4)

Element: Physical

Mechanics: caster potency of 17 lifting/strength. add’s a d6 damage to your weapon’s attack. And reduces the target’s agility mod by 1 for the battle.

Cost: 9mp

Cast time:1MA

Modality: The caster bashes the target so hard that bones break making it difficult for them to move around.

Notes:The caster may spend 2BA to hamper the target’s movement by 2 for the battle as well, if the target is missing 5 or more hp.


War paint level 3: Blood of Hakaan

Level 2 Brown, Blue Spell (6)

Element: Ability, Enchant

Mechanics: the caster gains Die hard: come back to life after being killed. Heal up to your toughness mod or zero and gain 2 strength mods for the battle. Has an 8 round cooldown. (oX, oX, S, CD), within.

Cost: 6mp, 2OBP, 1PPU

Cast time:1AA, 1MA

Modality: The caster paints their forehead red as well as their arms.

Notes:The caster may spend 2BA while this PPU is on them to convert all enemy placed brown counters on them into hp.

OBP: the caster must spend 30 minutes crushing red plants or rocks and infusing it with rage magic.


War paint level 4: Call of Jötunheim

Level 2 Brown, Red, Blue Spell (9)

Element: Talent, Ice, Enchant

Mechanics: increase shout cap to 10. Immune to ice damage, ice damage heals the caster’s mp.(Mp, imu, imu, shout), within.

Cost: 15mp, 2OBP, 1PPU

Cast time:1AA, 1MA

Modality: blue celtic knots painted on the chest and arms. They glow when active.

Notes:The caster may spend 2BA while this PPU is on them to add 2 levels to the rings or cones of a shout.

OBP: the caster must spend 30 minutes crushing blue plants or rocks and infusing it with spirit magic.


War paint level 3: Fall of Kami

Level 2 Green, Blue Spell (6)

Element: Poison, Acid, Fauna, Enchant

Mechanics:reduce green tower potancies on you by 4, up your attack dice roll twice vs non humanoids, resist 3 points or acid and poison damage.(Resi, U, Potre), within.

Cost: 6mp, 2OBP, 1PPU

Cast time:1AA, 1MA

Modality: Green zig zag war paint vertically painted down the caster’s face and chest.

Notes:The caster may spend 2BA while this PPU is on them to give themselves a ¼ chance to gain hp equal to the damage they’ve dealt this round.

OBP: the caster must spend 60 minutes crushing green plants or rocks and infusing it with spirit magic.


War Paint: Head of Brimir

Level 2 Brown Spell (6)

Element: Ability

Mechanics:physical spell’s cost 6mp less to cast vs units bigger than the caster.Also you can jump as far as you can move. Also ¼ chance to Gain an 2 ironclad upon attacking, even if you miss. (Ud, ic, M, Mpcr, vsBr) Within.

Cost:6mp, 2OBP, 1PPU

Cast time:1AA, 1MA

Modality:brown paint on the forehead and bans of brown paint around the biceps. White paint in a thick white stripe under both eyes.

Notes:The caster may spend 2BA while this PPU is on them to be immune to blunt and earth damage for the round.

OBP: the caster must spend 60 minutes crushing brown and white plants or rocks and infusing it with spirit magic.


Shout level 1: Sterkur Gaur

Level 3 Brown, Yellow Spell (3)

Element: Ability, Sonic

Mechanics: caster potency 17 vs shout/toughness. level 2 ring. Gives targets the personal power up. ½ chance to gain iron clad for the round equal to your strength mod, but take an extra 1 damage from spells.(BL, ic, S).

Cost: 9mp,1PPU

Cast time:addition spell

Modality: The caster’s magic shout strengthens true warriors against the weapons of man.

Notes:The caster may spend 2BA to give this spell friendly fire and also cast it on themselves.


Bein Frysta

Level 3 Red, Yellow Spell (6)

Element: Ice, Sonic

Mechanics: caster potency 17 vs shout/toughness. level 2 cone. Freeze and a d4 ice damage, potency 18 vs strength/lifting.

Cost: 9mp

Cast time:1AA

Modality: The caster’s magic shout blows and arctic wind which freezes all those unlucky enough to be caught in it.

Notes:The caster may spend 2BA to give this spell two more levels of cone.


Veltingur Loga

Level 4 Red, Yellow Spell (8)

Element: Fire, Sonic

Mechanics: caster potency 17 vs shout/toughness. level 2 cone. D10 fire damage and d4 knock back, and knock down.

Cost: 12mp

Cast time:1AA, 1MA

Modality: The caster’s magic shout blankets flame onto the battlefield before them.

Notes:The caster may spend 2BA to give this spell destruction level 1 and recover a 5mp per unit this spell kills this round.


Pruma Klappa

Level 4 Red, Yellow Spell (8)

Element: Lightning, Sonic

Mechanics: caster potency 17 vs shout/toughness. level 2 ring. Daze (The target can't act or dodge until another unit engages them.) and a d6 lightning damage, potency 16 vs Bravery/toughness.

Cost: 12mp

Cast time:1AA, 1MA

Modality: The caster’s magic shout calls down an electric display that damages and dazes those caught in it.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if cast outside of structures.


Vindgönng

Level 3 Red, Yellow Spell (7)

Element: Wind, Sonic

Mechanics: caster potency 17 vs shout/toughness. Special target stat is strength. level 2 cone. (not in the potency:Reduce target’s movement by 4 for the round.) D6 knock back, and knock down, potency 22 vs strength/sprinting, the potency only lasts one round max. Constant (The constant effect makes the caster flat footed the first round the spell is cast even if it misses. But the caster doesn’t have to reroll to hit each round after that. The spell can be canceled if something gets in the way of the spell or if the target moves out of the spell’s range.)

Cost: 9mp

Cast time:1AA, 1MA

Modality: The caster’s magic shout creates a powerful wind tunnel. That they can continue to channel with their voice.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if any of the targets will be knocked up against an obstacle or wall.


Once Burned, Twice You Die

Level 3 Brown Spell (3)

Element: Physical, Ability

Mechanics:add a d2 to the caster’s weapons damage for the round. When the caster is hit by a fire attack up the damage dice roll of this spell for the battle by a d4. This stacks.

Cost:9mp

Cast time:Addition spell.

Modality:The caster has an immense hate for fire and will be highly motivated not to be burned again.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if they have a potency on them. (when picking this spell you can change the element fire to something else, once done the change is permanent.)


Reckless Raid

Level 1 Brown Spell (1)

Element: Physical, Ability

Mechanics:the caster can reroll their d20 attack roll and reroll the damage dice as well and take the best result in both cases. This can be done with any attack dealt this round, but the enemies get this same advantage vs the caster for the round. Within.

Cost:3mp

Cast time:Addition spell.

Modality:The caster takes no heed for self preservation as they deliver highly aggressive and effective strikes.

Notes:The caster may spend 2BA to gain ¼ chance to gain 2AA this round.


Primal Speed

Level 4 Brown Spell (4)

Element: Ability

Mechanics:when battle begins, the caster may pay this spell’s cost to go first and gain 2 move movement.

Cost:12mp

Cast time:Addition spell.

Modality:The caster’s beast-like senses allow them to spring into battle at the first sign of danger.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if cast outside of structures.


Grand Slam

Level 3 Brown, Red Spell (7)

Element: Physical, Earth

Mechanics:deals attack damage as blunt/earth in a level 2 ring and deals d0 knock back. Increase the knock back dealt by a d2 for every enemy in a level 2 ring minus the first. Knock down.

Cost:9mp, 1OBP

Cast time:1AA,1MA

Modality:The caster smashes the ground with both hands creating a local quake. With shock waves that send crowds flying.

Notes:The caster may spend 2BA to add destruction level 2 to this spell.

OBP: The caster must workout for at least 30minutes to put a charge on this spell.


Harsh Shout

Level 3 Yellow Spell (7)

Element: Sonic

Mechanics:Attack as sonic damage, plus a d4 knock back, and knock down, level 1 cone.

Cost:9mp

Cast time:1AA, 1MA

Modality:The caster shouts with such force that the targets tumble backward.

Notes:The caster may spend 2BA to reduce the target’s accuracy mod by 2 potency 12 vs concentration/toughness.


Death Scream

Level 3 Yellow, Black Spell (7)

Element: Sonic, Shadow

Mechanics:deal a d2 black and yellow tower counters and doom potency 20 vs mettle/toughness. Level 1 cone

Cost:9mp

Cast time:1AA,1MA

Modality:The caster’s release a blood curdling scream that weakens the heart of all who hear it. Those who hear it up close are said to be doomed to die in the near future. This is a favored spell among the Banshee.

Notes:The caster may spend 2BA and 3mp to remove the cost and cast time of this spell to instantly stop the heart of any unit subdued by black or yellow tower counters. Level 1 cone.


Shake Down

Level 4 Brown Spell (7)

Element: Ability, Physical

Mechanics:The caster rolls 4 d4s. For every 4 rolled, disarm an item off of the target. Then the caster deals their weapon’s damage as knock back and the caster’s strength mod as blunt damage.

Cost:12mp

Cast time:1AA

Modality:The caster shakes the target violently, dropping items off of them left and right, then tosses them aside.

Notes:The caster may spend 2BA to add another 2 d4 disarm chances to this spell’s effect.


Herald Punch

Level 3 Brown Spell (7)

Element: Physical

Mechanics: deal weapon damage as blunt damage. Then deal weapon damage with no mods as knock back.

Cost:9mp

Cast time:1AA,1MA

Modality:The caster’s uppercuts the target so hard the go flying up in the air and come crashing down on the ground some distances away.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if cast outside of structures.


By the Horns

Level 2 Brown Spell (3)

Element: Ability

Mechanics:double your damage and mods vs horned units and add knockdown and a d4 brown tower counters.

Cost:6mp

Cast time:1MA

Modality:The caster’s grab’s a horned unit by the horns and cranks it’s neck with immense force, often breaking the neck outright.

Notes:The caster may spend 2BA to remove this spell’s cost and cast time to break the neck of any unit subdued to brown or green counters.


Slam

Level 4 Brown Spell (4)

Element: Ability, Talent

Mechanics:caster potency 22 vs wrestling/strength. Deal a d8 blunt damage, and knock down.

Cost:3mp, 1FHS

Cast time:1MA

Modality:The caster’s grabs the target and slams them down on an adjacent square.

Notes:The caster may spend 2BA to increase their wrestling skill by 4 for the round (breaks caps).


Jaws of Death

Level 4 Brown Spell (5)

Element: Physical

Mechanics:the caster deals a d20 hack damage. If the damage does not kill the target then it deals 0 damage.

Cost:12mp, 1FHS

Cast time:1MA

Modality:The caster put’s their hands in the target’s mouth and prys off the target’s jaw from their head.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster is missing more than 5hp.


Reckless Dodge

Level 5 Brown Spell (5)

Element: Ability

Mechanics:instantly dodge any attack even after it has rolled damage.

Cost:6mp, 9hp

Cast time:Addition spell.

Modality:The caster’s flings themselves out of harm's way, but so recklessly that they often get hurt worse than the attack they evaded.

Notes:The caster may spend 2BA to reduce this spell’s cost by 6mp, and 3hp if the damage being dodge would have dealt more than 9 initial damage.


Rending Shout

Level 3 Yellow Spell (4)

Element: Sonic

Mechanics:deals Xd6 sonic damage in a level 1 cone, where X is every 5 hp the target is missing minus the first.

Cost:9mp, 1FHS

Cast time:1MA

Modality:The caster’s shout vibrates violently in large wounds quickly expanding the tears until it rends the target into pieces.

Notes:The caster may spend 2BA to add 2 more levels to the cone of this spell.


Spirit Animal

Level 3 White, Brown, Orange Spell (7)

Element: Holy, Ability, Summoning

Mechanics:summon a level 1 animal from the spirit animal list. Each time the caster is attacked, there is a ¼ chance the spirit animal will gain a level. Every time the caster gets a finishing blow, the spirit animal gains a level. (FS, FS, X, C) within.

Cost:9mp, 1PPU, 1SS, 2OBP, 8 round cool down

Cast time:1AA,1MA

Modality:The caster conjures a spirit animal which causes their image of the animal to glow. As the battle goes on the animal grows in power.

Notes:The caster may spend 2BA to heal the spirit animal a d4 hp no matter the distance while this personal power up is on. At the end of battle the spirit animal can keep it’s gained levels or descend in level as far as the caster wants. The thralling cost the spirit animal is based on whatever level the caster chose at the end of battle. If the image of the spirit animal is destroyed or disarmed from the caster, then the spirit animal becomes a frenzied neutral summon.

OBP: the caster must have a totem, weapon engraving or tattoo of their spirit animal worth at least 5000 gold. The caster must spend at least 30 minutes meditating or talking to their spirit animal to put a charge on this spell.


Makeshift Weapon

Level 1 Brown Spell (1)

Element: Ability

Mechanics: the caster is able to use any object like a base weapon of a d8 damage. This spell must be cast again for each item they try to put this effect on. Even if the item is dropped, it keeps this effect for the caster until the end of battle. Within.

Cost:3mp

Cast time:Addition Spell

Modality:The caster hefts the weight of the chosen item and sizes it up for its use in combat, then puts it to work as if it were a fine battle ax. Legend has it that a master of this technique tore off a man’s arm and then used that arm to dispatch the rest of his crew.

Notes:The caster may spend 2BA to reduce this spell’s cost by 3mp and destroy the makeshift weapon to deal an additional d6 blunt damage. (if the GM wants to change the damage type or feats of this basic weapon based on what it is they may. Eg. a torch might deal a d6 fire/blunt damage and have a ¼ chance to set the target on fire dealing a d2 fire damage with a potency of 12 vs reflex/agility.)


Choke Hold

Level 1 brown Spell (4)

Element: Physical

Mechanics: caster potency 17 vs wrestling/strength. The target is pinned, silenced and takes a d4 brown tower counters potency 18 vs wrestling/strength. When the channeling stops so do the effects of this spell.

Cost:0mp

Cast time:1AA,1MA (continuous channeling)

Modality:The caster picks up the target in a choke hold. Depriving them of much needed oxygen.

Notes:The caster may spend 2BA to straggle out the air of a target subdued to red, or brown tower counters causing them to pass out or die.


Flex

Level 3 Brown Spell (4)

Element: Talent

Mechanics:gain 6 intimidate and charm for the round.

Cost:9mp, (and 9Mmp if cast outside of battle.)

Cast time:1MA

Modality:The caster flexes their muscles to charm or intimidate the target.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if cast during battle.


Side Breathing

Level 2 Yellow, White Spell (2)

Element: Psychic, Protection

Mechanics:reduces the potency of a frenzy or mind control on the caster by 36. Delay 3 rounds. within.

Cost:6mp

Cast time:Addition Spell

Modality:The caster maintains a control of their breathing so even when they go berserk they eventually calm down.

Notes:The caster may spend 2BA to reduce this spell’s cost by 6mp.


No Balls

Level 6 Yellow Spell (10)

Element: Psychic

Mechanics: mind control target for one round.

Cost:18mp

Cast time:1AA,1MA

Modality:The caster magically dares the target to do something.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if the target is a male.


Crumple

Level 3 Brown Spell (7)

Element: Ability

Mechanics: disarm target and destroy the disarmed item as long as it is non-magical.

Cost:9mp

Cast time:1AA,1MA

Modality:The caster yanks the weapon from the target and crumples it in their hands.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp is cast outside of battle.

Meat Shield

Level 2 Brown Spell (2)

Element: Ability

Mechanics: Within, blocks X amount from all incoming damage. Where X is equal to their strength mod. This ability lasts till the end of the round.

Cost:6mp

Cast time: Addition spell

Modality: The caster infuses magic into their adrenaline. The Result is iron-like muscle tissue.

Notes: The caster may spend 2BA to reduce this spell’s cost by 6mp.

Battle Cry!

Level 2 Brown, Yellow Spell (2)

Element: Sonic, Ability

Mechanics: Caster potency check of 22 vs shout/toughness. If failed the mp is not spent and nothing occurs, if successful (level 1 ring, friendly fire gives target’s an additional 6 movement for the round.)

Cost:6mp

Cast time:addition spell

Modality: The caster gives an enthusiastic battle cry increasing the enthusiasm of allies around them.

Notes: The caster may spend 2BA to increase this spell’s area of effect by 2 rings.

War Cry

Level 4 Brown, Yellow Spell (7)

Element: Sonic, Ability

Mechanics: Caster potency check of 17 vs shout/toughness. If failed the mp is spent and nothing occurs, if successful (level 2 ring, friendly fire gives 2 strength, agility, and accuracy mods for the round.)

Cost:12mp

Cast time:1AA

Modality: The caster gives a fearsome battle cry that magically entices a love of war in the allies around them.

Notes: The caster may spend 2BA to reduce this spell's cost by 9mp when outnumbered.

Shout: Iron Sound

Level 3 Yellow, Brown Spell (7)

Element: Sonic, Ability

Mechanics: level 1 ring, gives targets 2 iron clad and immune to the multiplying effects of criticals. (imu, ic, BL)

Cost:9mp, 1PPU

Cast time:1AA,1MA

Modality:The caster shouts ancestral war cry that magically strengthens the seniue of the target's muscles to near iron.

Notes:The caster may spend 2BA to reduce this spell’s ring by 1 and give it friendly fire.

Shout: Hawk Blade

Level 3 Yellow, Brown Spell (7)

Element: Sonic, Ability

Mechanics: level 1 ring, increases targets accuracy mod by 1 and lower wound damage threshold by 1. (Ac, cals)

Cost:9mp, 1PPU

Cast time:1AA,1MA

Modality:The caster shouts anancertail war cry that magically increases the efficiency of all the target’s combat.

Notes:The caster may spend 2BA to reduce this spell’s ring by 1 and give it friendly fire.

Crushing Blow

Level 5 Brown Spell (6)

Element: Physical

Mechanics: adds destruction level 2, d6 knock back and a Level 1 cone to your attack.

Cost:15mp

Cast time:1MA

Modality: The caster smashes the ground rippling it and tosses the targets back with mighty force.

Notes: The caster may spend 2BA to add destruction level 2 to the units with knock back, causing them to smash through things they run into. If this occurs, put a d4 brown tower counters on them.

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