top of page

Warrior

The Warrior

Bearing the weight of countless battles upon their shoulders, the Warrior stands as a paragon of strength and valor on the battlefield. Clad in armor forged in the fires of determination, they charge fearlessly into the fray, their mighty blows cleaving through enemy ranks with unyielding force. With each swing of their weapon, they embody the indomitable spirit of courage, inspiring allies and striking fear into the hearts of their foes alike.

Commencement Package

One spell from the class spell list.
+4 Willpower,+3 Athletics, +3 Lifting, +3 Wrestle, +2 Intimidate, -4 Sneak, -4 Sense Magic, -4 Seal Tampering

Level 1

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

+1 Reflex
+1 Concentration
+1 Lifting

Level 2

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

+1 Lifting
+1 Wrestle
+1 Intimidate

Level 3

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

+1 Willpower
+1 Mettle
+1 Bravery

Level 4

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

+1 Reflex
+1 Concentration
+1 Lifting

Level 5

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

+1 Lifting
+1 Wrestle
+1 Intimidate

Level 6

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

+1 Willpower
+1 Mettle
+1 Bravery

Level 7

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

+1 Reflex
+1 Concentration
+1 Lifting

Level 8

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

+1 Lifting
+1 Wrestle
+1 Intimidate

Level 9

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

+1 Willpower
+1 Mettle
+1 Bravery

Spell List

Double Slash

Level 5 Brown Spell (6)

Element: Physical

Mechanics:The Caster attacks the target twice, both attacks have mods. The caster only has to roll one time to hit.

Cost:15mp

Cast time:1MA

Modality: The caster slashes the target once, then drags it back with equal force.

Notes: The caster may spend 2BA to reduce this spell's cost by 9mp if the caster has taken at least 9 damage in this battle.


Whirlwind

Level 2 Brown Spell (2)

Element: Physical

Mechanics: The caster’s attack is dealt to all the enemies in their melee zone. Friendly fire.

Cost:6mp

Cast time:Addition Spell

Modality: The caster swings their weapon around them with great force.

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


Staggering Blow

Level 2 Brown Spell (3)

Element: Physical

Mechanics:  (d4 knock back, knock down)

Cost:6mp

Cast time:1MA

Modality:The caster swings their weapon with great force throwing the target on to the ground.

Notes: The caster may spend 2BA to reduce the target’s agility mod by 1 for the battle, if the target is missing 5hp or more.


Deep Cut

Level 4 Brown Spell (4)

Element: Physical

Mechanics: The caster adds ignore armor, a d4 bleed out to the target requires an attack action to attempt to heal, potency 12 vs heal/intelligence.)

Cost:12mp, 2OBP

Cast time:Addition spell

Modality:The caster strikes with their incredibly sharp blade. It sails through armor like butter and leaves a gushing wound.

Notes: The caster may spend 2BA to remove the 2OBP and 3mp form the cost of this spell if the target is humanoid.

OBP: the caster uses one use of wet stone and spends 30 minutes sharpening the weapon to put 1 charge on this spell.


Unsheath

Level 2 Brown Spell (2)

Element: Ability

Mechanics:The caster may swap out their held items and gain 2 accuracy mods for the round. Within.

Cost:6mp

Cast time:Addition Spell.

Modality:The caster pulls out another weapon rapidly to deliver an unexpected strike.

Notes: The caster may spend 2BA to reduce this spell’s cost by 6mp and add 1 more accuracy if the target is humanoid.


Mend

Level 2 White Spell (3)

Element: Holy

Mechanics: the caster mends a target wound.

Cost:6mp

Cast time:1MA

Modality: The caster quickly wraps up the target’s wound and magically heals it. The spell is powerful enough to reattach limbs.

Notes: The caster may spend 2BA to add a d6 holy heal to this spell if the target is missing 5hp or more.


Scarring

Level 5 Brown Spell (6)

Element: Physical

Mechanics:The caster’s damage including mods is dealt to the target’s Mhp as well as their Hp for the round.

Cost:15mp

Cast time:1MA

Modality: The caster strikes deep wounds that will later leave scars.

Notes: the caster may spend 2BA to reduce this spell’s cost by 9mp if the target has healed this battle.


Impale

Level 2 Brown Spell (3)

Element: Physical

Mechanics: Caster potency 22 vs lifting/strength. The caster attacks a unit dealing normal damage. If there is a unit in the target’s melee zone, the unit takes the damage also and the two are rooted potency 12 vs strength/lifting. If a rooted unit tries to dodge while rooted they take a d10 hack damage. Now if there isn’t a unit in the target’s melee zone but there is a sturdy object like a tree or wall, then the target is pinned potency 12 vs strength/lifting. The caster may choose to hold onto the weapon and count as grappling.

Cost:6mp

Cast time:1MA

Modality: The caster impales the target and pins them to a wall or other target.

Notes: The caster may spend 2BA to increase the potency of this spell by 6 if the target(s) are unarmored.


Throw weapon

Level 1 Brown Spell (1)

Element: Ability

Mechanics:add six space range to a weapon that does not normally have range. It does its normal damage plus mods.

Cost:3mp

Cast time:Addition Spell

Modality: The caster throws their weapon and strikes the target.

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


Hail Mary

Level 2 Brown Spell (3)

Element: Ability

Mechanics:caster potency 22 vs concentrate/accuracy. The caster throws their weapon up to 6 spaces away dealing attack damage with mods.

Cost:6mp

Cast time:1MA

Modality: After doing their normal attack, the caster throws their weapon and strikes the target.

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


Fighting dirty

Level 3 Brown Spell (7)

Element: Ability

Mechanics: reduces target’s accuracy mod and agility mod by 3 potency 18 vs reflex/accuracy this spell’s effect only lasts 3 rounds.

Cost:9mp

Cast time: 1AA,1MA

Modality:The caster head butts, throws sand and does any other nefarious tactic to get on edge on their foe.

Notes:The caster may spend 2BA to knock down the target and reduce this spell’s cost by 6mp, if the caster has less hp than the target.


Crushing blow

Level 4 Brown Spell (5)

Element:Physical

Mechanics: The caster adds knock down and a d10 of the weapon’s damage to their attack. Can only be cast on humanoids.

Cost:12mp

Cast time:1MA

Modality:The cast delivers a crushing blow that flattens the target.

Notes:The caster may spend 2BA to add disarm to this spell if the target is missing 5hp or more.


Titan’s Down Fall

Level 3 BrownSpell (3)

Element: Physical

Mechanics: adds a d6 to your weapons damage for each level of giant status the target has.

Cost:9mp

Cast time:Addition Spell

Modality:The caster’s knowledge of how to fight massive foes aids them in dealing damage to giants.

Notes:The caster may spend 2BA to reduce the cost of this spell by 9mp vs targets that are bigger than the caster.


War Walk

Level 2 Brown Spell (2)

Element: Ability

Mechanics: increases the caster’s agility mod by 3 for the round for every enemy unit in their melee zone minus 1. Within.

Cost:6mp

Cast time: Addition spell

Modality:The caster weaves out of harm's way in the thickest part of the battle as if in some sort of precoragraphed dance.

Notes: The caster may spend 2BA to reduce this spell’s cost By 6mp and add 1 more agility to the effects of this spell if outnumbered.


Repel

Level 6 Brown Spell (9)

Element: Physical

Mechanics:The caster blocks a target attack while pushing the attacker back away. This doesn’t have to be an attack targeting the caster, it can be an attack against an ally in range or an attack passing by the caster. It doesn’t have to be the caster’s turn to cast this spell.  (interrupt, instant dodge, knock back d4.)

Cost:18mp

Cast time: 1AA

Modality:The caster blocks an incoming attack.

Notes:The caster may spend 2BA to reduce this spell’s cost by 15mp vs ranged attacks, doing so loses the knock back feature of this spell.


Disarm

Level 1 Brown Spell (4)

Element: Ability

Mechanics: The caster disarms the target and then has quick draw for the round allowing them to catch the disarmed item without a check.

Cost:3mp

Cast time:1AA

Modality:The caster’s strikes the weapon from the target’s hand. Then catches it.

Notes:The caster may spend 2BA,1MA to disarm both the target’s held items.


Parry

Level 3 Brown Spell (3)

Element: Physical

Mechanics: caster potency 17 vs reflex/agility. The caster block 100% of the incoming physical, melee damage (interrupt, instant dodge). This doesn’t have to be an attack targeting the caster, it can be an attack against an ally in range. It doesn’t have to be the caster’s turn to cast this spell.

Cost:9mp.

Cast time:Addition spell

Modality: The caster uses their weapon to swiftly block the melee attacks of their foe.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp vs humanoid attackers.


Deflect

Level 4 Brown Spell (5)

Element: Physical, Ability

Mechanics: To cast this spell, the caster must clear the caster potency 22 vs reflex/agility. The caster bounces an incoming ranged attack off their shield and into another target 15 feet away (3 spaces). The caster takes no damage from this incoming attack  (instant dodge, interrupt. Redirect.) This doesn’t have to be an attack targeting the caster, it can be an attack against an ally in range or an attack passing by the caster. It doesn’t have to be the caster’s turn to cast this spell.

Cost:12mp

Cast time: 1MA

Modality: The caster bats a ranged attack into a new target.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the attack has already attempted to attack the caster with the same weapon/spell that is now being deflected.


Brace

Level 1 Brown, White Spell (4)

Element: Ability, Protection

Mechanics:The caster can’t dodge, but the caster blocks 14 points of all physical damage for the round. Within.

Cost:3mp

Cast time:1AA

Modality:The caster magically prepares their mind and body for the impact of incoming damage.

Notes: This spell has often been used to reduce fall damage. The caster may spend 1BA to have this spell block magical damage instead.


Will bound sword

Level 2 Brown Spell (3)

Element: Physical

Mechanics:caster potency 22 vs willpower/toughness. The caster destroys one of the target’s non magical held items and adds a d6 of weapons damage, and ignore armor to their normal attack.

Cost:6mp, 8 round cooldown.

Cast time:1MA

Modality: Their weapon shines with the intensity of their own dauntless soul as it slashes through weapons and armor alike to deal devastating damage.

Notes: The caster may spend 2BA to increase the added damage of this spell by a d6 when they are at full hp.


Shrug it off

Level 4 Brown Spell (8)

Element: Ability

Mechanics:The caster ignores damage dealt to them that is equal to or less than 4, within) (Tags: BL, BL)

Cost:12mp, 1PPU

Cast time: 1AA, 1MA

Modality:The caster is unaffected by trivial flesh wounds.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if a ranged attack has been used by an enemy this battle.


True Strike

Level 4 Brown Spell (5)

Element: Ability

Mechanics:The caster adds instant hit to a target attack.

Cost:12mp

Cast time:1MA

Modality:The caster has been in so many conflicts that they have an intrinsic knowledge of how to hit even the most nimble of target’s.Tapping into this just takes significant effort.

Notes: The caster may spend 2BA to make this spell add ignore feats tagged with Bd and instaD.


Defend

Level 1 White Spell (5)

Element: Holy, Protection

Mechanics: The caster blocks a d6 of  all incoming damage the round this is cast, and they heal a d4hp.

Cost:3mp

Cast time:1AA,1MA

Modality:The caster conjures a healing force field around them as they take a defensive stance.

Notes: The caster may spend 2BA to add a ¼ chance to block any incoming attack all together for the round.


Power Stance

Level 2 Brown Spell (2)

Element: Physical

Mechanics: The caster adds 3 damage to all physical damage they deal and they have 3 accuracy to all their attacks for the round, but all incoming attacks gain 3 to hit the caster and the caster takes 3 additional damage from all physical damage he/she takes.

Cost:6mp

Cast time: Addition spell.

Modality:The caster takes a very aggressive stance. Making them like a glass cannon.

Notes: The caster may spend 2BA to add X+1 damage to their attack for the round. Where X is the amount of enemy brown tower counters on the caster. These counters are then removed.


Maul

Level 3 Brown Spell (7)

Element:Physical

Mechanics: The caster deals 3 attacks with mods, all the damage is changed to hack damage, if one misses they all miss. Every attack past the first has minus 2 accuracy.

Cost:9mp

Cast time: 1AA, 1MA

Modality: The caster attacks like a crazed beast. With vicious inaccurate hacks.

Notes: The caster may spend 2BA to reduce this spell’s cost if they have less hp then the target.


Shock Absorb

Level 2 White Spell (2)

Element: Protection

Mechanics:The caster is immune to blunt damage for the round. Interrupt,Within

Cost:6mp

Cast time: Addition Spell

Modality: The Caster can leap from great heights and survive being swat with the cudgels of giants.

Notes: The caster may spend 2BA to be immune to knock down and knock back for the round as well.


In the Groove

Level 1 Brown Spell (1)

Element: Ability

Mechanics: The caster adds 1 damage to the attack for every successful hit in a row on the target without missing. Missing or swapping to a new target resets the count on this spell.

Cost:3mp

Cast time: Addition spell

Modality:The caster gets in a rhythm of the circumstances making them increasingly effective if the situation stays mostly the same.

Notes: The caster may spend 2BA to add 3 accuracy vs units that have been hit by this spell during this battle.


Nick of Time

Level 6 Brown Spell (7)

Element: Physical

Mechanics: The caster runs over and blocks the incoming attack for a target. Their movement worth of spaces, interrupt, instant dodge, without.)

Cost:18mp

Cast time:1MA

Modality:The caster runs over and blocks the incoming attack for a target. This cannot be cast on an attack targeting the caster.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the damage would have done 5 or more damage to the target.


Study Foe

Level 3 Brown Spell (6)

Element: Ability

Mechanics: 6 space range, d12 brown counters. These counters only count for the caster to use.

Cost:9mp

Cast time: 1AA

Modality: The caster studies the foe and learns exactly how to take them out.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster didn’t deal damage in the last round.


Thrash

Level 2 Brown Spell (6)

Element:Physical

Mechanics: The caster get’s to attack the target with modded attacks on the target’s turn if they don’t clear the check. These attacks don’t require FFS for the caster. If the target is out of the caster’s melee zone at the beginning of the turn no damage will be dealt, but the target won’t get a chance to clear the check. The check to clear is a 12 vs Charm/Personality.

Cost:6mp

Cast time: 1AA, 1MA

Modality:The caster singles out a target and goes to town on them. Striking them every chance that they get. The only thing that can stop this is magic or the caster losing resolve.

Notes: The caster may spend 2BA to increase the potency of this spell by 6 vs units of their same sex.


Dash

Level 4 Brown Spell (5)

Element: Physical

Mechanics:The caster charges forward (equal to movement) knocking down all unit’s in their path. This movement does not provoke free hits. (Disinguages, knock down, beam)

Cost:12mp,

Cast time:  1MA

Modality:The caster charges forward, knocking down all unit’s in their path.

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


Tackle

Level 1 Brown Spell (2)

Element: Physical, Ability

Mechanics: The caster runs toward the target (equal to movement plus 2) and tackles them to the ground. Both the target and the caster are prone and grappling.

Cost:3mp

Cast time:1MA

Modality: The caster runs toward the target and tackles them to the ground.

Notes: The caster may spend 2BA to add 4 more movement to the movement in this spell.


Revenge

Level 2 Brown Spell (6)

Element: Physical

Mechanics: The caster pays this spell’s cost then tries to clear a Caster potency 22 vs Mettle/Strength. If cleared, The caster deals all the damage they have taken this round to the target as the same damage type as their weapon.

Cost:9mp

Cast time: 1AA

Modality: The caster fuels their rage with memories of the cruelties dealt to them.

Notes: The caster may spend 2BA to remove 1AA from the cast time of this spell if they have the lowest hp of the surviving unit in the battle.


Dancing Blades

Level 4 Blue, Purple, Gray Spell (7)

Element: Animate, Gravity, Manipulation

Mechanics: The caster animates the rune sword that they have. The sword glows blue and splits into several swords that levitate around the caster. Any time the caster is attacked with a melee attack. The attacker must clear a check of 14 vs reflex/agility or they take the weapon’s damage. If the weapon is enchanted they also take those effects. (tags:U, U, C, C)

Cost:12mp, 1PPU, 2OBP

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to reduce the cost of this spell by 9mp if it is cast during the day time.

OBP: The caster must have a sword worth at least 5000 gold. The caster spends 30 minutes putting rune letters on the blade. Every 30 minutes puts a charge on this spell.


Full Arsenal

Level 2 Brown Spell (5)

Element: Physical

Mechanics: The caster attacks the target with 3 different weapons from their gear, swiftly swapping between them. Only the first attack has a strength mod added. The other attacks have -2 accuracy. The other 2 attacks have to all hit or both miss. The caster may end with whatever weapon from the pack they want equipped even if it wasn’t one of the ones used in the attack.

Cost:6mp, 2FHS

Cast time:1AA

Modality: The caster attacks the target with 3 different weapons from their gear, swiftly swapping between them.

Notes: The caster may spend 2BA add 3 accuracy for the round if the target has a lower agility than you.


Warrior’s Prayer

Level 1 White, Brown Spell (6)

Element: Holy, Ability

Mechanics:heal a target’s Hp equal to 2x the caster’s toughness mod, without.

Cost:3mp, 3hp

Cast time:1AA

Modality:The caster sacrifices some of their spiritual life energy to help a wounded comrade.

Notes: The caster may spend 2BA to remove 3mp from the cost of this spell and add a ¼ chance to heal the target equal to the caster’s strength mod as well.


Raid

Level 5 Brown, Orange Spell (5)

Element: Physical, Luck

Mechanics:¼ chance to cast this spell for free and gain 3 attack actions, and 3 move actions.

Cost:15mp, (3FHS if successful)

Cast time:addition spell

Modality:The caster has a chance to move at high speeds seemingly appearing at multiple places at once. This formidable technique has the force of being hit by an entire raid party. If pulled off properly it actually invigorates the caster’s fighting spirit instead of exhausting them.

Notes: The caster may spend 2BA to add a ¼ chance to gain a d12mp.


Guard

Level 2 White, Brown Spell (2)

Element: Protection, Ability

Mechanics:immune to the multiplying effects of criticals, and increased wound threshold by 3 for the round. Within.

Cost:6mp

Cast time:Addition spell

Modality:The caster takes a defencive stance after their move to prevent serious injury.

Notes: The caster may spend 2BA to heal a d6 if they didn’t attack this round.


Lesser Smite

Level 3 Brown Spell (2)

Element: Physical

Mechanics:add a d6 to your weapons damage for the round.

Cost:9mp

Cast time:Addition spell

Modality:The caster strikes the target with added foruce.

Notes: The caster may spend 2BA to remove 9mp from the cost of this spell if the target has more hp than them.


Smite

Level 3 Brown Spell (2)

Element: Physical

Mechanics:add a d6 to your weapons damage for the round. This spell costs 3mp less to cast for the battle, each time it is cast.

Cost:12mp

Cast time:Addition spell

Modality:The caster strikes the target with added foruce and is encouraged by the observation of their own strength.

Notes: The caster may spend 2BA to remove 9mp from the cost of this spell if the target has more hp than them.


Djinn Skin

Level 3 Brown, Gray Spell (6)

Element: Ability, Manipulation

Mechanics:Spend any 3 enemy counters of any color to gain one mod of your choice. Within.

Cost:9mp

Cast time:1AA

Modality:The caster draws upon the invasive magic energies in their bodies to strengthen themselves.

Notes: The caster may spend 2BA to remove 9mp from the cost of this spell if the caster has more than 5 counters on them.


Prime

Level 4 Brown Spell (8)

Element: Ability

Mechanics:Gain 1 strength, agility, and accuracy mod for the battle. Within.

Cost:12mp

Cast time:1AA,1MA

Modality:The caster taps into their primal instincts and generates immense power within themselves.

Notes: The caster may spend 2BA to remove 9mp from the cost of this spell if any one of the boosted mods is negative before being boosted.


Wolf Talon

Level 1 Brown Spell (1)

Element: Physical

Mechanics: that caster gains 2 enemy brown tower counters on themselves if they successfully hit their target. If the caster has 6 or more enemy brown counters on themselves when casting this spell then don’t gain any brown tower’s and instead deal an extra d12 damage to the target and remove 6 brown tower counters from the caster.

Cost:3mp

Cast time:Addition spell

Modality:The caster charges up a powerful attack and then releases it.

Notes: The caster may spend 2BA to add 3 accuracy to this spell if the target is missing 5hp or more.


Duel

Level 1 White, Yellow Spell (5)

Element: Protect, Physic

Mechanics:6 space range, both the caster and the target must fight only each other potency 20 vs willpower/toughness. Both block 4 damage from all damage sources other than their taunted target. Ethier unit can choose not to attempt the check. If either unit clears the check then both do.

Cost:3mp

Cast time:1AA,1MA

Modality:The caster and target are locked in magical combat.

Notes: The caster may spend 2BA to increase the damage blocked by 4.


Time Lybra

Level 1 Purple Spell (2)

Element: Time

Mechanics:The caster gains 1AA and so does a target enemy within 6 spaces. The target enemy gains this 1AA regardless of available FHS.

Cost:3mp

Cast time:1MA

Modality:The caster and a foe are sped up in time briefly.

Notes: The caster may spend 2BA to remove this spell’s effects and permanently freeze in time any targets subdued to purple tower counters in a level 3 ring.


Pseudo Strike

Level 4 Brown, White Spell (5)

Element: Physical, Protection

Mechanics:add a d12 to your weapons damage for the round. This spell and the attack it is added onto cannot kill the target and will only be reduced to a minimum of 1hp.

Cost:12mp

Cast time:1MA

Modality:The caster strikes with a severe strike that is non lethal.

Notes: The caster may spend 2BA to remove 9mp from the cost of this spell if the target was successfully hit by the caster last round.


Headbutt

Level 2 Brown Spell (3)

Element: Physical

Mechanics:deal a d12 blunt damage to the target. The caster takes this damage as pure damage. Both the caster and the target become dazed potency 12 vs concentration/toughness.

Cost:6mp

Cast time:1MA

Modality:The caster bashes their head into the target disorienting both of them.

Notes: The caster may spend 2BA to increase the potency of this spell by 4.


Swashbuckle

Level 1 Brown Spell (1)

Element: Physical

Mechanics:caster potency 17 vs reflex/agility, disarm and knock down the target unless they clear a reflex/agility check of 17.

Cost:3mp

Cast time:Addition spell

Modality:The caster crosses blades with the foe and tries to disarm them.

Notes: The caster may spend 2BA to gain 3 accuracy mods for the round vs humanoid units.


Whip the Floor

Level 3 Brown Spell (7)

Element: Physical

Mechanics:knock down, d4 conducted knock back, potency 18 vs wrestle/strength. The effects of this spell do nothing unless the caster is in the target’s melee zone. This check can only be attempted if the caster is in the target’s melee zone.

Cost:9mp

Cast time:1AA,1MA

Modality:The caster wrestles and throws the target around like a ragdoll.

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


Swift Blade

Level 4 Brown Spell (5)

Element: Physical

Mechanics:caster potency 22 vs reflex/agility, add a d6 to your weapons damage for the round, and give this attack auto hit.

Cost:12mp

Cast time:1MA

Modality:The caster strikes with near unavoidable speed.

Notes: The caster may spend 2BA to remove 9mp from the cost of this spell if the target has a higher agility mod than the caster.


Grit

Level 3 Brown, White Spell (4)

Element: Talent, Holy, Protection

Mechanics:caster potency 22 vs mettle/toughness, heal the caster a d12 hp and block 2 points of all damage until the end of the round. within.

Cost:9mp

Cast time:1MA

Modality:The caster digs deep within themselves to conjure more fighting spirit.

Notes: The caster may spend 2BA to remove 9mp from the cost of this spell if the caster is missing 5hp or more.


Crash Punch

Level 1 Brown Spell (1)

Element: Physical

Mechanics:caster potency 22 vs strength/lifting, -3 accuracy, d12 blunt damage in a level 1 cone.

Cost:3mp

Cast time:Addition spell

Modality:The caster smashes the ground severling rattling those caught in its area of effect.

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


Combat Surveillance

Level 3 Brown Spell (2)

Element: Physical

Mechanics:deal d2X brown tower counter in a level 2 ring. Where X is the amount of units in the area of effect -1.

Cost:9mp

Cast time:1MA

Modality:The caster quickly gains and understanding of the combat situation.

Notes: The caster may spend 2BA to remove 9mp from the cost of this spell if the caster is out numbered.


Sudden Death

Level 4 Brown Spell (8)

Element: Physical

Mechanics:level 3 ring, instantly kill any unit in the area of effect that is subdued to brown tower counters. Deal critical damage to terminal foes and double weapon damage to non terminal foes, if this double damage does not kill them, then it does nothing.

Cost:12mp

Cast time:1AA,1MA

Modality:The caster quickly attempts to dispatch all nearby units at one time.

Notes: The caster may spend 2BA to disengage and appear in any space within the area of effect of this spell.


Smooth Operation

Level 4 Brown Spell (4)

Element: Physical, Ability

Mechanics:the caster adds a d6 to their attack for the round, if this damage kills, the caster gains 5 agility mods for the round.

Cost:12mp

Cast time:Addition Spell

Modality:The caster takes out their target then deftly evades the consequences after.

Notes: The caster may spend 2BA to have the agility gained stay for another round if they don’t move from the panel they are on for both rounds.


Competitive Cut

Level 1 Brown Spell (1)

Element: Physical

Mechanics:The caster adds a d8 to their attack if the target is welding the same weapon as the caster.

Cost:3mp

Cast time:Addition spell

Modality:The caster sets out to prove they are the best.

Notes: The caster may spend 2BA to gain 5 agility for the round vs that weapon.


Reposition

Level 4 Brown Spell (4)

Element: Physical

Mechanics:disengage, and gain a move action.

Cost:12mp

Cast time:Addition spell

Modality:The caster swiftly dives in and out of battle.

Notes: The caster may spend 2BA to gain ¼ chance to cast this spell for free and gain a d6mp.


Crossed Blades

Level 2 Brown Spell (2)

Element: Physical

Mechanics:caster potency 22 vs strength/lifting, the target must also clear this potency. If on of them clears it and the other doesn’t, then the other gets disarmed, knocked down and back a d4 spaces.

Cost:6mp

Cast time:Addition spell

Modality:The caster crosses blades with the target and then uses their strength and talent to disarm them and send them tumbling back.

Notes: The caster may spend 2BA to gain 4 lifting skills for the round.


Denting

Level 1 Brown, Orange Spell (1)

Element: Physical, Luck

Mechanics:The caster gains a ½ chance to add a d8 to their weapons damage for the round vs armored foes.

Cost:3mp

Cast time:Addition spell

Modality:The caster crushes armored foes if they get lucky.

Notes: The caster may spend 2BA to add, ignore armor and add a d2 to the weapon’s damage.


Chain Strikes

Level 4 Brown Spell (4)

Element: Physical

Mechanics: The caster adds link level 2 to their attack, disengage, the caster moves one space adjective to the last unit jumped onto by this attack.

Cost:9mp

Cast time:Addition spell

Modality:The caster jumps from one foe to the next to deliver their full attack until there isn’t a unit to jump to.

Notes: The caster may spend 2BA to give this spell friendly fire and plus 1 accuracy.

bottom of page