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Wizard

The Wizard

Cloaked in robes adorned with arcane symbols and wielding the power of the cosmos, the Wizard stands as a beacon of intellect and mastery over magic. With ancient tomes and grimoires as their arsenal, they unravel the mysteries of the universe and command the very forces of creation itself. Through intricate spells and potent incantations, they shape reality to their will, bending time, space, and matter to achieve their desires. With each flick of their wand and whispered word of power, they unleash torrents of arcane energy that ripple through the fabric of existence, leaving behind a legacy of awe and wonder in their wake.

Commencement Package

One Spell from the class spell list.
+5 Knowledge of Arcane,+4 Sense Magic, +4 Seal Tampering, +3 Concentration, -4 Wrestling, -4 Lifting, -3 Mettle, -2 Athletics

Level 1

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

+1 Seal Tampering
+1 Scroll Writing
+1 Sense Magic

Level 2

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

+1 Willpower
+1 Concentration
+1 Enchanting

Level 3

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

+1 Knowledge of Arcane
+1 Concentration
+1 Enchanting

Level 4

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

+1 Seal Tampering
+1 Scroll Writing
+1 Sense Magic

Level 5

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

+1 Willpower
+1 Concentration
+1 Enchanting

Level 6

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

+1 Knowledge of Arcane
+1 Concentration
+1 Enchanting

Level 7

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

+1 Seal Tampering
+1 Scroll Writing
+1 Sense Magic

Level 8

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

+1 Willpower
+1 Concentration
+1 Enchanting

Level 9

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

+1 Knowledge of Arcane
+1 Concentration
+1 Enchanting

Spell List

Fireball

Level 1 Red Spell (4)

Element: Fire

Mechanics:D6 fire damage, 6 space range.

Cost:3mp

Cast time: 1AA

Modality:The caster conjures a ball of flame that they can hurl at any target dealing moderate damage. However with a little more focus, the caster may expand this into a massive ball of flame.

Notes: The caster can spend 2BA to add a level 2 ring to the effects of this spell.


Chain Lighting

Level 2 Red Spell (6)

Element: Lightning

Mechanics:D8 lighting damage, level 2 link.

Cost:6mp

Cast time: 1AA, 1MA

Modality:The caster flings a bolt of lightning that leaps to nearby targets dealing moderate damage to whole crowds in some cases.

Notes: The caster can spend 2BA to up this damage dice roll by 1 and have it ignore armor.


Razor Wind

Level 3 Red, Brown Spell (7)

Element: Wind, Physical

Mechanics:D8 wind/slash damage level 2 ring, destruction level 1.

Cost:9mp

Cast time: 1AA, 1MA

Modality:The caster creates a swift wind current that swirls around them slicing through trees and dealing moderate damage to those unlucky enough to be caught in it.

Notes: The caster can spend 2BA to add a 6 space range and up the dice roll once.


Aqueous Orb

Level 4 Red, Brown Spell (7)

Element: Fire, Physical

Mechanics:D12 water/blunt damage, 6 space range.

Cost:12mp

Cast time: 1AA

Modality:The caster generates a fast moving ball of water which they can launch at incredible speeds, dealing heavy damage and often breaking bones.

Notes: The caster can spend 2BA to reduce this spell’s cost by 9mp if near a body of water.


Seismic Stomp

Level 5 Red, Brown Spell (5)

Element: Earth, Physical

Mechanics:D10 earth/blunt damage, level 3 cone, destruction level 2.

Cost:15mp, 1OBP

Cast time: 1AA,1MA

Modality:The caster raises their foot and then stomps it down onto the ground with incredible force, which ripples the earth in front of them uprooting trees and felling houses.

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

OBP: 30 minutes of studying earth magic.


Blizzard

Level 6 Red, Brown Spell (10)

Element: Ice, Physical

Mechanics:D20 ice/blunt damage, level 3 ring. This spell can only be cast outside of structures.

Cost:18mp, 2OBP

Cast time: 1AA, 1MA

Modality:The caster summons an intense blizzard that rains down chucks of icebergs that deal massive damage as they crush and or freeze any in the area of effect.

Notes: The caster can spend 2BA to add a level 2 ring to the effects of this spell.

OBP: the caster must spend 1 hour studying Ice spells.


Poison Touch

Level 1 Green Spell (4)

Element: Poison

Mechanics:D2 poison damage, potency 18 vs mettle/toughness

Cost:3mp

Cast time: 1AA

Modality:The caster’s two pointing fingers glow with a green steam as they strike the foe. This installs a weak poison into their system which if left unattended could eventually kill them.

Notes: The caster can spend 2BA to increase the potency by 2 and damage by 1 dice roll.


Petal Dance

Level 2 Green, Brown Spell (6)

Element: Flora, Physical, Ability

Mechanics: roll 3 d4s. Deal a d6 plant/slash damage in a level 1 ring for every 4 rolled. Increase your agility mod by 2 for the round for each 4 rolled as well.

Cost:6mp

Cast time: 1AA, 1MA

Modality:The caster dances about the battlefield as flower petals glide around them guarding and magically slicing through targets that approach.

Notes: The caster can spend 2BA to add a ¼ chance to gain 2 agility mods for the battle.


Besotted Beast

Level 3 Green, Yellow Spell (6)

Element: Fauna, Psychic

Mechanics:Infatuate level 2 target animal potency 20 vs intimidate/intelligence. (target cannot attack the caster and will protect the caster if necessary. If the caster intentionally attacks the target the effect is lost.)

Cost:9mp

Cast time: 1AA

Modality:The caster touches the animal and closes their eyes. Their souls briefly connect and a kinship is formed.

Notes: The caster can spend 2BA to remove this spell’s cost if they are missing more than 5hp.


Acid Shower

Level 4 Green Spell (8)

Element: Acid

Mechanics:D6 Acid damage, level 2 cone, destruction level 3.

Cost:12mp

Cast time: 1AA, 1MA

Modality:The caster emits a green mist of acid from their open palm. The acid melts away all objects in its path and deals moderate damage to those caught in it.

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


Summon a Wolf

Level 5 Green Spell (9)

Element: Acid

Mechanics:Local summon a level 2 wolf

Cost:15mp, 1SS

Cast time: 1AA, 1MA

Modality:The caster howls at the sky and light glowing green and yellow energies flow from the ground all around them. The nearest wolf that hears this is drawn to the battle, magically increasing its speed until it arrives.

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


Scurter’s Blight

Level 6 Green, Black Spell (10)

Element: Disease

Mechanics:6 space range, deal a d2 disease damage each round, and the dice roll is upped every round, potency 16 vs healing/intelligence.Contagious level 1 (anyone who interacts with the target while in it’s melee zone, catches the spell’s effects.) Requires the use of 1AA to attempt the check. Friendly fire.

Cost:18mp

Cast time: 1AA, 1MA

Modality:The caster flings a festering sewer green energy at the target upto 30 feet away. The target’s body begins to slowly rot and generate blisters, this malicious plague encroaches faster and faster as time goes on until the target’s whole body becomes a dead canker.

Notes: The caster can spend 2BA to add -2 agility to the effects of this spell.


Laser

Level 1 White Spell (5)

Element: Light

Mechanics:d6 light damage, 6 space range, beam.

Cost:3mp

Cast time: 1AA, 1MA

Modality:The caster shoots a bright beam of searing light up to 30 feet away. The color of the powerful light is dependent on which spell color they have the most of in their spell list.

Notes: The caster can spend 2BA to increase this spell’s damage by 1 and add a level 1 destruction to the effects of this spell.


Healing Hand

Level 2 White Spell (5)

Element: Holy

Mechanics:d10 holy heal

Cost:6mp

Cast time: 1AA

Modality:The caster fills their hand with positive energy and places it on the wound. This energy transfers to the target's soul healing even heavy wounds.

Notes: The caster can spend 2BA to increase this spell’s heal by a d4.


Divine Flare

Level 3 White Spell (7)

Element: Holy

Mechanics:d10 holy Damage, 6 space range, ¼ chance for the target to lose 1 accuracy mod for the battle.

Cost:9mp

Cast time: 1AA, 1MA

Modality:The caster shoots a ball of blinding light into the target which causes their whole body to glow and deals heavy damage.

Notes: The caster can spend 2BA to increase the accuracy reduction by 2.


Worthy Shroud

Level 5 White Spell (9)

Element: Protection

Mechanics: If 2 points or less physical damage is dealt to you, ignore it. If 6 points or less magical damage is dealt to you, ignore it. (BL, BL, mC, mC)

Cost:15mp, 1PPU

Cast time: 1AA, 1MA

Modality:The caster conjures a sparkling mist around the target which protects them from bruising their heel and other minions damages,

Notes: The caster can spend 2BA to reduce this spell’s cost by 9mp if cast on someone other than the caster.


Gaze of Heaven

Level 6 White Spell (10)

Element: Light

Mechanics:d20 Light damage, 6 space range. It comes infinitely high from the sky, straight down and has beam from only from the target straight into space. This spell can only be cast outside of structures.

Cost:18mp

Cast time: 1AA, 1MA

Modality:The caster invokes a lazer from the heavens which deals massive damage to any on it’s way down to the surface of the planet. It’s said that this power is truly a god gazing down in wrath.

Notes: The caster can spend 2BA to reduce this spell’s cost by 9mp during the day.


Touch of Darkness

Level 1 Black Spell (4)

Element: Shadow

Mechanics:d2 black tower counters, potency 18 vs bravery/personality.

Cost:3mp

Cast time: 1AA

Modality:The caster touches the target with a dark and evil magic which causes the target to be filled with doubt and anguish until at last it deprives them of all hope and will to live.

Notes: The caster can spend 2BA add 6 space range to this spell and force a unit subdued by black tower counters to kill themselves.


Bone Spike

Level 2 Black, Brown Spell (5)

Element: Necrotic, Physical

Mechanics:d10 necrotic/pierce damage, 6 space range to hit a corpse, then 6 space range from the corpse.

Cost:6mp, 1 corpse

Cast time: 1AA

Modality:The caster magically combines bones in the body into one long spike that they propel toward the target impaling them and dealing heavy damage.

Notes: The caster can spend 2BA and 3hp to reduce this spell’s cost by 6mp and remove the corpse cost of this spell. Launching the spike from their own body instead.


Shadow Ball

Level 3 Black Spell (7)

Element: Shadow

Mechanics:d10 shadow damage, 3 space range. The attack stays until it attempts to hit something, moving anywhere the caster wishes within sight.

Cost:9mp, 1SS

Cast time: 1AA, 1MA

Modality:The caster conjures a lively ball of evil energy that slowly moves about until it finds its mark after which it deals heavy damage to their soul.

Notes: The caster can spend 2BA to reduce this spell’s cost by 9mp if cast at night.


Raise Skeleton

Level 4 Black, Blue Spell (8)

Element: Necrotic, Animation

Mechanics:Summon a level 2 skeleton.

Cost:12mp, requires 1 corpse, 1SS

Cast time: 1AA, 1MA

Modality:The caster raises a skeleton to an animated state. The skeleton obeys their every command.

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


Anthropophobia

Level 5 Black Spell (9)

Element: Fear

Mechanics: The caster’s whispers in the target’s ear and the target gains an immense fear of people. The target will run until there are no humanoid units within 6 spaces of them. Even if it puts them in harm's way to do so, this has a potency of 22 vs bravery/toughness.

Cost:15mp, 1OBP

Cast time:1AA,1MA

Modality:The caster’s whispers in the target’s ear and the target gains an immense fear of people. The target will run until there are no humanoid units within 6 spaces of them. Even if it puts them in harm's way to do so

Notes: The caster may spend 2BA to reduce this spell’s cost by 6mp and remove 1OBP if there are 5 or more humanoid units on the battlefield.

OBP: the caster must spend 30 minutes “people watching” to gain 1 charge on this spell.


Feebling Fever

Level 6 Black, Green Spell (10)

Element: Disease

Mechanics:lower strength by 4 and deal d2 disease damage potency 16 vs healing/intelligence. Requires 1AA to attempt to clear.

Cost:18mp

Cast time: 1AA,1MA

Modality:The caster touches the target which turns their skin yellowish and lives a red hand shaped rash where they were touched. The target sweats immensely and becomes very weak.

Notes: The caster can spend 2BA to give this spell 6 space range and a level 1 ring.


Lesser Chaos Bolt

Level 1 Orange Spell (4)

Element: Chaos

Mechanics:d6 random element damage, 6 space range.

Cost:3mp

Cast time: 1AA

Modality:The caster flings a bolt of primordial energy that deals a different kind of damage from moment to moment.

Notes: The caster can spend 2BA to increase this spell’s damage by a d2 and increase this spell’s range by 3.


Cosmic Sympathy

Level 2 Orange Spell (6)

Element: Luck

Mechanics:interrupt, 6 space range, give the feat “if the target rolls a 1 on the d20 they gain 1 mod in each stat for the battle.” (tags Ro, S, Agi, Ac, Toug, Int, Per)

Cost:6mp, 1PPU

Cast time:1AA,1MA

Modality:The caster quickly changes the flow of luck for some poor sap.

Notes: The caster can spend 2BA to give this spell a level 1 ring and friendly fire.This spell can be cast even after a 1 has been rolled due to interrupt.


Lucky Strike

Level 3 Orange Spell (3)

Element: Luck

Mechanics:the target rerolls their next damage dealt and takes the best result. Until this spell resolves they have 3 orange tower counters on them.

Cost:9mp

Cast time:Addition spell

Modality:The caster uses the energy of providence to increase the chances of a perfect strike for the target.

Notes: The caster can spend 2BA to reduce this spell’s cost by 9mp if cast at full health.

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Yeti Cloak Summon

Level ? Orange, Red Spell (?)

Element: Summoning, Ice

Mechanics:cloak summon as a Yeti up to 5 levels.

Cost:6mp times level’s you wish to overlay, and 18mp for each level past your own. Level 5 Yeti. -12mp from the end cost.

Cast time: 1AA, 1MA

Modality:^^^

Notes: The caster can spend 2BA to reduce this spell’s cost by 9mp if cast at full hp.


Chaos Blaze

Level 5 Orange Spell (9)

Element: Chaos

Mechanics: level 3 cone, d10 random element damage, 1/10 chance to add a d18 random element damage.

Cost:15mp

Cast time:1AA, 1MA

Modality:The caster spues from their mouth a primordial blaze of elements that deals heavy damage and has a chance to deal massive damage on top of that.

Notes: The caster can spend 2BA to reduce this spell’s cost by 9mp if the caster has been hit by at least 2 different elements/damage types in this battle.


Summon a Cyclops

Level 6 Orange, Brown Spell (14)

Element: Summoning, Physical

Mechanics:Summon a level 6 cyclops. Can only be cast if you have max mp. Only last’s 3 rounds and doesn’t have summoning sickness.

Cost18mp, 8 round cooldown.

Cast time:2AA,2MA

Modality:The caster summons a massive cyclops that has 3 rounds to devastate the field of battle before disappearing back to his own dimension.

Notes: The caster can spend 2BA to remove 9mp from the cost of this spell if outnumbered.


Hollar

Level 1 Yellow Spell (5)

Element: Sonic

Mechanics: d6 sonic damage, level 2 cone

Cost:3mp

Cast time:1AA,1MA

Modality:The caster magically shouts so loudly it can drop creatures dead.

Notes: The caster can spend 2BA to add a level 2 cone.


Minor illusion

Level 2 Yellow Spell (6)

Element: Illusion

Mechanics: 6 space range, 5ft cubed optical, and mobile illusion potency 18 vs natural senses/accuracy.

Cost:6mp

Cast time:1AA,1MA

Modality:The caster conjures up an illusion that can look like anything and move about.

Notes: The caster can spend 2BA to give this spell a level 1 ring and friendly fire.


Calm

Level 3 Yellow Spell (6)

Element: Illusion

Mechanics: 6 space range, calm (The target can't attack with their attack action.)  potency 18 vs willpower/intelligence.

Cost:9mp

Cast time:1AA

Modality:The caster closes their eyes and transfers a serenity turquoise looking energy into the target that briefly takes violence out of their minds and hearts.

Notes: The caster can spend 2BA to give this spell a level 2 ring.


Splitting headache

Level 4 Yellow Spell (7)

Element: Psychic

Mechanics: 6 space range, d6 psychic damage, and d6 yellow tower counters.

Cost:12mp

Cast time:1AA

Modality:The caster psychically attacks the mind of the foe causing moderate damage and fills their mind with psychic energizers which that caster can use to physically destroy them with if they become overcome with it.

Notes: The caster can spend 2BA,1MA to remove the cost and cast time of this spell and instantly kill a unit subdued by yellow or brown tower counters. (splitting their head in half)


Daze

Level 5 Yellow Spell (7)

Element: Psychic

Mechanics: 6 space range, Daze(The target can't act or dodge until another unit engages them)  potency 22 vs concentration/intelligence.

Cost:15mp

Cast time:1AA,1MA

Modality:The caster sends a convoluted psychic message to the target that takes their brain a while to process, briefly leaving them vulnerable to attacks.

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


Moderate Mind Control

Level 6 Yellow Spell (13)

Element: Psychic

Mechanics: 6 space range, Mind control (The caster controls the target’s move action and attack action. The caster can't make the target hurt themselves. The target will still dodge attacks and harm normally. If the caster intentionally attacks the target the effect is lost.)  potency 18 vs willpower/intelligence.

Cost:18mp, 8 round cooldown

Cast time:1AA,1MA

Modality:The caster psychically takes hold of the target's mind and has them do their bidding.

Notes: The caster can spend 2BA to reduce this spell’s cost by 9mp if the target is a lower level than them.


Spread

Level 4 Gray Spell (5)

Element: Manipulation

Mechanics: Interrupt 6 space range, add a level 3 ring to the target caster’s spell. (can only be cast on allies.)

Cost:12mp

Cast Time:1MA

Modality:the caster intercepts a spell and adds a few modifications to it.

Notes:The caster may use 2BA to remove 1MA from the cast time of this spell and 12mp for this spell’s cost to target one of the caster’s own spells.


Giant Size

Level 2 Gray Spell (6)

Element: Manipulation

Mechanics:6 space range,increase a unit’s giant status by 1 level.(G) with a ¼ chance to gain giant status level 2.

Cost:6mp,1PPU

Cast Time:1AA, 1MA

Modality:the caster flings a thick slime-like gray mass of magic at the allied target, it sinks into the target, then the target begins to grow.

Notes:The caster may use 2BA,1MA to give this spell ½ chance to add another size category.


Reduce Size

Level 1 Gray Spell (5)

Element: Manipulation

Mechanics:9 space range, lower a unit's giant status by 1 level.

Cost:3mp,1PPU

Cast Time:1AA,1MA

Modality:the caster shoots from their palm a silver spark into the allied target. The target and their items begin to shrink.

Notes:The caster may use 2BA,1MA to Allow this spell to be cast on enemies, with a potency 18 vs Concentration/Accuracy. It replaces 1 Personal power they all ready have on unless they have an empty slot. They can’t replace this PPU until they clear the check.


Moderate Telekinesis

Level 3 Gray Spell (6)

Element: Gravity

Mechanics:6 space range, X+1 space knock back (where X is the caster’s intelligence mod, guided.

Cost:9mp

Cast Time:1AA

Modality:the caster uses gravity magic to move an object around.

Notes:The caster may use 2BA to remove 9mp from the cost of this spell outside of battle.


Swift Wield

Level 3 Gray, Blue Spell (4)

Element: Creation, Mechanical

Mechanics: create any basic weapon, and equip it instantly.

Cost:9mp and 9Mmp

Cast Time:1MA

Modality:the caster creates a weapon out of base matter.

Notes:the caster may spend 2BA to gain a ¼ chance to create 2 more basic weapons for free.


Stone to Clay

Level 2 Gray, Red Spell (6)

Element: Transmutation, Earth

Mechanics: turn any non magical, nonliving, not equipped stone to clay in the whole battlefield. You can adjust what is turned to clay and what is not.

Cost:6mp

Cast Time:1AA, 1MA

Modality: a pulse of energy comes out of the caster transmutation stone into clay.The caster can stretch their hand and reduce what is turned into clay and what is not.

Notes:having this spell allows the caster to also be able to pay 1AA and 3mp to turn one use of clay into stone.


Age

Level 1 Purple Spell (4)

Element: Time

Mechanics:deal a d6 purple tower counters, 6 space range.

Cost:3mp

Cast Time:1AA

Modality:the caster uses magic to fill the target with cosmic energies. These energies can be used to age the target to any degree once they have been subdued by them.

Notes:The caster may use 2BA to remove this spell’s cost and cast time and add as many years to the target’s age as desired, as long as the target is subdued by purple tower counters.


Hush

Level 2 Purple Spell (5)

Element: Silence

Mechanics:Silence potency 16 vs mettle/toughness.

Cost:6mp

Cast Time:1AA

Modality:the caster uses magic to prevent the target from casting spells.

Notes:The caster may use 2BA to add a level 2 cone to this spell.


Blink

Level 3 Purple Spell (7)

Element: Space

Mechanics:teleport, 6 space range, fade, disengage, phase.

Cost:9mp

Cast Time:1AA,1MA

Modality:the caster teleports 30 feet away. Easily the most famous of the elusive spells.

Notes:The caster may use 2BA to remove 9mp from the cost of this spell outside of battle.


Silence of Solitude

Level 4 Purple Spell (7)

Element: Silence

Mechanics:Silence potency 22 vs Bravery/toughness. This spell can only be cast on units that are alone.

Cost:12mp

Cast Time:1AA

Modality:the caster uses magic to prevent the target from casting spells.

Notes:The caster may use 2BA to reduce this spell’s cost by 9mp if the caster is also alone.


Time Stutter

Level 5 Purple Spell (9)

Element: Time

Mechanics:Freeze time for one round. The following round after this is cast.

Cost:15mp

Cast Time:1AA,1MA

Modality:the caster uses magic to stop time for all but themselves for a brief moment.

Notes:The caster may use 2BA to gain ½ chance to freeze time for an additional round.


Flash Back

Level 6 Purple Spell (10)

Element: Time

Mechanics:rewind time 1 round in a level 1 ring. All feats, effects, abilities,hp, mp, everything reverts back to what it was last round.

Cost:18mp

Cast Time:1AA,1MA

Modality:the caster uses magic to rewind time in a small area.

Notes:The caster may use 2BA to reduce this spell’s cost by 9mp if an allied unit in the area of effect is dead.


Spring Blade

Level 1 Blue Spell (1)

Element: Animation

Mechanics:6 space range to a weapon, then the weapon travels 6 spaces from there to attack. It deals it’s normal attack damage and feats.

Cost:3mp, requires a weapon.

Cast Time:1AA

Modality:the caster uses magic to briefly animate a weapon.

Notes:The caster may use 2BA to give this spell beam, and conducted.


Magnetic Hold

Level 2 Blue Gray Spell (4)

Element: Mechanical, Gravity

Mechanics:6 space range, X space knock back (where X is the caster’s intelligence mod), guided. Can only be cast on units holding or wearing metal. Can lift up to 300 pounds of metal if it’s targeting a nonliving unit.

Cost:3mp

Cast Time:1AA

Modality:The caster uses magic to move metal about.

Notes:The caster may use 2BA to add 2 spaces to the knock back of this spell.


Spark level 3 Construct

Level 3 Blue Spell (7)

Element: Mechanical, Animation

Mechanics:remove summoning sickness from your level 3 (or lower) construct and animate it.

Cost:9mp, requires a level 3 or less construct.

Cast Time:1AA,1MA

Modality:The caster uses magic to animate a construct.

Notes:The caster may use 2BA to remove this spell’s cost outside of battle.


Charged Volt

Level 4 Red, Blue Spell (5)

Element: Lightning, Enchant

Mechanics:add a d6 lighting damage and level 2 linked to the next attack you attempt.You have 5 red tower counters on you until the effects of this spell resolve.

Cost:12mp

Cast Time:1MA

Modality:The caster charges their weapon with chain lightning.

Notes:The caster may use 2BA to reduce this spell's cost by 9mp if a spell targeted them this round.


Bear Trap

Level 4 Blue Spell (10)

Element: Mechanical

Mechanics:Deals a d10 hack damage, root potency 18 vs strength/lifting. 17 natural senses/accuracy to see. Doesn’t roll to hit, auto hits if it’s space is stepped on.¼ chance to to deal a wound to the limb in it.

Cost:12mp, 2OBP

Cast Time:1AA,1MA

Modality:The caster sets a bear trap with sharp clamping teeth.

Notes:The caster may use 2BA to reduce this spell's cost by 9mp cast out of line of sight.

OBP: 100 true value gear parts. If escaped this price must be paid again. If failed to escape the caster must spend 1 hour fixing the damages done to it instead.


Animate a Steel Golem

Level 6 Blue Spell (18)

Element: Mechanical, Animation

Mechanics:summons a steel golem level 6.

Cost:18mp, 9Mmp, requires a steel weapon, 3OBP ,8 round cool down.

Cast Time:2AA,2MA

Modality:The caster animates a steel golem that fights on their behalf.

Notes:The caster may use 2BA to reduce this spell's cost by 9mp if there is an extra use of metal.

OBP: 30 minutes magically consuming a metal item. The golem has any enchantments that were on the item.


Powerlifting

Level 1 Brown Spell (4)

Element: Talent

Mechanics:6 space range, the target’s lifting skill becomes 10. (lifting)

Cost:3mp, 1PPU

Cast Time:1AA

Modality:The caster uses supportive magic to strengthen the target.

Notes:The caster may use 2BA to give this spell a ¼ chance to make the lifting skill 12 instead.


Lesser Empowerment

Level 2 Brown Spell (5)

Element: Ability

Mechanics:6 space range, level 1 ring, the targets gain 1 strength mod for the battle. (S)

Cost:6mp, 1PPU

Cast Time:1AA

Modality:The caster uses supportive magic to strengthen the target.

Notes:The caster may use 2BA to change which mod is increased if the caster is at full life.


Bash

Level 3 Brown Spell (4)

Element: Physical

Mechanics:deals a d4 blunt damage and a d4 knock back.

Cost:9mp

Cast Time:1MA

Modality:The caster punches the target knocking them back.

Notes:The caster may use 2BA to reduce this spell's cost by 9mp if there is more than 1 enemy in their melee zone.


Deft Prowl

Level 4 Brown Spell (4)

Element: Talent

Mechanics:add 8 to your sneak check for the round, breaks caps. within.

Cost: 9mp (12Mmp if cast outside of battle)

Cast Time:Addition spell

Modality:The caster uses magic to make their movements more subtle and quiet.

Notes:The caster may use 2BA to increase the sneak by 4 more.


Burst of Strength

Level 5 Brown Spell (5)

Element: Ability

Mechanics:add 5 strength mods to the target for the round.

Cost: 15mp

Cast Time:Addition spell

Modality:The caster uses supportive magic to greatly strengthen the target for a brief moment.

Notes:The caster may use 2BA to add 6 space range and level 1 ring to the effects of this spell.


Forceful Smite

Level 6 Brown Spell (6)

Element: Physical

Mechanics:adds a d12 slash damage to your attack.

Cost:18mp

Cast Time:Addition spell

Modality:The caster uses magic to greatly increase the damage of their attack.

Notes:The caster may use 2BA to add a d6 more damage if the target has more life than the caster.

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