New Spells


Okay all, here it is. The first 18 or so pages of new spells to complement or replace the sample spells in Atomik Magic. This is what I've got so far, and I'm a little over half done. I'll post the rest as I get to 'em.


Elemental Air


Lightning The caster causes an electrical charge potential between himself and his target. The target takes all the damage however. 8d6 EB, range of 80 m/y. For every MAGE level above 3 add +1d6 to the attack.
MAGE Level: 3
Casting Time: 3 rounds
Difficulty: 19
MP Cost: 5
Range:80 m/y

Whirlwind Wall The caster causes a whirling wind to act as a "soft" wall, preventing damage from coming through. Lasts as many phases as the caster has levels. Force wall with 6d6 SDP, 10 m/y wide. May support up to STR 6. Collapses when SDP is exceeded.
MAGE Level: 3
Casting Time: 2 rounds
Difficulty: 19
MP Cost: 5
Range: 80 m/y

Guardian Wall This wall will toss aside missile attacks (thrown and missiles such are quarrels and arrows)Missile Deflection, all non-gunpowder. Wizard gains a +5 to the Block roll.
MAGE Level: 2
Casting Time: 3 phases
Difficulty: 19
MP Cost: 4
Range: Personal

Steal Breath This spell removes the breatheable air from the victim's lungs. This spell will continue to damage the victim as long as the caster continues to pay the MP cost.2d6 NND (self-contained breathing or no breathing) stun only, Continuing.
MAGE Level: 4
Casting Time: 1 minute/5 rounds
Difficulty: target's DV
MP Cost: 10
Range: 100 m/y

Fresh Air This spell creates a small, personal bubble of fresh air that is breatheable for the caster. This can be used in any non-breatheable environment.Life Support-Breathing.
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 2
Range Personal

Gust This spell creates a wind that can push a victim. It affects a line shaped area 2 m/y wide by 6 m/y long. DV is based on distance to target hex. Telekinesis, 4 STR, Line Area Effect, can only push, +2 m/y outside, -2 m/y inside.
MAGE Level: 3
Casting Time: 1 round/4 phases
Difficulty: 18
MP Cost: 3
Range: 80 m/y line is 2 m/y x 4 or 8 m/y

Gale Wind Similar to Gust, but much more powerful.Telekinesis, 8 STR, Line Area Effect, can only push, +2 m/y outside, -2 m/y inside.
MAGE Level: 5
Casting Time: 8 rounds
Difficulty: 21
MP Cost: 10
Range: 140 m/y, line is 4m/y x 10 or 14 m/y

Glide Allows the caster to glide 20 m/y for every 2 m/y decent. Glide, 20 m/y (here's your Feather Fall, folks!)
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 2
Range: Personal

Summon Winds This spell allows the caster to someone breezes which can have minor effects on the environmnet (i.e. no direct combat effect). The spell's radius starts at 16 m/y and will double for each MAGE level above 2. Change environment, 16 m/y radius.
MAGE Level: 2
Casting Time: 2 rounds
Difficulty: 17
MP Cost: 5
Range: 50 m/y

Predict Weather The allows the caster to predict the next change in weather. Make a Perception roll vs. DV 18. Weather change will be in the caster's general area. Clairsentience (Precognition), Weather Only, Only for next change in weather.
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 2
Range: general area

Sense Air Currents This spell allows the caster to sense changes in air currents within his usual range of perception. The spell remain active for as many phases as the caster has MAGE levels. This may still require a Perception Roll, however. Detect Movement, Ranged.
MAGE Level: 1
Casting Time: 2 phases
Difficulty: 16
MP Cost: 2
Range: Personal

Corwyn's Mist Form This spell allows the caster to assume a more insubstantial body. The caster should note that although most physical attacks can not harm him, he can still be harmed by fire, air and water based attack. Additionally, the caster is unable to pass through solid, air-tight barriers.Desolid. Takes damage from fire, air and water. x2 damage from the Air college. Cannot move through solid air-tight barriers.
MAGE Level: 3
Casting Time: 2 rounds
Difficulty: 21
MP Cost: 5
Range: Personal

Tornado A terrific damaging, whirling wind can be conjured with this spell. It has a strength of 10 (for vertical lift) and whips particles and debris around so powerfully it will result in a 9d6 ranged killing attack (physical). The wind itself can also harm people doing damage as a 6d6 energy blast.Telekinesis, Area Effect, Explosive area effect, Only lifts and throws. 9d6 RKA, Area Affect (vertical 36 m/y), Linked to TK, Activation 10+, Reduced Penetration. 6d6 Energy Blast, Area Effect (24 m/y vertical line), Linked to TK, Activation 10+.
MAGE Level: 10
Casting Time: 1 hour
Difficulty: 30
MP Cost: 30
Range: 320 m/y



Demonology


Demon Fire This balefire attack does terrible damage to an unprotected victim. 6d6 Killing. 6d6 RKA, Reduced range.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: vs. victim's DV
MP Cost: 4
Range: 16 m/y

Demon Shield This fast-casting spell throws up a hellish aura that protects the Demonologist from harm. This spell will last as many phases as the caster has MAGE Levels.Force Field 10 KD ?.;
MAGE Level: 2
Casting Time: 3 phases
Difficulty: 21
MP Cost: 4
Range: Personal

Demon Wall A black wall of force can be conjured up to use to protect the caster or imprison his victims! The Force Wall will last as many phases as the caster has MAGE Levels. Force Wall 5d6 SDP, 6 KD & EKD, 10 m/y wide.
MAGE Level: 3
Casting Time: 3 rounds
Difficulty: 19
MP Cost: 5
Range: 90 m/y

Dispel A proficient Demonomancer can use a Dispel to absorb magical energies and send them to the Abyss. This works only against a single magical spell at a time. For every 15 points rolled (drop fractions) one MAGE Level is affected. Thus a roll of 25 will cancel a MAGE Level 1 spell, but will have no effect on a MAGE Level 2 spell. 10d6 Dispel, Affects any single magic spell.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: 17
MP Cost: 4
Range: 60 m/y

Detect Casting this spell will allow a demonologist to be able to detect magic for as many phases as she has MAGE levels. This is a frightening task as the demonologist's eyes turn a deep crimson for the duration of the spell. Perception checks are still needed. Detect magic, +2 to Perception check.
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 2
Range: Personal

Shadow Demon This dangerous spell summons a demon out of the shadows to attack the spell caster's foes from any direction. The demon attacks with skill equal to the caster's TECH plus skills points in this spell. Note that the defender will likely be surprised by the attack. There must be shadows nearby the victim for this spell to work. The demon does 6d6 killing damage. It attacks once then dissipates. 5d6 RKA, Indirect any location, Attack must originate from shadows within 6 m/y from the target.
MAGE Level: 3
Casting Time: 2 rounds
Difficulty: vs. defender's DV
MP Cost: 5
Range: 80 m/y

Demon Wings This horrific spell causes demonic wings to sprout from the back of the caster. The caster my travel at 15 m/y (standard) or up to 22 m/y (sprint) per round. This spell lasts one phase per 2 MP spent in the casting.Flight, 15 m/y.
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 2/phase
Range: Personal

Summon Demon Hand The Demonologist calls forth aid from hell in the form of red hand. This hand (DV 3, 14 KD) can be destroyed by doing 15 HITS of damage to it. In the mean time, the spell caster can control it remotely. It has a 8 STR. It remains for three phases before disolving into the ether. Telekinesis 8 STR, END reserve (linked), can be destroyed.
MAGE Level: 4
Casting Time: 1 minute/5 rounds
Difficulty: 20
MP Cost: 12
Range: 110 m/y

Summon Imp Another helper spell for the aspiring Master Demonologist, this one summons an imp to the sorcerer's aid. It telepathically knows whatever task it's master wants it to do. It has a 4 STR and is small enough to performs detailed tasks. It can be attacked while it defends with a DV 6 (don't forget to add 10 if using the 3d6 method!) and has 6 KD & EKD. 25 HITS done to it will destroy the creature. This will remain for six phases, then disappear.Telekinesis, END reserve (linked), can be destroyed.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: 17
MP Cost: 4
Range: 30 m/y

Evil Eye This curse will put the Evil Eye upon the target. If successful, the victim will suffer 2d6 Unluck (as per Champions) until the find a "good luck" totem. 6d6 Minor Transform.
MAGE Level: 2
Casting Time: 1 phase
Difficulty: 20
MP Cost: 4
Range: 30 m/y

Fire Blessing This spell grants the user a hellish aura, similar to the Demon Shield. The firey shield is actually quite firm, granting 30 EKD (only!). This stops many of the combat attack fire based-spells. 30 EKD Force Field, only works vs. Fire and Heat.
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 2
Range: Personal

Pentacle of Binding This binding is primarily drawn into pentagrams as it only affects demons. To a demon, this will act as a 30 KD & EKD wall with 10 m/y length of wall (usually enclosed) and 6d6 SDP. Lasts 2 rounds/ 8 phases. Force Wall, 30 KD & EKD, 10 m/y, 6d6 SDP. Only affects demons. END Reserve (linked). Reduced Range.
MAGE Level: 4
Casting Time: 1 minute/ 5rounds
Difficulty: 20
MP Cost: 8
Range: 22 m/y

Demonic Possession This dangerous spell allows the evil Demonologist to take over the mind of his hapless victim using the power of a summoned demon. Use the usual Mental Powr tables to resolve this 8d6 attack. This spell can last up to five phases. Mind Control 8d6. END Reserve (Linked).
MAGE Level: 3
Casting Time: 2 rounds
Difficulty: vs. victim's Will + Concentration + 10
MP Cost: 6
Range: 80 m/y

Demon Vision Although this spell may only be cast once per day and is not completely reliable (8+ on 3d6) it can often prove quite useful. This spell allows the Demonologist to view and hear current happenings and places up to 512 km away for one round. It does often require a Perception roll for the Demonologist to zoom in on the correct scene or person. It takes one hour to cast.Clairsentience, Sight & Sound, Double Range x 11, One Charge (lasts one turn), Activation, one hour to cast.
MAGE Level: 2
Casting Time: 1 hour
Difficulty: 17
MP Cost: 4
Range: 512 kilometers

Demon Locusts This is another vicious attack spell. It conjures up a swarm of flesh-eating devil locusts which attack the designated target for 4d6 Killing (physical). They are impervious to all but area affect attacks--which kill them outright. Additionally, the caster need only direct the foul things toward the area the target is in! Once this spell is cast, it will continue to affect its target (if it hit, otherwise the spell has failed and must be re-cast) for each subsequent phase the caster can pay the MP Cost. 4d6 RKA, continuous, Area Affect 6 m/y, Any area attack will kill them.
MAGE Level: 5
Casting Time: 2 minutes/10 rounds
Difficulty: vs. DV of target
MP Cost: 10/phase
Range: 160 m/y

Greater Pentacle of Binding This more potent pentacle has some features the lesser spell lacks. It is hardened and has the ability to be Triggered (say, when the demon is actually summoned!). However, the Demonologist may only have one casting of this spell ready at a time. Additionally, the exact type of the demon it will block must be known ahead of time. Finally, once cast, it will remain active until destroyed! Or after it is triggered and the caster forgets about it. Force Wall, 11d6 SDP, 35 KD & 31 EKD, Hardened, 0 END Cost, Delayed Effect (only one pentacle at a time), Only affects one particular demon type chosen at the time of casting.
MAGE Level: 5
Casting Time: 2 minutes/10 rounds
Difficulty: 22
MP Cost: 10
Range: N/A

Control Demon This is just what the doctor ordered for those demons who are a bit too rebellious. 10d6 of Mind Control. And it can be maintained from round to round by paying the MP cost each phase. 10d6 Mind Control, Only vs. Demons.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: vs. opponents (Will+ Concentration + 10)
MP Cost: 4
Range: 50 m/y

Summon XXX Sorry still workin' on this one!
MAGE Level:
Casting Time:
Difficulty:
MP Cost:
Range:



Elemental Earth


Note that all of the following spells requires the caster to be somehow connected to the earth. For instance, on the ground, on a staircase or in a tower is acceptable, but flying or suspended in mid-air is not.
Stone Blast This spell casts forth an avalanch of rock with which to pummel the target. 7d6 Blast (physical).7d6 EB
MAGE Level: 2
Casting Time: 3 phases
Difficulty: vs. target's DV
MP Cost: 4
Range: 70 m/y

Iron Shield Summons forth a protective iron shield to protect the caster. This is a 15 KD & EKD Force Field. It lasts as many rounds as the caster has MAGE Levels. Force Field 15 KD & EKD.
MAGE Level: 2
Casting Time: 2 rounds
Difficulty: 17
MP Cost: 5
Range: Personal

Stone Wall The elemental earth version of a protective wall has good defense (9 KD & EKD) as well as some substantial body to it (5d6 SDP). It'll last as many phases as the caster has MAGE levels or until destroyed. Force Wall, 9 KD & EKD, 5d6, 6 m/y wide. Supports up to STR 8.
MAGE Level: 3
Casting Time: 2 rounds
Difficulty: 19
MP Cost: 6
Range: 90 m/y

Dispel An Earth Elementalist can ground magical spell energy and send it back into the earth whence it was called. This works only against a single magical spell at a time. For every 15 points rolled (drop fractions) one MAGE Level is affected. Thus a roll of 25 will cancel a MAGE Level 1 spell, but will have no effect on a MAGE Level 2 spell. 12d6 Dispel, Affects any single magic spell.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: 17
MP Cost: 4
Range: 60 m/y

Stone Body This increases the mass of the targets. This can be either the caster or another person. It can be maintained by paying 4 MP per two phases.2 Levels Density Increase, +2 STR, x4 mass, +2 SD. Useable on others.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: 17
MP Cost: 4/2 phases. Minimum of 4.
Range: 60 m/y

Iron Will The essence and fortitude of the earth seeps into the mind of the elementalist giving him extra resilience. Lasts one phase/2 MPs spent. 20 pts Power Defense.
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 2/phase
Range: Personal

Mud Trap This requires the opponent to be on the ground. It softens the earth and causes the victim's feet to be caught in it. The victim must do enough points to defeat the mud's 6d6 SDP. Additionally, hacking at the mud will do no good and may even harm the trapped victim! 6d6 Entangle, Entangle takes no damage from outside attack.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: vs. target's DV
MP Cost: 3/phase
Range: 60 m/y

Earth Passage This handy spell allows the caster to burrow up to 8 m/y into the earth through up to 4 Defense. Not very handy vs. rock, but should work fine through most types of soil. Tunneling, 8m/y 4 Defense.
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 2
Range: 30 m/y

Earth Quake When the Elementalist is really feeling his oates, he wants to cast this spell. It really shakes things up! Everyone in the affected area is forced to make STR rolls vs 6 + 1d6 to remain standing or get roughly knocked to the ground. This effect will remain until the caster decides to stop paying the MPs for it. Telekinesis, STR 6, Area Affect 9 m/y, Only to knock down, Continuous.
MAGE Level: 4
Casting Time: 1 minutes/5 rounds
Difficulty: 22
MP Cost: 8/phase
Range: 120 m/y

Sense Earth This is that "find the gold & gems" spell you've been looking for. It's simple. It's quick. With a Perception check you can find all kinds of useful junk in the rocks. Detect, Ranged, Discriminitory, Only through the earth.
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 2
Range: 30 m/y

Gorgon's Touch This dangerous spell, apparently designed by a fan of the Gorgon (awnshegh-Birthright setting, really, really bad guy), this spell allows the less moral elementalist to turn a living being to a stone statue. What type of stone is left up to the artistic "flare" of the caster. It's all or nothing, though. Roll 9d6, add up the points and divide by five. If the total is TWICE the BODY of the hapless victim, the she becomes immortalized. Permanently. Or until some kind soul casts a sufficiently powerful dispel. This only works against humans, humanoids, and demi-humans. Forget animals, monsters, or giants. 9d6 Transform (into stone statue). Limited class.
MAGE Level: 4
Casting Time: 1 minutes/5 rounds
Difficulty: vs. target's DV
MP Cost: 8
Range: 120 m/y

Animate Statue Elementalists love this one! Animate your favorite statue and use it to crush your enemies! 'Course statues don't move real fast and are only as tough as the materials that comprise it. Max STR is 10. Pay MP per phase as long as you want this thing to keep moving. Telekinesis STR 10, continuous, STR limited by statue, Actions limited by statue, Spell is cancelled by destruction of the statue.
MAGE Level: 5
Casting Time: 5 minutes/25 rounds
Difficulty: 22
MP Cost: 5/phase
Range: 130 m/y



Illusion


Blur This handy spell might just safe the wily Illusionist's skin! It'll add +5 to the caster's DEX for all evade skills for one round (four phases). +5 skill pts to Melee & Ranged Evade
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 2
Range: Personal

Dispel Illusion As you might expect, this Dispel works against any single Illusion spell. Roll 10d6 and divide by 15, dropping fractions. The result is the MAGE Level of spell you may affect. 10d6 Dispel, any single Illusion spell.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: 17
MP Cost: 4
Range: 60 m/y

Imaging Standard Illusion stuff. You can make Images of both sight and sound in a single 2 m/y area (one sqaure or hex). You can continue the spell by continuing to by the MP cost per phase. Images, 2 m/y, Sight & Sound.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: 18
MP Cost: 3
Range: 50 m/y

Invisibility This spell lets you vanish from plain sight! Keep paying the MP Cost to remain invisible. Also, remember you'll have a "fringe" effect if you enter into melee with someone while invisible. Invisibility to normal sight.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: 20
MP Cost: 1
Range: Personal

Wardrobe This spell allows you to always look your best! Instantly change what you wear (not who you look like, though!). The nice thing is that you can create any style for yourself. Sadly, the clothes disappear if you remove them (replaced with whatever you were wearing originally. Instant Change
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 2
Range: Personal

Shadow This spells calls the very shadows, wrapping them about the caster in a field with a radius of 4 m/y. This field is impervious to normal sight and even Night Vision. However, infravision and other types of senses can still penetrate it. This field will not affect the caster's vision, however. Opponents must make a Perception Roll vs. DV 20 or be at 1/2 REF in melee or 0 REF in ranged combat against caster. If the roll is made, then the opponent may attack im melee at -1 to REF and 1/2 REF at range. Darkness 4 m/y radius, Personal Immunity, No Range.
MAGE Level: 2
Casting Time: 1 round
Difficulty:17
MP Cost: 4
Range: Personal

Disguise This spell casts an illusion over the caster, masking his features. While the caster may try to imitate the features of someone else, it requires an INT roll vs. a difficulty set by the GM and modified by how well the caster has studied his model. The caster may maintain the spell by paying the MP Cost per phase of use. Images.
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 17
MP Cost: 1
Range: Personal

Continuing Light The adventurer's friend, this spell casts light in a 8 m/y radius which remains for one entire day. The caster merely touches an inanimate object, and it will light up. Change Environment, 8m/y radius, Inc. Duration. No Range. Requires Focus.
MAGE Level: 4
Casting Time: 1 minute/5 Rounds
Difficulty: 20
MP Cost: 8
Range: Touch

Illusion Truly powerful Illusionists treasure this useful spell as it allows almost any possibility of the Illusion category in a 16 m/y radius. The Illusionist may maintain the spell by paying the huge cost of 12 MP per phase!
MAGE Level: 6
Casting Time: 3 minutes
Difficulty: vs. DV of Will +Conc. +10 of victims
MP Cost: 12/phase
Range: 160 m/y



Necromancy


These spells, while powerful, will not function for the caster on ground sanctified by a "good" religion, nor will these powers of darkness function in the full light of day.
Decay This spell causes the body of the victim to rot. Cast on normal items, it will cause it to decay at a greatly accelerated rate. This is a Touch- only spell. Recommended reagent: Black Orchid. Drain 1d6 BODY, returns 5 BODY/Month
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: vs DV of target
MP Cost: 4
Range: Touch

Speak with Spirits This spell allows the necromancer to speak with spirits of the dead and force information from them. This knowledge of course, is limited to whatever the dead person may have known in life. The caster may speak with the dead soul for as many phases as he can afford to pay the MP Cost. Recommended reagent: The skull of the dead individual (or atleast of a bird). Clairsentience, Sight & Hearing, see through past and into future, Only information known by individual.
MAGE Level: 3
Casting Time: 2 rounds
Difficulty: 20
MP Cost: 5/phase
Range: Local

Sleep of the Dead This tricky spell causes the necromancers to take on all the characteristics of being dead, and all detections will register him as being dead. The character determines at the time of casting how long she will remain "dead". Suggested reagent: black opal placed under the tongue. Simulate Death
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 2
Range: Personal

Life Transfer This powerful spell actually transfers life energy from the necromancer's victim and adds it to his own. The effect is that the target will age years, while the necromancer "un-ages" a like number of years. Upon a successful casting, the characters rolls 7d6 against BODY. For every BODY done over the required total, the caster gains back one year and the victim loses five. The only way to undo this spell is to take the victim to a sanctified area and cast any Dispel. All the BODY (years) will return to the victim, and the necromancer will loose what he gained. Note that if the victim is dead, there can never be any reversal. 7d6 Major Transform against BODY, one hex area, Variable Spec. Effect.
MAGE Level: 4
Casting Time: 1 minute/5 rounds
Difficulty: vs. DV of target
MP Cost: 8
Range: Touch



Nature (Plant & Wood)


All of the spells below only work in natural settings, where the caster has direct access to nature. In some cases, the caster may be able to take portions of plants or trees with him to use.
Iron Wood Bolt This attack spell enchants a stick to act as a deadly missile when thrown by the caster. 4d6 Ranged Killing Attack.
MAGE Level: 1
Casting Time: 1 phase
Difficulty: vs. DV of target
MP Cost: 2
Range: 40 m/y

Mebhaighl Sense This spells tunes the caster into the ebb and flow of the natural magic in the area. It allows him to "see" the magical patterns. Requires a simple action. Detect Magic
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 2
Range: Sight

Spring's Renewal This spell uses the powers of nature to heal all of natures creatures (including demi-humans and humanoids, but not unnatural creatures or magically created creatures). The caster may be able to touch his target'ts wounds. This spell may also be used to reverse or cancel the effect of poisons. Suggested reagents: herbs. 4d6 Aid to HITS.
MAGE Level: 3
Casting Time: 1 round/4 phases
Difficulty: 21
MP Cost: 5
Range: Touch

Wood's Entanglement The forest comes alive and moves to entangle everything in an area the caster designates. The caster may maintain this spell from round to round by continuing to pay the MP Cost. In addition, add 2d6 of entangle effect for each MAGE level above 3. 4d6 Entangle, 5 m/y radius, 3 KD.
MAGE Level: 3
Casting Time: 3 rounds
Difficulty: 19
MP Cost: 5/phase + 1 MP/phase per each extra 1d6 of effect above 4d6.
Range: 50 m/y + 30 m/y per MAGE level above 3.

Storm of Thorns The druid calls on the plants of the area to violently eject thier thorns in a swirling, slashing and deadly attack upon all in the area of effect. This is an explosive effect, loosing 1d6/2 m/y of effect. In addition, contact with Iron will nullify the effect. 6d6 Ranged Killing Attack, Explosive Effect.
MAGE Level: 3
Casting Time: 2 rounds
Difficulty: 19
MP Cost: 5
Range: 100 m/y

Twisting Paths This spell calls upon the spirits of the forest to confuse a traveler's path and misdirect their ways. The victims will believe the paths to disappear or twist and weave in mysterious fashions, causing them to become completely lost. The canny druid can make this effect last as long as he concentrates upon it, after the spell has been triggered. 6d6 Suppress vs. INT; Trigger--when boundary is crossed; Line Area Effect (2 m/y x 15 m/y); Only to affect tracking, Area Knowledges, and Perceptions, only in wooded areas; Lasts as long as druids concentrates upon it.
MAGE Level: 4
Casting Time: 1 minute/5 rounds
Difficulty: 20
MP Cost: 8
Range: 130 m/y

Forest Speak The caster may commune with nature. The caster may learn events that have occurred in the past in the area the spell is cast in. The down side is that this spell must be cast in wooded areas, and although the spell can be maintained by spending the MP Cost every phase, trees and plants tend to speak very slowly. Suggested reagent: staff. Retrocognition w/Speech & Sound, inc. range 2.25 km, Only where plants grow.
MAGE Level: 4
Casting Time: 1 minute/5 rounds
Difficulty: 20
MP Cost: 8/phase
Range: 2.25 kilometers (2,250 m/y)

Forest Vision The caster may contact the spirits of the forest to bring her information as to who else may be in the woods and what they are up to currently. The caster may maintain the spell by paying the MP Cost every phase. Suggested reagent: Staff. Clairsentience w/Sight & Sound, 3.6 km range. Detect, Linked, 360 deg.
MAGE Level: 6
Casting Time: 3 minutes/15 rounds
Difficulty: 24
MP Cost: 12
Range: 3.6 kilomenters (3,635 m/y)

Forest Paths This spell allows the caster to merge and become one with the forest, moving about on secret paths. This makes him very difficult to see. However, this only works within a forest (of course). This spell will last two phases each time the MP Cost is paid. Suggested Reagent: staff. Invisibility Sight & Sound, Half END, Only in Forest.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: 17
MP Cost: 4/2 phases
Range: Personal

Wood Shaping This spell can speed and direct the growth of wood, from the size of a sapling to a great oak tree. Given time and patience, the caster can shape the tree into any wood structure. 2d6 Transform, Cumulative, Change to anything made of wood.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: 17
MP Cost: 4
Range: 70 m/y

Erik's Blessing This benevolent spell allows the caster to bless the ground, allowing the plants there to flourish overnight. This is especially useful to aid blighted crops. Suggested reagent: Staff. 2d6 Transform, Cumulative, Area Effect 250 m/y radius.
MAGE Level: 5
Casting Time: 12 rounds
Difficulty: 24
MP Cost: 10
Range: 140 m/y



Elemental Water


These spells generally will not work in very dry areas.
Watery Fist This spell requires the caster to be near at least 10 cubic feet of water. The caster must throw a handful of water at his target, and if she hits, a massive water fist rises out of the larger water and bludgeons her opponent. 8d6 Physical Blast
MAGE Level: 3
Casting Time: 2 rounds
Difficulty: vs. target's DV
MP Cost: 5
Range: 80 m/y

Mist Form This spell allows the caster to assume a more insubstantial body. The caster should note that although most physical attacks can not harm him, he can still be harmed by fire, air and water based attack. Additionally, the caster is unable to pass through solid, air-tight barriers.Desolid. Takes damage from fire, air and water. x2 damage from the Air college. Cannot move through solid air-tight barriers.
MAGE Level: 3
Casting Time: 2 rounds
Difficulty: 21
MP Cost: 5
Range: Personal

Far Sight This spell allows the caster to view events happening a long way away. It requires the presence of a perfectly still pool of water which the caster stares into. This allows the caster to hear and see what is happening. Clairsentience, Sight & Sound.
MAGE Level: 2
Casting Time: 1 round
Difficulty: 17
MP Cost: 4/phase
Range: 250 m/y

Water Spout By casting this spell, the elementalist forms a great Water Spout which attacks whatever enemy ships he wishes. It can be a dangerous spell, however. If the caster is distracted from controlling it, it will wander of its own volition attack ships without discretion for a good four phases before subsiding. This spell may be maintained as long as the caster pays the MP Cost every round. 12d6 Energy Blast vs. Physical, Continuous, Area Effect 16 m/y, Spout may only move 12 m/y on caster's action, 1/2 END.
MAGE Level: 7
Casting Time: 3 minutes/15 rounds
Difficulty: 24
MP Cost: 24/round
Range: 200 m/y



Physiology


These powerful healing spells often take greater effort to cast. Nor will they function in places of great evil, or where horrible deeds have been done as it disrupts the careful weaving of healing magics.
Minor Healing This spell, the simplest of the healing spells, allows the caster to directly heal HITS of wounded characters. 2d6 Aid to HITS. (remember that only 1 HIT point per 5 points of Aid rolled is recovered to HITS each casting).
MAGE Level: 1
Casting Time: 1 phase
Difficulty: 16
MP Cost: 4
Range: Touch

Major Healing This is merely a superior form of Minor Healing. 4d6 Aid to HITS.
MAGE Level: 3
Casting Time: 2 rounds
Difficulty: 19
MP Cost: 8
Range: Touch

Exalted Healing This is the most powerful form of Healing spell. It also requires the presence of a specially sanctified alter at the healing. 6d6 Aid to HITS.
MAGE Level: 2
Casting Time: 1 hour
Difficulty: 17
MP Cost: 8
Range: Touch

Restore Body This spell can restore the recipient back his normal condition if he has suffered a characteristic loss. 3d6 Aid to any one phsicial charateristic.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: 17
MP Cost: 6
Range: Touch

Restore Mind This spell can restore the recipient back his normal condition if he has suffered a characteristic loss. 3d6 Aid to any one mental charateristic.
MAGE Level: 2
Casting Time: 1 round/4 phases
Difficulty: 17
MP Cost: 6
Range: Touch

Cure Disease The caster may use this spell to cure a person of diseases. 18d6 Dispel vs. Disease, Any Disease.
MAGE Level: 4
Casting Time:
1 minute/5 rounds
Difficulty:
20
MP Cost:
12
Range:
Touch

Neutralize Poison This spell allows the caster to try to neutralize the effects of poison upon a living person. 18d6 Dispel vs. Poisons/Venoms, any poison/venom.
MAGE Level: 4
Casting Time:
1 minute/5 rounds
Difficulty:
20
MP Cost:
12
Range:
Touch



War


Note that the War category is favored primarily battle mages, but some orders of Priesthood may also have access to this category, particularly Cuiraecen and Belinik. These are Battle Spells and are scaled to affect units of the size of Birthright War Units. New Limiter: -1 for each extra assistant required to cast the spell.
Bravery This spell encourages the unit and makes them better prepared to withstand intimidation, especially against monstrous enemies. For every 5 points of Aid rolled, add three points to the unit's Resistance value. 2d6 Aid to WILL, 32 m/y radius of effect, return rate--5 per minute (1 per round).
MAGE Level: 4
Casting Time:
1 minute/5 rounds
Difficulty:
20
MP Cost:
8
Range:
Centered on Caster

Martial Skill This battle spell increases the REFlex of the unit, making them a more effective fighting force. Add +1 to their AV for every 5 points rolled on 3d6. 3d6 Aid to REF, Area Effect --one unit, requires 3 assistants.
MAGE Level: 3
Casting Time:
2 rounds
Difficulty:
19
MP Cost:
5
Range:
Centered on caster

Berserk Strength This spell gives strength to the combatants, making them (in many cases!) as strong as Berserkers! Add +1 to their STRength for every 5 points rolled on 3d6, add one point to STRength and one point to BODY! 3d6 Aid to STR & Body, Area affect--one unit. Lasts 5 minutes (about 2 combat rounds in Birthright). Maximum of +3 STR & BODY. Requires 2 assistants.
MAGE Level: 4
Casting Time:
1 minutes/5 rounds
Difficulty:
20
MP Cost:
8
Range:
Centered on caster.



Light/Darkness


Shadow Cloak This complicated invisibility spell allows the caster to cloak himself in shadow, making him invisible. The only weakness of this spell is that a shadow will be cast by the user of the spell in direct sunlight. Otherwise, the spell cloaks the caster in silence, and from view. This spell will last as long as the caster chooses not to speak, and concentrates on maintaining the cloak. Thus, no other spells requiring verbal components may be cast, no sign given to a compaion. Suggested reagents: black silk cloak and black onyx ring. Invisibility, Sight & Sound, No fringe, Casts shadow in direct sunlight, Caster must make no verbal sound during the spell's duration, 0 END.
MAGE Level: 2
Casting Time:
3 rounds
Difficulty:
17
MP Cost:
4
Range:
Personal

Shadow Walk (Minor) This handy spell allows the caster to step into one shadow and exit from another up to 20 m/y away. Teleport--20 m/y.
MAGE Level: 2
Casting Time:
1 round
Difficulty:
17
MP Cost:
4
Range:
Personal

Shadow World This spell summons visions of the Shadow World to distract the caster's enemies. It has a decent radius of effect (32 m/y), and will continue so long as the caster makes no sounds and simply concentrates upon the spell. This spell often fools the caster's opponents with it's -5 to Perception checks. Images (Sight & Sound), -5 Perception, 32 m/y radius.
MAGE Level: 6
Casting Time:
3 minutes
Difficulty:
24
MP Cost:
12
Range:
170 m/y

Sunburst With this spell, the caster captures rays of light and flings them like a pebble at an opponent's eyes. The resulting flash often blinds the unfortunate for a time. Suggested reagent: crystal. 4 phases Flash vs. Sight, area effect.
MAGE Level: 4
Casting Time:
1 minute/5 rounds
Difficulty:
20
MP Cost:
8
Range:
100 m/y

Invisibility This spell manipulates light, allowing the caster to become invisible. However, because of the nature of this magic, the caster must beware of reflective surfaces and these will still give his reflection. In addition, the spell does have a fringe effect. The spell requires the caster's concentration to maintain or it will dissipate. Invisibility Sight, Fringe, Can be seen in any reflective surface, No END.
MAGE Level: 2
Casting Time:
1 round/4 phases
Difficulty:
17
MP Cost:
4
Range:
Personal

Sunbolt A powerful spell, Sunbolt causes flaming beams of sunlight to streak out from the casters eye's scorching any who are in the view of the caster. Although the caster must hit the target, no range penalties are ever tallied against the caster, and the beams act to reduce all forms of armor or other defense by half. The caster needs to have access to direct sunlight for this spell to work. Suggested reagent: quartz crystal or diamonds. 5d6 Ranged Killing Attack, Armor Piercing, No Range Penalties, Usable only in bright sunlight.
MAGE Level: 3
Casting Time:
2 rounds
Difficulty:
vs. target's DV
MP Cost:
5
Range:
110 m/y

Mirror Walk This useful spell allows the caster to actually step into a mirror, and instantly step out of another mirror he has memorized! Teleport, 20 m/y, 1 floating location, x16 range (320 m/y) Non-combat. 2d6 Flash, Linked.
MAGE Level: 4
Casting Time:
1 minute/5 rounds
Difficulty:
20
MP Cost:
8
Range:
Self only



Mental


It is generally recommended to GMs that all Mental spells use the caster's WILL instead of TECHnique with the spell skill value.
Psychokinesis This spell allows the caster to grasp and manipulate objects from a distance. This spell lasts as many phases as the caster has MAGE levels. Suggested reagent: crystal. Telekinesis 4 STR, Fine Manipulation.
MAGE Level: 4
Casting Time:
1 minutes/5 rounds
Difficulty:
19
MP Cost:
8
Range:
60 m/y

Mind Blast This is the standard mind attack that is a mainstay of the Mental spell specialist. Recommended reagent: crystal. 4d6 Mental Attack.
MAGE Level: 3
Casting Time:
2 rounds
Difficulty:
19
MP Cost:
5
Range:
Sight

Dominate This spell is the first mind control spell a budding mentalist learns, and very often it is quite effective. The skill roll should be made vs. the opponents WILL + Concentration. If a hit is made, next roll 9d6 and subtract any mental defense. Finally, use the Mental Attacks chart to determine level of success (as per the Mind Control power). Suggested reagent: crystal. This spell lasts one phase for every 5 MP spent. 9d6 Mind Control.
MAGE Level: 3
Casting Time:
2 rounds
Difficulty:
vs. Will + Concentration
MP Cost: 5
Range:
Sight

Geas This powerful spell bends the will of the victim to the needs of the caster. Usually this takes the form of a specific quest. If the victim fails to perform as per the telepathic wish, she will begin to die and will not recover until the mission is resumed. There is one sure way to end the geas: the caster must die. Suggested reagent: crystal. 8d6 Telepathy, 0 END, only for activating Trigger. 1d6 Body Drain, Recover 5 pts/week, 0 END, Trigger: Whenever subject isn't pursuing the quest to the best of his ability.
MAGE Level: 6
Casting Time:
3 minutes/15 rounds
Difficulty:
24
MP Cost:
12
Range:
170 m/y, any after casting



Combat


Glowing Bolt This spell calls forth a mystic bolt with which to strike down the caster's enemies. Use the magic skill to summon it and fire it at a foe. 4D6 Ranged Killing Attack.
MAGE Level: 2
Casting Time:
1 round/4 phases
Difficulty:
17
MP Cost:
4
Range:
40 m/y

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Elemental Fire


Fire Ball This attack burns all within its exploive radius of effect. 6D6 Ranged Killing Attack. Explosion.
MAGE Level: 4
Casting Time:
1 minute
Difficulty:
vs. Hex
MP Cost:
8
Range:
60 m/y

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