Cosmic Peril Fantasy: Spells List
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Spells, or Psionic Techniques, are discrete applications of each of the arcane skills in CPF that a player can, in theory, learn and attempt to use. Use [CTRL-F] to search the spells on this page.
Acquiring Spells- Each time a player gains a level in any one arcane skill, they automatically receive that level's core power, and may attempt to cast any other spells of that level or lower, choosing from this list.
Each spell has a level, a governing skill or "school", a casting cost, a casting TN (target number for your casting roll), a name, and an effect description, including limitations.
If not otherwise stated, the minimum casting time of each spell is 1 main action (6 seconds).
The usual formula for casting TN is (level*2)+8.
When a spell says "visible target", it means that the caster must be able to see the target with unaided vision. Video feeds and other electronic views do not qualify. If the spell causes obscuration, such as with fog and smoke spells, these affect cameras and robot eyes normally, blocking vision, unless they have infrared or sonar etc.
Spells that create a projectile of any kind require clear line-of-sight and cannot be cast through glass without shattering the glass.
If a spell has a duration, it generally requires concentration.
Attack Spells are spells intended for personal combat use. Rather than rolling versus the spell's TN, you roll versus the enemy's defense value or better. Similar to normal spells, if you roll low, you will get at least a miss and potentially also an arcane backfire effect.
This spell list is and will always be incomplete! Want a spell that will drown the earth, blow up a star, summon fiends? Quest for it!
Spell Details
Spell School | Spell Level | Spell Name | TN to Cast | Description | Suggested Bonuses | Suggested Risks |
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Chronomancy | 1 | Core-1: Visions 1 hour | 10 | Get hints about the potential past or future on a certain topic, within a 1-hour radius in time. | More info. | Less info, psychic damage, new threats, or it costs more SP. |
Chronomancy | 2 | Core-2: Visions 1 day | 12 | Get hints about the potential past or future of a certain topic, within a 1-day radius in time. | More info. | Less info, psychic damage, new threats, or it costs more SP. |
Chronomancy | 2 | Foresight | 12 | Cast this as an instant reaction to auto-win initiative when a combat begins or to act first in any other urgent situation. If someone else also casts then roll with just that person. If the party is ambushed, and you cast, then only you are excepted from surprise. | More info on the situation, and you can set the combat order. | Only a minor speed boost, or costs more sp or hp. |
Chronomancy | 2 | Portent | 12 | Cast in the morning to gain 1 portent roll. Look at your 2d8 casting roll, then save the die results. You keep this portent roll through the day until your next sleep cycle, and may apply it to allies/enemies when needed, before modifiers, thereby expending it (i.e., you could help an ally succeed at a task or make an enemy fail at a task). If unused, they expire at end of day. You cannot have or use more than 2 portents between full sleep cycles. | Always works. | Always works. |
Chronomancy | 2 | Sense the Need | 12 | Cast, retroactively, and prove that you brought along a useful item that you could conceivably have had and brought from earlier. Doesn't work as well with expensive or ultra-powerful items, but might depending on context and roll. | More accurate and powerful item results. | Costs more SP or HP, produces a weaker item, or the item you thought you had turns out to be something dangerous, broken, rotten or bizarre. |
Chronomancy | 3 | Core-3: Visions 1 week | 14 | Get hints about the potential past or future of a certain topic, within a 1-week radius in time. | More info. | Less info, psychic damage, new threats, or costs more sp. |
Chronomancy | 3 | Foreboding | 14 | Cast as a reaction when a trap, ambush, or sudden hazard is triggered. If successful, trap remains untripped, hazards remain contained, and the party is not surprised by enemies. | More info about future traps. | Vague ideas, or it costs more hp or sp to make it successful. |
Chronomancy | 3 | Slow | 14 | As a main action, you commit concentration and attempt to slow a biological person or creature. If they have more than 1 turn, then they lose 1 of them. Otherwise, they drop to -1 in the combat order, halve their speed, and can only take 1 type of action, and have a 25% chance to lose their turn in combat. Works on robots. Lasts up to 4 hours. | More targets or greater effect on one target. | Lesser effect (perhaps they just lose 1 attack or 1 turn), no effect, or unintended effects, or it costs more hp/sp. |
Chronomancy | 3 | Future Shunt | 14 | You touch a target person or object to send them a certain amount of time into the future, up to 1 day. | More control over the effect. | May cost more hp/sp, or may have unintended effects and less control. At worst, the target may be shifted to an alternate timeline, may be replaced with an evil twin, may be sent back into the past, etc. |
Chronomancy | 4 | Core-4: Visions 1 month | 16 | Get hints about the potential past or future of a certain topic, within a 1-month radius in time. | More info. | Less information, psychic damage, new threats, or may cost more sp. |
Chronomancy | 4 | Haste | 16 | As a main action, you commit concentration and increase the global speed of a biological person or creature. This sets their speed statistic to 20, and means that for them, ordinary people seem slow. If used in battle, they get +1 additional Main Action per turn in addition to a speed of 20. Lasts up to 10 minutes. | More targets or greater effect on one target. | Lesser effect (perhaps they just gain a little more speed), unintended effects, or costs more hp/sp. |
Chronomancy | 4 | Probability Enhancement | 16 | Cast on a target to give them +1 advantage die on all rolls for 10 minutes. Requires concentration. | More targets or greater effect on one target. | Lesser effect (perhaps just a +1), unintended effects, or costs more hp/sp. |
Chronomancy | 4 | Timeshaping | 16 | Cast and concentrate. For 4 hours, you have some minor control over minor random events such as gambling, cosmic radiation, wind, industrial accidents, etc. During this hour, you can make very unlikely concidences happen at will. | Greater scope and finer control. | Lesser effect, strains your brain for psychic damage, or attracts a telugoroth. |
Chronomancy | 5 | Core-5: Visions 1 year | 18 | Get hints about the potential past or future of a certain topic, within a 1-year radius in time. | More info. | Less information, psychic damage, new threats, or may cost more sp or attract time-dwellers. |
Chronomancy | 5 | Fork Timeline | 18 | Cast as a reaction when you don't like anything that happened in the past 1 minute. You roll back time by 1 minute. Only you remember what happened. | Better control, including more time. | Loss of control over the amount of time. Potentially getting locked in an infinite time loop. Shifting to an alternate universe where things are different in a disfavorable way. Attract unfriendly entities. |
Chronomancy | 5 | Deathfeint | 18 | You can see the spirit of death approaching you, and dodge him at a cost. Cast as a reaction when you or an ally are about to die or be mortally wounded for any reason. The timeline is rearranged to leave the target with at least 1 hp. This may affect many things in the timeline. | Better control and better results. | Increasing amount of unfavorable changes to the timeline. |
Chronomancy | 5 | Prophecy | 18 | 30-minute ritual. Cast to make a prediction involving yourself or your environment within the next year. The prediction must be spoken in less than 30 seconds, during the casting. It will come to pass. Does not require concentration. | The road is easy and it comes to pass in the best way. | It comes to pass in a very unfortunate way. |
Chronomancy | 5 | Time Stop | 18 | You stop time for 2 combat rounds for everyone in the universe except the target person (usually yourself). Target can do anything they like. Note that machines do not function while time is stopped. | You get more time while time is stopped, or you can include more allies in the effect. | You get less time, or time is only stopped in a small area, or only you are stopped. |
Chronomancy | 5 | View Timestreams | 18 | Allows you to step outside of time into the temporal dimension and view several different ways that this situation might have been and might become. You cannot affect these; only view them. Time is stopped during the viewing, but you cannot take actions other than viewing. | You get more viewing options, including knowledge how to bring about certain things. | You step into the wrong dimension, or see things only going wrong with no hope for the future. |
Chronomancy | 5 | Mass Slow | 18 | Cast with concentration to attempt to slow all biological enemies in a 10' circle. Their turns-per-round is reduced to 1, even for legendary foes. They all drop to -1 in the combat order, have their speed statistic halved, and can take only 1 type of action, and have a 25% chance to lose their turn. | More targets or you may stop them in time entirely. | Less targets and less effects, or it costs more hp/sp. |
Chronomancy | 6 | Core-6: Visions Unlimited | 20 | Get visions of the ancient past or far future of a certain topic, with no limits as long as you can identify what time period you want to view. | More info. | Less information, psychic damage, new threats, or may cost more sp/hp or attract time-dwellers. |
Chronomancy | 6 | Time Travel | 20 | You may rewind time into the past or advance it into the future, up to your maximum time range, involving the party. Be warned that even on a perfect success, this will change many unrelated things, permanently, and cannot ever be undone. | Finer control. | You risk permanent loss of the reality of everything you hold dear. |
Chronomancy | 6 | Timeline Jump | 20 | With this spell, you and your party can jump to the same time position in alternate universes. You cast this spell by phrasing it like this: "A timeline in which ____." The more conditions you add, the higher the difficulty and the more changes that get made. If you don't like the result, you can try to jump back, but reverting perfectly may be impossible. | More positive externalities. | Many negative externalities. |
Cryomancy | 1 | Core-1: Chill | 10 | As a main action, cast and concentrate to deeply chill an item, liquid, or area that is 1m cube or smaller and is within 10 meters to -16 degrees fahrenheit. This can be used to freeze real water into specific shapes, shrink metal, make things brittle, etc. If used to damage a creature, it deals 1d8 cold damage. Critical hits and high rolls on ice attack spells can freeze enemies, which disables them and makes them vulnerable to shattering for 1 turn. While frozen, creatures that are not dead cannot die until they thaw or are shattered. Tougher enemies may just be slowed or held in place but might still act. | More damage or bigger effects | Less damage or weaker effects or costs more hp/sp. |
Cryomancy | 2 | Core-2: Ice Bolt | Target | Attack Spell. Cast as a main action to condense and throw a sharp icy projectile, derived from ambient water vapor, at one target within 20 meters. They take 1d8+2 cold damage. | Increased damage via more d8s. | May hit an unintended target or costs more hp/sp.. |
Cryomancy | 2 | Protection from Cold | 12 | Cast and concentrate to protect up to 10 creatures from cold hazards and halve cold damage taken for up to 4 hours. The effect depends on the context and level cast, but will always help. They must remain within 10m of you for the duration. | Increased protection. | May affect less targets or cause unintended chilling effects or costs more hp/sp. |
Cryomancy | 2 | Curse of Frostbite | 12 | Cast and concentrate to curse up to 6 creatures to take double cold damage for up to 4 hours. While cursed, a small rune will appear somewhere on their skin like tattoo. | Increased vulnerability. | May affect less targets or be less effective or costs more hp/sp. |
Cryomancy | 2 | Icy Floor | 12 | Cast and concentrate for up to 2 hours to make an area up to 40x40 meters become covered in frost and extremely slippery. Creatures and vehicles attempting to cross this area must roll well on an athletics, animals or driving check to avoid sliding or falling. | May become extra slippery and may cause cold damage when walked on. | May affect an area that is too small or too large, or may just make everything wet or costs more hp/sp. |
Cryomancy | 2 | Condense Water | 12 | Cast as a main action to instantly condense and concentrate water in ambient water vapor within 20m of you into liquid water. Available water is deposited in an area you select. Effects vary with the environment. | You get extra water or better control over it. | May accidentally dehydrate nearby lifeforms, create ice cubes, or cause high winds or costs more hp/sp. |
Cryomancy | 2 | Chill Area | 12 | Cast and concentrate to chill an area within 20 meters that is up to 20 cubic meters in size to just below the freezing point of water, for up to 4 hours. This effect does not cause direct damage but causes significant discomfort and potentially exhaustion or frostbite. | You can get a bigger or stronger effect, or finer control over it. | May cause lesser effect or too much effect or costs more hp/sp. |
Cryomancy | 3 | Core-3: Arctic Blast | Target | Attack Spell. Cast and concentrate to begin spraying icy vapor from your hands dealing 2d8+3 cold damage in a 1m wide, 5m long area. Enemies hit by this spell may become frozen. You can repeat the spray action without recasting by concentrating for up to 1 minute, but you cannot move until you cease casting. | You can get extra damage (+xd8) or bigger area of effect. | You may miss your target or hit an ally or costs more hp/sp. |
Cryomancy | 3 | Ice Wall | 14 | Cast and concentrate to form a wall of ice 2m high, 1m thick, and up to 20m long. You can shape it into formations such as a dome as long as the enclosed area is the same or lesser. Lasts up to 2 hours while you concentrate. Generally has 12 HP if relevant. It doesn't cause damage but if cast between two people can push them both back. It rapidly melts after up to 2 hours of duration. | You can shape the wall slightly, make it spiky and cause damage, or higher or longer. | May create a lower or weaker wall, or may create a wall that's way too high or costs more hp/sp. |
Cryomancy | 3 | Ice Armor | 14 | Does not require concentration. Cast to cover yourself or an ally with flexible plates of arcane ice that act as an armor that increases your damage reduction by +2 and provides 12 hp of damage absorption. Lasts up to 4 hours or until destroyed. | More & higher protection statistics. Potentially multiple targets. | Less effective or may damage you. May require concentration or costs more sp. |
Cryomancy | 3 | Frost Mirror | 14 | Cast as an instantaneous reaction when you are about to be hit by one or more projectiles. A large mirror of ice shoots up from the nearest surface to protect you, roughly a 1x2x0.2m square. If the projectiles are magical or energy-based, they are reflected back at your enemy. If they are solid, the mirror will take damage until destroyed. It has 20 HP. | It's even stronger and you can shape it more easily. | It's less effective and more fragile or costs more sp. |
Cryomancy | 3 | Curse of Shivering | 14 | Cast a main action and concentrate. Targeted enemies in a 10m square within 20m of you will begin to shiver in cold uncontrollably for up to 6 hours. This does not cause damage but does make them take double cold damage, and severely reduces their ability to do any tasks requiring manual dexterity such as aiming weapons or using computers (disadvantage). | It's even more effective and may cause damage over time. | It's less effective and it's obvious who cast it or costs more hp/sp. |
Cryomancy | 4 | Core-4: Ice Spike | Target | Attack Spell. Cast as one main action to form and throw a large spike of ice up to 15m in distance which will explode with a loud noise in a 1m radius for 4d6+4 cold damage. | More damage and/or a bigger explosion. | You may miss your target, hit fewer targets, deal less damage, or accidentally hurt an ally or costs more hp/sp. |
Cryomancy | 4 | Frost Aura | 16 | Cast and concentrate to create an aura of freezing temperatures in a 5m radius. While active, all nearby creatures will take 4 cold damage per round, liquids will freeze, etc. The aura follows you while you concentrate for up to 4 hours. | More powerful and finer control. | Less powerful or lesser control or costs more hp/sp. |
Cryomancy | 4 | Frost Nova | 16 | Cast as a main action. Instantaneously, a ring of arcane frost will shoot out from your position, dealing 4d6+4 cold damage to all creatures within 5 meters of your current position. | More powerful, bigger area or better control. | Less powerful, smaller area or less control or costs more hp/sp. |
Cryomancy | 5 | Core-5: Ice Storm | 18 | Cast as a main action and concentrate to target a 30m square you designate in an area you can see. The area will be repeatedly pounded with sharp icy projectiles for 4d8+5 cold damage per round, for up to 1 minute. | More powerful, bigger area or better control. | Less powerful, smaller area or less control or costs more hp/sp. |
Cryomancy | 5 | Create Water | 18 | As a 30-minute ritual, you magically create water from nearby hydrogen and oxygen. The amount is roughly equal to a small swimming pool, which pours out in an area you choose within 20m during the ritual. | More powerful, bigger volume or better control. | Less powerful, smaller volume or less control or costs more hp/sp. |
Cryomancy | 5 | Blizzard | 18 | As a 30-minute ritual, cast and concentrate. Weather within 5 miles will become extremely snowy and temperatures will fall below freezing for up to 24 hours, leading to blinding conditions for almost anyone and covering the land with snow. | More powerful, better control. | Less powerful, or you lose control. |
Cryomancy | 5 | Rime Prison | 18 | Cast as a main action. A hollow cube of ice up to 7x7x7 meters in contained size forms around an area you target within 20m. It can surround enemies or items. The prison is tough to damage and has 30 hp. Does not require concentration and lasts until destroyed or melted. This spell cannot cause damage. | Bigger, more control over the shape. | Smaller, less control over the shape or costs more hp/sp. |
Cryomancy | 5 | Chill Sun | 18 | 1-hour ritual. Cast on a star within 1 light year. For the next 24 hours, the light and heat produced by that star will be significantly reduced. For the duration, the planet's temperature will be decreased by significantly and there will be no more than dim natural light. | Finer control. | Extreme environmental disaster. |
Cryomancy | 6 | Core-6: Comet | 20 | 5-hour ritual. You summon the nearest pure-ice comet to make a direct course to a specified location within 100 miles of your position that you can see during the ritual. Time to impact varies based on roll and context. | Finer control. | Potential regional or global apocalypse. |
Cryomancy | 6 | Flood | 20 | 2-week ritual. At the start of the ritual, rain begins to fall. At the conclusion of the ritual, you have summoned the elements of water from space in vast quantities, which arrives in a huge downpour. You can fill a canyon, crater, sinkhole or valley with water, up to 1 square km. Causes 2 levels of exhaustion in the caster. | Finer control. | Extreme disaster. |
Cryomancy | 6 | Chill Climate | 20 | 2-week ritual. You magically manipulate the status of your planet relative to its star such that the climate is permanently chilled for all seasons by a significant amount. Results are nonmagical and cannot be dispelled. | Finer control. | You lose control. |
Electromancy | 1 | Core-1: Electroshock | 10 | As a main action, cast to instantly deliver an electric shock to a person, creature or item. You must be adjacent to the target, but do not need to touch them. This can deal 1d8 electric damage, may erase or corrupt data on electronic devices, and may deal more damage to robots. The target will be shocked. Shocked targets are not disabled but are prone to receive double damage from any subsequent hit until discharged. Electric damage from spells can be nonlethal at the caster's choice. | Bigger or more controlled effect. | Weaker effect or unintentionally strong or costs more hp/sp.. |
Electromancy | 2 | Core-2: Spark | Target | Attack Spell. Cast as a main action to throw a small ball of electricity that can bounce around corners towards a (theorized) target for up to 15m total distance. Deals 1d8+2 electric damage. | You can throw multiple sparks, or more powerful sparks. | You may accidentally hurt yourself or an ally or costs more sp. |
Electromancy | 2 | Sense Electricity | 12 | Cast and concentrate to sense latent electrical currents and charges within 30m of your position. | You can sense more details at a greater distance. | You sense less or your senses lead you to something bad that would otherwise have not been an issue, or it costs more hp/sp. |
Electromancy | 2 | Protection from Electricity | 12 | Cast and concentrate to protect up to 10 creatures from electric hazards and halve electric damage taken for up to 4 hours. The effect depends on the context and level cast, but will always help. They must remain within 10m of you for the duration. | More effectiveness, duration, etc | Less effective or less targets, or it costs more hp/sp. |
Electromancy | 2 | Charge Metal | 12 | Cast as a 1-minute ritual to charge a metallic item you are touching with a powerful electric charge. The next time a creature touches the metal part of the item, they will receive 1d12 nonlethal electric damage and become shocked. Alternatively, you can use this spell to convert your spell points into electric power, given you have a less-than-full battery or power cell available. | More power, duration, charge, etc. | You may apply too much or too little power, or it costs more hp/sp. |
Electromancy | 2 | Electromagnetic Pulse | Target | Attack Spell. Cast as a main action to fire a wide beam of blue electromagnetic energy that is 4m wide and travels up to 20m from your position. This beam temporarily disables all unprotected constructs and electronic machines, including homunculi, golems and robots, for 1 round. Additionally, affected biological enemies will be unable to cast spells for 1 round, and active spell effects will flicker and be suppressed during that time. This spell does not deal damage. | The effect may last longer, have a bigger area of effect, or cause damage. | You may affect less targets or accidentally affect yourself or allies, or it costs more hp/sp. |
Electromancy | 3 | Core-3: Lightning Bolt | Target | Attack Spell. Cast as a main action to launch a powerful bolt of lighting from your hands to a target up to 25 meters away. The bolt deals 1d20+3 damage and will penetrate through creatures and metal but not stone or earth. It will dissipate after 25 meters. High rolls can shock. | More damage, more targets, or better control. | Less damage, less targets, less control, or it costs more hp/sp. |
Electromancy | 3 | Static Shock | 14 | Cast as a main action on an area up to 3m radius within 20 meters. All creatures and robots in that area become shocked and will take double damage for 2 rounds. This spell does not deal damage. | More targets, stronger effect or add damage, or it costs more hp/sp. | Fewer targets. |
Electromancy | 3 | Electrify Weapon | 14 | 10-minute ritual. Cast to enchant a targeted weapon to deal an additional 1d12 electric damage to its targets for 24 hours. Does not require concentration. | More damage, shocking hit, increased speed, longer duration effect. | Less damage, shorter duration, or it costs more hp/sp. |
Electromancy | 3 | Absorb Energy | 14 | This spell allows you to convert stored or discharged electrical energy in the environment into spell points for you. Cast as a main action while touching contact points of a battery or power cell, being hit by lightning etc. You then gain a varying amount of spell points, generally, net 3 from a battery and net 6 from a power cell or lightning bolt. This spell does not reduce incoming damage and you will generally take some damage while using it. Your character will always be able to assess the amount before committing to the course of action (the GM must tell you). | You may avoid taking damage and get more points back. | You will take more damage and get fewer points. The battery might catch fire, explode or both. |
Electromancy | 3 | Energy Shield | 14 | 1-minute ritual. No concentration required. Your spell points are now used to take damage, like health points, for 24 hours. Additionally, enemies who hit you in melee will receive 1d8 nonlethal electric damage. The spell points take damage first. The spell ends after 24 hours, when your spell points hit 0, or when you dismiss it as a free action. | You may get bonus effects, bonus DR, longer duration, etc | It may require your concentration, shorter duration, etc. Or may create an entirely unintended effect like attaching to an object or enemy, or it costs more hp/sp. |
Electromancy | 4 | Core-4: Arc Spray | Target | Attack Spell. Cast as one main action to spray many small electric arcs in a 10m long cone. Enemies caught in the area of effect receive 1d20+4 electric damage and may become shocked. | More damage, targets, control, effects | Less damage, targets, control, effects, or it costs more hp/sp |
Electromancy | 4 | Arcane Tempest | 16 | Cast and concentrate to throw a glowing red projectile at a target creature, object or surface within 20m. On contact, it bursts with a thunderclap to create a miniature storm cloud that occupies an area up to a 20m cube. Inside this area, all creatures take 1d10+4 damage at the start of their turn from acid rain, and you can select one creature in the area per round to receive a 2d12+4 lightning bolt, no roll required. The arcane tempest lasts for 10 minutes or until you dismiss it. | More damage, targets, control, effects | Less damage, targets, control, effects, or it costs more hp/sp |
Electromancy | 4 | Storm Aura | 16 | Cast and concentrate to create a small storm cloud that follows close over your head for up to 4 hours. Once per round, with no action required, you can direct the cloud to automatically hit a target within 15 meters for 1d20 electric damage. | More damage, duration, control, effects | Less damage, duration, control, effects, or it costs more hp/sp |
Electromancy | 5 | Core-5: Chain Lightning | Target | Attack Spell. Cast as a main action. Fire a bolt of lighting at a target up to 30m away for 1d30+5 damage. If it hits, the bolt will bounce to up to 3 more targets, with a new damage roll each time. It can also bounce between the same 2 targets. | More damage, targets, control, effects | Less damage, targets, control, effects, or it costs more hp/sp |
Electromancy | 5 | Ball Lightning | 18 | Cast as a main action and concentrate for up to 10 minutes. Fire a 1m radius slow-moving ball of lightning. The ball travels 5m per round in a straight line and will damage any targets within 5m of it for 1d30+5 damage per round, each. You can use your main action to move the ball without needing to make another casting roll. | More damage, targets, area, duration, control, effects | Less damage, targets, area, duration, control, effects, or it costs more hp/sp |
Electromancy | 5 | Supercharge | 18 | 1-hour ritual. Cast to vastly increase the speed, power, etc. of any powered vehicle or rideable animal for 24 hours. Does not require concentration, but if the vehicle's supercharged engine is damaged, there will be a large explosion. | You will get bonus effects and duration. | Afterwards, the vehicle or animal you supercharged may violently explode or be otherwise harmed or dangerous. |
Electromancy | 6 | Core-6: Thunderstorm | 20 | 1-hour ritual. Cast and concentrate. For the next 24 hours, the land within a 25 mile radius will be pounded by a violent rainstorm over which you have some control. Bolts from this storm deal 4d12 damage and hit once per 2 minutes. Rain may cause flooding. | More control. | Less control. Extreme danger. |
Electromancy | 6 | Arcane Dynamo | 20 | 1-week ritual. With the assistance of some basic crafting skill and available materials, you craft an arcane vanometric power source that will provide vast amounts of energy for millenia. It will cause a large explosion if damaged, however. | More control, smaller size. | Less control. Extreme danger. The machine may cause unwanted effects. |
Illusion | 1 | Core-1: Basic Illusion | 10 | Sight OR sound only - Instantly make an illusion of your choice at a location you can see that is visual-only OR audio-only in up to a 1m cube, up to 1 minute duration, up to the volume of a normal speaking voice. | More size, details, effects, control | Less persuasive, or unintended effects, or it costs more hp/sp |
Illusion | 2 | Core-2: Basic Illusion | 12 | Sight & sound - 1m cube, up to 5 minutes. The sound can be up to the volume of a shout or scream. | More size, details, effects, control | Less persuasive, or unintended effects, or it costs more hp/sp |
Illusion | 2 | Ventriloquism | 12 | As a main action, project an illusionary voice to originate from another location within 50m, even if you cannot see that place. You can make it sound like the voice of another person or animal. | More volume, distance, effects, control | Less effect or unwanted effects, or it costs more hp/sp |
Illusion | 2 | Deafness | 12 | Cast on a target personally visible to you. Lasts up to 10 minutes. | More targets, effects or control. | Less effect or control, or it costs more hp/sp. |
Illusion | 2 | Lightball | 12 | Cast and concentrate to summon a sphere of gentle or bright light that floats and follows you within 2 meters. You can choose the color and move it around within 2 meters. Unlimited duration while you concentrate. | More brightness, balls and effects. Ability to program it. | Lesser light or a light that has a mind of its own, or it costs more hp/sp. |
Illusion | 2 | Arcane Disguise | 12 | 5-minute ritual. You make a person look and sound like a person they are not, of the same general size. You must be familiar with the intended disguise. These changes are audio and visual only, not tactile. | More targets, effects or control. | Less effect or control, or it costs more hp/sp. |
Illusion | 2 | Blindness | 12 | Cast on a target personally visible to you. Lasts up to 10 minutes. | More targets, effects or control. | Less effect or control, or it costs more hp/sp. |
Illusion | 3 | Core-3: Basic Illusion | 14 | Sight & Sound - 5m cube, up to 10 minutes | More size, effects or control. | Less effects or unwanted effects, or it costs more hp/sp. |
Illusion | 3 | Shuffle Appearances | 14 | Cast on up to 5 people or creatures in a 20m radius circle. You can make each person or creature of the same general size appear and sound like any other in the group, while you concentrate, for up to 1 hour, or you can make them all look and sound like the same one person. This can cause great confusion in combat. | More targets and effects. | Less targets, or it costs more hp/sp. |
Illusion | 3 | Illusionary Wall | 14 | Cast and concentrate for up to 4 hours. You create an illusionary wall up to 3m tall and 40m long. You can make it look exactly like any surface. This wall is infinitely thin and insubstantial, anything passes right through it. | Better effects - may feel real or gain thickness. | May be smaller than intended or have an unintended appearance, or it costs more hp/sp. |
Illusion | 3 | Silence | 14 | Designate an area you can see. No living thing can hear anything in a 10m sphere without using magic or specialized machines. Lasts 10 minutes. Up-cast for more size. | Bigger area, more effects or duration. | Smaller area, less effects or duration, or it costs more hp/sp. |
Illusion | 3 | Darkness | 14 | Designate an area you can see. No one can see anything in a 10m sphere without using magic. Does not actually turn off any lights. Lasts 10 minutes. Up-cast for more size. | Bigger area, more effects or duration. | Smaller area, less effects or duration, or it costs more hp/sp. |
Illusion | 3 | Invisibility | 14 | Cast on a person or animal. The target is invisible to the eyes of living creatures for up to 10 minutes. They can still be heard, smelled, heat-sensed, etc. This counts the ability to hide in plain sight, and as an advantage die on stealth vs. the target's enemies that rely primarily on vision. Enemies must either guess their location or search for it. | More targets, duration and effects. | Less targets, duration and effects. Potentially unintended effects, or it costs more hp/sp. |
Illusion | 3 | Imaginary Friend/Enemy | 14 | Cast to create an imaginary person that only you and the target can interact with. They are insubstantial and cannot be touched or touch, or else they will immediately tear and disintegrate. Lasts up to 10 minutes. Can look very similar to a real person. Completely dependent on your commands - must use main actions to command it in sight. | More duration and better controlled effects. | Less duration and unintended effects, or it costs more hp/sp. |
Illusion | 4 | Core-4: Basic Illusion | 16 | Sight, Sound, Touch (10ac,1hp)- 10m cube, 30 minutes. Touchable illusions can be gently touched but obviously tear if leaned on, hurt or stepped on. When torn, they appear to be made of a bright white papery dusty substance that fades after 6 seconds, and likewise progressively collapse in functioning during that time. | More targets, duration, effects and control. | Less targets, duration, effects and control, or it costs more hp/sp. |
Illusion | 4 | Blackout | 16 | Designate a radius 10m sphere. No living being can hear, see, smell, touch, etc. any sense, for up to 4 hours, in that area, not even you. | You might be able to expand the area or except yourself from the effect. | You create a weaker effect or accidentally invite beings of the dark, or it costs more hp/sp. |
Illusion | 4 | Imaginary Fighter/Lover | 16 | Cast to create an imaginary person that everyone can see and interact with. Is sturdy enough to have 4hp and a combat skill +4. Lasts 2 hours. Can look just like a real person. Still exists out of your sight within 100m. Can attack with any illusionary weapon, +4 to hit and 1d6 nonlethal psychic damage per hit. Doesn't have skills. Behaves rigidly according to your commands unless you commit full focus (continuous action) to guide it, even while out of sight. | You might be able to make two of them, or extend the duration or effects. | You create a strange, unintended or dangerous illusionary person, or it costs more hp/sp. |
Illusion | 5 | Core-5: Basic Illusion | 18 | All senses - 15m cube, 4 hours. 1 hp. Cannot attack. | More size, duration, effects and control. | Less size, duration, effects and control, or it costs more hp/sp. |
Illusion | 5 | Weave Matrix | 18 | While a target is asleep, you conduct a 4 hour ritual to establish an imaginary world for them to live in that seems real. After that point, you can go about your business as long as you maintain concentration. They will not wake as long as your concentration lasts and until they cease to believe in the matrix. Can't cause instant harm/death, but may eventually lead there. You will have a general idea of how things are going in their world and be able to modify it, but major modifications will require another ritual. | Faster ritual and better effects. | You risk getting yourself and your friends lost in your own illusionary world. |
Illusion | 5 | Personal Hell | 18 | Cast on a visible target as a main action. You make them believe that some horrible thing is happening to them and they will take up to 3d6+skill nonlethal psychic damage per round, or less as you choose, for up to 1 hour. Causes permanent mental trauma to NPCs. Depending on the context, you may need to roll a concentration check to maintain the illusion. | More damage, targets duration, effects and control. | You risk lending too much reality to the nightmare. |
Illusion | 5 | Personal Heaven | 18 | Cast on a visible target as a main action. The target experiences full-sensory ilusion of a perfect world, for up to 1 hour. Depending on the context, may need to roll a concentration check to maintain the illusion. May cause permanent changes in npcs. | More targets, duration, effects and control. | The illusion may bleed into reality and vice versa. |
Illusion | 5 | Sophont Illusion | 18 | Cast with a 1-hour ritual to create a fully intelligent artificial being. They will exist for 24 hours and can have up to +5 combat and 15hp, and an illusionary copy of some weapon you know. You can program them with an assumed context, but you cannot magically control them once created. Can have up to 4 skills of level 2. Can attack with 2d6+3 lethal damage per hit. They cannot cast magic. If hurt, their blood is white. | More targets, longer duration or effects. | You aren't able to create exactly what you want, and/or you lose control of them. They may experience a crisis of existence, choose their own path, or become hostile. |
Illusion | 6 | Core-6: Basic Illusion | 20 | All senses - 50m cube, 24 hours. 10hp. Cannot attack. | More targets, duration, effects and control. | The illusion may bleed into reality and vice versa. |
Illusion | 6 | Shroud | 20 | Cast on a living biological target with a 10-minute ritual, potentially yourself. While you concentrate, the target now cannot be detected by the senses of any living creature, including party members, for up to 48 hours. Special equipment and divine beings may still be able to find them, with significant difficulty. | More targets, effects, duration and control. | The target may be lost forever. If failed on yourself, you may be phased into a plane between dimensions with unique dangers. |
Illusion | 6 | Perfect Concealment | 20 | Cast on a nonliving object smaller than a 20m cube. This object is now impossible to detect except by advanced technology or by mass dispel in an area, or by bumping into it. Lasts as long as you maintain concentration. Also difficult for people to remember that it ever existed. | More targets, effects, duration and control. | The target may be lost forever. |
Illusion | 6 | Imaginary Hell | 20 | Cast in a 50m radius area. In that area, every living being will experience excruiating, unending torment, involving all five senses, and nothing of reality. Up to 2d6 lethal or nonlethal psychic damage per round as you choose. Lasts until dispelled and does not require concentration. | More damage, targets duration, effects and control. | You risk lending too much reality to the nightmare. |
Illusion | 6 | Imaginary Heaven | 20 | Cast in a 50m radius area. In that area, every living being will experience personal bliss, involving all five senses, and nothing of reality. Lasts until dispelled and does not require concentration. | More targets, duration, effects and control. | The illusion may work entirely too well. Alternatively or additionally, it may bleed into reality and vice versa. |
Metaphysics | 1 | Core-1: Sense Arcane | 10 | Cast and concentrate. While this is running, you can roll your Metaphysics skill like a Notice check to sense any active spells, magical influence, or arcane anomalies nearby. Requires concentration. This can reveal magically invisible and illusionary things to you only, and things behind hidden doors or walls. Helping allies target those things will cost your main action. | More precise arcane radar. | Less information or you may be led to a dangerous location, or it costs more hp/sp. |
Metaphysics | 2 | Core-2: Sense Origins | 10 | This level also allows you to get a hint of who or what originated a certain detected arcane effect, and in what direction they may be found. | More information. | Less information, or it costs more hp/sp. |
Metaphysics | 2 | Chaos Orb | 10 | You channel raw magic into a projectile and fling it towards a target area, focusing on one verb only such as harm, aid, protect, contain, etc. A wild and chaotic result will occur each time. | More powerful or accurate to your intent. | More chaotic results. |
Metaphysics | 2 | Cloak Status | 12 | While you maintain concentration, you may mask your status as a user of magic, as well as any magic items you are wielding or carrying, and active spell effects. Does not remove your personal sign of casting. | Better and broader effects. | May cost more spell points, or it costs more hp/sp. |
Metaphysics | 2 | Identify Arcana | 12 | 5-minute ritual. This spell allows you to read or identify magical items, symbols, sigils, and runes of power, regardless of the civilization from which they came. You can gain +1 if you are willing to touch the item in question. | More information, potentially even 'cracking' arcane command-lock sequences. | Less information, or accidental triggering of the device, or it costs more hp/sp. |
Metaphysics | 3 | Core-3: Sense Casters | 14 | This level allows you to sense nearby magic-using beings within 1km. It also lets you conduct a 30-minute ritual to detect if a target consenting person has the potential to be trained in magic. | More information and wider range. | Less information, or you awaken unwelcome hidden forces, such as metadimensional parasites and disguised horrors, or it costs more hp/sp. |
Metaphysics | 3 | Triggered Message | 14 | Cast and make a small mark or rune on a surface and designate a conditional trigger and a message. Thereafter, while concentration is maintained, any person who activates that trigger, hears a secret psychic message that you have programmed. | You can add more information and effects. | You may be charged more points or the message may be truncated or display at the wrong time, or it costs more hp/sp. |
Metaphysics | 3 | Mental Fortress | 14 | While you maintain concentration, you and up to 5 allies within 10' have an additional advantage die on rolls to defend vs. spells. Lasts up to 1 hour. | More targets, more powerful effects | Fewer targets, weaker effects, or attract hostile attention, or it costs more hp/sp |
Metaphysics | 3 | Counterspell/Dispel | Varies | This can be cast as a main action or reaction. As a main action, you attempt to end an ongoing spell effect. Cost and TN is based on target spell level. Alternatively, you can cast it as a reaction when you think someone else is casting something on you. Again, cost and TN varies. Range 10 meters. If an enemy counterspells your counterspell, the cost to continue the attempt will continuously increase. Repeatedly chained counterspells may cause an arcane explosion damaging both parties. | More targets, an area effect, or add some arcane force damage, or absorb some SP. | Costs more SP, or may only slightly weaken the effect, or may backfire completely, or it costs HP. |
Metaphysics | 3 | Thought Parasite | 14 | You can cast this spell as a reaction when you are targeted with any spell, even a simple detection spell or a healing spell. You send a psionic parasite back through the arcane streams into the opponent's mind. While active, you will know the other spells they cast, and some of their thoughts. once only as a free action, you can trigger the parasite to explode, stunning them for a round with 1d6 psychic damage and making them fail one act or roll that you choose. | You get more control and more or more powerful effects. | They are able to sense your invastion, or you invite a parasite with a mind of its own, or it is a weaker parasite, or it costs more hp/sp. |
Metaphysics | 3 | Suspended Spell | 14 | While you maintain concentration, you can prepare another spell to release as an instantaneous free action or reaction. Only roll once to suspend the spell, using the higher cost and TN of this spell or the target spell. | You can store more spells or increase the power of the stored spell. | You store a weaker version of the spell or have less control over when it gets released, or it costs more hp/sp. |
Metaphysics | 4 | Core-4: Sense Spell Echoes | 16 | This level allows you to gain a vision of the history of magic power use on a particular object or place, along with the general timeframes of major events. Better rolls get more info. | More information | Less information, or it costs more hp/sp |
Metaphysics | 4 | UPGRADE: Effortless Detection | UPGRADE to core power | This upgrade means that you cannot fail while using any level of your core Metamagic Senses. You must still pay the point cost, maintain concentration, and roll for more/less information. | N/a | N/a |
Metaphysics | 4 | Inscribe Scroll | 16 | Cast and spend 2 hours to write another spell into a scroll or electronic document. This inscription is infused with power and then can be read by another person, including non-casters (if you choose), to produce the effect. When used, the inscription vanishes or deletes itself. The TN is floored as the higher of this spell's or the target spell's. | Store a more powerful spell or a combination of spells | Store a less powerful spell or an uncontrollable spell, or it costs more hp/sp |
Metaphysics | 4 | Consecrate | 16 | With 1 day of rituals (breaks are allowed), you consecrate a certain room for arcane purposes, in accordance with your traditions. Spells cast in here by you and your allies have one additional advantage die, and enemies casting spells here are disadvantaged. Note that this spell does not protect form hostile spells cast outside it-that's Ward. The area is consecreated until it's destroyed or desecrated (a dispel-based ritual taking 2 hours). | Faster cast time, more powerful effects | Slower cast time, unintended effects, or it costs more hp/sp |
Metaphysics | 4 | Geas | 16 | Using a 1-hour ritual which requires their cooperation or restraint, you place a logic-triggered spell upon a target person, specifying requirements and restrictions. When that person's actions meet the restriction triggers, they instantly receive 2d6 non-reducible psychic damage. This happens repeatedly until dispelled or until all requirement triggers are fulfilled. In most cases this spell causes permanent nonmagical psychological trauma. | Faster cast time, more powerful effects | Slower cast time, unintended effects--more harm for the subject or inaccurate triggers, or it costs more of your hp/sp |
Metaphysics | 4 | Glyph | 16 | In a 1-minute ritual, you physically (not psychically) mark a faint or hidden symbol upon a surface. When touched or triggered by conditions you specify, it auto-casts another spell that you imprint on it. Requires concentration. Roll only once, using the higher dc/cost. | Store a more powerful spell or a combination of spells | Store a less powerful spell or an uncontrollable spell, or it costs more hp/sp |
Metaphysics | 4 | Coven | 16 | Spending the points and conducting a 1-hour ritual, you and up to 5 other willing casters may share spell knowledge and points. You must remain within 100m of each other. Must be refreshed after 24 hours. The knowledge disappears when the spell lapses. | More powerful benefits | Less allies connected, less benefits, or it costs more hp/sp |
Metaphysics | 5 | Core-5: Sense Portals | 18 | This level allows you to sense and locate holes, tunnels, rips, and weak points in the fabric of spacetime. This can be used to find new dimensions, planes, hyperlanes, wormholes, and stargates. | More information and wider range. | Less information, or you awaken unwelcome hidden forces, such as hellgates and shadow gates. |
Metaphysics | 5 | Enchant Item | 18 | Cast to enchant an item with another spell or other type of arcane power so that it can be used by a non-caster. Requires 1-7 days of work. Requires rare ingredients, and an engineer friend or personal Crafting skill is a great help. | More effects and more powerful effects | Less powerful effects and potential negative effects on the user. |
Metaphysics | 5 | Psychic Storm | 18 | You attempt to cause a localized psychic storm with a minimum 100m radius. While active, disadvantage on all spell rolls in the area, and anyone attempting to cast a spell receives 1d6 nonlethal psychic damage (to their hp), whether it succeeds or fails. In the area of the storm, failed spell rolls have particularly nasty results. Mundane people get headaches in the area. No one can be excepted from the effects. Exactly how this works is unknown. The duration of the storm varies and you do not control its size or movement. | Slightly more control, though you will never fully control it. | The storm rages out of control, causing extreme disaster. |
Metaphysics | 5 | Arcane Training | - | By spending a month in focused teaching with daily 8-hour classes, you can train another person who you have determined has potential, to get the talent Caster-I and level-1 in an arcane skill you know. They will use the same casting traditions as you. After that point, they can buy skill levels in it as normal when they gain levels. 4 point cost per class per day, but there is no need for either person to roll during the process. | N/a, no roll needed. | N/a, no roll needed. |
Metaphysics | 5 | Contingency | 18 | With a 30-minute ritual, you set up a spell and trigger on yourself. The spell must be level 4 or lower. When the trigger is met, the spell is automatically cast. You can have 1 at a time. The object spell must have a casting time of 30 minutes or less. Roll once on the higher of either spell's TN. | More effects and more powerful effects and control | Less powerful effects and potential negative or unintended effects on the user. |
Metaphysics | 5 | Ward & Ward Penetration | 18 | By spending 8 hours in work and concentration, you ward an area of up to 100m radius against enemy casters. Anyone attempting to cast a spell on or in the area that you do not wish to allow receives one disadvantage die when attempting to do so and you will be mentally notified of their attempt. Alternatively, you can use this spell to attempt to penetrate an enemy's ward. | More effects and more powerful effects and control | Less powerful effects and potential negative or unintended effects on the user. |
Metaphysics | 6 | Core-6: Sense Knowledge & Power | 20 | This level allows you to sense where you can go next to learn more magic and gain more power, at any distance. Better rolls give more info. | More information and wider range. | Less information, or you awaken unwelcome hidden forces. |
Metaphysics | 6 | UPGRADE: Spell Mastery | N/a Upgrade | Choose any ONE level 1 or 2 spell. You can now cast that spell successfully with no roll and no point cost. You can change which spell you master in this way with 1 day of rituals, but never more than 1 at a time. | N/a | N/a |
Metaphysics | 6 | UPGRADE: Spellweaver | - | With this upgrade, you always get 1 bonus effect on every spell you cast with a basic success (when result = TN or TN+1), and 2 on an upcast (when result = tn+2 or more but not crit). This can include benefits like skipping concentration, more damage, multiple targets, etc. Failure consequences are unchanged. | N/a | N/a |
Metaphysics | 6 | Spell Permanency | +2 TN | Choose another spell that does not create a permanent effect. Double the point cost, spend the total point cost in days of ritual time, and increase the difficulty by 2. That spell effect is now permanent until dispelled and does not require concentration. | You can concieveably create a permanent effect that is effectively nonmagical. | Things go horribly wrong, permanently. |
Necromancy | 1 | Core-1: Animate Dead I | 10 | Cast as a 1-minute ritual upon the corpse of an animal smaller than a humanoid. The corpse sheds flesh and is now a skeletal pet (5 hp, your speed, mindless). It cannot attack but can perform simple tasks. Does not require concentration, but lapses after 24 hours. You cannot have more than 1 at this level. | Minions are more powerful, lasting, intelligent and obedient. | Minions are weaker or you have less control over them, or it costs more hp/sp. |
Necromancy | 2 | Core-2: Animate Dead II | 12 | Cast as a 1-minute ritual upon the corpse of up to 2 humanoids or animals of medium size or smaller. The corpse sheds flesh and is now a mindless skeletal servant. It can be equipped, perform tasks and attack with your necromancy + combat skill. Does not require concentration, but Lapses after 24 hours. | Minions are more powerful, lasting, intelligent and obedient. | Minions are weaker or you have less control over them, or it costs more hp/sp. |
Necromancy | 2 | Arcane Poison | 12 | Cast as a 1-minute ritual upon a melee weapon, ammunition case, liquid or other item smaller than a 1 meter cube, and concentrate. The poison you infuse will infect targets who are stabbed, touched, or inhale it. They will take 1d6+2 poison damage per round for at least 3 rounds without proper medical attention or dispelling. You cannot cast this on a living target. Adding more ingredients can improve the poison and add more effects. The infusion lasts until 5 targets have been poisoned, or until you drop concentration. | More powerful and lasting poison with more effects. | Weaker poison, or you may accidentally poison yourself or a friend, or it costs more sp. |
Necromancy | 2 | Sense Death | 12 | Cast as a main action and concentrate for up to 1 hour. During this time, you can vaguely sense what things have died nearby, when, and how. Also works to sense undead beings, and oncoming death in the near future. | You sense more detailed information. | You sense more vague and sparse information without detail, or it costs more hp/sp. |
Necromancy | 2 | Corpse Explosion | 12 | Cast as a main action. The dead corpse of a formerly living creature that you can see unaided within 20m violently explodes, dealing 2d6+2 damage in a 3m radius. | You can create a more powerful or controlled explosion. | You cause unintended effects to the corpse such as mutation, animation, etc, or it costs more hp/sp. |
Necromancy | 2 | Bone Splinters | Target | Attack Spell. Cast as a main action. Enemies in a 3m cone in front of your position take 3d4+2 damage from a spray of summoned bone splinters. | More damage, range, etc. | Less damage or range, or you may accidentally hurt yourself or an ally, or it costs more sp. |
Necromancy | 2 | Aura of Death | 12 | Cast as a main action and concentrate. Within 20m of your position, all living creatures receive double damage from hits, have -1 disadvantage to dodge or resist damage, and have +4 critical strike chance. This includes you. Lasts up to 4 hours or until dismissed. | More power and control over the aura. | You lose control over this powerful aura, or it costs more hp/sp. |
Necromancy | 3 | Core-3: Animate Dead III | 14 | Cast as a 1-minute ritual upon the corpse of up to 3 humanoids or animals of medium size or smaller. The corpse is now a skeletal or zombie servant (mindless, 15 hp, 3 speed). It can be equipped, perform tasks and attack with your necromancy + combat skill. Does not require concentration, lasts until dismissed or destroyed. | Minions are more powerful, lasting, intelligent and obedient. | Minions are weaker or you have less control over them, or it costs more hp/sp. |
Necromancy | 3 | Curse of Weakness | 14 | Cast as a main action and concentrate for up to 12 hours on a target group of living enemies within 10 meters that are in a 5m cube. They become very weak and cannot use heavy weapons or armors. If they are, they collapse prone until the spell ends or it's removed. While active, a tattoo-like rune appears on their body. | You create a more powerful curse, with more targets , or with more control. | Your curse affects less targets or affects unintended targets, or it costs more hp/sp. |
Necromancy | 3 | Bone Armor | 14 | You summon body armor made of bones that protects yourself or 1 target ally. The armor provides a flat 5 DR, and lasts up to 8 hours. No concentration required, but it disappears when you dismiss it or select another target. | More targets, power, and effects. | Weaker or unintended effects, or it costs more hp/sp. |
Necromancy | 3 | Curse of Vulnerability | 14 | Cast as a main action and concentrate for up to 1 hour on a target group of living enemies within 10 meters that are in a 5m cube. They are twice as easy to hit in combat and receive double damage from all sources. Stacks with Shock. While active, a tattoo-like rune appears somewhere on their body. | More targets, more effects, longer duration | Fewer targets, lesser effects, shorter duration, or it costs more hp/sp |
Necromancy | 3 | Bone Wall | 14 | Cast as a main action and concentrate for up to 1 hour on an area 1m wide, 2m tall and up to 30m long. A wall of clustered bones is formed instantly there. The wall has 15 HP, and cannot be seen through, but is not airtight. The wall crumbles when the spell ends. Cannot be made into other shapes. This spell cannot deal damage, but can push apart people who are close together. | You can make the wall larger , curved slightly, or have other effects such as bone spikes. | Your wall is weaker, smaller, or has unintended effects, such as unearthing an ancient skeleton, or it costs more hp/sp. |
Necromancy | 3 | Contact Ghost | 14 | Cast as a 30-minute ritual and concentrate. You attempt to temporarily summon the spirit of a former living creature that has died in the past. They may or may not be willing or able to give information or help. You will most likely get limited information. They will depart after 1 minute. | More duration and control. | Unintended effects may occur or you may summon the wrong spirit, or it costs more hp/sp. |
Necromancy | 3 | Bone Spear | Target | Attack Spell. Cast as a main action and target an enemy within 20m. A spear of sharp bone flies towards them. It deals 3d8+3 damage per hit, and will pierce up to 3 enemies, pinning them to a wall if within 20m, else pinning them together. | More damage or extra effects. | Less damage or targets, or unintended effects, or it costs more hp/sp. |
Necromancy | 4 | Core-4: Animate Dead IV | 16 | Cast as a 1-minute ritual upon the corpse of up to 4 humanoids or animals of Large size or smaller. The corpse is now a skeletal, zombie, or ghoul (10 hp, intelligent, poisonous) servant. It can be equipped, perform skilled tasks with your necro+skill, and attack with your necromancy + combat skill. | Minions are more powerful, lasting, intelligent and obedient. | Minions are weaker or you have less control over them, or it costs more hp/sp. |
Necromancy | 4 | Poison Spray | Target | Attack Spell. Cast as main action. Arcane poison sprays from your outstretched hand in a 10m cone. Infected living enemies receive 1d6+4 damage per round for up to 10 rounds, no concentration required. | More targets, damage, or effects. | Less targets, damage, or unintended effects, or it costs more hp/sp. |
Necromancy | 4 | Toxic Fog | 16 | Cast as main action and concentrate. A thick cloud of toxic green fumes fills an area up to a 20m cube, but you can shape it within that same volume. Normal vision can't penetrate the cloud. The fog causes contact poison damage to unprotected living enemies for 3d6+4 damage per round for 5 rounds. | More damage, area, or effects | Less damage, area, or unintended effect, or it costs more hp/sp |
Necromancy | 4 | Bone Cage | 16 | Cast as main action and concentrate. A thick wall of bones forms a ring, dome or sphere around a target person or object you choose. The cage or sphere is 1m thick and can cover an area from 1m to 5m radius. The bone wall blocks line of sight but is not airtight and has 20 hp (per section). This spell cannot deal damage. | Larger, stronger, or with more effects (spikes etc). | Smaller, weaker, or with unintended effects, or it costs more hp/sp. |
Necromancy | 5 | Core-5: Animate Dead V | 18 | Cast as a 1-minute ritual upon the corpse of up to 5 humanoids or animals of Large size or smaller. The corpse is now a skeletal, zombie, ghoul, or vampire spawn (15 hp, 8 speed, wall-crawling, 1/day phasing, intelligent, blood healing) servant. It can be equipped, perform skilled tasks and attack with your necromancy + combat skill. | Minions are more powerful, intelligent and obedient. | Minions are weaker or less obedient, or it costs more hp/sp. |
Necromancy | 5 | Blood Ascension | 18 | 1-day ritual. One target living creature, consenting or restrained, which can be yourself, is killed by the caster via blood draining and rises again as a full undead vampire, with all that entails. They must drink at least 5L (1 gallon) of sophont-derived blood per day, gaining 1 blood point for each liter. Drinking blood will also heal their HP. They look normal-ish but cold and pale and are medically dead. They do not eat or breathe, and cease to age. They can spend blood points to climb on walls, transform into or summon bats/rats/wolves, charm a target person, or phase through walls/floors. Unspent blood points are absorbed after 24 hours. They cannot take lethal damage except by destroying their heart completely. If they do not get enough blood in 24 hours, the player loses control of the character (becomes feral) until they do. This spell cannot be reversed by any known means. | Save on casting time, gain more permanent benefits such as more blood points | Longer casting time, gain permanent weaknesses such as requiring invitations and weakness to garlic. |
Necromancy | 5 | Contagion | 18 | Cast as a 1-hour ritual upon a liquid of 1 liter or less. This liquid is now the vector for an extremely contagious fever-causing virus that kills within 6 hours. After the spell is cast, the results are nonmagical. | More power, effects, faster spread or controlled spread (targeting certain people) | Less powerful or you lose control of the virus. |
Necromancy | 5 | Exsanguination | Target | Attack Spell. You magically suck the blood out of a target creature within 15m for 4d6+5 damage via its pores, healing yourself by the same amount. You can 'overheal' by up to 5 hp with this spell, which will remain until you sleep. | More targets or more damage. | Less damage, or it hits unintended targets. |
Necromancy | 5 | Bone Cancer | 18 | Target an area you can see within 20m that is up to 5m in radius. Living creatures in the target area begin to experience rapid bone cancer and will continuously take 1d8 damage per round until death as bone-spikes penetrate all their organs. You can, if you choose, slow the process to once per hour or day. No concentration is required and it cannot be stopped by magical means. | More targets, more power, more control | Fewer targets, weaker, less control |
Necromancy | 6 | Core-6: Animate Dead VI | 18 | Cast as a 1-minute ritual upon the corpse of up to 6 humanoids or animals of Giant size or smaller. The corpse is now a skeletal, zombie, ghoul, vampire, or ghostly (15 hp, resist all damage, unlimited phasing) servant. It can be equipped, perform skilled tasks and attack with your necromancy + combat skill. | Minions are more powerful, intelligent, programmable | Minions are weaker or rebellious |
Necromancy | 6 | Wither | 20 | Cast as a 1-day ritual. In an amount of land that you specify and can see unaided, all plant and small animal life withers and dies within 1 minute. Large animals and humanoids receive 2d6 damage (rolled once). Thereafter, no plants can grow in this land and no animals can be born in it for 100 years. | More damage, power, control, area | Ecological disaster. |
Necromancy | 6 | Word of Death | 20 | Cast as a main action. Designate a living biological target within 20m. You verbally order them to die in a loud, clear voice, and they die. | More targets, more control. You can, for example, cause an instant corpse explosion. | You earn the attention and ire of Death. |
Necromancy | 6 | Pale Ascension | 20 | 2-week ritual. One target living creature, consenting or restrained, which can be yourself, is killed during the ritual, and at its end becomes a powerful undead. Thereafter, the target cannot die or be mortally wounded as long as one of their bones is preserved. They will recover 1 hit point per hour (i.e., they will not be unconscious for more than 1 hour.) Their flesh will shed and they will remain as a skeletal being that is immune to poison and does not need to eat or breathe. This spell cannot be reversed by any known means. | You gain permanent magic powers, such as the ability to throw magical death-bolts infinitely. | You gain an ever-increasing form of incurable undeath-insanity until you are a paranoid violent monster with no free will. |
Pyromancy | 1 | Core-1: Create Bonfire | 10 | Cast to create an arcane flame in a 1 meter cube or smaller. If no flammable materials are available, you can concentrate to keep the flame burning for up to 30 minutes. The flame must be attached to an object. If used to damage a fire-vulnerable target, it gives them the ignited condition while you concentrate. Being ignited deals a continuous 1d10 damage per round at the start of their turn until they take a full action to stop, drop, and roll, or a move action to jump in some water. | More area, effects, targets. | You risk getting burned, the fire spreading out of control, or it costs more sp. |
Pyromancy | 2 | Core-2: Fire Bolt | Target | Attack Spell.Cast as a main action to throw a firey projectile at one target within 10 meters. Targets that are hit take 2d4+2 fire damage and are ignited. | More damage, targets, stronger effect. | Less damage or costs more SP. |
Pyromancy | 2 | Smokescreen | 12 | Cast and concentrate to produce a large cloud of thick black, hot smoke in an area up to a 40m cube for up to 1 hour or until blown away. Unaided vision by biological and mechanical beings cannot see through this smoke. It does not directly damage enemies but can cause suffocation and/or heat exhaustion in a confined area. | Bigger/stronger effect or causes direct heat damage to your enemies. | Smaller effect, inaccurate area, or unintended effects. May start a fire. |
Pyromancy | 2 | Protection from Heat | 12 | Cast and concentrate to protect up to 10 creatures from heat hazards and halve fire damage taken for up to 4 hours. The effect depends on the context and level cast, but will always help. They must remain within 10m of you for the duration. | More targets, more duration, more powerful effect. | Less targets, less duration, weaker effect. |
Pyromancy | 2 | Sense Heat | 12 | Cast and concentrate to sense the nearest sources of heat within 50m. | More range, more detailed information. | Less range, less information, or you lose control of the effect. |
Pyromancy | 2 | Heat Item | 12 | Cast on a target item within 10 meters. This item becomes hot (generally roughly 500 degrees F) for up to 1 minute while you concentrate and deals 1d6+2 damage per round to anyone touching it. You can cast this on enemies' clothes, weapons, etc. The item will also be damaged by the heat if vulnerable. | More targets, more powerful effects. | Less powerful effects, or it costs you more SP/HP, or has an unintended effect. |
Pyromancy | 2 | Heat Area | 12 | Cast and concentrate to heat an area within 20 meters that is up to 20 cubic meters in size up to 100 degrees fahrenheit. This effect does not cause direct damage but causes significant discomfort and potentially heat exhaustion. Duration up to 4 hours. | More powerful effects, more area, more control | Weaker effects, more SP/HP cost, or unintended effects. |
Pyromancy | 2 | Weld Metal | 12 | Cast and concentrate for up to 1 hour to give advantage to one target person's crafting checks to build or repair metal objects and machines. Note that this spell does not conjure raw metal. | Increased advantage. | Merely a +1. |
Pyromancy | 3 | Core-3: Incinerate | Target | Attack Spell. Cast and concentrate to begin spraying arcane flames from your hands dealing 4d4+3 damage in a 10m cone. You can continously spray flames in this way without recasting as long as you concentrate and spend your action, but you cannot move (aside from turning) until you stop casting. Duration up to 1 minute. | More damage, targets, area, effects. | Less damage, targets, area, effects, or greater sp/hp cost, or loss of control. |
Pyromancy | 3 | Infernal Calling | 14 | Cast to summon a being of flames from another dimension to aid you for up to 1 hour. They have a temporary form in this dimension while you concentrate, and will generally do as you direct. Potential results include magma golems, clever devils, raging daemons, or the dreaded Searing Horror. This spell is dangerous. | You are able to control what is summoned and control what it does. | You are able to control neither what is summoned nor what it does. Unsummoning may become impossible. Alternatively, costs more sp/hp. |
Pyromancy | 3 | Fire Shield | 14 | Cast and concentrate to create a bubble of dancing flames around you. While it is running, you have +1 advantage die to dodge projectiles, and any melee attackers are ignited whenever they hit or miss you in melee. | More targets, power, effects, or skip concentration. | Costs more SP, burns you a bit, or lower duration. |
Pyromancy | 3 | Heat Mirage | 14 | Cast and concentrate to create the illusion of a large, mostly unmoving object at least 100m away from your position, for 30 minutes. Examples include a lake, a tower, a fleet of ships, smoking volcano, or a sleeping dragon. Works on unaided biological and mechanical vision. You can extend the duration by reinvesting points. | More control and effects. | Less control and unintended effects, or greater sp/hp cost. |
Pyromancy | 3 | Smelt Metal | 14 | 1-hour ritual to extract raw metal ore from hot rocks and isolate it magically into ingots. Note that this spell does not help in crafting or prospecting, it merely isolates the pure metal from the earth. | You are able to extract more efficiently. | Less efficient extraction or costs you some more sp/hp. |
Pyromancy | 3 | Ring of Fire | 14 | Cast and concentrate to create a 1m wide, 2m tall ring of arcane flames that has an inner radius of between 1 and 20 meters. The origin point must be in your personal view while maintained, and must be touching the ground. The flames deal 2d8+3 fire damage to anyone who is inside the radius, once per round. Duration up to 30 minutes. | More power, damage, control, effects. | Less power or control or more sp/hp cost. |
Pyromancy | 4 | Core-4: Fireball | 16 | Attack Spell. Cast as one main action to instantly throw a large firey projectile up to 40m in distance which will explode with a loud noise in a 2m radius for 3d8+4 fire damage. | More power, damage, control, effects. | Less power or control or more sp/hp cost. The explosion might collapse a building or harm an ally. |
Pyromancy | 4 | Flame Blade | 16 | Cast and concentrate. You summon a melee weapon made of pure arcane flames (you choose the type). This weapon deals 4d6 pure fire damage on a hit. You can give it to an ally. It can ignite flammable materials and enemies but it cannot melt metal. | More power and duration and control. | Less power or more sp/hp cost, or you summon something unintended. |
Pyromancy | 4 | Fire Wall | Target | Designate a line area you can see, within 30m. The line must be 1m wide and 1m to 20m long. This area can include enemies. Cast and concentrate to create 1-meter-tall arcane flames in this area. Anyone passing in the area of the flames takes 3d8+4 fire damage per round, starting now. Duration up to 5 minutes. | More power, damage, control, effects. | Less power or control or more sp/hp cost. |
Pyromancy | 4 | Burning Aura | 16 | Cast and concentrate to create an aura of intense heat in a 5m radius around yourself. While active, all nearby creatures will take 4 fire damage per round, liquids will boil or ignite, and flammable materials will ignite. The aura follows you while you concentrate for up to 2 hours. | More power, damage, control, effects. | Less power or control or more sp/hp cost. |
Pyromancy | 5 | Core-5: Fissure | 18 | Cast as a main action to draw magma up from this planet's core in a 10m square you designate in an area you can see. A large crevasse will open up and violent sprays of magma will continuously erupt for 4d8+5 fire damage per round for up to 5 minutes. You must roll your skill again if you attempt to control the sprays. The effects of this spell are permanent and non magical. May not work on planetoids that are too small or cold. | More power, damage, control, effects. | Ecological disaster. |
Pyromancy | 5 | Burning Glare | 18 | Cast as a main action and concentrate. Your eyes glow bright red. Everyone you can see that you choose to affect will take 4d4+5 fire damage per round as long as you can see them. Duration up to 1 hour. Lower results give fewer targets per round. | More power, damage, control, effects. | Loss of control, potential blindness, disaster. |
Pyromancy | 5 | Solar Flare | 18 | 1-hour ritual. Cast on a visible star within 1 light year. For the next 24 hours, a harsh solar flare from that star will spray towards your region. For the duration, the climate's temperature will be increased significantly within a 50-mile radius and all electronic devices will become unreliable. Failed castings are extremely dangerous. | More power, control, effects. | Ecological disaster. |
Pyromancy | 6 | Core-6: Armageddon | 20 | 24-hour ritual requiring a large bonfire. A massive explosion hits a target you can personally see within 100 miles, instantly at the completion of the ritual. All unprotected creatures and objects in a 1km radius of that point receive 6d10+6 fire damage (rolled once). Thereafter, arcane fire burns at the site for 1 year. Failed castings are extremely dangerous. | More power, control, effects, faster casting. | Apocalyptic results. |
Pyromancy | 6 | Volcano | 20 | 1-hour ritual. Cast on a target 2-mile-radius area of a planet's surface that you can personally see. In the course of 1 day, a volcano with a 2-mile radius will form and violently spray magma in all directions for 3 weeks. Failed castings are extremely dangerous. | More power, control, effects, faster casting. | Apocalyptic results. |
Pyromancy | 6 | Heat Climate | 20 | 2-week ritual. You magically manipulate the status of your planet relative to its star such that the climate is permanently heated for all seasons by between 1 to 50 degrees fahrenheit. Failed castings are extremely dangerous. | More power, control, effects, faster casting. | Apocalyptic results. |
Sanguithurgy | 1 | Core-1: Arcane Healing 1d3+1 | 10 | You use your healing power to (a) heal 1d3+1 hp to a non-mortally-wounded target OR (b) stabilize a mortally wounded target with a main action. Does not heal conditions. Must touch. | More healing. | Unintended mutations, or damage, or greater sp/hp cost. |
Sanguithurgy | 2 | Core-2: Arcane Healing 1d6+2 | 12 | You stabilize or heal 1d6+2 hp to a living biological target, as one main action. Does not heal conditions. Must touch. | More healing and better effects. | Unintended mutations, or damage, or greater sp/hp cost. |
Sanguithurgy | 2 | Scaleskin | 12 | Spend 1 action and concentrate to improve a nearby target's damage reduction by +3, by increasing the toughness of their skin. Lasts 1 hours per cast. | More power, effects, duration, targets. | Less power, effects, duration, targets, or higher sp/hp cost, or unintended mutations. |
Sanguithurgy | 2 | Yogic Extension | 12 | Choose a target person within 20m. Cast and concentrate for an amount of time up to 1 hour to cause that person's limbs to grow up to 3 times their normal length, making jumping, climbing and reaching much easier. | More power, effects, duration, targets. | Less power, effect, duration, targets, more sp/hp costs or unintended consequences. |
Sanguithurgy | 2 | UPGRADE: Telekinetic Healing | 12 | Your core healing spells can now optionally be used at a distance of up to 15 meters. The target must be in line of sight. Pay +1 spell point cost when you use this upgrade. TN is the same. | N/a Upgrade | N/a Upgrade |
Sanguithurgy | 3 | Core-3: Arcane Healing 1d8+3 | 14 | You stabilize and heal 1d8+3 hit points to a target, as one main action. Does not heal conditions. | More healing and better effects. | Unintended mutations, or damage, or greater sp/hp cost. |
Sanguithurgy | 3 | Plant Growth | 14 | Cast as a main action. Target a square area of existing plants that is 7x7 meters. These plants immediately grow to full height - tall grass, trees, vines etc. | Grow more plants, can restore dead plants to life | Less effect, or greater costs from you in sp or hp. |
Sanguithurgy | 3 | Forced Life | 14 | Cast as an instantaneous reaction, selecting a target ally that is taking a hit that would knock them out. Concentrate. You keep them at 1hp during a combat, preventing mortal wounds and any loss of consciousness as long as you concentrate until the battle or danger is over. Further damage to that target causes more point cost from you, instantly. Heavy weapons and overwhelming force will still instantly kill the target. If you lose concentration before the end of the battle, they fall unconscious. | You can add more healing to the effect. | Unintended mutations and other changes may occur to your target, or more sp/hp cost. |
Sanguithurgy | 3 | Facial Distortion | 14 | Cast as 10-minute ritual. Reshape a target's face to appear to be someone else, for up to 4 hours, with good accuracy. Alternatively, give them +1 advantage die on all social interactions for the duration. Can add Art skill to the roll. | More power, control, effects, or duration. | Unintended results and unwanted consequences, or greater sp/hp cost. |
Sanguithurgy | 3 | Minor Adaptation | 14 | Reshape a willing target's body to gain one minor environmental adaptation that you are aware of, for up to 4 hours. Claws, climbing pads, Gills, glider wings, rad processing glands, oil-breathing, etc. Causes exhaustion in target after expiration. Can add animals skill. Cannot grant flight due to weight. Takes 10 minutes to cast. | You can perhaps add 2 different minor adaptations at once. | Unintended mutations, damage, or unwanted permanency, or more sp/hp cost from you. |
Sanguithurgy | 3 | UPGRADE: Quick Heal | 14 | Your core healing spells can now be used as a bonus action in combat. Pay +1 spell point cost when you use this upgrade. | N/a Upgrade | N/a Upgrade |
Sanguithurgy | 4 | Core-4: Arcane Healing 1d10+4 | 16 | You stabilize or heal 1d10+4 hit points or statistic points to a target, as one main action. Does not heal conditions. | More healing and effects | Unwanted mutations, greater sp/hp cost, or potential damage |
Sanguithurgy | 4 | UPGRADE: Mastered Healing | N/a Upgrade | You now can't fail with core unmodified healing power use--i.e., a failed roll is treated as a basic success. | N/a Upgrade | N/a Upgrade |
Sanguithurgy | 4 | Harm | 16 | Touching a target, you deal 2d6 nonlethal pain damage and severely cripple one of the target's main 6 statistics down to the level of a small child. They will recover their faculties after a full day of good rest. | More damage and effects and targets and range | Less effect or greater sp/hp cost, or loss of control |
Sanguithurgy | 4 | Enlarge Creature | 16 | As main action, concentrate and enlarge a target person or animal by up to twice its normal size. Cannot cast on yourself. | Greater power or control | Loss of control, more sp/hp cost, or unintended effects |
Sanguithurgy | 4 | Shrink Creature | 16 | As main action, concentrate and shrink a target person or animal by up to half its normal size. Cannot cast on yourself. | Greater power or control | Loss of control, more sp/hp cost, or unintended effects |
Sanguithurgy | 4 | Viral Inception | 16 | Touching a target, you seed in their flesh a secret virus that will kill them via aneurysm within 4-12 weeks. Requires touch. Better control on higher rolls. | Greater power or control | Loss of control, more sp/hp cost, or unintended effects |
Sanguithurgy | 4 | UPGRADE: Healing Aura | 16 | Your core healing techniques can now be used to also heal all selected targets within 10 meters of the caster. Pay +3 additional spell point cost when you use this upgrade. | N/a Upgrade | N/a Upgrade |
Sanguithurgy | 4 | Cure Condition | Varies by condition | You attempt to use magic to cure status ailments such as Disease/Poison/Paralysis/Blindness/Deafness. Better rituals significantly improve results. Each affliction has a different TN set by the GM. Does not work on exhaustion or mortal wounds. | You also heal the target or cure multiple targets. | Magic cannot cure this condition; an alternative solution must be pursued. |
Sanguithurgy | 4 | Cure Exhaustion | 16 | Cures 1 level of exhaustion that was caused by some effect other than a mortal wound. | Also heal the target, cure more targets or cure more exhaustion. | Exhausts the caster or drains more of your sp/hp. |
Sanguithurgy | 4 | Cure Mortal Wound | 16 | Heals Mortal Wounds in a careful 3-hour ritual. The target must get a comfortable night's sleep, afterwards, or the wound returns. | Also heal some HP and/or other conditions. | The ritual takes longer or costs more sp/hp from the caster. |
Sanguithurgy | 4 | Shapeshifting | 16 | Cast as a 10-minute ritual and concentrate. For up to 6 hours, you transform yourself or a consenting ally into an animal that you know well that is within one size category of the target's original size. Animal details vary, but pre-existing wounds carry over. The target can then do things that animal can do for the duration, while retaining their mental statistics, memory and personality. The animal is the same gender as you. After the spell ends, target must take 10 minutes of inactivity to de-transform, and gains one exhaustion level. | More power and control, can include healing or special abilities, or be a somewhat fictional animal | Less control over the animal type and the animal personalitity may occasionallly assert, or the spell may cost more SP/HP from the caster. |
Sanguithurgy | 5 | Core-5: Arcane Healing 1d12+5 | 18 | You stabilize or heal 1d12+5 hit points and/or statistic points to a target, as one main action. Does not heal poisons or mortal wounds. | More power and effects. | Less power, unwanted effects, or more hp/sp costs |
Sanguithurgy | 5 | Permanent Mutation | 18 | With an 8-hour ritual, add up to one (maximum) permanent mutation to an ally, affecting less than 50% of the body. You can add your medicine or animals skill. This includes gender reassignment, or increasing a physical or social skill by +1. Takes 8 hours and, on success, puts subject in mortal wound/stabilized/recovering status. Cannot apply more than 1 total effect to a subject with this spell. Whether it succeeds or fails, the results cannot be dispelled and are real. | Finer control over results. | Baleful disaster. |
Sanguithurgy | 5 | Hypertrophy | 18 | Cast as a main action to temporarily set a consenting target person's physical skills to +6, advantage on all physical rolls including damage, and +10 total hit points. Requires concentration. The target cannot concentrate on spells. Cannot cast on yourself. Lasts 1 hour, target gains +1 exhaustion afterward. | Better results and control. | Temporary or permanent mutation or insanity. |
Sanguithurgy | 5 | Torment | 18 | By touching a target, you immediately add 1 to a target's exhaustion (i.e., give them disadvantge on all rolls), as well as 2d6 nonlethal psychic damage. They are now in extreme unrelenting pain. Concentrate to repeat the effects again each round with no additional rolls needed. This causes permanent mental trauma. | Better power and control. | Weaker, more costly, or unintended consequences. |
Sanguithurgy | 5 | Limited Immortality | Passive spell | PASSIVE: While active, you cannot be mortally wounded. If "killed", and if you are still in a hospitable environment, you will regenerate from your largest fragment in 24 hours, during which you can sense your surroundings, and after which you are active and healthy with 1 hit point. This ability is then discharged (re-enabling death) and recharges after 1 full week of good health. | N/a Passive Spell | N/a Passive Spell |
Sanguithurgy | 6 | Core-6: Arcane Healing 1d20+6 | 20 | You can stabilize AND heal a target of up to 1d20+6 HP AND damaged ability scores with a main action. Does not heal poisons or mortal wounds. | More power, targets and effects. | Weaker, more costly, or loss of control. |
Sanguithurgy | 6 | Resurrection | 20 | You attempt to revive a corpse. Base TN is 20, but varies based on the corpse's condition, and the status of the soul, in addition to normal casting variables. Even on a successful cast, some temporary or permanent mutation, sickness, or other changes are likely. On a low result, risk of loading the wrong soul, loading the soul to the wrong body, or damage to the body or soul. | Merely 1 or 2 problems with the resurrection. | Horrific and terrible results. |
Sanguithurgy | 6 | Lifeshaping | 20 | You attempt to shape new life forms out of suitable amounts of hydrocarbons. Each attempt takes 24 hours, leaving you exhausted for 1 week. Can add your skill in medicine or animals. | The lifeform is viable, if suitable conditions exist. | You create an abomination. |
Sanguithurgy | 6 | Transformation | 20 | 24-hour ritual. Completely and permanently transform the bodily features of a willing participant into something else. The results are nonmagical. Leaves them exhausted for 1 week. Can borrow flesh from sacrificial victims if more is needed. | The result are viable. | You create an abomination. |
Sanguithurgy | 6 | True Immortality | 20 | PASSIVE: Requires Limited Immortality. You can never be mortally wounded and you always automatically regenerate as long as any fragment of your body is in an environment appropriate for your species, but even if not, that fragment remains until it is. You cannot die. | N/a Passive Spell | N/a Passive Spell |
Telekinetics | 1 | Core-1: Manipulation 10kg, 1 obj | 10 | As main action, you can move or "TK Hold" an object you can see at range. Concentrate to continue floating the object indefinitely. Not fast enough to cause damage except by dropping. Cannot perform fine manipulation by telekinesis (think oven mitts). If you drop concentration, the objects drop, so be careful. You can levitate the object up to [5m*casting level] in height. | More objects, more weight, more control, etc | Weaker effect, more hp/sp cost, loss of control |
Telekinetics | 2 | Core-2: Manipulation 20kg, 1 obj | 12 | As core-1, but 20kg total and 2 objects. | More objects, more weight, more control, etc | Weaker effect, more hp/sp cost, loss of control |
Telekinetics | 2 | TK Jump | 12 | Cast to jump up to 10 meters high. Up-cast for more. This does not protect you from fall damage. | More distance, more people, more control, etc | Weaker effect, more hp/sp cost, loss of control |
Telekinetics | 2 | Gust of Wind | 12 | Cast to create strong winds within 15m radius while you concentrate. Strong enough to slam doors, but not strong enough by default to knock people over. | More area, more power, more control, etc | Weaker effect, more hp/sp cost, loss of control |
Telekinetics | 2 | Feather Fall | 12 | As a reaction, commit your concentration to slow the fall of 2 people, animals, robots or objects. The fall is slowed to a safe and gentle descent, but you must continue to be able to see the target(s). Maximum duration 1 hour. | More targets, more effects, more control, etc | Less targets, weaker effect, more hp/sp cost, loss of control |
Telekinetics | 3 | Core-3: Manipulation 50kg, 3 obj | 14 | As core-1, but 50kg total and up to 3 objects. | More objects, more weight, more control, etc | Weaker effect, more hp/sp cost, loss of control |
Telekinetics | 3 | TK Assault | Target | Attack Spell. As main action, fling all of your floating objects, or nearby qualifying objects, towards one or more enemies. Damage depends on objects. You can add your Shoot skill to this roll. | More damage, effects, targets. | Less effect, more hp/sp cost, or unintended consequences. |
Telekinetics | 3 | TK Pull | Target | Attack Spell. As main action, you try to either disarm your enemy or pull away some other object an enemy is wearing or carrying within 20m of you. Examples include a weapon, grenade, belt, or satchel. The stolen item is pulled to your outstretched hand. | More targets and effects and control. | Weaker effect, it may only be pulled halfway, or cost more hp/sp points. |
Telekinetics | 3 | TK Shove | 14 | Attack Spell. As main action, you project a wave of force in a 3x6m rectangle originating from you. Creatures in that area are shoved prone and pushed back 1m. You can also choose to direct this wave of force in another direction. | More power, bigger effect, finer control, added damage, etc. | Smaller area of effect or greater hp/sp cost |
Telekinetics | 3 | Protective Field | 14 | As a main action, you commit concentration and create a telekinetic protection field around a consenting or inanimate target with ONE of the following properties: Radiation protection; breathable air, poisonous gas or liquid filtering, set pressure, set gravity, set temperature, etc. Does not work on enemies. This spell can help when vacuum suits fail. | More targets, more effects, more power, more duration | Greater hp/sp cost and lower duration. |
Telekinetics | 3 | UPGRADE: TK Expert | N/a Upgrade | You now can't fail with core unmodified TK power use. | N/a Upgrade | N/a Upgrade |
Telekinetics | 3 | Deceleration Shield | Defense | As a reaction, roll Telekinetics as a defense roll to decelerate one single projectile aimed at you to a dead stop. Can be cast up to your core object limit. When cast, you can choose to replace any one TK Held object with this new object, or let it drop to the ground. | More targets, can gain an automated duration, lesser SP cost | You may take a small amount of damage or redirect the projectile elsewhere instead of decelerating it, or more sp cost. |
Telekinetics | 3 | TK Deflection | Defense | As a reaction, while you have held objects, roll Telekinetics as a defense roll to use them to block an attack against yourself or an ally. If an attack is blocked, one object shatters, perhaps dangerously. | More targets, can gain an automated duration, lesser SP cost | You may take a small amount of damage or deflect the attack elsewhere instead of stopping it, or more sp cost. |
Telekinetics | 4 | Core-4: Manipulation 100kg, 4 obj | 16 | As core-1, but 100kg total and 4 objects. | More objects, more weight, more control, etc | Weaker effect, more hp/sp cost, loss of control |
Telekinetics | 4 | TK Grapple | 16 | As a main action, attempt to use your core TK power on an animate person, robot, or animal. Valid operations are restrain, pull, shove, levitate. | More targets, more control, more power. | Greater hp/sp cost or lesser effect or too much effect. |
Telekinetics | 5 | Core-5: Manipulation 200kg, 5 obj | 16 | As core-1, but 200kg and 5 objects. | More objects, more weight, more control, etc | Weaker effect, more hp/sp cost, loss of control |
Telekinetics | 5 | Magnetic Barrage | Target | **Attack Spell**. As main action, pull all the least-secured metal objects out of their fixings within 10m, and fling them at enemies in a 20m cone (or just hold 5 of them). Damage is 5d6+5. Can partially or fully dismantle robots. | More damage, area, effects | Less damage, area, effects, more hp/sp cost, loss of control, attraction of a magnetic entity |
Telekinetics | 5 | TK Choke | Target | **Attack Spell**. Cast on a target and concentrate to crush or choke part of their body with telekinetic force. This both restrains them and damages them with your choice of 1 damage up to 4d6 damage per round. Can be lethal or nonlethal. | More damage and/or more complete restraint. | Loss of control of the spell, potential calling of an invisible crusher. |
Telekinetics | 5 | Redirect Projectile | Defense | As a defense roll when you are targeted by a projectile, attempt to redirect it towards another target. This works for physical, energy, and magical projectiles. Must obey your object and weight limit. | More targets and more redirect power and control. | Only deflect instead of redirect, take some damage, or cause an accident with the redirect. |
Telekinetics | 5 | Transmutation | 18 | By spending 1-5 hours, you can reshape one generally homogenous object into another by sculpting the molecules, or separate a homogeneous substance into purified components. Examples include desalination of water, metal ore into swords, carbon into diamond, etc. Difficulty depends on context. This is generally slower than the scientific alternative, but requires no tools. When combined with good mundane skills and tools, results are superior to those achievable by mundane methods. Can add art skill. | Faster casting, better results. | Slower casting, can be dangerous. |
Telekinetics | 5 | TK Dexterity | 18 | You can use this spell to "TK Hold" an item that you want to finely manipulate at range. You could operate a computer at range, fire a gun at range, entangle someone in a rope, etc. Doing these activities will use your skill with that item, after the spell is cast. | Wield multiple floating weapons or tools. | Lesser control of the objects. |
Telekinetics | 6 | Core-6: Manipulation 1000kg, 6 obj | 20 | As core-1, but 1000kg and 6 objects. | More objects, more weight, more control, etc | Weaker effect, more cost, loss of control |
Telekinetics | 6 | Earthquake | 20 | You cause a violent earthquake, centered on your location, for up to 5 minutes. Demands constant meditation checks. May damage or collapse buildings--very dangerous. Do not cast in a space station. | More power and finer control. | Disaster. |
Telekinetics | 6 | Molecular Assembly | 20 | By spending a long time (1-7+ days) in focus and concentration, and with the appropriate materials, assistance, and understanding (or a scientist and engineer friend), you can fabricate tools, weapons, and machines at the molecular level by telekinetically rearranging atoms, creating ultra-tech products in the way of the ancients. This causes exhaustion for you. Requires a solid understanding of exactly how all the parts work together. | You create more, faster, or more powerful devices. | It's slower, less efficient or creates cursed artifacts. |
Telekinetics | 6 | Mind Over Matter | Upgrade | All of your Telekinetics spells that usually cost a Main Action can now be cast as a Bonus Action, Move Action or Reaction in combat. | N/a Upgrade | N/a Upgrade |
Telepathy | 1 | Core-1: Read Emotions | 10 | Cast on a visible and unaware or consenting target. As an instantaneous effect, you learn the strongest few emotions and a word or image associated with them. When any telepathy spell is used, the targets are not necessarily aware of the intrusion unless trained in telepathy or metaphysics. Aware and nonconsenting targets may resist an otherwise successful cast. All telepathy spells do not work on robots. You still must make your normal casting sign, but the target might not notice if distracted by conversation. | You get more information. | You get less information or may accidentally reveal your own emotions, or it costs more sp/hp. |
Telepathy | 2 | Core-2: Send Thoughts | 12 | Can cast this to establish contact and send and receive thoughts from one consenting target. Only affects intentionally sent thoughts. No common language is necessary. Lasts up to 10 minutes per cast. Concentration. | More range, targets, power. | Communication is difficult and some concepts are lost in transit, or it costs more sp/hp. |
Telepathy | 2 | UPGRADE: Mental Register | - | UPGRADE. When cast for consenting targets, "Send Thoughts" is now a free action, and can't fail. Range is 100m. You still must spend spell points, concentrate, and make the sign to initiate. | N/a Upgrade | N/a Upgrade |
Telepathy | 2 | Send Emotion | 12 | Can cast this to send one generic, mild emotion to a target. Fear, anxiety, relaxation, tiredness, etc. Works on animals. Concentrate for up to 10 minutes. | You can send a stronger emotion or affect two targets. | More SP/HP cost or you may accidentally reveal your own emotions. |
Telepathy | 2 | Hidden Sensor | 12 | As a main action, concentrate and touch a target person or animal, consenting or nonconsenting, and cast. For 6 hours thereafter, you can choose to close your eyes and sense what that person senses. | More targets, more range, more information. | They become aware, the mark becomes visible, or it costs more sp/hp. |
Telepathy | 2 | Mind Meld | 12 | Cast this in a 5-minute ritual while touching a consenting or restrained target to temporarily merge thoughts and memories. This is a more dangerous way to get more information with a low skill level. Roll, relationship and other factors determines results. Even if you get the information you want, you or both parties may receive nonlethal psychic damage, and they will know your memories as well. | Faster casting time, more information transfer, slight control over some elements not shared. | You share entirely too much, one or both parties become mentally exhausted, or it costs more sp/hp. |
Telepathy | 3 | Core-3: Read Thoughts | 14 | Can cast this to read surface thoughts, but not memories. Target must be visible and within 10 meters. Lasts up to 10 minutes per cast. | More information or more targets. | Less information or greater hp/sp cost or more obvious casting. |
Telepathy | 3 | Sense Hostility | 18 | Cast to sense hostile living beings within 100m that want to hurt, kill, block or incapacitate you. You get a vague sense of identity, intensity and direction. | More information and range. | May be more costly to sp/hp, less information, or an unintended consequence of your sensor. |
Telepathy | 3 | Distant Thoughts | 14 | Cast to use Send Thoughts, i.e. communicate mentally with a target, at a distance of up to 100 km with no sight requirement. Can't use nonconsensual techniques. Targets can answer or ignore the call. | More range: 4=1000km, 5=1ly, 6=5ly, alternatively, more targets. | Less range, less clear communication, or it costs more sp/hp |
Telepathy | 3 | Veracity Field | 14 | 10-minute ritual. Cast to make it impossible to lie in a 10m^2 certain space for 4 hours. Concentration. Targets aren't aware of this unless trained in telepathy or Metaphysics. | You can also sense misleading statements or questions. | Targets are aware of the field, or it costs more sp/hp. |
Telepathy | 3 | Speak With Dead | 14 | Cast to telepathically communicate with a corpse--specifically, its brain. 10-minute ritual, the brain must be within 1m of you. You get 1 question per cast. The corpse's answers are decayed as their brain and body is decayed. | 2 questions per cast. | The casting directly accelerates brain decay. |
Telepathy | 3 | Suppress Thoughts | 14 | Cast to suppress a certain thought in a target for 5 minutes. Concentration. Sudden danger, alarm or physical trauma will break the spell. | More power and precision. | They become suspicious of you, or it costs more sp/hp. |
Telepathy | 4 | Core-4: Read One Memory | 16 | Can cast this to read one specific memory, once per cast. Requires concentration for a few seconds while it's working. Suppressed memories may require higher spells. | More information | They become suspicious or hostile towards you, or you accidentally share your own thoughts, emotions, or memories, or it costs more sp/hp. |
Telepathy | 4 | Shared Senses | 16 | Cast and concentrate to allow all party members to share senses while you maintain concentration. | Also opens a telepathic chat channel. | Causes minor psychic damage until people get used to it, or it costs more sp. |
Telepathy | 4 | Sudden Reflex | 16 | Cast to cause a sudden and seemingly involuntary reflex in a visible target--i.e., a soldier holding a gun to shoot, a worker to drop a heavy carried object, a driver to swerve, vomiting or coughing, etc | More targets or stronger effects. | It becomes clear to witnesses that you were doing something psychic, or it costs more sp/hp. |
Telepathy | 4 | Sleep | 16 | Cast and concentrate to try to put one non-combatant target to sleep for up to 1 hour. Cannot work in combat or in other extreme risk situations unless the target is exhausted. | Might work in combat. Might last longer | Might cost more of your SP/HP, might not last very long, or their sleep is plagued by nightmares. |
Telepathy | 4 | Hypnosis | 16 | Cast as part of a long conversation in a calm context with a nonviolent person. They become extremely vulnerable to suggestion by you and your allies. Lasts up to 1 hour, after which you can make them sleep or wake up without rolling. | Faster casting, stronger suggestions. | They fear you, or slower casting, or more SP/HP cost. |
Telepathy | 4 | Send group emotion | 16 | Cast to send a single generic emotion to a group of up to 5 targets. Lasts up to 30 minutes. | More targets, stronger effects, longer duration | They all get a strong emotion but not the one you chose, more sp/hp cost, fewer targets, shorter duration |
Telepathy | 4 | Mental Assault | Targe | Cast on an enemy to cause 4d6+4 psychic damage and stun for 1 round. This can kill or KO, your choice. | More targets, more power, more effects | Weaker or Unintended effects, you may invite a psionic predator, or it costs more sp/hp |
Telepathy | 5 | Core-5: Read Memory Category | 18 | Read a target and learn up to one whole category of memory before losing the connection. Repressed or guarded memories may require "enter dream" instead. | More information | Less information, suspicion, accidental sharing, more sp/hp cost |
Telepathy | 5 | Temporary Insanity | 18 | Cast on a group of up to 5 living targets within 20m to make them temporarily insane. You cannot control what the result will be, but it will certainly be far from their current state. This may cause permanent trauma in targets. | Finer control, more targets. | You lose control of the effect, which may involve other people, or may invite a psychic daemon. |
Telepathy | 5 | Enter Dream | 18 | Cast as a 10 minute ritual to allow your party to enter the target's sleeping mind in order to retrieve, change, destroy, or insert all possible memories and thoughts. This spell cannot fail, the roll only determines the initial safety of the dream you enter. | You start in the dream better situated and better equipped. | You start in the dream poorly situated and poorly equipped. |
Telepathy | 5 | Switch Minds | 18 | 4 hour ritual. You completely, totally and permanently switch the complete brain-data of 2 consenting or restrained targets. (result is not considered magical and can't be dispelled.) Exhausts you and them. You can be one of the targets. | Faster casting, lower sp cost. | Horrific results. One of the targets' souls may be lost or eaten by a psionic daemon. |
Telepathy | 5 | Copy Mind | 18 | 4 hour ritual. You completely and permanently copy the psyche and memories of one person, and place this new copy into another person, completely overwriting the victim's mind. The target will be exhausted. From that point on, the two minds will diverge. | Faster casting, lower sp cost. | It goes horribly wrong. You may create an evil twin or worse. |
Telepathy | 5 | Unified Minds | 18 | Cast to link up to 8 allies for 4 hours with these benefits: Share thoughts, share best speed, temporarily switch character sheets, get one extra turn in combat for any one player, advantage on all defense rolls. The caster herself cannot benefit and must concentrate. | Longer duration, include caster. | Psychic damage and disconcerting interference from other dimensions. |
Telepathy | 5 | Paralyze | 18 | Cast as a main action to attempt to totally paralyze a target that is within 10m of you in line of sight. Lasts for up to 1 minute with concentration. | More targets, add damage or other effects. | You lose control of the spell, the effect is lessened or costs more SP. |
Telepathy | 6 | Core-6: Read Mind | 20 | Cast to establish a complete connection to know anything the target consciously knows that is not suppressed or guarded in their mind. Lasts as long as they are visible to you. Might not access repressed or guarded memories. | More information. | Less information. |
Telepathy | 6 | Mind Control | 20 | Cast as a main action on a target within 10m of you and concentrate. You attempt to completely dominate the target's mind and control them for up to 1 hour. This causes a long-term traumatic effect. | Be glad it worked. | You and the target become temporarily mind-controlled by a third party entity. |
Telepathy | 6 | Mass Paralyze | 20 | Cast to attempt to paralyze a group of biological enemies in a 5' radius circle within 20m of you. Concentration for up to 1 minute. | Be glad it worked. | You may lose control of the effect, creating a semi-sophont roving aura of paralysis, or worse. |
Telepathy | 6 | Heal Mental Trauma | 20 | Spend 1 week of multi-hour daily rituals with a target to heal any kind of psychic trauma and render them immune to that trauma in the future. Requires consent. Failure means more time is needed. | Faster casting | Slower casting (additional week needed) |
Telepathy | 6 | Erase Memories | 20 | With a 30-minute ritual, you can browse through a consenting or restrained target's memories and selectively erase them. These memories will be permanently erased and can never be retrieved by any mundane or magic skill. If the target is unwilling, this may cause mental trauma that is inexplicable to them and may eventually lead to suicide. | Insanity or suspicion may arrive in a matter of weeks. | Insanity or suspicion may arrive in a matter of hours. |
Teleportation | 1 | Core-1: Personal 10m | 10 | Teleport yourself and worn/carried objects up to 10m away. Valid target locations are places you can see, and places you have been before and assume are unchanged. You cannot teleport into a place that you haven't been and can't see, or would cause instant death, or a moving vehicle. | You get more range, more fine control of the result and may be able to take more with you/move other things you want to move. | Less accuracy, more SP/HP cost, or you, and bad things, may end up somewhere bad. |
Teleportation | 2 | Core-2: Personal 100m | 12 | Range upgraded to 100m. Restrictions same. | You get more range, more fine control of the result and may be able to take more with you/move other things you want to move. | Less accuracy, more SP/HP cost, or you, and bad things, may end up somewhere bad. |
Teleportation | 2 | UPGRADE: Blink | Upgrades core power - same TN | UPGRADE to core power. Core spell can now be a move action. No increase in cost or TN, but if you teleport multiple times per round, only roll once but still pay the cost multiple times. | N/a Upgrade | N/a Upgrade |
Teleportation | 3 | Core-3: Personal 1km | 14 | Range upgraded to 1km, same restrictions. | You get more range, more fine control of the result and may be able to take more with you/move other things you want to move. | Less accuracy, more SP/HP cost, or you, and bad things, may end up somewhere bad. |
Teleportation | 3 | Cargo Jump | +X DC, +X points | You can add +X points and +X DC to take large items OR allies with you. GM determines the number based on amount of cargo. User must be touching the things/people to take. Targeted people or vehicles must be consenting or incapacitated. User must go with the items. Casting time is 1 minute. | You get more range, more fine control of the result and may be able to take more with you/move other things you want to move. | Less accuracy, more SP/HP cost, or you, and bad things, may end up somewhere bad. |
Teleportation | 3 | Anchor Mark | 14 | While maintaining concentration, you can take 5 minutes to physically touch an ethereal mark on a person, place, or item within your maximum range. Then, without rolling again, you can TP right to it. This can bypass the core power's restrictions, but for this reason it is very dangerous. | You get a vague remote sense of the degree of safety. | More dangerous, or more sp/hp cost |
Teleportation | 4 | Core-4: Personal 10km | 16 | Range upgraded to 10km, same restrictions. | You get more range, more fine control of the result and may be able to take more with you/move other things you want to move. | Less accuracy, more SP cost, or you, and bad things, may end up somewhere bad. |
Teleportation | 4 | Rapid Jump | UPGRADE to core power | You can now use the core power as a bonus action in combat. If you teleport multiple times per round, only roll once, but pay the cost multiple times. | N/a Upgrade | N/a Upgrade |
Teleportation | 4 | Flicker | 16 | Cast as a main action and concentrate. For up to 1 hour, your presence flickers in a blur. Advantage on all defense rolls and it is difficult for living things to identify you. If an attack would still hit you, you can use your reaction to teleport away using the core power rules, negating that hit if you succeed. Doing so ends the flickeer. | More power, duration, effects | More sp/hp cost, less duration |
Teleportation | 4 | Phasing | 16 | Cast as a main action on a target person and concentrate. For up to 1 hour, the person is partially phased out of this dimension. You take half damage and can peer through thin walls and floors, but have disadvantage on your own physical interaction attempts. | More control, better effects, can choose to phase in and out of the liminal dimensions | Less control, more dangerous, may slip into unsafe dimensions, may cost more sp/hp |
Teleportation | 4 | Scatter | 16 | Cast as main action. Spreads up to 6 targets randomly to safe places within 50m radius. Difficult to control. | Finer control and range. | You may end up in a bad place with a bad person. |
Teleportation | 5 | Core-5: Personal 100km | 18 | Range upgraded to 100km, same restrictions. | You get more range, more fine control of the result and may be able to take more with you/move other things you want to move. | Less accuracy, more SP/HP cost, or you, and bad things, may end up somewhere bad. |
Teleportation | 5 | Offensive Intrusion | 18 | Use this spell to TP yourself and worn/carried items into a moving vehicle or place you can't see or haven't been, within your core range, with safest possible placement, though you do not control exact placement or receive spatial information. | You get a flickering mental wireframe preview of where you'll end-up and can select a sub-location. | You end up in a non-ideal place. |
Teleportation | 5 | Banishment | 18 | By touching a person, you can teleport them to a core-valid target location without needing their consent, and while keeping yourself stationary. Use same roll as normal. You cannot put them into guaranteed harm. | Finer control and better range | You may never know where they ended up. |
Teleportation | 5 | Send Item | 18 | You attempt to teleport an item, such as a bomb, to a core-valid location, without your accompaniment. | You can include multiple items together, including robots. | You may accidentally bring yourself, or only part of the item. |
Teleportation | 5 | Incision | 18 | You attempt to open a new rift into another dimension (i.e. hyperspace, plane of shadow, etc) where there is no current portal. Even on a perfect success, this is not guaranteed to be safe. This can be used to find new hyperlanes. Lower difficulty if there's a thin barrier in spacetime. | Be glad when it works. | There is no limit to the horrific disasters this can cause, even if it works as intended. |
Teleportation | 5 | Recall | 18 | You attempt to bring allied and consenting people, vehicles and equipment within your max range, to your location, safely. The area of effect is a 50m radius circle. Cannot teleport buildings. The allies must prepare with proper arcane markings which takes about an hour to do for 100 people, but casting the spell is a main action. | Be glad when it works safely. | Some people and equipment may be missing some parts. |
Teleportation | 5 | Summon | 18 | You attempt to teleport a single person or entity within your core range, into your presence without their consent. You must know them and their location in detail. The entity is not guaranteed to be pleased, but will be safe on a success (assuming your current location is a safe environment for them). If the entity is a magic user, they may increase the difficulty, use counterspell, or other methods of resistance. | You get more control. | They get more control. |
Teleportation | 6 | Core-6: Personal 1000km (Orbital Jump) | 20 | Range upgraded to 1000km (orbital). Same restrictions. Can be used to jump from/to allied ships in orbit & orbital stations. | You get more range, more fine control of the result and may be able to take more with you/move other things you want to move. | Less accuracy, more SP cost, or you, and bad things, may end up somewhere bad. |
Teleportation | 6 | Mass Teleport | 20 | You attempt to teleport a massive chunk of earth, buildings, people, vehicles, etc. up to 1 mile radius, up to 6 light years away. Requires a 48-hour ritual, half of which is at origin, and half of which is at destination. Includes you (you teleport at 24:00:01), and drains all spell points, causes exhaustion. You can do nothing else, not even eat or sleep, during the 48 hours. The subjects will be partially phased in a hyper-compressed-dimension until the ritual is entirely complete. Distraction or disruption causes total loss and scattering of the targets across dimensions. | Faster casting. | Total loss and a 0.001% chance of recovering anyone. |
Teleportation | 6 | Activate Stargate | 20 | With a 6-hour ritual, you transform a metal-hyperion-alloy portal frame into a permanently active stargate (until dispelled or destroyed). This is an permanent-until-dispelled, noisy, brightly glowing portal that can transport terrestrial beings and vehicles up to 50 light years away or to other dimensions, near-instantly, making use of a hyper-compressed liminal dimension. A good engineer friend is important here for good results. The otherside of the gate is a magically duplicated mirror copy of the original. The portal will remain active until dispelled. Maximum portal radius is 15m, enough for elephants and/or battlemechs to pass through. This is a legendary spell that enables the rapid spread of powerful empires. | Bigger sized gates and faster casting. | There is no limit to the apocalyptic disaster that a corrupted stargate can cause. |