Spell list
Contents
Spells
A character can cast a spell that is attuned to an implanted gem by expending a charge of the appropriate tier. For multicolored spells, they must have at least one gem implanted of each of the spell's colors, but only one gem has to have the spell attuned.
When a spell says "if you hit the target with an attack," "if the target fails a save," or something of that nature, the attack or save is performed as part of resolution of the spell.
Targets are chosen when the caster begins casting, and must remain valid for the entire time that the spell is being cast. If they are not, the spell is unsuccessful, but the charge is not wasted.
Recharging all charges for a specified tier takes a period of Concentration: 1 hour for Elite tier, 12 hours for Paragon tier, and 6 days for Legend tier.
Cast Time
Spells take a Standard Action to cast, except where otherwise specified in their descriptions.
Casting Actions
Every spell has some sort of Casting Action, determined by the colors it requires: Casters must perform that action in order to cast the spell. If a spell has multiple colors, all the actions must be combined, sequentially if need be. The distance at which a casting action can be detected does not scale with the caster's size.
Orange: Remain perfectly still. This is a purely mental action, and makes the caster stationary until they take an action. The internal fire generated by casting is detectable thermosympathetically from 30 meters away.
Pink: Sing several notes. The caster must sing loudly enough to be heard from at least 20 meters away.
Purple: Speak a few words. The caster must speak loudly enough to be heard from at least 20 meters away.
White: Make some swift limb gestures. The movements are audible from 10 meters away. The caster cannot do this while grappled.
Blue: Clap. The sound is audible from 30 meters away. The caster cannot do this while grappled.
Green: Dance. The movements are audible from 10 meters away. The caster cannot do this while grappled.
Black: Hit theirself. The movements are audible from 10 meters away. The caster cannot do this while grappled.
Ritual
Some spells can be cast in Ritual Mode. This applies the stated changes, but increases the casting time to 5 minutes if it's an Elite spell, 30 minutes if it's a Paragon spell, or 3 hours if it's a Legend spell. A character who is casting a ritual must concentrate on it.
Ranges
To target a spell, the caster must simply specify the target in an objective manner and meet the targeting requirements for it. If the target is ambiguous, randomize. For example, one could use a Solids spell to target "someone in the room beyond this wall", and it would target a random creature in that room who wasn't levitating.
Touch: The target(s) must be within reach.
Line of Sight: The target(s) must be visible to the caster and within the specified distance.
Heard: The target(s) must hear the spell being cast.
Solids: The target(s) must be connected to the caster, directly or indirectly, by solid objects forming some form of unbroken path, and be within the specified distance. This could be one on the ground and another standing on the floor of a building, or an arrow with a rope fired from one into the other.
Energy Sphere: The spell creates an invisible sphere of magic that conveys the spell. The sphere can travel a limited distance, is 1 meter wide, and cannot go through solid objects, but it can go through liquids and air just fine.
Boosts
Spells have Boosts, which must be learned for spells individually (That is, learning Pendulum for one spell does not allow you to use Pendulum for any other spell). Learned boosts may be applied whenever the spell is cast, typically at most once, unless otherwise specified. Each boost has a Tier adjustment number (written as +1 Tier, +2 Tiers, etc.), which is how many tiers the spell gains when the boost is applied, and possibly some additional required colors. The following Boosts are common to multiple spells, and have been listed here, for brevity:
- Pendulum (+2 Tiers): Append "You may cast this spell with these boosts again on your next turn without expending a charge." at the end of the spell's Effect.
- Pendulum can be applied to any non-bound spell.
- Redundant (+2 Tiers): Append "Redundant" to the beginning of the spell's name, allowing it to be used on targets that already have the non-"Redundant" version of this spell applied to them.
- Redundant can be applied to any bound spell.
- Multishot (+1 Tier): The spell can have up to three times as many targets. This Boost can be applied to a spell multiple times.
- Multishot can be applied to any spell without an area of effect.
- Enhanced Range (+1 Tier): The spell's range increases to 300 meters.
- Enhanced Range can be applied to any spell with a range of 60 meters or more.
- Increased Area (+1 Tier): The radii and lengths of any of the spell's areas of effect are doubled. This Boost can be applied to a spell multiple times.
- Increased Area can be applied to any spell with an area of effect.
- Don't Touch (+0 Tiers): The spell's range increases to 10 meters Line of Sight.
- Don't Touch can be applied to any spell with a range of Touch.
- Touch (+0 Tiers): You get +1 Accuracy for the attacks made to apply this spell, but the spell's range decreases to Touch.
- Explosive (+2 Tiers, ): One round after any creature of common tier or greater is wounded by the spell, it is surrounded by a 5 meter blast explosion that attacks the ADs of all creatures and unattended objects for 1d6 Heat damage. Creatures and unattended objects only ever take 1 attack from blasts created by this Explosive boost, and creatures that have been the sources of blasts from this spell already cannot be sources for blasts again. These blasts are [ Magic-Damage ] and [ Muscle-Area ] independently of the rest of the spell.
- Explosive can be applied to any spell that deals damage or inflicts wounds.
- Scroll (+1 Tier, ): Instead of casting the spell, you may spend 1 minute writing magically imbued directions to cast it onto a surface. While it's on the scroll, it's Bound to you. When it's read and followed (which takes the normal casting time plus a move action), the reader casts the spell, although you and not the reader need to have the necessary gems, and the charge used is the same one you used to Bind the scroll.
- Scroll can be applied to any spell.
- Periscope (+1 Tier, ): When you cast the spell, choose a spot you can see within 15 meters. You momentarily sense as though you were over there instead, and the spell's targeting is made from that position. This lets you touch someone over there, shoot around corners, and emanate blasts and cones from there, among other things.
- Periscope can be applied to any spell that doesn't target you.
- Deathpowered (+1 Tier, ): If the spell is used to kill a [ Living ] creature of common tier or greater during the casting action, the charge for it is not expended.
- Deathpowered can be applied to any spell that deals damage or inflicts wounds.
- Arcing (+0 Tiers, ): The spell become an Energy Sphere spell.
- Arcing can be applied to any Line of Sight, Heard, or Solids spell.
- Terrestrial (+0 Tiers, ): The spell becomes a Solids spell.
- Terrestrial can be applied to any Line of Sight, Heard, or Energy Sphere spell.
- Sacrificial (-1 Tier, ): This spell costs Sacrifice Energy depending on its final tier: 6 if Elite, 12 if Paragon, or 24 if Legend.
- Sacrificial can be applied to any non-bound spell.
Elite Spells
Cannibalism Elite
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Your touch feasts upon the last bit of life within your late foe | |
Target: Touched dead creature | |
Effect: If you hit the target with an attack against AD (it has 2), then it crumbles to ash and you are healed a number of hit points depending on its former tier: Legend heals 4 points, Paragon heals 3, Elite heals 2, Common heals 1, and harmless creatures heal 0. |
Time Skip Elite
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You skip forwards in time. | |
[ Time ] | |
Target: You | |
Effect: As you cast this spell, choose some number of rounds. You (and your equipment) disappear for that many rounds. You then reappear as close to where you disappeared as possible. | |
Unique Boosts: Hop Skip (+1 Tier, ): When you cast Time Skip, choose a location within 30 meters per round of disappearance. You reappear as close to that location as possible instead.
Name Retrieval (+1 Tier, ): When you cast Time Skip, speak a word or phrase. If a creature within 10 meters of your disappearance location speaks that word or phrase, you reappear prematurely. Shared Effect (+1 Tier): Any creature touching you as the spell is cast may choose to be affected as well. Skip Self (+1 Tier): You are not affected, but your equipment (and other creatures and their equipment, with Shared Effect) still are. Future Passage (+2 Tiers, requires Shared Effect): When you cast Time Skip, a faint orange sphere remains at your location. Any creature who enters the sphere disappears as per time skip, reappearing at the same specified time. |
Explosive Handprint Elite
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You imbue some of your body grease with explosive power. | |
[ Bound ], [ Magic-Damage ], [ Muscle-Area ] | |
Target: A touched surface of an unattended object. | |
Effect: When Explosive Handprint is unbound, the touched location detonates. All creatures and unattended objects within a 5 meter radius blast around it suffer an attack against AD, for 1d6-1 Heat Damage. Creatures and objects wounded by this attack are lit on fire.
The explosion is audible from 1000 meters away. | |
Unique Boosts: Legible (+0 Tiers, ): Speak a word or phrase as you cast this spell. The word or phrase can be read in the handprint from a distance of up to 2 meters. When read, the spell is unbound.
Mark of Justice (+1 Tier): The spell can be cast on a touched creature or attended object instead. This requires a successful attack against AD to place, but automatically hits the target it was cast on when it detonates. |
Fire Breath Elite
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You exhale a gout of burning flames. | |
[ Magic-Damage ], [ Muscle-Area ] | |
Target: A 5 meter, 90 degree blast cone, from yourself. | |
Effect: All creatures and unattended objects suffer a ranged attack against AD, for 1d6 Heat Damage. Creatures and objects wounded by this attack are lit on fire. Creatures in the area momentarily stop suffocating and may inhale deeply.
The breath of fire can be heard from 300 meters away. |
Slow Elite
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The target is slowed. | |
[ Time ], [ Magic-Targets ] | |
Target: Touched creature or touched object weighing less than 500 Kilograms. | |
Effect: If you hit the target with an attack against GD, they are slowed, skipping a move action on each of their next 5 turns. If the target is an object, then for the next 5 rounds any damage or movement applied to the object is delayed for 1 round. |
Delay Spell Elite
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[ Time ] | |
Cast Time: Lesser Action | |
Target: You | |
Effect: Specify a number of rounds; the next spell you begin and finish casting this turn has its effect delayed by that many rounds, and the specified target need not be valid until the effect occurs. The spell is cast from your new location, not your current one. If the target you specified is ambiguous, randomize.
If you recharge the charge for the spell (or there was no charge for it), the effect never happens. | |
Unique Boosts: Adjustable Timer (+1 Tier): While the spell is delayed, you may take Standard Actions to change the delay for that spell by 1 round (in either direction) per action. |
Wall of Eternity Elite
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A small wall of perfect blackness appears. When it disappears, there is a flash from all of the stopped light resuming its motion. | |
[ Time ] | |
Cast Time: Immediate Action | |
Target: An open space to which you have line of sight within 60 meters | |
Effect: You create a 2 by 2 meter square sheet of stopped time for 1 round. Creatures and objects cannot pass through this sheet. Projectiles that hit the sheet are stopped for as long as the sheet exists, and then resume moving: unless the projectile was aimed at a target that remained stationary for the entire time, it misses.
The wall of eternity appears so quickly that the penalty limit for Leaving Range does not apply. | |
Unique Boosts: Sphere of Eternity (+2 Tiers): Instead of a sheet of stopped time, you create a spherical shell of stopped time, with a radius of your choice, up to 2 meters. |
Fireball Elite
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Beams of fire erupt from your eyes, causing an explosion at the place you are looking. | |
[ Magic-Damage ], [ Muscle-Area ], [ Blaster ] | |
Target: A 5 meter radius blast to which you have line of sight within 300 meters. | |
Effect: All creatures and unattended objects suffer an attack against AD for 1d6-1 Heat Damage. Creatures and objects wounded by this attack are lit on fire.
The explosion is audible from 1000 meters away. | |
Unique Boosts: Fire Column (+0 Tiers): The area also extends to a 10 meter spray going directly upwards from the blast region.
Scorched Earth (+1 Tier, ): The parts of objects that are destroyed by the Fireball become toxic waste. The Fireball deals +1 Damage. Stormball (+1 Tier, ): The Fireball deals +1 Damage, and the damage it deals becomes Electricity damage (it still lights things on fire). You must specify which creatures and unattended objects in the blast radius are affected; targets not specified do not suffer an attack. Magmatize (+2 Tiers): After one round, all unattended objects within 5 meters of the center of the blast become lava. Charged (+2 Tiers): To finish casting the Fireball, you have to take another Standard Action to cast it before the end of your next turn. The Fireball's Blast increases by 10 meters, it gets +4 Demolition, and it deals +1 Damage. |
Swallow Whole Elite
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While it may seem like you just swallowed that guy, he's really just skipping in time. | |
[ Bound ], [ Time ], [ Magic-Targets ] | |
Target: One creature you are grappling | |
Effect: If you hit the target with an attack against GD, they disappear completely for so long as this spell is bound. When they reappear, they reappear in their old location. | |
Unique Boosts: Tracking Swallow (+0 Tiers, ): When the target(s) reappear, they reappear at your current location. |
Firebolts Elite
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Bolts of fire shoot from your eyes. | |
[ Magic-Damage ], [ Blaster ] | |
Target: See effect | |
Effect: Make a normal Ranged Guard, using a Firebolt special weapon. It deals 1d6 Heat damage, lights targets it wounds on fire and has a 100m/200m range. You may cast this spell again on your next turn without expending a charge. | |
Ritual Mode: Instead of the normal effect, this becomes a bound spell targeting a touched creature. If you hit the target with an attack against AD, their eyes are filled with fire, blinding them and granting them a Thermosympathetic sense. If they stop being blind, the spell is unbound. If the spell is unbound, they lose the blindness and the Thermosympathetic sense. |
, Heat Exchange Elite
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[ Magic-Damage ] | |
Target: Two creatures or objects to which you have line of sight within 300 meters | |
Effect: Make an attack against AD against each target. If one target is hit, it takes 1d6 Cold damage and is chilled for 1 round.
If both targets are hit, one takes 1d6 Cold damage and is chilled for 3 rounds. The other one takes 1d6 Heat damage and is lit on fire, and can't stop being on fire for 3 rounds. |
Teleportation Tagteam Elite
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[ Bound ] | |
Target: Two creatures who can hear you within 60 meters | |
Effect: If both creatures fail Will Saves against this spell, they are linked as a teleportation tagteam, and a random one of them disappears. When the currently extant creature teleports, it disappears and the other creature appears where the teleporting creature would have appeared. If the currently extant creature dies, the spell becomes unbound. When the spell becomes unbound, the disappeared creature reappears in the last location it was at. |
Eruption of Bliss Elite
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A coruscating cone of pink energy erupts from your mouth, stunning targets with pure joy. | |
[ Joy ] | |
Target: Creatures in a 10 meter, 90 degree spray cone, from yourself. | |
Effect: Targets who fail a Will Save are stunned for 1 round. | |
Ritual Mode: This becomes a bound spell. Targets who fail a Will Save are filled with a longer-lasting, somewhat calmer joy, making them incapable of thinking unkind or violent thoughts for so long as this spell is bound. | |
Unique Boosts: Bliss Artillery (+0 Tiers): The spell targets creatures in a 3 meter spray from a point to which you have line of sight within 60 meters. |
Opposite Reaction Elite
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When struck, the strike weakens and a pink wave shoots from you, flinging someone away. | |
Cast Time: Immediate Action | |
Target: A creature to which you have line of sight within 60 meters other than yourself | |
Effect: Use this spell when a damage roll is rolled against you. If you hit the target with an attack against GD, the damage roll is reduced by your Magic Power, and the target is flung directly away from you a number of meters equal to the number of points of damage subtracted in this way. | |
Unique Boosts: Overreaction (+2 Tiers): The spell targets all other creatures within a 10 meter blast, reducing the damage if you hit any of them, and flinging all hit creatures.
Alternate Direction (+0 Tiers): You can choose the direction in which the target is flung. |
Transfer Binding Elite
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[ Magic-Targets ] | |
Target: Target creature who can hear you within 60 meters who has a spell bound | |
Effect: If you have a charge available of the appropriate tier and gem(s) of the appropriate color(s), and you hit the target with an attack against GD, the chosen spell is now bound by you, using up the appropriate charge, and the target's charge is restored. The spell's targets are not changed. | |
Unique Boosts: Steal Buff (+1 Tier): Instead of targeting a creature who has a spell bound, target a creature who is a target of a bound spell that could treat you as a valid target. They stop being a target of the bound spell (if there's more than one such spell, pick one), and you become a target instead.
Give Binding (+0 Tiers): Instead of transferring a bound spell (or target thereof, with Steal Buff) from another creature to you, transfer from you to the target. |
Torpor Elite
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Target: One creature who can hear you within 60 meters | |
Effect: The targeted creature must make a Will Save or it falls asleep and becomes prone. If it was aware that it was in combat, it wakes up on its next turn. Otherwise, it cannot wake up from this sleep during the next hour unless it is dealt damage. It is tired for one minute after waking up. |
Sign Language Elite
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Cast Time: Immediate Action | |
Target: A caster who can hear you within 100 meters casting a spell which needs to be heard, or has words as its cast action. | |
Effect: The spell needs to be seen instead. Its cast action becomes "precise finger movements". | |
Unique Boosts: Silent Tradition (+2 Tiers): This spell is bound to the caster if you hit them with an attack against GD, and applies basic Sign Language to every spell they cast. |
Freeze Flame Elite
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Cast Time: Immediate Action | |
Target: A spell or other damaging effect which targets something within 100 meters | |
Effect: The spell or effect deals Cold damage instead of Heat damage. Anything it successfully wounds is no longer on fire, and anything it would light on fire is chilled for two rounds instead. | |
Unique Boosts: Become As Ice (+2 Tier): The spell is bound to you, and applies basic Freeze Flame to every spell you cast, whether or not the target is within 100 meters. |
Thoughtweft Elite
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[ Bound ] | |
Target: Six creatures who can hear you within 60 meters | |
Effect: If each creature fails a Will Save, then for so long as this spell is bound, the six creatures can sense each others' emotions.
A creature can have more than one instance of this spell Bound to itself, so long as each instance has at least one different other target. | |
Ritual Mode: When cast as a ritual, instead of having the normal targets and effect, you and each creature you have bound together via any castings of thoughtweft get instantaneous impressions of each other creature's physical state and sensory inputs. |
Soul Command Elite
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The target's eyes briefly flash pink, and they go off to obey you with great vigor and enthusiasm. | |
[ Magic-Damage ] | |
Target: Creature with a soul who can hear you within 60 meters | |
Effect: If the target fails a Will save, it takes 1d6+1 Mind damage. If this would reduce it to unconsciousness, it instead obeys the command you sing as you cast this spell, for up to 3 rounds + 1 for every 2 Magic Power. If the target is wounded further, it falls unconscious. | |
Unique Boosts: Delayed Command (+0 Tiers): You can choose an amount of time, up to five minutes. The damage is not dealt and the command not obeyed until that amount of time has passed.
Renewed (+0 Tiers): If you cast Soul Command on a creature already under the effects of a Soul Command, deal no damage, but as long as it fails the Will Save, the creature obeys your new command instead of the old one. Mass (+2 Tiers): The spell targets any number of creatures with souls within 20 meters. Every creature must be given the same command. |
Silence Elite
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Target: Creatures who can vocalize in a 5 meter radius spray, centered on a point to which you have line of sight within 20 meters | |
Effect: Targeted creatures must make a Will Save or become unable to speak, sing, or otherwise vocalize for 1 minute. | |
Ritual Mode: Cast as a ritual, you steal all targeted creatures' voices for 6 hours. They cannot speak or otherwise vocalize, but you can speak with their voices, speech patterns, and languages. This gives you +3 to Bluff checks made to impersonate those creatures. |
Wall of Prodigal Depth Elite
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This thin wall is an incredibly long tunnel on the inside. | |
[ Bound ] | |
Target: An open space to which you have line of sight within 60 meters | |
Effect: You create an extradimensional space that is 100 meters deep, with two parallel 2 by 2 meter square entry points in the targeted open space, back to back. The space is dispelled when this spell is no longer bound.
The Wall of Prodigal Depth has a Volume Ratio of 25. | |
Unique Boosts: Giant Hole (+2 Tiers): The entry points can be any flat convex shape that does not exceed the bounds of a 40 meter by 40 meter square. The Volume Ratio is divided by the surface area, in meters, and multiplied by 4. |
Spatial Tunneling Elite
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These two portals are just as far from each other on the inside. | |
[ Bound ] | |
Target: Two flat surfaces to which you have line of sight within 300 meters | |
Effect: You create an extradimensional space with two 2 by 2 meter square entry points, one on each targeted surface. The extradimensional tunnel between them is perfectly straight, and is as long as the distance between the two entry points. In order to create an entry point on a surface which has creatures resting on it, you must hit each creature with an attack against AD; if you miss any, the spell fails, but if the space is created, they fall into it. The space is dispelled when the spell is no longer bound or when either of the surfaces are damaged from behind.
If the distance between the two entry points without using the tunnel changes, the distance inside the tunnel changes at well, adding or removing space from the center. Creatures and objects in the removed regions are shunted as little as possible towards the nearest entry point. The Volume Ratio of the tunnel is 1 for every 20 meters of depth, rounded down. | |
Unique Boosts: Shortcut (+1 Tier): The tunnel is only one-quarter as long as the distance between the two entry points. |
Speak! Elite
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Target: One creature who can hear you within 100 meters | |
Effect: If the target fails a Will Save, they are cursed to speak constantly for the next hour. This means that they talk at a volume that can be heard from a distance of 100 meters or more from every spot they visit. |
Teleportation Tagalong Elite
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Cast Time: Immediate Action | |
Target: One creature to which you have line of sight within 100 meters who is teleporting, and all creatures within 20 meters who can hear you, including yourself. | |
Effect: Each of the targets other than the teleporting creature must make a Will Save or be teleported the same distance in the same direction as the teleporting creature. |
Warp State Elite
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You place the target into a state of increased warp potential. | |
[ Bound ] | |
Target: One creature who can hear you within 60 meters | |
Effect: If the target fails a Will save, they gain a 15 meter Teleport speed for so long as this spell is bound. |
Resize Creature Elite
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[ Bound ] | |
Target: Three creatures who can hear you within 60 meters | |
Effect: For each target that fails a Will Save, you either make it bigger or smaller for as long as this spell is bound.
If you make it bigger, its Size, Reach, Jump Distance, and physical dimensions double. Its weight is multiplied by 4 and it gets +1 to Muscle. It gets -6 meters to Sink Distance. If you make it smaller, its Size, Reach, Jump Distance, and physical dimensions are halved. Its weight is divided by 4 and it gets -1 to Muscle. It gets +6 meters to Sink Distance. | |
Unique Boosts: Suppressible (+0 Tiers): The target can suppress the effects of this spell for 1 round as a lesser action.
Resize Object (+0 Tiers): The spell can target three objects that each weighs 500 or fewer kilograms and have a volume of less than 1000 cubic meters instead. When targeting an object, the object does not have to be able to hear you. |
Transpose Elite
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Target: Two objects within 60 meters that you describe which each weigh less than or equal to three times your carrying capacity. | |
Effect: Each object teleports to the other's location. If either object is attended, that object's attendant may roll a Will Save to make this spell fail. |
Animate Skeletons Elite
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The bones of the dead leap up and do your bidding. | |
Cast Time: Standard Action AND Move Action | |
Target: A 3 meter radius blast, centered on you, but not including you. | |
Effect: All [ Bony ] corpses within the blast come back to life, gain the Skeleton class if they did not already have it, and obey you completely. After 1 round, skeletons of your choice created by this spell lose interest in obeying you and wander off until the total force you possess does not exceed your point limit. Creatures animated with this spell have fresh souls, who enjoy most in the world eating bones and wandering aimlessly. | |
Unique Boosts: Craft Bonewalker (+1 Tier, ): 180 kilograms of bones from the corpses are used to create a bonewalker instead of skeletons. It is controlled just like the skeletons are. If there are insufficient bones, the spell cannot be cast.
Craft Reaper (+2 Tiers): 80 kilograms of bones from the corpses are used to create a reaper instead of skeletons. It is controlled just like the skeletons are. If there are insufficient bones, the spell cannot be cast. Distant Animation (+1 Tier): Animate Skeletons targets a 5 meter radius blast to which you have line of sight within 300 meters. |
Trace Bindings Elite
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Effect: For a brief instant, you can see colored lines connecting bound spells to their casters. The colors of the lines correspond to the colors of gems required to cast the spells. | |
Unique Boosts: Quicktrace (+1 Tier): The cast time becomes an Immediate Action. |
Bone Prison Elite
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Bones spring from the ground to capture your target. | |
[ Magic-Targets ] | |
Target: One creature to which you have line of sight within 100 meters. | |
Effect: Make a ranged attack against the target's GD. If you hit, they are surrounded on all sides by large bones too tightly packed to squeeze through. Destroying the bones is possible: a 1 square meter wall of bone has 2 HP and 4 Toughness. | |
Unique Boosts: Prison Guard's Unilemma (+0 Tiers): The spell targets every creature within your reach, encasing every hit target in bones extending from you. The spell becomes [ Bound ]. Destroying these bones is done by reducing you to 0 or less HP or unbinding the spell. While the spell is bound, you are paralyzed. |
Skull Grenade Elite
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The inside of the skull glows gently. | |
[ Bound ], [ Magic-Damage ] | |
Cast Time: Move Action | |
Target: A skull you are holding | |
Effect: When it is thrown, the spell is unbound. One round after it is unbound, the skull detonates in a 12 meter spray of blinding light, blinding creatures in the area for 1d6 rounds and dealing 1d6-2 Light damage to them. The spray of light is visible from 24000 meters away.
The skull can be thrown up to 20 meters as a Heavy Grenade, and throwing it is not part of this spell's activation. | |
Unique Boosts: Undead-Turning Grenade (+0 Tiers): The light damage is only dealt to [ Undead ] creatures. |
Turn Undead Elite
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You destroy those unrighteous unliving abominations with your pure light. | |
[ Magic-Damage ] | |
Target: A 20 meter radius spray, centered on you. | |
Effect: The area is brightly illuminated for 1 round. [ Undead ] creatures in the area must succeed on a Will save or take 1d6+1 Light damage. Those that survive suffer any ill effects they would normally suffer from sunlight for 1 minute. |
Bone Armor Elite
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The target is suddenly protected by an amazingly strong suit of shining bone. | |
[ Bound ], [ Magic-Targets ] | |
Cast Time: Move Action | |
Target: One creature to which you have line of sight within 60 meters | |
Effect: If you hit the target with an attack against GD, they are armored in fullplate of bone, which weighs half as much as normal fullplate. The armor lasts for as long as it is bound. The spell ends if the armor is removed or destroyed. | |
Ritual Mode: The armor is absurdly heavy, weighing 20 times as much as normal fullplate but with four times the HP. | |
Unique Boosts: Constricting (+0 Tiers): The wearer can only inhale as a standard action, and they are squeezed.
Complete (+0 Tiers): The armor completely covers their entire body, blocking vision and obscuring hearing. Attackers can't choose to treat the armor as total cover but must shoot at or through it instead. Suppressible (+0 Tiers): The target can make the armor disappear for 1 round as a lesser action. The armor reappears on their body. |
Bone Bolts Elite
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You unleash a hail of bones from your chest or hand. | |
[ Magic-Damage ] | |
Target: See effect | |
Effect: Make a normal Assault, using a Bone Bolt special weapon. It is piercing and automatic, deals 1d6-1 Physical damage, and has a 60m/120m range. Make twice as many attacks with this Bone Bolt weapon as you would normally make, but no more than half of the attacks may be directed at any one creature or object. | |
Ritual Mode: The bones bring tendons along with them: they gain the Self-Retracting Rope 120 meters property. | |
Unique Boosts: Quickrite (+1 Tier): Cast the Ritual mode as a Standard action. |
Glowing Orb Elite
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A point of light suddenly appears, illuminating the area. | |
[ Bound ], [ Magic-Damage ] | |
Cast Time: Move Action | |
Target: A point to which you have line of sight, within 300 meters. | |
Effect: A glowing orb appears at the designated point, brightly illuminating an 80 meter radius spray. It can move at your direction, up to 150 meters per round. The orb winks out when no longer bound. | |
Ritual Mode: The glowing orb cannot move, but it illuminates twice as far and anything that begins or ends its turn within a 20 meter spray of the orb takes a 1d6 Light damage hit. |
Flexible Bones Elite
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[ Bound ] | |
Target: One touched creature | |
Effect: If you hit the target with an attack against AD, their bones become stretchy, capable of lengthening or shortening. Their reach is tripled, and their jump distance increases by 5 meters. These effects end when the spell is no longer bound. |
Blood Cloud Elite
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[ Magic-Damage ] | |
Target: A 20 meter radius blast centered on a point that an energy sphere could travel to from you in 300 meters or less, and you | |
Effect: Blood shoots from you, inflicting 1 Wound on you and filling the region with a fine red mist for 2 minutes. It's thick enough that 2 meters of mist grants concealment and 10 meters of mist is completely impossible to see through.
You have limited control over the cloud, and may use it to deal 1d6-2 Physical damage to any number of creatures in the cloud every round, starting 1 round after the spell is cast. As a Move Action, you may move the cloud 10 meters in any direction. | |
Unique Boosts: Fast Cloud (+1 Tier): You can move the cloud 50 meters as a Move Action instead of only 10.
Toxic Blood (+1 Tier, ): The cloud deals 1d6 Acid damage instead, and the blood turns green. |
Summon Ball Lightning Elite
| |
Target: An empty space an energy sphere could travel to from you in 60 meters or less. | |
Effect: You create ball lightning at the targeted location. At the end of each of your turns (aside from the turn on which you cast it), it disappears unless you spent a standard action to maintain it that turn. The action required to maintain it decreases to a move action if you are Paragon tier. |
Inundate Elite
| |
[ Bound ] | |
Target: A 20 meter radius blast disc centered on a point that an energy sphere could travel to from you in 300 meters or less | |
Effect: The disc generates heavy rain for as long as it is bound. This produces 2500 liters of water per round. |
Vortex Elite
| |
[ Magic-Targets ] | |
Target: One object weighing less than 500 kilograms or creature that an energy sphere could travel to from you in 5 meters or less. | |
Effect: If you hit the target with an attack against GD, it is lifted 5 meters into the air and is paralyzed for 1 round. Any ranged attacks made against it during that time suffer the penalty for wind. The whooshing of the wind can be heard from 300 meters away. When the spell ends, the target is flung 10 meters in a random direction. | |
Ritual Mode: This spell becomes [ Bound ]. As long as it is bound, the target is surrounded by a 8 meter radius, 8 meter tall cylinder of strong wind that do not touch it, spinning either clockwise or counterclockwise, chosen when cast. |
Electrocute Elite
| |
[ Magic-Damage ] | |
Target: One target an energy sphere could travel to from you in 10 meters or less. | |
Effect: If you hit the touched creature with an attack against GD, they take 1d6 Electricity damage. If wounded, they are stunned for 1 round and you may cast this spell again on your next turn without expending a charge. | |
Unique Boosts: Storm Fingers (+2 Tiers): Successfully wounding does not let you cast the spell again on your next turn without expending a charge, but the spell does target all creatures and unattended objects in a 90 degree, 20 meter blast cone. |
Air Dash Elite
| |
A burst of wind blasts you a short distance. | |
Cast Time: Immediate Action | |
Target: You | |
Effect: Fling yourself up to 20 meters + your land speed in any direction. You can do this during a fall to reduce or increase the effective fall distance by that many meters. If you interrupted an action that targeted you, the acting creature may change its target. | |
Unique Boosts: Careful (+0 Tiers): As a Ritual, you can bind Air Dash to yourself. While it is bound to you, you can fling yourself up to 20 meters + your land speed in any direction as a Move action.
Vector Field (+1 Tier): When you use Air Dash, you leave behind a Vector Field in the space you flung yourself from for 1 round. Any creature that enters that field may choose to be flung the same distance and direction. |
Circle of Protection: Air Elite
| |
[ Bound ] | |
Target: A 10 meter radius, 20 meter tall cylinder, centered on your location. | |
Effect: All air in the affected region as the spell is cast, including air in lungs, disappears, creating a perfect vacuum. Air cannot enter the region while this spell is bound. | |
Unique Boosts: Circle of Protection: Water (+0 Tiers): Instead of removing and blocking air, it removes and blocks water. Water inside creatures is unaffected.
Traveling Circle (+2 Tiers): The area travels with you as you move. As the blocked area moves, air or water in the new area is shunted away. |
Wall of Lightning Elite
| |
[ Bound ] | |
Target: An open space an energy sphere could travel to from you in 60 meters or less. | |
Effect: You create an 8 meter by 8 meter square of electricity for as long as this spell is bound. Creatures and unattended objects that pass through the square take 1d6-1 Electricity damage.
The crackling of the electricity is audible from 100 meters away. |
, Moneybags Elite
| |
You levitate the coinage and fling it with great force. | |
[ Magic-Damage ] | |
Target: See effect | |
Effect: Make a normal Heavy Attack, using a Moneybags special weapon which uses 1000 copper for ammunition. Copper used in this way is flung at the target, but not destroyed. It deals 1d6+1 Physical damage, and has a 100m/300m range. | |
Ritual Mode: For a brief instant, you become aware of all unattended earth, rock, gems, and metal within 100 meters. You can also detect implanted gems in the area. | |
Unique Boosts: Wheel Of Money (+1 Tier): Use 4000 additional copper. The Moneybags weapon deals +1 damage, and can arc and curve around along a flat plane parallel to the path to the target; it cannot get through passages smaller than 2 meters wide, or travel more than 600 meters total.
Money Madness (+2 Tiers): The spell becomes Bound to you, and grants you the Moneybags special weapon for as long as it is bound. Cash Explosion (+1 Tier): Upon hitting its target, the money scatters in every direction, attacking all other creatures and unattended objects in a 3 meter spray for 1d6-1 Physical damage. The cash explosion can be heard from 300 meters away. Show Me The Money (+0 Tiers): You can cast Moneybags's Ritual mode as a standard action. |
Extrude Elite
| |
[ Magic-Damage ], [ Muscle-Area ] | |
Target: A 2 meter by 2 meter surface of an object to which you are connected via solids within 60 meters. | |
Effect: You may extrude up to 2 meters of dirt, granite, or salt from the chosen surface. If this would crush someone against another surface, they take an attack against AD for 1d6 Physical damage that paralyzes for 1 round on a successful wound.
The grinding of material is audible from 300 meters away. | |
Unique Boosts: Mons Cher (+1 Tier, ): You may extrude cherelith from the surface instead. |
Alien Hand Syndrome Elite
| |
[ Magic-Targets ] | |
Target: A creature to whom you are connected via solids within 60 meters. | |
Effect: If you hit the target with an attack against GD, one of their hands grows its own diminutive brain and wrestles with them. They count as grappled, but no extra encumbrance follows from that. Alien Hand Syndrome ends after 1d6 rounds. |
Sprout Claws Elite
| |
[ Bound ], [ Magic-Targets ] | |
Target: One touched creature | |
Effect: If you successfully hit the target with an attack against GD, they sprout tremendous claws for so long as this spell is bound. While they have tremendous claws, their unarmed attacks deal 1d6+1 Damage, but they can't hold things in their hands. |
Halitosis Elite
| |
[ Bound ] | |
Target: A creature to whom you are connected via solids within 60 meters. | |
Effect: If you successfully hit the target with an attack against GD, their breath really stinks for so long as this spell is bound. This gives them an overpowering stench. Other creatures that end their turns within 5 meters of the target take an attack against GD (using the target's Accuracy) for 1d6-1 Disease damage. | |
Unique Boosts: Suppressible (+1 Tier): The target can suppress the effects of this spell for 1 round as a lesser action. |
Attune Familiar Elite
| |
The target's features subtly change to remind observers of your own. | |
[ Bound ] | |
Target: One touched creature with size no more than half of yours. | |
Effect: If you successfully hit the target with an attack against AD, they gain the ability to merge into your flesh while this spell is bound. It can merge into your flesh while it is riding you as a lesser action, effectively disappearing, although it still weighs you down. As a lesser action, you can unmerge the creature from yourself, causing it to reappear riding you. If the spell is unbound while the creature is merged, it automatically unmerges. | |
Unique Boosts: Meatspace (+1 Tier, ): The creature's size can be up to twice your own, and its effective weight is divided by 64 while merged. |
Shatter Elite
| |
[ Magic-Damage ], [ Muscle-Area ] | |
Target: A 2 meter radius sphere, the center of which is connected to you by solids within 60 meters. | |
Effect: Each object in the area, whether attended or not, takes an attack against AD. All objects hit in this way take 1d6 Physical damage, with only one damage roll for the whole set. |
Vile Taint Elite
| |
[ Magic-Damage ] | |
Target: A creature connected to you by solids within 100 meters. | |
Effect: If you hit the creature with an attack against AD, they take 1d6+1 Disease damage. If wounded, they are tainted for 1 day. While tainted, every time they are healed, their Toughness decreases by 1. If this decreases their Toughness to 0, they melt into toxic waste. The Toughness loss can be healed like wounds once the day has passed. |
Pothole Elite
| |
[ Magic-Targets ] | |
Cast Time: Immediate Action | |
Target: A creature to whom you are connected via solids within 300 meters. | |
Effect: If you hit the target with an attack against GD, they fall prone. | |
Ritual Mode: Cast as a ritual, this lets you eradicate all unattended objects in a 1 by 1 by 4 meter region. |
, Caustic Remark Elite
| |
An insult so bad, it literally melts the listener's brain. | |
[ Magic-Damage ] | |
Target: One creature who can hear you within 60 meters | |
Effect: If the target fails a Will Save, they take 1d6 Acid damage. While they have the insult clear in their mind, they can cast caustic remark without needing gems or expending charges. Each round that they have it clear in their mind, they take 1d6 Acid damage and may make a Will Save to forget the insult. |
, Light Vision Elite
| |
[ Bound ], [ Magic-Targets ] | |
Target: One touched creature | |
Effect: If you successfully hit the target with an attack against GD, they gain the ability to shoot beams of light from their eyes for so long as this spell is bound. Unfortunately, this makes them blind. The two Piercing Magic-Damage Eyebeam weapons they gain have a range of 30m/50m and deal 1d6 Light damage. |
Exorcism Elite
| |
[ Magic-Targets ] | |
Target: One Avatar to which you have line of sight within 100 meters | |
Effect: If you hit the target with an attack against GD, it stops being projected. |
, Otherworldly Dreams Elite
| |
[ Bound ] | |
Target: One touched non-[ Angel ] creature. | |
Effect: If the target fails a Will save, it projects an Avatar into the astral realm whenever it falls asleep for as long as this spell is bound. The Avatar appears at the closest open space corresponding to the target's location in the mortal realm. |
Astral Journey Elite
| |
Target: You, who can't be an [ Angel ] | |
Effect: You project an Avatar of yourself into the astral realm appearing at the closest open space corresponding to your location in the mortal realm. | |
Unique Boosts: Astral Skin (+0 Tiers, 2 Sacrifice Energy): Until you stop projecting your Avatar into the astral realm, any non-Avatar creature that touches the real you immediately projects their Avatar into the astral realm at the closest open space corresponding to your location in the mortal realm. |
Blessing of Consecration Elite
| |
Target: One non-[ Angel ] creature to which you have line of sight within 60 meters | |
Effect: If the target fails a Will Save, it performs a Personal Sacrifice for 3 Sacrifice Energy. | |
Unique Boosts: Extreme Blessing (+0 Tiers, 2 Sacrifice Energy): The target's Personal Sacrifice increases by 2 additional Sacrifice Energy. This Boost can be applied to a spell multiple times. |
Summon Angel Elite
| |
Target: An empty space to which you have line of sight within 300 meters and an Angelfeather you possess. | |
Effect: The angel whose feather you targeted projects its Avatar into the target space and obeys your commands for as long as it is projected. The Angelfeather is destroyed. The Avatar lasts for X rounds. | |
Sacrifice Energy Cost: X | |
Ritual Mode: The Avatar lasts for X minutes instead. |
Nullify Momentum Elite
| |
A pitch black bolt streaks forth to stop the target in its tracks. | |
[ Magic-Targets ] | |
Cast Time: Immediate Action | |
Target: An unattended object weighing 1000 kilograms or less or creature to which you have line of sight within 20 meters | |
Effect: You remove all of the target's momentum. If it is a creature, you must hit it with an attack against GD. If it was flying before, it immediately begins to fall, although if it has a fly speed it catches itself after falling four times its aerobatics distance. If it was a projectile, it stops and falls to the ground. If it was in the middle of running, it stops any further movement for its current action. | |
Unique Boosts: Long Range (+1 Tier): Nullify Momentum's range increases to 100 meters.
Stopping Gaze (+2 Tiers): Nullify Momentum affects all valid targets in a 90 degree, 60 meter spray cone. |
Paragon Spells
Fire Burst Paragon
| |
An explosion erupts around you. | |
[ Magic-Damage ], [ Muscle-Area ] | |
Target: A 15 meter radius blast, centered on you, but not including you. | |
Effect: All creatures and unattended objects suffer a ranged attack from the center of the blast against AD, for 1d6 Heat Damage. Creatures and objects wounded by this attack are lit on fire.
The explosion is audible from 1000 meters away. | |
Ritual Mode: This becomes a [ Bound ] spell. The 15 meter radius sphere around you becomes an area of accelerated flames for so long as this spell is bound. At the beginning of each of your turns, objects and creatures in the area who are on fire suffer from another round of being on fire. | |
Unique Boosts: Otherworldy Flames (, 4 Sacrifice Energy): If cast while in the mortal realm, the blast centers on the corresponding place in the astral realm, and if cast while in the astral realm, the blast centers on the corresponding place in the mortal realm.
Flame Jump (+1 Tier): After the blast, you leap to an open space to which you have a clear path within 200 meters. |
Souzaque Paragon
| |
A flaming birdlike shape erupts from one of your extremities. | |
[ Magic-Damage ] | |
Target: See effect | |
Effect: You create a flaming bird shape that immediately flies 200 meters, with a 20 meter aerobatics distance. When it collides with something, it flames out on the target, and you make a melee attack against the target for 1d6 Heat damage, with a successful wound lighting the target on fire. If the bird shape hasn't yet collided with anything, you can make it fly another 200 meters (with 20 meter aerobatics) by focusing on it as a standard action. If you end your turn without moving the bird shape, it dissipates harmlessly.
The sound of the flaming bird flaming out is audible from 300 meters away. | |
Ritual Mode: You imbue a vehicle with the power of a fiery bird, and for the next 2 minutes it maintains a steady altitude using its land speed even if the ground drops away beneath it. If it goes up hills during this time, the steady altitude it will maintain rises appropriately. |
Haste Paragon
| |
You're a real speed demon. | |
[ Time ], [ Magic-Targets ] | |
Target: One touched creature | |
Effect: If you successfully hit the target with an attack against GD, they are accelerated for 1d6+1 rounds. While accelerated, their non-Teleport movement speeds are doubled, and they get +1 to Accuracy, AD, and GD. However, they get a -1 penalty to Toughness for 5 minutes. A character reduced to 0 Toughness in this way ages into dust. |
Annihilate Item Paragon
| |
Target: One item to which you have line of sight within 300 meters | |
Effect: The item takes 1d6+6 points of Heat damage. If it's destroyed, the wielder, if any, is lit on fire. |
Temporal Feast Paragon
| |
[ Time ], [ Linked ], [ Magic-Targets ] | |
Target: One creature to which you have line of sight within 60 meters and you | |
Effect: If you hit the target with an attack against GD, you begin to devour their very existence. This gives them a -2 penalty to Toughness (A character reduced to 0 Toughness in this way ages into dust). The total size of penalty to Toughness you suffer from decreases by 2, to a minimum of -0. Both the penalty and the penalty reduction end after 1 minute. |
Invasive Surgery Paragon
| |
Talons of fire seek out gems from enemy caster | |
[ Magic-Targets ], [ Blaster ] | |
Target: One creature to which you have line of sight within 300 meters | |
Effect: Make two unarmed cut out attempts against the target. All damage inflicted is Heat damage instead of its normal type. | |
Ritual Mode: The target does not actually take any wounds if the cut out attempt is successful. | |
Unique Boosts: Hostile Insertion (+1 Tier): When you would remove an item from a target with Invasive Surgery, you may instead implant a gem you are holding in them. |
Consumed by Fire Paragon
| |
You vanish in a flash of flame | |
[ Bound ] | |
Cast Time: Move Action | |
Target: You | |
Effect: You vanish in a flash of flame. While vanished, you're not completely gone: you still have a location, can think and hunger, and have a Thermosympathetic sense with which to observe the world, but you cannot be targeted or sensed. While Consumed by Fire is bound, you can move to the location of any creature or object that's on fire who you sense within 120 meters as a standard action. You cannot take any actions other than this movement or unbinding this spell while you are vanished. When you unbind this spell, you reappear at your current location, so long as there is something that's on fire within 2 meters. |
Curse Food Paragon
| |
A magical trap in which the eater becomes the eaten. | |
[ Bound ], [ Magic-Damage ] | |
Target: Touched object weighing no more than 500 kilograms. | |
Effect: If you hit the target with an attack against AD (it has 2), then it becomes cursed with the power to eat anything that eats it. One minute after the target is consumed by a creature, that creature's insides begin to be devoured: at the beginnings of each of that creature's next 5 turns, that creature takes 1d6-1 damage. After the fifth such turn, Curse Food is unbound. When this spell is unbound, the object devours itself, leaving no trace behind. | |
Unique Boosts: Creative Curse (+1 Tier): If the next spell you begin and finish casting before the end of your next turn could have a single creature target, the spell is instead embedded in the food: the spell takes effect on the first creature to eat it.
|
, Perfect Satiation Paragon
| |
[ Bound ], [ Magic-Damage ] | |
Target: Any number of touched creatures | |
Effect: If you hit the targets with an attack against AD, they no longer need to eat, drink, or breathe for so long as this spell is bound. | |
Ritual Mode: You fill a 2 meter by 2 meter by 2 meter cube with so much scintillating orange matter that anything which touches the cube is flung 10 meters directly away and takes 1d6 Physical damage. The scintillating orange matter is too heavy to move, and disappears when this spell is unbound. |
Share Movement Paragon
| |
[ Bound ], [ Linked ], [ Magic-Targets ] | |
Target: Two creatures or two objects to which you have line of sight, each within 100 meters of you | |
Effect: If you hit both targets with attacks against GD, their velocity becomes Shared while this spell is bound. When either target would be moved by a force, the kinetic energy of the movement is balanced such that their velocities stay equal to each other: effectively, they share mass as though connected: if they are creatures, each is encumbered by the other's weight, and if they are objects, they both seem to have the weight of the two objects combined.
The amount of force transferred by Share Movement can only change by 1250 kilogram gravities per round (12250 Newtons/round), meaning that very large objects may take more than one round to equalize velocities when the spell is cast or one is accelerated. If more than two creatures or objects have their velocity Shared, it is shared equally between all of them. A creature or object can have more than one instance of this spell Bound to itself, so long as each instance has a different other target. |
Soul Crush Paragon
| |
With a nihilistic tune, you crush the target's soul. | |
[ Bound ], [ Magic-Damage ] | |
Target: One creature with a soul who can hear you within 60 meters | |
Effect: If the target fails a Will save, their soul begins to be crushed. They are paralyzed and take 1d6 Mind damage at the beginnings of each of their turns until they can no longer hear you. If they would be knocked unconscious by this damage, their soul is suppressed, they regain 1 HP, they are not knocked unconscious, they lose their personality, and they obey you enthusiastically without question for so long as this spell is bound. After 3 rounds, if the total force you possess exceeds your point limit, the spell is unbound. If the spell is unbound, the target becomes unconscious for 1 day, after which time their soul is mostly restored and they may act normally again. | |
Unique Boosts: Brain Loan (, +1 Tier): When you successfully crush the target's soul, you also implant a bit of your sensory abilities with a link into their brain. This allows you to use their senses for Remote Viewing, and allows them to hear your voice whenever you speak. This effect ends when the spell is unbound. |
Enrage Paragon
| |
If all this fury isn't vented soon, it'll overflow forever. | |
Target: Up to three creatures who can hear you within 60 meters. | |
Effect: The targeted creatures must make Will Saves or become filled with rage. If a target has not killed a creature after 3 rounds, they become permanently furious.
While permanently furious, the creature does nothing other than move towards the most easily reached other creature it's aware of and attempt to wound it with unarmed Assault. |
Panic Paragon
| |
[ Fear ] | |
Target: You | |
Effect: Creatures in a 100 meter spray find you Frightening. | |
Unique Boosts: Controlled Panic (+1 Tier): You may choose who or what the creatures find Frightening. You may choose differently for each creature. |
Calm Emotions Paragon
| |
Target: Creatures who can hear you within 300 meters, including yourself | |
Effect: Targets must make a Will save or become unwilling to take actions that would wound or potentially kill another creature until the end of your next turn. You may cast this spell again on your next turn without expending a charge. |
Disconcerting Song Paragon
| |
Target: A 40 meter radius blast, centered on you | |
Effect: All other creatures in the area must make a Will Save or waste an immediate action hesitating. You can cast this again on your next turn without expending a charge. | |
Unique Boosts: Lingering Song (+1 Tier): The creatures are also disoriented for 1 minute. |
Worldly Burden Paragon
| |
You enhance the ties of gravity. | |
Target: Creature who can hear you within 300 meters | |
Effect: If the target fails a Will Save, they become overloaded for the next 1d6+1 rounds. While overloaded in this way and airborne, they fall an additional 800 meters each round, even if they would not normally fall at all due to use of flight. Their sink distance also increases by 25 meters. |
, Soul Swap Paragon
| |
[ Linked ] | |
Target: Two creature with souls within 60 meters who can hear you | |
Effect: If both targets fail Will saves, they swap souls, memories, and skill points, and parties. If this would put either creature's party over its point limit, the spell reverts at the end of your next turn. (While player control for the two characters is swapped, neither of the creatures' stat blocks are altered aside from skills) |
Pledge Help Paragon
| |
[ Bound ] | |
Target: One creature within 300 meters who can hear you. | |
Effect: Speak a word as you cast this spell. If the target fails a Will Save, the target is marked with a Pledge of Help. It can say the word you chose followed by up to ten other words, as a Lesser Action, to unbind the spell. You hear the words spoken as though the creature was standing next to you. When the spell is unbound, you can choose whether the target is teleported to you, you are teleported to the target, or both of you teleport to swap positions. | |
Unique Boosts: Repeated Help (+0 Tiers): The target can say the word with greater care and deliberation, as a Standard Action, to teleport to you without unbinding the spell. |
Word of Beckoning Paragon
| |
Target: Creatures who can hear you within 300 meters | |
Effect: Each target must make a Will save or immediately be teleported to the nearest stable surface to you. | |
Unique Boosts: Patsy (+1 Tier): Choose one of the targets as you cast this spell. If that target fails its Will save, it is not teleported, but all the other targets who fail their saves are teleported to the nearest stable surface to that target, rather than you. |
Magnify Paragon
| |
How someone can seem to be both in your face and behind a tree way over there may be beyond you, but it's giving you a bit of a headache. | |
[ Bound ] | |
Target: A creature that can hear you within 300 meters. | |
Effect: If the target fails a Will Save, its appearance is oddly magnified for as long as this spell is bound. While magnified, its distance counts as 500 meters less for the purpose of detecting or being detected. This only affects distance measurements, it doesn't alter whether they appear to be behind or in front of objects. |
Memetic Contagion Paragon
| |
You say something, and suddenly everyone else is saying it too. | |
[ Bound ] | |
Cast Time: Lesser Action | |
Target: Creatures within 300 meters who can hear you | |
Effect: Speak a sentence as you cast this spell. Targets must make a Will Save or become cursed with your Memetic Contagion: the first words they speak to any creature who has not had to save against this Memetic Contagion yet must be the sentence you spoke. Creatures who hear a cursed creature speak the chosen sentence for the first time must make Will Saves or also become cursed. When this spell is no longer bound, all creatures are cured of this curse. | |
Unique Boosts: Remain Anonymous (+0 Tiers): Affected creatures cannot speak your name. |
Instant Message Paragon
| |
[ Magic-Damage ] | |
Cast Time: Lesser Action | |
Target: One place you have been | |
Effect: You create a sound at the specified place. It may last for up to 15 seconds, and may not be so loud as to be deafening. | |
Ritual Mode: You can only target a place you have been in the past day, but the sound is so loud that creatures in a 20 meter blast take an attack against AD for 1d6-1 Noise damage. The sound starts quiet, and doesn't reach a damaging volume until 1 round after it starts. |
Inculcate Paragon
| |
Target: One creature who can hear you within 60 meters | |
Effect: If the target fails a Will Save, their mind gradually overflows with knowledge from random books. Each round, they get a cumulative +1 bonus to Insight, History, Supernatural Philosophy, Scripts, Items, and a cumulative -1 penalty to Perception. When their Perception is reduced to -2, they fall unconscious for 3 rounds and Inculcate ends. | |
Ritual Mode: This spell becomes [ Bound ]. Once the target falls unconscious, they forget everything except the past 5 minutes. This does not erase emotional memory, however, so even if they no longer remember why, they may still feel extreme antipathy of some sort towards you.
Whenever you tell the target about their past, whether true or false, they remember it as vividly as if it were their own memory, and do not remember you telling them. When this spell is unbound, all the created memories you told them are forgotten and their real forgotten memories are remembered. | |
Unique Boosts: Supplementary History (+0 Tiers): When used as a ritual, the target does not forget anything.
Unremembered Conversation (+1 Tier): When you tell the target about their past using the ritual mode of this spell, nobody remembers you saying anything. |
Wall of Bone Paragon
| |
A wall of bones stabs out of the ground, growing at your direction. | |
Cast Time: Standard Action AND Move Action | |
Target: An open space to which you have line of sight within 60 meters | |
Effect: A 0.5 by 2 by 10 meter block of bone springs up from the ground at the targeted location. By spending additional Standard Actions on consecutive rounds while remaining within 60 meters, you can increase any dimension by its original value.
The grinding and stretching of bones as the bone springs from the ground or whenever you increase its size is audible from 300 meters away. |
Spine Throw Paragon
| |
Your spine leaps from your body to toss a target | |
[ Magic-Targets ] | |
Target: One creature or object weighing less than twice your carrying capacity to which you have line of sight within 50 meters | |
Effect: If you hit the target with an attack against GD, you may fling it up to 50 meters. You may cast this spell again on your next turn without expending a charge. | |
Unique Boosts: Impalement (+1 Tier): The spell targets up to ten creatures and/or objects weighing less than your carrying capacity in a 50 meter line extending from you. The line can only pass through targets, and is blocked by non-target creatures or objects. All targets must be flung in the same direction. |
X-Ray Vision Paragon
| |
Light generated beyond your line of sight reaches your enhanced eyes, and your eyes only. | |
Cast Time: Lesser Action | |
Target: You | |
Effect: You gain the ability to see through up to 2 meters of obstructing material, unless that material is gold, in which case you can only see through 2 centimeters. This ability lasts for 1 minute. |
Necromancer's Touch Paragon
| |
[ Bound ] | |
Target: Touched creature | |
Effect: If you hit the creature with an attack against GD, Necromancer's Touch becomes Bound to it. When the target hits an Undead creature with an Unarmed attack against AD, it may heal or inflict one wound instead of dealing damage.
By holding a dead creature's skull for 1 minute, the target can convert it into a talking skull, which obeys you completely. After 3 rounds, if the total force you possess exceeds your point limit, the talking skull loses interest in helping you and wanders off. | |
Unique Boosts: Give Life (+1 Tier, ): The spell lets the target heal or inflict wounds on [ Living ] creatures with its Unarmed attacks instead, but if it uses the attacks to heal, it takes as many wounds as it heals. |
Necromantic Aura Paragon
| |
The corpses around you refuse to stay still. | |
[ Bound ], [ Magic-Damage ] | |
Target: You | |
Effect: At the beginning of your turn, you may attack any number of creatures in a 50 meter spray from you for 1d6-2 Physical damage, provided that those creatures are within 1 meter of at least 10 kilograms of bones. Each undead creature in the area may roll 1d6. On a 6, they are healed for 1 hit point. This aura lasts for as long as it is bound. |
Unmortal Vigor Paragon
| |
The creature takes on a deathly, yet powerful, complexion. | |
[ Bound ] | |
Target: One touched creature. | |
Effect: If you successfully hit the target with an attack against AD, they can ignore the Injured, Stunned, Shriveled, Tired, and Blind conditions for as long as the spell is bound. |
Invisibility Paragon
| |
The touched creature or object disappears from view. | |
[ Bound ] | |
Target: Touched creature or object weighing 500 kilograms or less. | |
Effect: The touched target is invisible while this spell is bound. As such, it cannot be detected visually. If it is a creature, its equipment is also invisible while the creature is carrying it. | |
Unique Boosts: Suppressible (+0 Tiers): The target can suppress the effects of this spell for 1 round as a lesser action. |
Exsanguinate Paragon
| |
Despite its name, the bulk of the water loss is from liquid inside cells | |
Target: [ Blooded ] Creatures in a 5 meter radius blast centered on a point that an energy sphere could travel to from you in 60 meters or less | |
Effect: If you hit the target creatures with an attack against AD, they take 1 Wound and lose 2 liters of water per 50 kilograms. All water lost in this way accumulates in the center of the region. |
Lightning Cloud Paragon
| |
[ Bound ] | |
Target: One touched creature | |
Effect: If you hit the touched creature with an attack against AD, they are followed around by a small cloud for as long as this spell is bound. Anyone can reach into the cloud to grab beams of crackling energy, which become lightning when flung or if held for any period of time. Effectively, they and any other creature within reach gain a [ Loud ] [ Magic-Damage ] Lightning weapon, with 60m/120m range that deals 1d6-2 Electricity damage and stuns for 1 round on a wound. |
Arc Lightning Paragon
| |
[ Magic-Damage ] | |
Target: Any number of creatures and unattended objects an energy sphere could travel to from you along a single winding path of total length 300 meters or less. | |
Effect: The target creatures and unattended objects suffer an attack against AD for 1d6-1 Electricity damage.
The crackling of the path of the arc lightning is audible from 100 meters away. | |
Unique Boosts: Scatter Lightning (+0 Tiers): The spell instead targets any number of creatures and unattended objects an energy sphere could travel to with a total summed distance to you of 300 meters or less. |
Tsunami Step Paragon
| |
[ Bound ] | |
Target: Touched creature. | |
Effect: If you hit the target with an attack against AD, they gain the ability to walk on liquids for so long as this spell is bound, and don't suffer any problems for touching that liquid. In addition, some of that liquid travels with them as they move, filling a 1 meter buffer zone below their space and extending up to as far as their reach, if there is sufficient liquid. | |
Unique Boosts: Suppressible (+0 Tiers): The target can suppress the effects of this spell for 1 round as a lesser action. |
Blood Blade Paragon
| |
Cast Time: Lesser Action | |
Target: You | |
Effect: A blade appears in your hands. It disappears after 1d6+1 rounds. The blade is a one-handed melee weapon with a damage value of: 1 wound to the target and 2d6 minus your Magic Power damage to you (the caster). On a critical hit, the blade inflicts multiple wounds, but deals no additional damage to you. | |
Ritual Mode: Any cut out attempt made with the blade can target a poison or disease, removing it from the victim's system if successful. |
Blood Animus Paragon
| |
The unconscious figure gets up and dances to your tune. | |
Target: One touched unconscious [ Blooded ] creature. | |
Effect: If you successfully hit the target with an attack against GD, they get up and act for you for up to 3 rounds, so long as you devote a lesser action to controlling them each round. They cannot think on their own during this time, but otherwise act as though conscious. This prevents them from being stationary. |
Air Fists Paragon
| |
[ Bound ], [ Magic-Targets ] | |
Target: One touched object weighing less than you do, or one touched creature. | |
Effect: If you hit the target with an attack against GD, the target's physical damage flings creatures directly away from itself instead of wounding, 2 meters per point of damage rolled. If used in an attack that can't normally inflict wounds, this effect doesn't trigger. When cast on a creature, it only applies to that creature's unarmed attacks. This effect lasts until it is unbound. |
Carve Paragon
| |
The ground disappears, just like that. | |
Target: A 5 meter cube to which you are connected via solids within 60 meters. | |
Effect: You may remove any amount of material from unattended nonmagical objects in the area. |
Launchpad Paragon
| |
The ground flexes quickly, sending someone into the sky | |
[ Magic-Targets ] | |
Target: A creature or object weighing less than five times your carrying capacity to whom you are connected via solids within 300 meters. | |
Effect: If you hit the target with an attack against GD, you may fling them up to 100 meters.
The flexing of the earth is audible from 300 meters away. | |
Ritual Mode: You may fling the target up to 1000 meters instead. |
Earth Travel Paragon
| |
The target seems somehow ancient and takes on a somewhat stony hue. | |
[ Bound ] | |
Target: One touched creature | |
Effect: If you successfully hit the target with an attack against AD, they gain a 20 meter burrow speed for so long as this spell is bound. When burrowing in this way, they do not leave a tunnel, their passage only marked by the blending and warping of terrain in their wake. | |
Unique Boosts: Fossil Bones (+1 Tier, ): While this spell is bound, the target also gets +2 to Toughness, -1 to AD, -1 to GD, -5 to Agility, and has all of its speeds halved. |
Tumor Infestation Paragon
| |
[ Magic-Targets ] | |
Target: One touched creature. | |
Effect: If the target is hit with an attack against AD, they take 1 Wound unless they currently have 1 or less HP, and are infested with rapidly growing tumors for the next 1d6+4 rounds. At the end of each of their turns, they regenerate 1 HP. Any time that they are unhurt, they are encumbered with an amount of extra weight equal to their Carrying Capacity. |
Wall of Mutation Paragon
| |
A wall of pulsing flesh, leaves, mouths, and eyes grows rapidly at the target location, ever changing. | |
[ Bound ], [ Magic-Damage ], [ Muscle-Area ] | |
Cast Time: Standard Action AND Move Action | |
Target: An open space to which you have line of sight within 60 meters | |
Effect: A 1 by 5 by 20 meter mass of flesh springs up from the ground at the targeted location, growing to full size after 1 round.
Once it has grown to full size, it has 5 HP and 7 Toughness, and any creature that is ever within a meter of it immediately suffers an attack against AD for 1d6-1 Physical damage (plus the caster's Magic Power), with an Accuracy equal to the caster's. No creature suffers more than one attack from the mass of flesh per round. The wall disappears when it is unbound, and is unbound when it is killed. | |
Unique Boosts: Contagious Mutation (+1 Tier): When the wall successfully wounds a creature, that creature sprouts mouths that bite, making attacks against other creatures that pass within its reach in exactly the same way and with the same statistics as the wall's attacks. These attacks also spread this effect. When the spell is unbound, all of these mouths disappear. |
Bile Overdose Paragon
| |
[ Magic-Targets ] | |
Target: One touched creature. | |
Effect: If the target is hit with an attack against GD, they are filled with a profound nausea for 1d6+1 rounds. They gain a Heavy Muscle-Area Toxic Vomit attack, which fills a 5 meter, 90 degree cone with toxic waste. At the end of each of the target's turns while nauseated, if it did not use the Toxic Vomit attack, it takes 1d6+1 Acid damage. |
Evil Hair Day Paragon
| |
[ Magic-Targets ] | |
Target: A creature to whom you are connected via solids within 100 meters. | |
Effect: If you hit the target with an attack against GD, their hair grows long and wild until it is cut out. It functions as an extra hand. Attacks made with only this hand get 2 additional meters of reach, and unarmed grapple and strangle attacks made with this hand deal 1d6 damage. However, the hair gets in the way of the target's senses, halving the distance at which they detect anything. |
Foot Swap Paragon
| |
Target: Any number of creatures in a 20 meter Blast to whom you are connected via solids within 100 meters. | |
Effect: If you hit a target with an attack against GD, the target's feet are swapped. This halves their land speed for 1d6 rounds, and gives them -1 AD. The feet can be broken back into place with a single successful cut out. | |
Ritual Mode: Cast as a ritual, the targets' feet are swapped for fins. The penalty to land speed also lasts until cut out, but half that penalty is added as a bonus to swim speed. |
Heavenly Intervention Paragon
| |
[ Magic-Damage ] | |
Target: One touched creature and an Angelfeather you possess. | |
Effect: If you hit the target creature with an attack against AD, it takes 1d6+1+X Cold damage, and is chilled for 1 round per wound. If this kills it, The angel whose feather you targeted projects its Avatar into the creature's space and obeys your commands for as long as it is projected, and the feather is destroyed. The Avatar stops being projected after 4 rounds. | |
Sacrifice Energy Cost: X, which must be at least 1 if the projected creature is Elite, 2 if Paragon, 4 if Legend. |
Expanding Void Paragon
| |
A small point slowly expands to become a black sphere of destruction | |
Cast Time: Standard Action AND Move Action | |
Target: A point in the direction and distance you specify within 30 meters. | |
Effect: A sphere of pure oblivion is created at the targeted point. It starts out miniscule, but its diameter increases by 2 meters per round, whisking away anything that it touches. The sphere is surrounded by strong wind pushing towards it, in a blast around the sphere that's twice as far as its diameter. It lasts for 10 rounds. |
Unbinding Paragon
| |
You touch the mage, and can almost hear the snapping of tight strings. | |
[ Magic-Targets ] | |
Target: One touched creature or object | |
Effect: If you hit the target with an attack against GD, all spells they have bound become unbound. | |
Unique Boosts: Unraveling (+1 Tier): Instead, if you hit the target with an attack against GD, choose one bound spell that has the target as a target. That spell becomes unbound. |
Energy Destruction Paragon
| |
[ Magic-Damage ], [ Blaster ] | |
Target: One creature or unattended object to which you have line of sight within 60 meters | |
Effect: If you hit the target with an attack against GD, they take 1d6 Void damage and their energies are temporarily destroyed for 1 round. While their energies are destroyed, they are not affected by implanted or inserted gems, and any [ Bound ] spells currently affecting them and [ Linked ] effects targeting them are suppressed. |
Mass Sacrifice Paragon
| |
Target: All non-[ Angel ] creatures in a 20 meter spray, centered on you, but not including you | |
Effect: Each target that fails a Will Save takes 1d6+1 Cold damage, and is chilled on a successful wound. You gain Sacrifice Energy equal to half the number of targets of Common tier or higher wounded in this way, rounded down, to a maximum of 6 + your Magic Power. |
Legend Spells
Rewind Legend
| |
[ Time ] | |
Target: People who know Rewind, and you | |
Effect: Everything except the targets and their equipment reverts to the state it was in exactly one round ago. Only those creatures remember what happened in the intervening time. |
Time Stop Legend
| |
If only you had time to stop and think for a bit. Oh wait: you do. | |
[ Time ] | |
Cast Time: Immediate Action | |
Target: Your soul | |
Effect: Everything except your soul is stopped in time for 1 hour. You can use this time to recharge spells (except for Legend-tier spells), unbind spells, attune spells, or think of the perfect thing to say in the middle of a conversation, but you cannot use this time to move or cast spells (even spells that require stillness), as your body and the air are still frozen. If you use this spell immediately before making a Bluff, Legerdemain, or Insight check, you get a +3 bonus on the check. |
Wurmfood Legend
| |
[ Magic-Targets ] | |
Target: You or a creature to which you have line of sight within 60 meters | |
Effect: If you hit the target with an attack against AD, dragon larvae sprout from their skin and begin feasting on them. The hardened scales of the larvae grant the target +1 to Toughness and AD, but the vicious teeth of the larvae inflict 1 wound on the target at the end of each of its turns. If the target is killed, the larvae crawl away and hide, with a land speed of 10 meters and a Stealth value of 2.
The larvae can be slain: as a whole, they have 7 AD, 7 GD, 2 HP, and 6 Toughness. |
Repeat Legend
| |
[ Time ] | |
Target: One creature to which you have line of sight within 60 meters | |
Effect: If the creature fails a Will Save, it is forced to repeat its last round. It repeats any actions it took, as well as any wounds inflicted on it or hit points healed. It cannot be affected in new ways during this time. For example, if the creature walked 6 meters to the north and then shot Bob with a longbow, the creature would walk 6 meters to the north and then shoot Bob with a longbow again. |
Donate Time Legend
| |
[ Time ] | |
Target: One touched creature | |
Effect: If you hit the target with an attack against GD, it immediately gains time to act, with the amount of time depending on its tier: If Common tier or less, it gains three complete turns; if Elite tier, it gains two complete turns; if Paragon tier, it gains one complete turn; if Legend tier, it gains a standard action. |
Fire Beam Legend
| |
A massive beam of fire rips from your chest, leaving a wake of burning destruction in its path. | |
[ Magic-Damage ] | |
Target: A spray of fire, 1 meter wide and 200 meters long, with one end emanating from you. | |
Effect: Creatures and unattended objects in the path of the beam suffer a ranged attack against AD, for 1d6-2 Heat damage. Creatures and objects wounded by this attack are lit on fire. You may cast this spell again on your next turn without spending any charges, for an additional +1 damage, +1 meter to beam width, and +25 meters to beam length (cumulative with repeated castings), but you must aim it in the same direction.
The rush of flames from the beam is audible from 300 meters away all along the beam's path. | |
Unique Boosts: Cleansing Fire (, 4 Sacrifice Energy): Any hits on projected Avatars or Avatars' items also hit the real things in the other realm. |
Fireswallowing Legend
| |
Breathe it in, then spit it back out | |
Target: Any number of creatures and objects to which you have line of sight, which are on fire, and are within 300 meters | |
Effect: The targets are no longer on fire. For 1 round, you deal +1 Heat damage on all attacks against creatures and objects who you cured of the on fire condition in this way. You can cast this spell again on either of your next 2 turns without expending a charge. |
Flaming Body Legend
| |
Your skin can generate flames at will. | |
[ Bound ] | |
Target: Up to three touched creatures. | |
Effect: Each target you successfully hit with an attack against AD gains the ability to generate flames from their body at will. They may choose to deal heat damage with their unarmed attacks: when they do, successful hits light their victim on fire. They also become immune to Heat damage and the on fire condition and gain Cold Resist 2. Both of these effects last for as long as the spell is bound. |
Aura of Unfear Legend
| |
The very concept of fear reverses its meaning around you. | |
[ Bound ] | |
Target: You | |
Effect: For so long as this spell is bound, creatures within 50 meters of you (including you) who are suffering from a fear response act in an opposite way instead:
Run: Move as quickly as possible towards the creature or event that caused the Will Save. Frenzy: Heal, buff, and shield the creature or object that cause the Will Save as protectively as possible. Hide: Run into the most open area possible, then stand there jumping and shouting at the top of their lungs. Freeze: Move around in random directions as quickly as possible. Flare: Stop flaring. If you're already not flaring, act as per reversed Frenzy. |
Inversion of Being Legend
| |
Target: One creature who can hear you within 60 meters | |
Effect: If the creature fails a Will Save, its hopes, desires, personality, things it likes or dislikes, allies, and enemies are reversed. Essential feelings like pain, fear of death, hunger, and pleasure are unchanged. If it was your enemy before, it is now a member of your party. The spell ends after 1 round +2 rounds for every tier higher than them you are. When this spell ends, the creature returns to its previous state, although it remembers what happened. | |
Ritual Mode: The spell becomes [ Bound ], and lasts until it is unbound. If at any time you have a larger force than your point limit, this spell is unbound. |
Inverse Share Movement Legend
| |
[ Bound ], [ Linked ], [ Blaster ] | |
Target: Two creatures or two objects to which you have line of sight, each within 100 meters of you | |
Effect: If you hit both targets with attacks against GD, their velocity becomes Inverse Shared while this spell is bound. When either target would be moved by a force, the kinetic energy of the movement is balanced such that their velocities stay opposite to each other: effectively, they share mass as though connected: if they are creatures, each is encumbered by the other's weight, and if they are objects, they both seem to have the weight of the two objects combined. Pushing on one moves the other in the opposite direction. Incidentally, this perfectly negates gravity.
The amount of force transferred by Inverse Share Movement can only change by 1250 kilogram gravities per round (12250 Newtons/round), meaning that very large objects may take more than one round to equalize velocities when the spell is cast or one is accelerated. Creatures or objects with their velocity Inverse Shared cannot have their velocity Shared or Inverse Shared with other creatures or objects. |
Wall of Terror Legend
| |
A small shimmering region appears, whimpering softly. | |
[ Bound ], [ Fear ] | |
Target: An open space to which you have line of sight within 300 meters | |
Effect: You create a 15 by 5 meter rectangular sheet of sheer terror. Creatures that pass through this sheet find it Frightening. If they frenzy, they find the nearest creature they detect on the other side of the sheet to be Frightening instead. As a Move action, you can teleport the Wall of Terror to an open space you can see within 300 meters. The sheet is dispelled 4 rounds after this spell is unbound. |
Gancanagh's Embrace Legend
| |
[ Bound ], [ Magic-Targets ] | |
Target: Touched creature | |
Effect: If you hit the creature with an attack against GD, they become extremely addicted to your touch. Each turn, they must spend a standard action or move action moving towards you or trying to touch you. As a standard action, they may attempt to resist this urge for a minute by making a Will Save; on a failed save, they must spend all of their actions for the next minute trying to move towards and touch you, including casting spells or saying words that they think would lead to this result. The addiction lasts for as long as this spell is bound. |
Field of No Hope Legend
| |
A bubble of stygian energy drifts from your mouth, before popping and overwhelming a region with an invisible field of despair. | |
[ Bound ] | |
Target: A 30 meter radius spray to which you have line of sight within 100 meters. | |
Effect: Any creature who starts its turn in the area must succeed on a Will Save or spend the entirety of that turn attempting to kill itself as best as it is able. The area lasts for as long as this spell is bound. |
, Instantiate Perfect Human Legend
| |
Target: Open space that a 1 meter creature could hear you from within 300 meters | |
Effect: You create a Common tier Human character with the Perfect class and fewer than three Extra slots in the open space. For the first two rounds, souled creatures other than you who fail a Will Save cannot observe the existence of this character in any way. For example, even if the character kills someone and opens a door, souled creatures believe that the target is still alive and the door is still closed. After 3 rounds, this perfect character abandons your party unless the total force you possess does not exceed your point limit.
Choose the exact design of creature to be created when you learn this spell. That is the only character you can create with this spell. You may learn this spell multiple times in order to choose different designs. |
, Lichbond Legend
| |
[ Bound ], [ Linked ] | |
Target: Two creatures who can hear you within 60 meters | |
Effect: If each creature fails a Will Save, they are linked for so long as this spell is bound. Whenever a wound would be inflicted on one, two wounds are inflicted on the other instead. This replacement effect doesn't trigger itself. When either creature is reduced to -2 or less HP, Lichbond is unbound. | |
Unique Boosts: Voodoo (+0 Tiers): Instead of replacing one wound on either with two wounds on the other, whenever a wound would be inflicted on one, a wound is also inflicted on the other. |
Biography Legend
| |
You understand what it means to be committed to paper. | |
Target: One creature who can hear you within 60 meters, and a large piece of paper you are holding. | |
Effect: If the creature fails a Will Save, they become partially bound to the piece of paper, appearing to fade into text at the edges. For the next round, they cannot willingly choose to move further away from the paper.
If you then take a standard action to continue this spell on your next turn, they and their equipment disappear, and a short biography summarizing their life (including all of the most unique details) appears on the paper. The paper becomes indestructible. If the biography is read (Which takes 16 rounds, minus a Scripts check result), it is destroyed and the creature reappears in that location with its equipment. |
Censorship Legend
| |
"Look out! That the is !" | |
[ Bound ] | |
Target: Creatures in a 10 meter radius spray, centered on a point to which you have line of sight within 300 meters | |
Effect: Targeted creatures must make a Will Save or become censored by you for so long as this spell is bound. When a censored creature speaks, there is a 3 second delay before its words can be heard, as you hear the words and may choose to selectively silence any number of them. |
Gate Legend
| |
Another continent, just a step away. | |
[ Bound ] | |
Target: Two open spaces you have been, one of which is within 60 meters | |
Effect: You create an extradimensional space with two 4 by 4 meter square entry points, one in each targeted open space. The extradimensional tunnel between them is infinitesimally small. The backs of these entry points are other entry points, leading to an identical extradimensional space. The space is dispelled when the spell is no longer bound. The entry points take 3 rounds to materialize: during that time, they can be seen from 1000 meters, and heard from 200 meters, but are completely impassible.
The Volume Ratio of the Portal is 0. | |
Unique Boosts: Fastgate (+0 Tiers): The entry points only take 1 round to materialize, but both spaces must be within 300 meters. |
Infinite Battlefield Legend
| |
[ Bound ] | |
Cast Time: Standard Action AND Move Action | |
Target: The ground around you, 10 meters in every direction. | |
Effect: The targeted ground becomes a one-way teleportation trap to a corresponding 10 meter radius area on the bottom of an infinitely large, entry-point-less extradimensional space. Creatures that were touching the trap are transported immediately, in the same relative positions. If a new creature touches the trap, it appears at the corresponding location in the extradimensional space. Unattended objects are not transported.
Gravity and atmospheric pressure in the extradimensional space correspond to the local environment of the trap, although the atmosphere is always breathable air. You cannot cast this spell if you are not touching the ground. When the spell is no longer bound, the extradimensional space is dispelled and the teleportation trap disappears. |
Move Portal Legend
| |
Aha, thought the door was there did you. | |
Target: One entry point within 100 meters | |
Effect: You teleport the entry point a distance of up to 50 meters, to another place it could reside. If the entry point was back-to-back, the other entry point is teleported with it. Only the side of the entry point(s) that are in one space are teleported, and cannot be teleported into or out of extradimensional spaces.
For example, if you cast Move Portal on a Wall of Prodigal Depth, you could move both of the external entry points together to an open space within 50 meters of its current location, but you could not move that pair of entry points inside the Wall of Prodigal Depth's extradimensional space. You could move one of the internal entry points of the extradimensional space to another wall of the extradimensional space (making things falling through it experience more of an L shape than a straight line fall), but you could not move that internal entry point out of the tunnel entirely. |
Death Touch Legend
| |
You touch the monster, and it dies immediately. | |
Cast Time: Standard Action AND Move Action | |
Target: One touched creature | |
Effect: If you hit the target with an attack against AD, they take a number of wounds equal to one-third your Magic Power, rounded up, and must make a Will Save or die. | |
Ritual Mode: As a ritual, touch a corpse instead to experience the last 3 rounds of its life. |
Death Ward Legend
| |
The target becomes deathly pale. | |
Target: Creature to which you have line of sight within 30 meters | |
Effect: If the target fails a Will save, they are protected by a Death Ward for 4 rounds. While protected by a Death Ward, they cannot die or fall unconscious, but they also cannot regain HP. |
Bonestorm Legend
| |
A massive gush of bone dust pours out of your mouth and whirls around. | |
[ Bound ] | |
Target: A blast, centered on you, but not including you. | |
Effect: Stinging bone dust makes all creatures in the area blind. 2 meters of bone dust is sufficient to provide concealment from observers looking through it. The area follows you, and continues to make creatures in the area blind for so long as it is bound. Creatures who leave the area can see again. The area is 20 meters, but you can increase it to 60 meters as a standard action, and then to 100 meters with another standard action.
The whoosh of bone dust is audible from 300 meters away. |
Here Comes the Sun Legend
| |
[ Magic-Damage ], [ Muscle-Area ] | |
Target: An open space 5000 meters above you | |
Effect: A glowing sphere appears in the specified space, creating daylight-level bright light in a 10000 meter spray. At the end of each of your turns, if you did not spend a move action to maintain this spell, the sphere disappears.
The sphere continues to be exactly 5000 meters above you if you move, and is destroyed by other sources of daylight-level light. | |
Ritual Mode: The glowing sphere appears only for an instant, cannot be maintained, and makes an attack against AD against each creature in the 10000 meter spray for 1d6-1 Light damage. |
Control Undead Legend
| |
You're surrounded by an ominous aura, which undead can feel from 10 meters away. | |
[ Bound ] | |
Target: You | |
Effect: Whenever an [ Undead ] creature approaches within 5 meters of you or starts its turn within 5 meters, it must make a Will save or do as you direct it for the rest of its turn. This aura lasts for so long as this spell is bound. |
, Raise Dead Legend
| |
You revive the target and restore their soul. | |
[ Bound ] | |
Cast Time: Standard Action AND Move Action | |
Target: A touched dead creature, and a soul in the afterlife that has inhabited it | |
Effect: The creature is restored to life at full health, with the targeted soul placed back in control of it. It must immediately gain the Unliving class. When this spell is no longer bound, the creature dies again. |
Air Shield Legend
| |
[ Bound ] | |
Target: One touched creature | |
Effect: If you hit the target with an attack against GD, they become protected by a field of air for so long as this spell is bound. The field provides 2 Shield HP, and prevents them from suffocating as long as any Shield HP remains. Whenever the creature would be Wounded, the Wound removes a Shield HP instead of causing a normal Wound. When 1 round has passed since the target took any Damage whatsoever, their Shield HP is restored to 2. Shield HP can only be restored while in an atmosphere. |
Ensanguinate Legend
| |
[ Magic-Damage ] | |
Target: One creature that an energy sphere could travel to from you in 60 meters or less, and you. | |
Effect: Blood and cellular fluids shoot from you, inflicting 1 Wound on you and dehydrating you by 2 liters per 50 kilograms, directly into the lungs of the target. If you hit the target creature with an attack against AD, they suffer as though Suffocating, without the benefit of holding their breath; they can attempt to clear out their lungs as a Standard AND Move Action, with a 2 in 6 chance of success. | |
Unique Boosts: Vitriol (): The fluids turn to toxic waste as they leave you. While the fluids are inside the target's lungs, the target takes 1d6+2 Acid damage per round. |
Blood Boil Legend
| |
[ Magic-Damage ], [ Muscle-Area ] | |
Target: One [ Blooded ] creature an energy sphere could travel to from you in 300 meters or less. | |
Effect: If you hit the target with an attack against AD, they are primed to explode after a number of rounds you specify, which must be at least 1. When they explode, each creature and unattended object in a 20 meter radius blast around the target suffers an attack against AD for 1d6 Physical damage. The target is automatically hit by the explosion.
The explosion is audible from 300 meters away. You cannot recharge this spell before the time has passed. |
Become the Storm Legend
| |
Cast Time: Standard Action AND Move Action | |
Target: You. | |
Effect: You vanish in a puff of steam, which rapidly grows into a 1 kilometer-wide, 100 meter thick cloud that floats up at a rate of 250 meters per round (potentially seeping through solid rock) until it's at least 2 kilometers above the ground. It produces a constant heavy rain. You're not completely gone: you control the cloud and have an Auditory sense like a 200 meter creature centered in the cloud with which to observe the world, but you cannot be targeted. As a move action, you can move the cloud laterally a distance equal to your swim speed or fly speed. As a standard action, you can use the cloud's Lightning Bolt Loud Heavy Magic-Damage weapon, which attacks three targets within a range of 300m/2500m and deals 1d6 Electricity damage; it doesn't gain this weapon until it reaches its full altitude. As a standard action, you can dismiss the cloud and reappear at its center. You cannot take any other kinds of actions while this spell is active.
Every round, starting after the cloud reaches its full altitude, roll 2d6. On 3 or less, the cloud is dismissed by itself. |
External Tentacle Legend
| |
[ Bound ] | |
Target: The surface of an unattended object an energy sphere could reach within 100 meters | |
Effect: You sprout a water tentacle from the target surface. You may use it to do anything you could do with one of your hands. It has 2 HP, 2 Toughness plus an amount of Toughness equal to your Magic Power, and AD and GD equal to your own. It lasts until unbound or destroyed. |
Levitate Legend
| |
Target: One creature that an energy sphere could travel to from you in 300 meters or less. | |
Effect: If you hit the target with an attack against GD, you gain the ability to float them around for 1d6 rounds. They do not fall or sink during that time. As a move action, you may move the target a distance up to twice your fly speed or swim speed, whichever is higher, in any direction. |
, Homeopathic Glow Curse Legend
| |
[ Magic-Damage ], [ Bound ] | |
Target: A drop of water to which you have line of sight within 60 meters. | |
Effect: The water begins to glow with a clear light blue light, about as bright as a torch, for so long as this spell is bound. Unattended water that touches the affected water becomes affected water as well. Creatures and objects fully or partially submerged in the glowing water take 1d6-1 Light damage at the ends of their turns.
At the moment when there's more affected water than your carrying capacity, you get a -1 penalty to maximum HP for as long as this spell is bound. For every 10 times that amount, the penalty to HP increases by 1. If your maximum HP is reduced to 0 or less, Homeopathic Glow Curse becomes unbound. |
, Ride the Lightning Legend
| |
[ Bound ] | |
Target: One touched creature | |
Effect: If you hit the touched creature with an attack against AD, they gain the ability to ride your lightning for so long as this spell is bound. Whenever you inflict a wound on a creature using Electricity damage, the touched creature may teleport to anywhere within 5 meters of the wounded creature as an immediate action. |
Bestow Newthood Legend
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Target: A creature to whom you are connected via solids within 100 meters. | |
Effect: If the target fails a Will Save, it is transformed into a newt for 1d6+1 rounds. This changes its movement speeds to 10 meter land, 8 meter swim, deprives it of hands, and effectively grants it +5 Small for the duration. |
Earthquake Legend
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[ Magic-Damage ], [ Muscle-Area ] | |
Target: All unattended objects within 60 meters, and the creatures touching them. | |
Effect: Each target suffers an attack against AD for 1d6 Physical damage, and wounded creatures fall prone.
The shaking of the earth is audible from 300 meters away. |
Tongue Whip Legend
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[ Magic-Targets ] | |
Target: One touched creature | |
Effect: If you hit the target with an attack against GD, their tongue becomes long and vicious until it is cut out to return it to normal size. They can no longer speak, but have a Heavy Piercing Muscle-Damage Tongue Lash melee weapon which deals 1d6+2 Physical damage and has three times as much reach. |
Brutify Legend
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[ Bound ], [ Magic-Targets ] | |
Target: One touched creature. | |
Effect: If you hit the target with an attack against GD, they grow and become more savage for so long as this spell is bound. This doubles their Size, increases their Reach by 50%, gives them +2 Muscle, multiplies their Weight by 8, and gives them -1 to AD. They cannot move except by running, but their movement speeds increase by 15 meters. Their melee attacks are Heavy and target all creatures and unattended objects in a spray of half their Reach, centered somewhere within their Reach. |
Entomb Legend
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[ Magic-Targets ] | |
Target: A creature to whom you are connected via solids within 100 meters. | |
Effect: If you hit the target with an attack against GD, they are pulled 5 meters in the direction of your choice, passing freely through unattended objects, which are crushed and moved out of the way to free the target's passage. If they end up being encased in material, they are surrounded by a small bubble of air, large enough to shift around and take a single breath.
The crushing of the earth is audible from 300 meters away. |
Division Legend
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Target: Touched creature | |
Effect: If you hit the target with an attack against AD, a nearly identical copy of them appears in the nearest open space. The copy does not have any of the spell effects or magical or psychic equipment of the original target, it's friendly and antagonistic towards your allies and enemies respectively, and it's a member of your party. The original target takes wounds equal to half your Magic Power, and loses unused charges (of its lowest tier first) equal to half your magic power, and the copy has HP equal to the wounds inflicted, and charges equal to the charges lost.
After 3 rounds, if the copy puts you over your point limit, it and the equipment it was created with dissolve into toxic waste. |
Real Life Legend
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[ Magic-Targets ] | |
Target: One creature to whom you are connected via solids within 60 meters. | |
Effect: If you hit the target with an attack against GD, it becomes [ Blooded ], [ Bony ], and [ Living ]. |
, Megacephaloid Legend
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[ Bound ], [ Magic-Targets ] | |
Target: Touched creature. | |
Effect: If you hit the target with an attack against GD, their brain grows to tremendous size for so long as this spell is bound. While their cranium is so large, attacks against them can cause a critical hit on a roll 1 lower than normal. They also gain a Telekinetic Throw weapon, which allows them to throw any unattended object that weighs less than their Carrying Capacity with a range of 30m/100m, so long as they can see the object and it is within 100 meters of them; if the attack is interrupted by any action they perceive, it breaks their concentration and the Telekinetic Throw fails. |
Banishment Legend
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[ Magic-Targets ] | |
Target: One touched non-[ Angel ] non-Avatar creature | |
Effect: If you hit the target with an attack against GD, it must either pay 5 Sacrifice Energy or be banished: if banished, it projects an Avatar of itself into the astral realm appearing at the closest open space corresponding to its location in the mortal realm. The target cannot wake up from this until its Avatar stops being projected or the Avatar's body is destroyed. |
Naturalize Legend
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The target is finally truly one of us. | |
Target: A projected Avatar to which you have line of sight within 60 meters | |
Effect: If the target fails a Will save, it becomes native to this realm, making its Avatar become its true form and erasing its original projecting body from existence. This makes it into a [ Angel ] if it wasn't already, or makes it stop being a [ Angel ] if it was. Its projected items also become the true versions in the same manner. | |
Sacrifice Energy Cost: 6 |
Wall of Thermal Oblivion Legend
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A nearly transparent sheet appears, noticeable only by the icy chill of the air around it. | |
[ Bound ] | |
Target: An open space to which you have line of sight within 20 meters | |
Effect: You create a 20 by 20 meter square sheet of heat annihilation for as long as this spell is bound. Its incredible cold can be felt from 40 meters away. Any creature that passes through it takes 1d6+1 Cold damage, and attacks that pass through it on the way to their targets deal no Heat damage, but if they did Cold damage, they deal +1 damage. |
Repentance Legend
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May your pain show you the true path. | |
[ Bound ] | |
Target: You. | |
Effect: As long as this spell is bound, you gain 2 Sacrifice Energy at the beginning of each of your turns for each wound you currently have. |