Spells

Descrption paragraph

Mastery
A spell’s Mastery level determines three things. First is determines the value of the Link required to learn the spell. Second it determines the amount of mana expended when casting the spell. Third, it is also used to calculate the price you need to pay in experience points in order to learn the spell.

Your appropriate Link need to match the Mastery in order to learn the spell.

The mana cost to cast a spell is equal to it's Mastery divided by 2.

The cost to learn a spell is Mastery x 2 Character Points.

TN
You need to beat this TN with your Magic skill roll in order to cast the spell. The TN is usually another character ATN. Sometimes you need to beat an inherent TN of the spell, but mostly the TN is target’s Trait or Link multiplied by 5.

You only make one Magic skill roll no matter the amount of targets a spell may have.

Range
Spells have range increments of Close Range, Medium Range or Long Range. Sometimes spells simply has a range indicated in meters.

Area of Effect
Where range indicates the distance a spell can travel the Area of Effect described how much space is affected. This can be personal, or a myriad of shapes.
 * Target. You can only affect one target with this area of effect.
 * Blast. A blast affects everything in a spherical shape. The origin is the center of the blast.
 * Cone. A cone affects everything in a funnel shape with its smallest point at the origin expanding outwards away from the origin.
 * Line. A line affects everything it touches starting from its origin in one end and all the way to its other end.
 * Point. A point affects an intersecting target or object.

Duration
Most spells have an instant effect when cast. Like an attack spell; you cast it, it hits the target, and the spell is finished.

But some spell's effect lasts for turns, rounds, or even minutes. Many spell's duration can be extended with raises.

'''Concentration. '''When you concentrate on a spell you must be conscious to keep the spell going. If you take damage, there is a chance that you spell faulters. You must immediately make the appropriate Magic Skill roll with a TN of the highest damage you have taken in this round to maintain concentration.

Breaking a Spell. Sometimes you are the one targeted by a spell. If the effect is ongoing, you may try to wrestle out of it, by making an appropriate Link roll. This is typically a Simple Action to do.

For example, if you for some reason don't want to be affected by a Wreath spell that was cast on you make an Earth Link roll (since that is the Link that set the TN for the caster) and the TN is the casters Air Link x 5.

Warp Spell
Unlike regular attacks, where the flavor and personality come from raises, spells already possess all the color and action from the get-go. So, warping a spell is not about changing the original concept of a spell so much as to change its power. Typical Warps for a spell include altering its size, range, and duration. But a fireball is a fireball whether its range is medium or long.

Each spell lists ways in which it can be Warped. These are in increments and require a single Raise unless otherwise specified. For example, the notation “Range (+5m)” indicates that each Raise declared toward increasing the spell’s range increases it by ten meters.

When you Raise a spell the TN becomes 5 higher, unless you pay extra Mana points, as described above.

Air Spells
Air spells usually involve illusion, divination, mobility, and mind-altering effects. Spells which alter the wind and weather are probably air spells.

All air spells need a verbal command to work. This means air spells are virtually impossible to cast in a vacuum.

CHOKE

 * Mastery: Cantrip
 * Casting Time: 1 Complex Action
 * TN: 5
 * Resist: Mettle / Strength TN equals your Air Link * 5.
 * Range: Close Range
 * Area of Effect: 1 target
 * Duration: Instantaneous
 * Raises: Expand (+1 Range Increment), Intensify (-1 Poise per raise), Quicken (-1 Action Increment), Shape (+1 target)

You create a small area of vacuum choking a flame the size of a torch.

You can Warp this Cantrip by spending 1 Air Mana to target a creature. If you target a person you pull the air out of their lungs, temporarily winding them as they gasp for air, taking 1k1 Poise damage.

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WREATH OF WIND
You summon a swirling ring of wind to protect you from ranged attacks. Although invisible, the buffeting winds deflect arrows, throw objects, and other projectiles. While you maintain concentration, all targets within the Area of Effect have Deflection 5 against ranged attacks.
 * Mastery: Air 2
 * Casting Time: 1 Simple Action
 * Cast TN: 5
 * Range: Close Range
 * Area of Effect: 2 Meter Blast
 * Duration: 1 Minute
 * Warp: Quicken (Free Action), Fortify (+1 Deflection), Prolong (+1 Minute), Expand (+1 Range Increment), Shape (+2 Meter)

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GUST

 * Mastery: Air 2
 * Casting Time: 1 Complex Action
 * Cast TN: 5
 * Resist: Evade / Reflex TN equals your Air Link * 5.
 * Range: Close Range
 * Area of Effect: 1 Target
 * Duration: Instantaneous
 * Warp: Empower (Prone), Expand (Medium Range), Intensify (+1k0 Damage) Quicken (-1 Action Increment), Shape (+1 Target)

You call forth a localized puff of wind that punches the target, sending them reeling back. The target takes 1k1 Damage and is pushed Short Range increment.

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GALE

 * Mastery: Air 4
 * Casting Time: 1 Complex Action
 * Cast TN: 10
 * Resist: Mettle / Strength TN equals your Air Link * 5.
 * Range: 0 Meters
 * Area of Effect: A Medium Range Cone
 * Duration: Instantaneous
 * Warp: Empower (Prone), Expand (+2 Meter), Intensify (+1k0 Damage) Quicken (-1 Action Increment), Shape (Close Range Blast or Long Range Line)

You summon a powerful gust of air emanating from your position that crashes into all in its path, pushing targets back. All hit targets within the area take 1k1 Damage and are pushed Medium Range increment.

If a target isn’t hit, it only takes half damage and is pushed Close Range instead.

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CALM

 * Mastery: Air 4
 * Casting Time: 1 Complex Action
 * Cast TN: Target's Stress Rank x 5
 * Resist: Concentration / Willpower TN equals your Air Link * 5.
 * Range: Close Range
 * Area of Effect: One Target
 * Duration: Concentration up to 1 minute
 * Warp: Expand (+1 Range Increment), Fortify (+5 TN to Break), Intensify (+1k0), Prolong (+1 Minute), Quicken (-1 Action Increment), Shape (+1 Target)

You call upon the wind to purge the mind of your target, granting him clarity. This spell reduces temporary penalties to dice rolls, from mechanical effects such as Fear, Spells, Stress Ranks, and Techniques, by 2k0.

As an example, if you suffer a -3k0 penalty to dice rolls from fear, Calm would lower this penalty to -1k0 for the duration of the spell. If a character suffered effects from the Terror table, Calm would not help, since those effects are not penalties to dice rolls.

When the spell ends, the character returns to normal.

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GLIBNESS

 * Mastery: Air 4
 * Casting Time: 1 Complex Action
 * Cast TN: 10
 * Resist: Concentration / Willpower TN equals your Air Link * 5.
 * Range: Close Range
 * Area of Effect: One Target
 * Duration: Concentration up to 10 minutes
 * Warp: Expand (+1 Range Increment), Fortify (+5 TN to Break), Prolong (+10 Minutes), Quicken (-1 Action Increment), Shape (+1 Target)

By calling upon the air spirits to whispers suggestions to others, you may cause them to perceive the target of this spell more positively than they otherwise might. The target gains a bonus of +1k1, plus your Air Link, to the total of all Social Skill rolls made for the duration of the spell.

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VACUUM

 * Mastery: Air 4
 * Casting Time: 1 Complex Action
 * TN: 20
 * Resist: Mettle / Strength TN equals your Air Link * 5.
 * Range: Close Range
 * Area of Effect: Blast 5 meter
 * Duration: 1 minute
 * Warp: Expand (+1 Range Increment), Intensify (+1 Fire Resistance), Prolong (+1 Minute), Quicken (-1 Action Increment), Shape (+5 meter)

You drain an area of air effectively choking all open fire and people within. All small fires the size of a torch are extinguished. Normal fires, like a bonfire, are immediately brought to embers, and after a minute they are extinguished. Large fires, like a pyre, would take 4 additional raises to extinguish. Huge fires, like a building, would need 8 raises to extinquish.

All targets of fire damage gain Fire Resistance 5 while inside the Area of Effect, but also 2k2 Poise damage.

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WAFT
The winds can lift and buoy, carrying even the heaviest of burdens for short periods. The affected target can levitate 10 Minutes. Creatures who are affected by Waft, and have nothing to hold on to, have their speed reduced to 0 meters.
 * Mastery: Air 4
 * Casting Time: 1 Complex Action
 * Cast TN: 10
 * Resist: Mettle / Strength TN equals your Air Link * 5.
 * Range: Close Range
 * Area of Effect: One Target (no bigger than a person)
 * Duration: Concentration up to 1 minute
 * Warp: Expand (+1 Range Increment), Fortify (+5 TN to Break), Prolong (+1 Minute), Quicken (-1 Action Increment), Shape (Size of a Horse)

If you manage to cast Waft on a target who is falling you can half their falling damage.

Earth Spells
Earth spells usually involve defense, purification, and protection against the taint. Spells that affect plant life, earth, and stone are probably earth spells. Spells that remove poison or do extreme amounts of damage to Tainted creatures are also most likely earth spells.

To cast an earth spell you need to etch a rune into a hard surface. Many earth spells can be invoked by pre-etched runes. If you have no hard surface to etch a rune on, you can always use yourself, it's painful but it works.

MOLD

 * Mastery: Cantrip
 * Casting Time: 1 Complex Action
 * Cast TN: 5
 * Resist: Mettle / Stamina TN equals your Water Link * 5.
 * Range: 0 meters
 * Area of Effect: One Target (no bigger than a person)
 * Duration: Concentration up to 1 minute
 * Warp: Alter (metal) (Expand (+1 Range Increment), Fortify (+5 TN to Break), Intensify (+1k1 damage), Prolong (+1 Minute), Quicken (-1 Action Increment), Shape (Size of a Horse)

You command minerals to take a desired shape.

You can Warp this Cantrip by spending 1 Earth Mana to target a creature. If you target a creature you can twist and break their bones in which case this spell deal 1k1 Maim Damage.

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CUDGEL
You draw forth minerals from the earth around you and form a crude weapon. You create any medium-sized hammer (hammer sub-type) of your choice, but it has the Poor specification in addition to any other specifications.
 * Mastery: Earth 2
 * Casting Time: 1 Complex Action
 * Cast TN: 5
 * Range: 1 Meter
 * Area of Effect: Point
 * Duration: 10 Minutes
 * Warp: Fortify (removes Poor specification), Expand (+1 Range Increment), Intensify (+1 Size Category), Prolong (+10 Minutes), Quicken (-1 Action Increment), Shape (Change Sub-type)

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STEEL BRACE

 * Mastery: Earth 2
 * Casting Time: 1 Complex Action
 * Cast TN: 5
 * Range: 0 meters
 * Area of Effect: One Target (no bigger than a person)
 * Duration: 1 Minute
 * Warp: Expand (+1 Range Increment), Fortify (+5 TN to Break), Intensify (+1 higher dice to reroll), Prolong (+1 Minute), Quicken (-1 Action Increment), Shape (Size of a Horse)

You draw forth the fortifying powers of the earth to steel yourself or one target. While the spell is active the target may reroll 1's, to get rid of a Condition.

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MINERAL SHELL

 * Mastery: Earth 4
 * Casting Time: 1 Complex Action
 * TN: 10
 * Range: 1 Meter
 * Area of Effect: One Target
 * Duration: 10 Minutes
 * Warp: Alter (Sanity Points), Empower (+5 Hit Points), Expand (+1 Meter), Fortify (+5 TN to Break), Intensify (Cushion +5), Prolong (+10 Minutes), Quicken (-1 Action Increment), Shape (+1 Target)

You cover a part of your body in solid material that acts as the first layer of defense. The shell has Cushion 5 and 20 Hit Points. It is the first layer of defense and all damage must be subsequent to its protection before potential harming you. Everytime the shell protects you from a given amount of damage, via it’s Cushion, subtract that amount from the shell’s Hit Points.

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ROOT
The earth invigorates you as you stand your ground. If you do not move you regain 2 Hit Points at the end of your Turn. If you move, you only regain 1 Hit Point.
 * Mastery: Earth 4
 * Casting Time: 1 Complex Action
 * Cast TN: 10
 * Range: 0 meters
 * Area of Effect: One Target (no bigger than a person)
 * Duration: 10 Rounds
 * Warp: Expand (+1 Range Increment), Fortify (+5 TN to Break), Intensify (+1 Hit Points), Quicken (-1 Action Increment)

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CRAG WARD

 * Mastery: Earth 6
 * Casting Time: 1 Complex Action
 * Cast TN: 20
 * Range: 0 meters
 * Area of Effect: One Target (no bigger than a person)
 * Duration: 1 Minute
 * Warp: Expand (+1 Range Increment), Fortify (+5 TN to Break), Intensify (+1k1 cushion), Prolong (+1 Minute), Quicken (-1 Action Increment), Shape (Size of a Horse)

The spirits of the earth are roused and tethered to the target protecting them from harm. While the spell is active, as a Reaction, the target may reduce any damage taken as if they had +8k8 cushion. Once triggered, the spell ends.

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IRON CARAPACE

 * Mastery: Earth 6
 * Casting Time: 1 Complex Action
 * TN: 20
 * Range: 1 Meter
 * Area of Effect: One Target
 * Duration: 10 Minutes
 * Warp: Alter (+1 Deflection), Empower (+5 Hit Points), Expand (+1 Meter), Fortify (+5 TN to Break), Intensify (Cushion +5), Prolong (+10 Minutes), Quicken (-1 Action Increment), Shape (+1 Target)

An ancient power from the earth engulfs you and wards off blows until destroyed. The carapace has Cushion 15, Deflection 5 and 30 Hit Points. It is the first layer of defense and all damage must be subsequent to its protection before potential harming you. Everytime the shell protects you from a given amount of damage, via it’s Cushion, subtract that amount from the shell’s Hit Points.

Fire Spells
Fire spells are the most potent attack spells, usually harming opponents with dramatic gouts of flame. Fire spells also sometimes provide speed and cunning or hamper the target through ability score damage or status effects.

Fire spells require elaborate movement to work. If you are completely incapacitated you cannot cast fire spells.

IGNITE

 * Mastery: Cantrip
 * Casting Time: 1 Complex Action
 * TN: 5
 * Resist: Mettle / Strength TN equals your Fire Link * 5.
 * Range: Close Range
 * Area of Effect: 1 target
 * Duration: Instantaneous
 * Raises: Alter (wood), Expand (+1 Range Increment), Quicken (-1 Action Increment), Shape (+1 target)

You ignite a torch or a piece of flammable material like dry cloth or hay.

You can Warp this Cantrip by spending 1 Fire Mana to target a creature. If you target a creature you light it on fire and it is Burning (Ignited).

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FIRE DART

 * Mastery: Fire 2
 * Casting Time: 1 Complex Action
 * Cast TN: 5
 * Resist: Tumble / Reflex TN equals your Fire Link * 5.
 * Range: Close Range
 * Area of Effect: One Target
 * Duration: Instantaneous
 * Warp: Alter (Burning), Expand (+1 Range Increment), Intensify (+1k1 damage and +5 TN), Prolong (+1 Round), Quicken (-1 Action Increment), Shape (+1 Target)

You call forth one spirit of fire in the form of a living flaming dart. It shoots itself at the target and on impact it engulfs the target in scorching and painful fire. A dart deals 1k1 Fire Damage but it is immensely distracting and painful. Concentration skill rolls to maintain concentration on spells suffer an additional +5 TN.

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SPARK OF BRILLIANCE
You spark momentary brilliance. Suddenly you can perform abdomen surgery, recall ancient lore, or sail through a netherstorm.
 * Mastery: Fire 2
 * Casting Time: 1 Complex Action
 * Cast TN: 5
 * Range: Close Range
 * Area of Effect: One Target
 * Duration: Concentration up to 10 minutes
 * Warp: Alter (Change Skill Group), Expand (+1 Range Increment), Intensify (+1k0), Prolong (+10 Minutes), Quicken (-1 Action Increment)

When you cast spark, you instantly gain two ranks in a Trade Skill. If you already have a rank, you may instead add +1k0 to your roll.

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SNAP FLASH

 * Mastery: Fire 2
 * Casting Time: 1 Complex Action
 * Cast TN: 5
 * Resist: Mettle / Stamina TN equals your Water Link * 5.
 * Range: 1 Meter
 * Area of Effect: 1 Target
 * Duration: Instantaneous
 * Warp: Alter (Burning), Empower (Sound +1/-1 km), Expand (+1 Meter), Fortify (+5 TN to Break), Intensify (+1k1 Damage), Prolong (+1 Round), Quicken (-1 Action Increment), Shape (+1 Target)

With a loud and intense snap, you cause a blinding flash seemingly out of nowhere. Creatures hit by the spell are Blinded for 1 round and take 1k1 Fire Damage.

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BURNING BLADE

 * Mastery: Fire 4
 * Casting Time: 1 Complex Action
 * Cast TN: 10
 * Range: 0 Meters
 * Area of Effect: 1 Meter Line
 * Duration: 1 Minute
 * Warp: Alter (Ignited), Expand (+1 Meter), Intensify (+1k0 Fire Damage), Prolong (+1 Minute), Quicken (-1 Action Increment), Shape (Another medium-sized weapon)

You create a small flame the size of a dagger. The compact heat is great for igniting torches or impromptu blacksmithing but it can also be used for attacking.

The flame deals 1k1 fire damage and acts as a dagger in all regards, except you attack with a Fire Magic / Agility roll.

If you just need light for a short period, Singe creates illumination like a torch for the duration.

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CLEANSE BY FIRE

 * Mastery: Fire 4
 * Casting Time: 1 Complex Action
 * TN: 10
 * Resist: Mettle / Stamina TN equals your Fire Link * 5.
 * Range: Close Range
 * Area of Effect: One Target
 * Duration: 10 Minutes.
 * Raises: Alter (-1k1 Fire Damage), Expand (+1 Range Increment), Fortify (+5 TN to Break), Intensify (+1 Taint), Quicken (-1 Action Increment), Prolong (1 Minute), Shape (+1 Target)

You call forth the destructive and eradicating powers of fire to destroy any taint infesting a target. The ordeal is excruciating and crude, but in dire circumstances you need to fight fire with fire. The target of Cleansing Fire has 1 Taint removed, but take 1k1 Fire Damage and becomes Fatigued as if the target had not been eating for a day. If the character is already Fatigued, add a day to their fatigue.

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FIREBALL

 * Mastery: Fire 6
 * Casting Time: 1 Complex Action
 * TN: 20
 * Resist: Evade / Reflex TN equals your Fire Link * 5.
 * Range: Medium Range
 * Area of Effect: Blast 3 Meter
 * Duration: Instantaneous
 * Warp: Alter (Ignore 1 Target in Area of Effect), Empower (Push Close Range), Expand (Long Range), Intensify (+1k1 Damage), Quicken (-1 Action Increment), Shape (+3 Meter Blast)

You conjure a fiery sphere of flame that you hurl at an area. It explodes in a cacophony of fire and deals 5k5 fire damage to all targets in its Area of Effect and they are Burning.

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SEARING SWORD

 * Mastery: Fire 6
 * Casting Time: 1 Complex Action
 * Cast TN: 20
 * Range: 0 Meters
 * Area of Effect: 1 Meter Line
 * Duration: 1 Minute
 * Warp: Alter (Burning), Expand (+1 Meter), Intensify (+1k0 Fire Damage), Prolong (+1 Minute), Quicken (-1 Action Increment), Shape (Another medium-sized weapon)

You create a searing flame the size of a scimitar that is mostly meant for attacking. The flame can be used to ignite larger objects such as pyres or buildings. This is not recommended usage though.

The flame deals 2k2 fire damage and acts as a scimitar in all regards, except you attack with a Fire Magic / Agility roll.

If you just need light for a short period, Sear creates illumination like a lantern for the duration.

Water Spells
Water spells are the most potent healing spells and can remove status effects. Water spells are also useful for scrying, or forceful movement.

Water magic is the easiest to invoke. All you need is to feel the flow of water or observe it. Feeling your own pulse is usually enough. If you are poisoned to the point of complete numbness and are blinded you can't cast water spells.

SIPHON

 * Mastery: Cantrip
 * Casting Time: 1 Complex Action
 * Cast TN: 5
 * Resist: Mettle / Stamina TN equals your Water Link * 5.
 * Range: Close Range
 * Area of Effect: One Target (no bigger than a person)
 * Duration: Instantaneous
 * Warp: Alter (Size of a Horse), Empower (+5 TN), Expand (+1 Range Increment), Intensify (+1 day), Quicken (Simple Action), Shape (+1 Target)

You pull the liquid from an object it out out. You can direct the liquid into a container if you so choose. If not, the liquid is simply left on the ground.

You can Warp this Cantrip by spending 1 Water Mana to target a creature. If you target a creature you siphon liquid from its body withering it. The creature gains the Fasting condition as if it hadn't eaten in 24 hours. Continuous use of Siphon on a creature adds additional days to the Fasting condition. This condition can be reversed by simply getting food or drink.

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BLOOD SURGE
You fuel the target with a pool of raging vigor that is spent just as fast as gained. The target of this spell gains +1k1 on their next Strength Trait roll (damage included). They ignore Wound Rank and Strain Rank penalties until triggered.
 * Mastery: Water 2
 * Casting Time: 1 Complex Action
 * Cast TN: 5
 * Range: Close Range
 * Area of Effect: One Target
 * Duration: 1 Round
 * Warp: Alter (Ignore Stress Rank), Empower (Ignore Poise Penalties), Expand (+1 Range Increment), Intensify (+1k0 damage), Prolong (+1 Round), Quicken (-1 Action Increment), Shape (+1 Target)

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CURE WOUNDS
By manipulating the flow inside the body you can help a person recover from superficial wounds. The target of this spell regains 1k1 Hit Points if his Wound Rank is Bloodied or Healthy.
 * Mastery: Water 2
 * Casting Time: 1 Complex Action
 * Cast TN: 5
 * Range: 0 meters
 * Area of Effect: One Target (no bigger than a person)
 * Duration: Instantaneous
 * Warp: Expand (+1 Range Increment), Intensify (+1k0 Hit Points), Quicken (-1 Action Increment), Shape (Size of a Horse)

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GAUGE

 * Mastery: Water 2
 * Casting Time: 1 Complex Action
 * Cast TN: 5
 * Range: Close Range
 * Area of Effect: One Target
 * Duration: Concentration for 1 Minute
 * Warp: Alter (Extra Link), Empower (Both Traits), Expand (+1 Range Increment), Quicken (-1 Action Increment), Shape (+1 Target)

You can sense the target’s life force ebb and flow. At the end of the spell's duration, you know what the target’s Water Link is.

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HEAL WOUNDS
By invigorating a person with the flow of life you can save them from critical wounds. The target of this spell regains 2k2 Hit Points.
 * Mastery: Water 4
 * Casting Time: 1 Complex Action
 * Cast TN: 10
 * Range: 0 meters
 * Area of Effect: One Target (no bigger than a person)
 * Duration: Instantaneous
 * Warp: Expand (+1 Range Increment), Intensify (+1k0 Hit Points), Quicken (-1 Action Increment), Shape (Size of a Horse)

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WAVE

 * Mastery: Water 6
 * Casting Time: 1 Complex Action
 * TN: 20
 * Resist: Evade / Reflex TN equals your Water Link * 5.
 * Range: 0
 * Area of Effect: Close Range
 * Duration: Concentration up to 1 Minute.
 * Warp: Alter (Creatures), Empower (1), Expand (+5 meters), Fortify (+5 TN to Break), Intensify (+1k1 damage), Prolong (1 Minute), Quicken (-1 Action Increment), Shape (Medium Range)

With a powerful yank you take control of all liquids within Close Range. You then fling them, and everything else containing water, 5 meters away from you. Targets take 5k5 damage as they are pummeled and thrown to the ground Prone and Dazed.