Dark Magic
-
Physical and Audio: 60sp
Material = Torn Cloth (C)
Enhancement | Range = Self
Resistance Check = N/A
Duration = 20 Minutes
Casting Time = 2 Phases
Increased Tier = Yes / 15sp / per 140
------------------------------------------
Adorn yourself with a cloak of pure dark magic to prepare yourself for what's ahead. A semi-transparent cloak of pure dark magic appears around you for the next 10 minutes per Tier this spell is cast, providing you the following:
* +1d10 magic defense per 100 Mag.
* All spells you cast will consume 3sp less per Tier they are cast.
* +2 RTH for any spells you cast.
* Number your Natural Resistances from 1-12, going from the top down, and roll 1d12 twice. The total for first one becomes N/A, and the total for the second one become -20. -
Concentration
Audio: 60sp
Material = Humanoid Skull (C)
Charm | Range = 14 meters
Resistance Check = Sleep
Duration = 10 Minutes
Casting Time = 2 Phases
Increased Tier = No
------------------------------------------
Take control of an Undead entity, forcing it to obey your commands for the next 5 minutes per Tier this spell was cast. While the target is under the effects of this spell, it will obey every command you give it, without question. This spell will have effect on an entity with an Intellect Feature of 20+. ¤ -
Physical and Audio: 30sp
Summon | Range = Touch
Resistance Check = N/A
Duration: Instant
Casting Time = 1 Minute
Increased Tier = No
------------------------------------------
Touch a dead humanoid corpse of large size or smaller, and reanimate it as an Undead entity under your control. The type of Undead summoned this way will be determined by your GM (refer to the “Converting into Undead” section in the “Book of Monsters”). This entity will have a bonus to its Life stat equal to your Race level. When given a command, it will follow the command to the best of its abilities. This Undead will exist until it is slain or you cast this spell again. -
Physical and Audio: 32sp
Curse | Range = Touch
Resistance Check = Hinder
Duration: - -
Casting Time = 2 Phases
Increased Tier = No
------------------------------------------
Curse an entity with a terrifying sickness. An entity who fails their resistance check will gain a -2 modifier to all of their Features. These hindrances will last until the target finishes a rest. ¤ -
Physical and Audio: 42sp
Curse | Range = 14 meters
Resistance Check = Curse
Duration = 1 Minute
Casting Time = 1 Phase
Increased Tier = No
------------------------------------------
Curse an entity with vulnerability to damage. A target that fails their resistance check will become vulnerable to any single damage type of your choosing for 1 minute. ¤ -
Concentration
Physical: 30sp
Charm | Range = 20 meters
Resistance Check = Stun
Duration = 1 Hour
Casting Time = 2 Phases
Increase Tier = Yes / 70sp / 540
------------------------------------------
Disable an entities ability to escape. This spell can only be cast on a target you can see, within range. The target of this spell is only under its effects while you are able to see them. An entity who fails their Resistance Check will be incapable of using teleportation magic, including traveling to other Planes of exsistence, for the duration. If this spell is cast at an increased Tier, it is considered as Tier 4, and you do not need see them for the effects to remain active. -
Physical and Audio: 20sp
Attack | Range = Touch
Resistance Check = Infection
Duration: 1 Hour
Casting Time = 1 Phase
Increased Tier = Yes / 20sp / per 140
------------------------------------------
Strike an entity with a sickly energy, making them feel ill. A target hit by this spell will suffer 4d10 points of dark magic damage per Tier this spell was cast. The target must also make a successful resistance check or gain a -2 modifier to their Constitution Feature, for 1 hour. -
Audio: 34sp
Enhancement | Range = Self
Resistance Check = N/A
Duration = 1 Minute
Casting Time = 1 Phase
Increased Tier = Yes / 6sp / per 140
------------------------------------------
Create several copies of yourself, within an area, to confuse others. Create 1 illusion per Tier this spell is cast. These illusions will appear around you, and will mimic your every move, with no further effect. Anything that makes a targeted attack against you will have a -2 RTH modifier to their attack, for each existing illusion. If a targeted attack misses you, it will instead hit, and destroy, one of your illusions. -
Physical: 40sp
Enhancement | Range = Self
Resistance Check = N/A
Duration: - -
Casting Time = Reaction
Increased Tier = No
------------------------------------------
Your body is reinforced with magic, making it impossible to cut you. You are immune to slashing damage until the start of your next turn. -
Audio: 25sp
Charm | AoE = 20 meters
Resistance Check
Duration: 10 Minutes
Casting Time = 2 Phases
Increased Tier = No
------------------------------------------
A wave of magic dispersing energy washes over the AoE. Anything within the AoE, that was “invisible” from the effects of a gift, talent, or spell of Tier 2 or lower will immediately become visible. Anything that becomes visible from the effects of this spell will be incapable of becoming invisible for 10 minutes. -
Physical and Audio: 60sp
Material = Flame Shard (C)
Attack | Range = 14 meters
Resistance Check = Burn
Duration: - -
Casting Time = 1 Phase
Increased Tier = Yes / 60sp / per 140
------------------------------------------
Cast an eternal flame onto something, making it burn forever. A target that fails their resistance check will immediately burst into flames, and become “on fire”. This fire can only be removed by Water Elemental Arts of level 2 or higher, an effect that negates magic, or from being submerged in water. The effects of this spell will only affect the target. Anything that catches on fire as a side-effect from the target being on fire can be snuffed out like normal. The target may be anything that is of large size or smaller. For each Tier this spell is cast above Tier 2, you may increase the potential size category of the target by 1. These are magical flames that can be applied to anything, regardless of whether or not the item is flammable. If the item is not flammable, then the item will instead be coated in these flames. -
Physical and Audio: 60sp
Summon | Range = 2 meters
Resistance Check = N/A
Duration = - -
Casting Time = 2 Phases
Increased Tier = No
------------------------------------------
Create a floating eyeball of dark magic that will float around and create Chaos. This eyeball will be black with a red iris, and will appear in a location of your choosing within range. At the start of your next turn, it will move 6 meters towards the closest entity, then attempt to zap all entities within 14 meters of it. This is considered as targeted spell attacks, using your spell RTH. A target hit by this attack will be considered as “marked”. At the end of your turn, all marked entities will roll 1d4, and refer to the list below to determine how this spell will Affect them. If the caster is marked by this spell, they may replace all instances of “Roll 1d6” with “Roll 2d6”, for ALL marked entities. This decision must be made before determining their effect.
1 = Roll 1d6. If the result is even, gain that many Aura Counters. If the result is odd, lose that many Aura Counters.
2 = Roll 1d6. If the result is even, gain a + modifier to your Battle Caliber equal to the result. If the result is odd, gain a – modifier to your Battle Caliber equal to the result. This effect last for 1 minute.
3 = Roll 1d6. If the result is even, gain a + modifier to your Movement stat equal to 2x the result. If the result is odd, gain a – modifier to your Movement stat equal to 2x the result. This effect last for 1 minute.
4 = Roll 1d6. If the result is even, gain a + modifier to all of your Features equal to the result. If the result is odd, gain a – modifier to all of your Features equal to the result. This effect last for 1 minute. -
Concentration
Physical and Audio: 35sp
Charm | AoE = 4 meters
Resistance Check = N/A
Duration = 4 Hours
Casting Time = 10 Minutes
Increased Tier = Yes / 15sp / per 140
------------------------------------------
Transform yourself into a sentient, gaseous cloud for up to 4 hours. While under this spell’s effects, you are immune to all non-magical damage, have no Physical Features, and no appendages. You can only float and fly, and have a Movement stat of 100. You can fit in any location with at least 1 millimeter of space. You cannot speak. You cannot use any gifts, talents, elemental arts, abilities, or items that require activation. Everything on your person is transformed with you. When this spell ends, you will revert back into your normal form. If your normal form cannot fit in the location you are in when this spell ends, your character will die as their body is crushed to fit the space. This spell can affect up to 1 willing entity per Tier it is cast. Any entity may end this spells effects on themselves early during their Action Phase. -
Physical and Audio: 55sp
Curse | Range = Touch
Resistance Check = Hinder
Duration = - -
Casting TIme = 1 Phase
Increased Tier = No
------------------------------------------
Bestow an entity with the mark of a curse that will hinder their Dexterity for a near permanent amount of time. If the target fails their resistance check, an ominous mark of dark magic will appear on their body. Any time that entity makes a Dexterity Feature check, they will gain a -1 modifier to their Dexterity Feature. Hindrances from this spell will remain until the symbol is removed. This spell cannot reduce an entities Dexterity Feature to a value less than 3. This symbol can only be removed if one of the below listed circumstances happen;
1. The victim dies.
2. The curse is ritualistically removed.
3. The symbol is physically removed from the targets body.
This spell will have no effect on an entity that currently has this Mark. -
Concentration
Physical and Audio: 38sp
Charm | Range 10 meters
Duration = 10 Minutes
Casting Time = Reaction
Increased Tier = Yes / 112sp / 540
------------------------------------------
Play with the mind of someone who is looking at you, making them do something you want them to do. If the target fails their resistance check, they will fall into a temporary deep sleep until the start of their next turn, as you gain influence over their mind. Give the target any single command containing no more than 5 words. When the target awakens, they will pursue that command to the best of their abilities. The target will maintain self-preservation, and will not doing anything that will obviously cause itself harm. Once the target has fulfilled your command, to the best of its knowledge, the spell will end. Otherwise, the spell will end when the duration expires; whichever happens first. If cast at an increased Tier, this spell is considered as Tier 4, and the spells duration is changed to 24 hours. The target may attempt another resistance check against this spell any time it takes damage, ending the spell on a success. If the target is currently hostile towards you, then they will have a +5 to their resistance check. ¤ -
Physical and Audio: 20sp
Attack | Range = 20 meters
Resistance Check = N/A
Duration = Instant
Casting Time = 1 Phase
Increased Tier = Yes / 10sp / per 140
------------------------------------------
1. Shoot an orb of condense dark magic at a single entity to cause them harm. If this spell hits a target, then that target will suffer 3d10 points of dark magic damage per Tier this spell was cast. -
Audio: 30sp
Basic | AoE = 20 meters
Resistance Check = N/A
Duration = 1 Hour
Casting Time = 1 Phase
Increased Tier = Yes / 10sp / per 140
------------------------------------------
Cancel all sound around you. Sound cannot occur within the AoE. Anything that would normally make sound will instead be silent. This disables anything that requires sound, such as spells with an audio component and items that require a keyword to activate. This AoE does not move with you. If cast at an increased Tier, you may instead choose 1 willing target per Tier this spell was cast. All targets will be incapable of making any sounds. -
Physical and Audio: 50sp
Material = Wisping Husk (C)
Summon | Range = 2 meters
Resistance Check = N/A
Duration = - -
Casting Time = 1 Minute
Increased Tier = No
------------------------------------------
A Phantom Horse appears next to you. This entity will not take any aggressive actions towards anything. It will act only as a mount until you use an Action Phase to dismiss it, recast this spell, or become unconscious. Refer to the “Horse” animal for details on the entity summoned by this spell. This horse will be immune to non-magical damage. This Horse does not apply to the rule of only having 1 summoned entity under your control, but you cannot cast this spell if you currently have a phantom horse under your control from this spell. -
Physical and Audio: 38
Charm | Range = 20 meters
Resistance Check = Charm
Duration = 1 Minute
Casting Time = 2 Phases
Increased Tier = No
------------------------------------------
Bind an entity from a different Realm. Choose one entity within range that you can see as the target of this spell. An entity that fails their Resistance Check against this spell will become stunned for the duration. An entity from a different plane of existence will automatically fail their resistance check against this spell, and do not benefit from diminishing returns from this spell. Any time an entity takes damage while under the effects of this spell, they may attempt a Resistance Check against this spell, escaping its effects on a success. ¤ -
Physical and Audio: 35sp
Summon | Range = 2 meters
Resistance Check = N/A
Duration: 2 Hours
Casting Time = 1 Phase
Increased Tier = Yes / 10sp / per 140
------------------------------------------
Manifest toxic arrows made of magic. Create 5 arrows per Tier this spell is cast. These arrows can be in any combination of short arrows, long arrows, and crossbow bolts, as long as the total quantity does not exceed 5 per Tier this spell is cast. Whenever ammunition created by this spell deals at least 1 point of piercing damage to an entity, that entity will suffer an additional 2d8 toxic damage. If the target is currently poisoned, then they will instead suffer 4d8 toxic damage. Ammunition created by this spell will vanish when the duration expires, or after they have dealt damage; whichever occurs first. -
Physical and Audio: 32sp
Attack | Range = 16 meters (A8)
Resistance Check = Poison
Duration = Instant
Casting Time = 2 Phases
Increased Tier = No
------------------------------------------
Release a cloud of poison into an area. All potential living targets within the AoE must succeed a resistance check or be inflicted with Stage 1 poison. If that entity is already suffering any Stage of Poison, then that poison is instead increased by 1 Stage. ¤ -
Physical and Audio: 30sp
Attack | Range = 14 meters
Resistance Check = N/A
Duration = Instant
Casting Time = 1 Phase
Increased Tier = Yes / 15sp / per 140
------------------------------------------
Strike an entity you can see with Dark magic that will send them flying. A target hit by this spell will suffer 4d6 points of dark magic damage per Tier this spell was cast. In addition, that target will be sent flying backwards 2 meters per Tier this spell was cast and must make a successful Dexterity Feature check become Prone. The RR for this Resistance Check will be equal to your Spell Casting Feature. -
Physical and Audio: 48sp
Basic | AoE = 30 meters
Resistance Check = N/A
Duration = 1 Minute
Casting Time = 1 Phase
Increased Tier = No
------------------------------------------
Occupy the area with fragmented magical darkness. When you cast this spell, an orb of dark energy will manifest above your head, and scatter into 1d4+4 smaller orbs of darkness that will occupy the area. You must choose 1 space, within the AoE, for each smaller orb to go. The smaller orbs will create an area of magical darkness consuming everything within 2 meters of them for the duration. Anything within these AoE’s will be considered as blind and invisible. -
Physical and Audio: CA 20sp
Attack | Range = Self
Resistance Check = N/A
Duration = 1 Minute
Casting Time = Reaction
Increased Tier = Yes / 10sp / per 140
------------------------------------------
Cast this spell as a Counter Action in response to your character being hit by a melee attack. You create a small barrier of toxic energy in front of you that will reduce the impact of the attack. After you roll defense, reduce the damage you would take by ½. The barrier will then explode outwards, covering your attacker, and reducing the durability of all of their equipment by 1d4. At the start of each of the attackers turns for the duration, they will suffer 1d6 toxic damage per Tier this spell was cast. If this is used against a target currently suffering its effects, the duration of the toxic damage is increased by 30 seconds. -
Audio: 30sp
Curse | AoE = 16 meters
Resistance Check = Hinder
Duration = 10 Minutes
Casting Time = 1 Phase
Increased Tier = Yes / 20sp / per 140
------------------------------------------
A powerful and invasive laughter emanates from your body, fueled by fear. All potential targets within the AoE, who can hear you, must attempt a Resistance Check. Entities who fail their resistance check will suffer a -1d4x10 hindrance to all of their stats, not including Movement, for the duration. You may choose 1 entity, per Tier this spell was cast, to be excluded from this spell’s effects. ¤ -
Physical and Audio: 50sp
Attack | Range = Touch
Resistance Check = Curse
Duration = Instant
Casting Time = 1 Phase
Increased Tier = Yes / 20sp / per 140
------------------------------------------
Pull the life force out of a living being you can touch. A living entity hit by this spell will suffer 3d10 Dark magic damage per Tier this spell was cast. If this reduces the target Life to a value that is less than 0, then they must succeed a Resistance check against this spell is die instantly. -
Physical and Audio: 50sp
Material = Bottle of your blood (C)
Basic | Range = 20 meters
Resistance Check = N/A
Duration = 10 Minutes
Casting Time = 2 Phases
Increased Tier = No
------------------------------------------
A tether of magic is created, connecting you to another entity you can see within range. This tether has a maximum length of 20 meters. While under the effects of this spell, you and the target cannot move a distance further than 20 meters away from each other. If one entity tries to move too far away from the other, they must succeed an RR 30 Athleticism Feature check, or be pulled back into range. If one connected entity uses teleportation magic, the other may choose to either break the tether or teleport with the them. -
Physical: 35sp
Attack | Range = Touch
Resistance Check = Stun
Duration: Instant
Casting Time = 1 Phase
Increased Tier = Yes / 15sp / per 140
------------------------------------------
Strike an entity with a powerful blast of dark magic, causing them to stagger from the impact. A target hit by this spell will suffer 1d10 dark magic damage, and 1d6 impact damage, per Tier this spell was cast. An entity that takes damage from this attack must make a successful resistance, with a -5, or become Stunned. ¤ -
Physical: 40sp
Basic | Range = 16 meters
Resistance Check = N/A
Duration: - -
Casting Time = 1 Round
Increased Tier = Yes / 10sp / per 140
------------------------------------------
Walls of solid stone rise up from the ground to trap your enemies Choose spaces within range that create a 6m by 6m square. These spaces must be on the ground. 10cm thick walls of solid stone erect from the ground, enclosing the chosen spaces in a box that is 6 meters tall. The walls of this room will generate a dim light, and will have cracks large enough for only air to get through. All sound traveling through these walls will be heavily muffled. The durability of the walls of this box is 200. Entities that would be trapped within this box may attempt an Evasion Feature check to avoid being trapped within. On a success, the room is created in the intended location, and that entity will move to the next closest unoccupied space. This spell can only be cast on an area that is on solid ground. If this spell is cast while it is still in effect, the previous room will shatter to pieces, replaced by the new casting of the spell. -
Physical and Audio: 46sp
Curse | Range = Touch
Resistance Check = Scared
Duration = - -
Casting Time = 1 Phase
Increased Tier = No
------------------------------------------
Touch an entity and fill their mind with horrifying thoughts, forcing them to fear you. An entity who fails their resistance check will become “Scared” of you. This spell will have no effect on an entity who has previously been affected by this spell within the past 24 hours. -
Physical and Audio: 42sp
Material = Necrogem (C)
Healing | Range = Touch
Resistance Check = N/A
Duration = Instant
Casting Time = 10 Minutes
Increased Tier = No
------------------------------------------
Go against the realm of nature to manipulate the life of an entity you can touch that has died within the past 10 minutes. When this spell is cast, the target will be resurrected and immediately gain 1 level of the “Undead” Subclass. It is in the nature of an Undead to be influenced by their creator. You will have minor influence over them. Any Persuasion or Insight checks you make towards the target will have a +3 modifier. -
Concentration
Physical and Audio: 40sp
Material = Gemstone worth at least 20 Skring (C)
Curse | Range = 16 meters
Resistance Check = N/A
Duration = 1 Minute
Casting Time = 2 Phases
Increased Tier = Yes / 10sp / per 140
------------------------------------------
Create a veil of dark magic around an entity within range that you can see, that will burst outwards when they are hit. For the duration, any time the target takes damage, there will be a burst of dark magic that will inflict 1d6 critical dark magic damage, per Tier this spell was cast, to all potential targets within 4 meters of them.
Tier Two Spells
Nature Magic
-
Physical: 40sp
Enhancement | Range = Touch
Resistance Check = N/A
Duration = 1 Hour
Casting Time = 2 Phases
Increased Tier = No
------------------------------------------
Bestow the evasiveness of the wind on an entity you can touch. The target gains a +4 modifier to their Evasion Feature. This spell cannot be cast on a target currently under its effects. -
Concentration
Physical and Audio: 20sp
Enhancement | Range = Touch
Resistance Check = N/A
Duration = 1 Hour
Casting Time = 2 Phases
Increased Tier = No
------------------------------------------
Flood a willing Animal with magic, enlarging them to a much bigger size than they were. The targets size category is increase by 2. -
Physical and Audio: 35sp
Material = Lucid Vial with Fire Remnant (C)
Summon | Range = 14m (A2)
Resistance Check = Burn
Duration = 1 Minute
Casting Time = 2 Phases
Increased Tier = Yes / 15sp / per 170
------------------------------------------
Create a ball of fire in a location of your choosing within range that will occupy the AoE for 1 minute. An entity who begins their turn with the AoE, or enters the AoE for the first time each round, will suffer 3d8 fire damage per Tier this spell was cast, or half as much with a successful Burn Resistance Check. You may use an Action Phase to move this ball of fire a distance of 4 meters in any direction. This ball of fire cannot float, fly, or move through solid objects that are larger that it. -
Concentration
Physical: 24sp
Enhancement | AoE = 6 meters
Resistance Check = N/A
Duration = 1 Hour
Casting Time = 2 Phases
Increased Tier = No
------------------------------------------
Any number of chosen targets within the AoE will blend into their surroundings as your Nature magic surrounds them and acts as a sort of camouflage for them. Each chosen target will have a +5 modifier to their Stealth skill. -
Physical and Audio: 15sp
Attack | AoE = 20 meters
Resistance Check = N/A
Duration = Instant
Casting Time = 1 Phase
Increased Tier = Yes / 10sp / per 170
------------------------------------------
Cast a bolt of lightning that will arc from one target to another, striking multiple targets. Choose 1 target per Tier this spell is cast. All targets must be within the 20 meters. A bolt of lightning will burst out from your hand, and arc through all chosen targets. This attack will not miss. Each target hit by this spell will suffer 2d6 lightning damage per Tier this spell was cast. -
Physical: 14sp
Material = Cat Fand (C)
Enhancement | Range = 14 meters
Resistance Check = N/A
Duration = 8 Hours
Casting Time = 2 Phases
Increased Tier = No
------------------------------------------
Bestow unparalleled courage unto someone you can see. The target will gain tremendous courage, making them immune to being “Scared” for 8 hours. -
Physical and Audio: 25sp
Enhancement | AoE = 4 meters
Resistance Check = N/A
Duration = 10 Minutes
Casting Time = 1 Minute
Increased Tier = Yes / 20sp / per 170
------------------------------------------
Surround your allies with a barrier of energy, protecting them from the elements. The targets gain resistance against all fire, ice, lightning, water, and wind damage. You may choose 1 target per Tier this spell is cast. -
Physical and Audio: 36sp
Basic | AoE = 30 meters
Resistance Check = N/A
Duration = 1 Minute
Casting Time = 1 Round
Increased Tier = Yes / 14sp / 170
------------------------------------------
Use the unpredictability of nature to conjure something dangerous into the area. When you cast this spell, roll 1d4 and refer to the list below to determine the effects of this spell. This will represent a natural disaster or occurrence within the area and will exist for up to 1 minute.
1. A blizzard occurs within the area. Everything within the AoE is considered as obscured.
2. Geysers erupt within the area. At the start of each round, each entity within the AoE must make an Evasion feature check or suffer 4d10 critical fire damage.
3. A tornado appears within the area. At the start of each round, all potential targets within the AoE are pulled 8 meters closer to the center of the AoE, and must make a successful Luck check or fall prone.
4. Earthquake breaks the ground. All potential targets within the AoE must make a successful Evasion feature check or fall 20 meters into the crack in the ground. This crack is permanent.
If the effect corresponding to the d4 result is not sensible to take place within the AoE, then the d4 will be rolled again. If the result of the second d4 is not sensible within the AoE, then this spell will have no effect. When this spell is cast at an increased Tier, it is considered as Tier 3, and you may choose which natural disaster occurs. You are not immune to the effects of this spell. -
Concentration
Physical and Audio: 15sp
Material = Bramble Disk (F)
Healing | Range = 16 meters
Resistance Check = N/A
Duration = 1 Minute
Casting Time = 1 Phase
Increased Tier = Yes / 10sp / per 170
------------------------------------------
Assign the task of healing someone to an element of pure nature. A bramble disk begins hovering over a target you can see, not unlike a halo. At the start of each of their turns, the target will restore 1d8 Life per Tier this spell was cast. The target also gains a +1 modifier to all of their Natural Resistance for each Tier this spell is cast above Tier 1. When this spell ends, the Bramble Disk will return to you. -
Physical and Audio: 20sp
Basic | Range = Self
Resistance Check = N/A
Duration = 1 Minute
Casting Time = 2 Phases
Increased Tier = Yes / 10sp / per 170
------------------------------------------
Coat yourself in a layer ice that will harm anything that touches you. Any time you are hit with a targeted attack, you may choose a single target within 2 meters of you to suffer 1d10 critical ice damage per Tier this spell was cast. -
Physical: 15sp
Attack | Blast (4) = 10 meters
Resistance Check = N/A
Duration: Instant
Casting Time = 1 Phase
Increased Tier = Yes / 10sp / per 170
------------------------------------------
Produce a cascade of fire in front of you to burn your foes. Any potential targets within range of this attack will suffer 3d8 points of fire damage per Tier this spell was cast. A successful Evasion Feature check will reduce the damage by ½. -
Physical and Audio: 20sp
Healing | Range = 8 meters
Resistance Check = N/A
Duration = Instant
Casting Time = 1 Phase
Increased Tier = Yes / 10sp / per 170
------------------------------------------
Wrap the healing energies of nature around a target you can touch, restoring their Life by an amount equal to 2d6+5 per Tier this spell is cast. -
Concentration
Physical: 20sp
Healing | AoE = 10 meters
Resistance Check = N/A
Duration = 1 Minute
Casting Time = 2 Phases
Increased Tier = Yes / 5sp / per 170
------------------------------------------
A swarm of butterflies made of pure magic fly around you to provide healing to nearby allies.
Whenever an ally begins their turn within the AoE, they will restore an amount of Life equal to 1d8 per Tier this spell was cast. This AoE can move around, but not through, walls and other non-magical barriers. -
Audio: CA 26sp
Enhancement | Range = 14 meters
Resistance Check = N/A
Duration = Instant
Casting Time = Reaction
Increased Tier = No
------------------------------------------
Grant an ally the fortitude to persevere through a difficult situation.
CA = Use this spell as a Counter Action in response to an ally you can see, within 14 meters, making a Resistance check or a Feature check. This can be cast after seeing the result, but before knowing the outcome. That entity will roll another d20, add 5 to both results, and choose which result to use for that Resistance or Feature check.
Radiant Magic
-
Description text goes here
Spatial Magic
-
Physical and Audio: CA 54sp
Charm | Range = 22 meters
Resistance Check = Charm
Duration: Instant
Casting Time = Reaction
Increased Tier = No
------------------------------------------
Fluster the mind of a single entity you can see, making them forget what they were just about to do. This spell can only be used as a Counter Action in response to the target using a Gift, Talent, Ability, Elemental Art, or Casting a spell. The target must succeed a Resistance check or stop doing whatever they were about to do, and move on to the next Phase of their turn. They may not use any Phase of this turn to repeat whatever was stopped by this spell. This may not be used to stop a different Counter Action from happening. This spell will not take away the targets spell power, Focus Points, Aura Counters, or uses per day for whatever was stopped. ¤