Spell

Spells – , blind/deaf, counterspell, dispell, flight, groundswell, incorporeal, knockdown, light/darkness, perk, phantasm, shape change, size change, silence/clamour, stun, wall, telekinesis, teleporter
Equipment perks – weapon, armor, shield, Animate
Weapon Perks – bolt, burst, blast
Sneak – cloaking
Legerdemaine – concealment
Bluff – confusion?, disguise
Medic – cure, heal, succor
Unknown – damage field?, farsight (disxernment/detection/power), haste, increase att/skill, possession (persuasion), non-dwtection (sneak, survival), smite, summon
Reflex/acrobatics – deflection
Detection – detection, enhanced senses
Contacts – divination
Survival – environmental protection,
Intimidate – fear
Persuasion/discernment – mind link
Discernment – mind reading, read object
Athletics – movement, speed
Persuasion – tongues

Casting Powers

Strenuous All spells are considered strenuous. On a raise you may always choose to make a spell not strenuous instead of the other spell raise options. On a failure the spell fails to go off but the spell is still strenuous.

Modifying Powers: Each time you rank up your casting style tier, you may add a modifier to your spells. At each level you may add a modifier of that level, or an appropriate trapping of that level. Some modifiers increase or decrease the base cost of the spell. Modifiers affect a spell each time it is cast. You may choose lower level modifiers if you wish instead of one of tour tier.

Power maintenance Some powers can be maintained. Maintaining a power requires concentration. You may concentrate on one power at a time normally. You may concentrate on more powers, but doing so is increasingly difficult. For each power above 1 you maintain you take a cumulative -2 penalty to all dice pools while you are maintaining the spells. If the total penalty ever equals or exceeds your willpower, you lose concentration on all powers and are stunned for one round.

Components Powers will generally involve some type of components. These include gestures, dance, singing, chanting and even chucking bat guano. Unless otherwise noted, manipulating a power has some kind of component that makes others around you aware that you are using a power….or that you are a complete lunatic. You can choose your characters components at the time of choosing his magical discipline. If verbal, you take a -5 to stealth any round that you cast a power in, and cannot cast if silenced somehow. You also cannot cast if paralyzed, but may still cast while immobilized by most other methods, such as in a grapple. If the component is gestures you cannot cast powers while restrained at all. Gestures also opens up an attack of opportunity. If using spell components you cannot cast powers at all while restrained. If separated from your components you also cannot cast, and some clever thieves and sneaky opponents attempt to take advantage of this.

Powers
Rank:
Casting Time: Considered a comex action if unlisted.
PP Cost: Base cost of the power
Range:
Duration: The amount of time the spell lasts. Instantaneous pops into existence and then goes away immediately. Concentration lasts while concentrated on. It may also have a number in (). If it does, this is how long the spell lasts after concentration is broken. If it just has a number, this is the number of rounds the spell lasts for.
Trappings:

Accuracy: ??

Animate
Rank: 1
Casting Time: 1 minute
Skill: Willpower
DC: Tier of Animated
Range: Touch
Duration: 1 hour
Trappings: Death, Plant, Cold, Earth, Air, Fire, Water, Physical, Shadow
You animate an object of the trapping type. It counts as a tier 1 mook. You may only have 1 look from this spell at a time. On a raise you may increase the tier by 1 (but not greater than your power tier) or double the powers duration.
Modifications:
1 – The companion gains a template of your trapping type free of charge.
2 – companion tier +1
2 – May be cast as a complex action.
3 – companion tier +1
4 – companion tier +1
4 – duration increases to 24 hours.
5 – companion tier +1
5 – You may take a point of fatigue and increase the DC by 2 and on a success make 2 companions, which are 1 tier lower than your maximum companion tier

Armor
Rank: 1
Casting Time: 1 minute
Skill: Willpower
DC: 0
Range: Self
Duration: Concentration (3)
Trappings: Earth, Light, Shadow, Air, Cold, Death, Electricity, Force, Physical, Plant, Water, Magma
You gain magical armor granting 1 point of soak. The armor spell does not stack with worn armor, you may only use the better value and lose all upgrades from worn armor if the armor spell is used. On a raise you may increase your soak by 1.
Modification
1 – you may add a tier 1 essence enhancement to your armor spell. All enhancements must meet all prerequisites as if it were regular armor.
1 – you may change the range of armor to touch.
2 – you may add a tier 2 essence enhancement to your armor spell.
3 – you may add a tier 3 essence enhancement to your armor spell.
3 – you may cast armor as an strenuous complex interrupt action
4 – you may add a tier 4 essence enhancement to your armor spell.
5 – you may add a tier 5 essence enhancement to your armor spell.
5 – You may have a single instance of armor active without using concentration, but the spell ceases to function if you become unconscious.

Bolt
Rank: 1
Casting Time: 1 standard action
Skill: ACC
DC: as an attack
Range: 7
Duration: instantaneous
DV: 1
ROF: 1
Trappings: All
Launch a single bolt at an opponent. If you increase bolts rate of fire, only the first bolt cast in a round inflicts fatigue.
Modification:

Blast
Rank: 2
Skill: ACC
DC: as attack + 1
Range: As Base Spread
Duration: instantaneous
Trappings: All
Attack in a narrow/medium/wide spread.
Modification

Blind/Deaf
Rank: 2
Skill: Willpower
DC: 2
Range: 7
Duration: magnitude
Trappings: Acid, Chaos, Light, Darkness, Disease, Mind effecting, curse, Illusion, Language Dependent, Pain, Shadow, Law, Lightning
Target becomes blind or deaf. On a raise the target becomes blur for the duration.
Augment
2 – magnitude +1
3 – magnitude +1
4 – magnitude +1
5 – increase the duration to permanent
5 – target must saves vs both blind and deafness at the same save.

Burst
Rank: 2
Skill: ACC
DC: attack + 1
Range: 7
Duration: instantaneous
Trappings: All
Explodes in a small burst attack.
Augment

Cloaking
Rank: 2
Skill: sneak
DC: 1
Range: Touch
Duration: 5
Trappings: Animal, Darkness, Shadow, Plant, Mind Effecting, Illusion
You may make sneak checks even while being observed. Attacking causes your invisibility to end. On a raise you may increase the duration by 5 or attack without ending invisibility.
Modification
3 – adds another person to your cloaking
3 – You may attack without canceling concealment.
4 – add another person to your cloaking.
4 – Change duration to Concentration (0)
5 – Increase the duration by 5 rounds.
5 – Sphere – You create an invisibility sphere granting all within 3 hexes of you invisibility as well. They must stay within 3 hrxes of you to maintain their cloaking.

Conceal
Rank: 2
Skill: Survival (Scent, Heat Signature, Trail), Legerdemaine (Object)
DC:
Range: Object/Person touched
Action: 1 minute
Duration: 24 hours
Trappings: Darkness, Divination, Time, Illusion, Shadow
Conceals from detection. Concealed items are not automatically detected with when concealed. For instance, if you conceal your scent, the scent ability no longer provides a bonus against you. It does not protect from regular vision, just detection, from a target that is present. If cast on a person the caster adds his willpowet to the target’s willpower(even if he is the target) If resisting a detection.

Counterspell (let you read spell for free or then expend PP)
Rank: 2
Casting Time: Immediate or Standard Action
Skill: Knowledge & Willpower
DC: rank of power being countered
Range: Line of Sight
Action: Immediate
Duration: Instantaneous
Trappings: Any?
You attempt to counter a spell. You may make a knowledge check as a standard action to attempt to identify the strength & power being cast. You may then choose if you want to proceed with the counter spell or not. Whether you succeed or fail you may choose if you wish to go so forward with the counterspell. You then make a willpower check vs the rank of the power. On a success you counter the spell. On a failure the spell goes off. On a raise you may redirect the spell to back onto the caster.
Augment
3 – Match PP of the spell you are countering – you now win the Counterspell on a draw.
3 – you reduce the AP cost of casting counterspell as an immediate action by 2.
4 – you reduce the AP cost of casting counterspell as an immediate action by 2.
4 – If you succeed by at least 1 net hit you may counter the spell and turn it on yourself (if beneficial) or on the caster (if harmful).
5 – you reduce the AP cost of casting counterspell as an immediate action by 3.
5 – If yoy succeed by at least 2 net hits you may counter the spell and turn it your allies (if beneficial)or your enemies (but not the caster) if harmful. If you have the rank 4 power and the spell can affect multiple targets you may also affect yourself and the caster respectively.
5 – It costs no PP to identify a spell and you reduce the cost of counterspell by 2 PP (to a minimum of 1)

Confusion
Rank: 2
Skill: Bluff
DC:
Range: 7/14/21/42
Duration: net misses
Trappings: Chaos, Curse, Mind effecting, fear, disease, emotion, illusion, language dependent
Make a bluff check. On a success you deliver fascination to the target. On a raise you may choose to deliver confusion. When you increase the radius it makes it increases as a burst.
Mod
3 – Increase the save by – 1
3 – Increase the radius by + 1
3 – Increase the magnitude by 1
4 – Increase the range by 4
4 – Increase the radius by + 1
4 – Increase the save by – 1
5 – Increase the save by +1
5 – Increase the radius by + 1
5 – Exclude a number of hexes from the burst equal to your intelligence
5 – DC + 1 – Increase the save and radius by +1
5 – Increase the magnitude by 1

Conjure Weapon
Rank: 1
Skill: Willpower
DC: 0
Range: Self
Duration: Concentration (3)
Stats: As medium Blade or Blunt
Trappings: Acid, Air, Chaos, Cold, Darkness, Death, Disease, Earth, Electricity, Evil, Fear, Fire, Force, Good, Law, Light, Shadow, Magicka, Physical, Poison, Sonic, Water, Magma
Creates a light or medium melee weapon. If the weapon leaves your possession it begins to dissipate, and if not retrieved in 3 rounds it fully dissipates. You may however, holster or sheathe the weapon. Conjure Weapon benefits (such as from perks) from any weapon type that it is conjured as.
Note All ranged weapons have unlimited ammo. They take a reload action as normal to report the weapon.
Augment
2 – Make the weapon a small or large weapon
2 – Add a +1 Weapon Enhancement
2 – Make the weapon a ranged weapon.
2 – +2 PP – Add a +1 Weapon Enhancement, Make the weapon a ranged weapon.
3 – Add a +2 Weapon Enhancement
3 – Make the weapon artillery
3 – +4 pp – 3 – Add a +2 Weapon Enhancement, Make the weapon artillery
4 – Add a +3 Weapon Enhancement
4 – Increase the duration by 6 hours
5 – Add a +4 Weapon Enhancement
5 – Make the weapon a heavy weapon
5 – Increase the duration by 6 hours

Cure
Rank: 1
Skill: Medic
DC: 0
Range: Touch
Duration: Instantaneous
Trappings: Life, Light, Good, Law, Water
Make a medic check. Remove a status affect or condition that is afflicting the target. On a raise you may remove an additional affect.
Augment
2 – When removing a condition measured in rounds the target may make a Grit save vs the rounds removed to avoid the level of fatigue normally gained from healing.
2 – you may reduce conditions not measured in rounds. Each hit reduces the magnitude of the effect by 1.
3 – Recovering a condition measured in rounds never makes the target take a level of fatigue.
3 – If you have leftover net hits you may choose another status affect and reduce its duration.
4 – preemptive Shielding – You may cast cure before a condition strikes. Its duration is 1 hour. The next time the target is hit with a status affect curetakes effect before the spell, ignoring as much of the effect as it would have cured. This allows cure to protect against affects (like stagger) which it normally cannot protect from. It deals fatigue damage as normal, but only if the power block an effect. The power fades after blocking a single affect, although it can do more than 1 if hit by multiple affects simultaneously and rank 3 multi-cure is chosen.
5 – When removing conditions not measured in rounds the target of the cure may make a grit save as outlined inroundtier 2 modifier
5 – add 1 hit to your medic roll.

Damage Field
Rank: 2
Skill: Fortitude (ACC?)
DC:
Range: Self
Duration: 5 rounds
Trappings: Sonic, Shadow, Poison, Plant, Illusion, Force, Fire, Electricity, Acid, Cold, Magma
Creates an energy shield that strikes anyone attacking you with a reach of 2 or less. It’s deals DV 1 Each time an opponent strikes you. If you make an unarmed attack the damage type changes to the type of your shield, it deals lethal damage and gains +1 to acc.
Modification
2 PP – you can create a damage field that occupies 2 hexes. It can be moved through normally but does its listed damage.
Augment
3 – You can cast damage field as an immediate action
3 – DV +2, AP -1
3 – DV +1, Duration +5 rounds
4 – The radius of your energy field extends from you an additional hex from your body
4 – DV +2, AP -1
4 – Empowered unarmed attacks increase by +1 DV &-1 AP.
5 – The energy field empowers all your melee attacks,not just unarmed strikes.
5 – DV +3, AP -1

Deflection
Rank: 3 (2?)
Skill: Reflex-acrobatics
DC:
Range: Self
Duration: 5 rounds
Trappings: Divination, Air, Mind Effecting, Light, Emotion, Illusion,
Make a reflex check. On a success you increase your defense and soak by 1. On a raise you may increase one of your bonuses by 2.
Modification
4 – Increase the duration by 5 rounds
4 – Change the range to 10 hexes
4 – Increase defense by an additional 1.
5 – You may target an additional target when casting this within 10 hexes.
5 – Change the duration to concentration
5 – Increase soak by an additional 1.

Detection
Rank: 1
Skill: Detection
DC: 0
Range: Self
Duration: Concentration (1 minute)
Trappings: divination (varies)
Make a bulb check. On a success you gain the benefits listed below, while on a raise you may increase the range of detection by 5 hexes, or choose a secondary characteristic to detect. Detection may take 2 forms.
General: You become better at noticing things in your environment. While making detection checks you ignore all penalties such as for size, being hidden or darkness level.

Specific: You may detect specific objects or things. This can include traps, gold, an object type, a creature type, evil, etc. Trappings can vary as makes sense, such as good detecting evil. You gain all the benefits of general plus you treat your detection as 2 higher while trying to detect that specific object. You should also automatically detect these things when they become apparent (such as a trap or secret door from a hex away) and you should be able to always act in the surprise round from chosen targets (such as evil or a specific species.)
Augment
2 – You may detect an additional option as outlined in the spell
2 – Extend the range by 5 hexes
2 – The duration increases to Concentration (1 hour)
3 – You may detect an additional option as outlined in the spell
3 – Extend the range by 5 hexes
4 – You may detect an additional option as outlined in the spell
4 – When initiallly casting the spell you may choose to detect a specific person or object. When cast in this way you loose all other benefits of the spell except as outlined below. This tells you the general direction of the specific person or object. If the target is a creature or an object in possesion of a creature, the creature gets an opposed willpower save. The caster must succeed to know what direction they are in. On a draw he can tell if they are on the same plane, planet, continent, city, etc. But delivers no further information. The duration when cast in this method is only a 1 minute.
5 – If casting detection for a specific target, and you have a possession of there’s in your possession, they do not receive a willpower check to resist you.
5 – You may detect an additional option as outlined in the spell
5 – Extend the range by 5 hexes
5 – Elements that normally prevent detection (such as lead or even magic) fail to do so.

Disguise
Rank: 1
Skill: Bluff
DC:
Range: Self
Duration: Concentration (10 minutes)
Trappings: Illusion, Mind Effecting
Make a disguise check at +1 and you suffer no penalty for not having a disguise kit.
Augment
2 – when making a disguise you may change your size category by 1 with no penalty.
3 – take no penalty for altering your race
3 – take no penalty for altering your gender
4 – when making a disguise you may change your size category by 1.
4 – when making a disguise you
5 – When disguising as a specific person all magic reveals you to be that person.
5 – You do not reveal magic when someone uses a detect magic while your disguised.

Dispel
Rank: 3
Skill: Willpower
DC:
Range: 25 hexes
Duration: Instantaneous
Trappings: Air, Chaos, Good, Evil, Law, Magicka, Light
Target a specific spell or effect. Make an opposed willpower roll vs the other caster. On a failure your spell fails to dispel. On a draw you Dispel half the effects of the target spell. If the spell has a duration of concentration the caster can immediately spend the original cost of the spell to keep it going at full power. On a success you completely Dispel the spell or effect.
Augment
4 – Make a small area burst, dispelling a single effect on each target.
4 – May attempt to Dispel 2 spells or effects.

Divination
Rank: 4
Skill: Knowledge
DC: Varies
Casting Time: 1 Minute
Range: Special
Trappings: Good, Evil, Law, Chaos, Divination, Death, Water
Make a willpower roll. On a success you get 1 question plus one for each net hit. These must be yes/no questions. The divination can also come back with maybe or unknown. Depending on the trapping the accuracy of answer may be limited to only the knowledge the entity has, though they will not lie(they may however have inaccurate information). You may only cast divination once per game session.
Augment
5 – You may ask a single complex question, one that requires more than a yes/no answer. Treat this as a gather information using yoyr willpower, and with your source being the appropriate trapping.

Enhanced Senses
Rank: 2
Skill: Detection
DC:
Range: Touch
Duration: Concentration
Trappings: Animal, Divination, Magicka, ??
Grants low light vision.
Augment
3 – Change to Darkvision
3 – Affect an additional target
3 – Increases detection by +1
4 – Also Grants Darkvision
4 – Change to Thermal Vision
4 – Change to Scent
4 – Change to tremorsense
5 – Also Grants Thermal Vision
5 – Also Grants Scent
5 – Also Grants tremorsense
5 – Change to Blindsight
5 – Duration increased to concentration (6 hours)

Environmental Protection
Rank: 1
Skill: Survival
DC:
Range: Touch
Duration: 12 hours
Trappings: air, animal, magicka, death, life
Allows you to survive in hostile environments, such as underwater, space, near a volcano, overwgelming heat or cold (but not fire and ice attacks), etc. This does not give you any special kinds of movement to deal with the environment, just allows you to survive the environment hazard and breathe.
Augmwnt
2 – Change duration to 24 hours.
2 – Duration of Concentration
3 – you may add multiple targets per casting, each at a cost of +1 PP.
3 – increases range + 10 hexes
4 – you may cast environmental protection as an immediate action.
4 – add an additional hazard to be protected from
5 – add an additional hazard to be protected from

Far Sight
Rank: 2
Skill: Detection
Range: Detection x 100 meters
Duration: 1 minute
Trappings: Air, Animal, Plant, Earth, Divination, Illusion
You create an item or go into something (animal, plant, etc) that’s within your line of sight. You can see or hear through this sensor. You can move the sensor as is possible through the terrain. If an object. It moves moves at a rate of 10 hexes per round. You can continue to see or hear through it during its total duration. The sensor can see or hear all sights and sounds within 10 hexes of itself, but confers no special visions. The sensor is not invisible, but travels at a stealth of 3 hits (unless the sensor is something that that’s unlikely for – such as taking over a deer as your sensor.) It’s threshold is 3, but the sensor is destroyed with a single hit. The sensor is considered tiny.
Augment
3 – You can both see and hear through the sensor.
3 – duration +1 minute
3 – sensor has darkvision
3 – Sensor movement speed +10 meters
4 – range: Willpower Kilometers
4 – The sensor becomes invisible and gain +2 hits to its stealth roll.
4 – Sensor movement speed +10 meters
4 – sensor has blindsight
5 – Sensor movement speed +10 meters
5 – the sensir becones stationary but you can put it at any point where you have line of sight.

Fear
Rank: 2
Skill: Intimidate
DC: 0
Range: 7/14/21/42
Duration: net misses
Trappings: Chaos, Curse, Mind effecting, fear, emotion, illusion, language dependent
Target makes a save vs Fear
Augment
3 – Increase the save by – 1
3 – Increase the radius by + 1
3 – Increase the magnitude by 1
4 – Increase the range by 4
4 – Increase the radius by + 1
4 – Increase the save by – 1
5 – Increase the save by +1
5 – Increase the radius by + 1
5 – Exclude a number of hexes from the burst equal to your intelligence
5 – +3 PP – Increase the save and radius by +1
5 – Increase the magnitude by 1
5 – Change fear to terror

Flight
Rank: 3
Skill: Athletics
DC: 3
Range: Touch
Duration: Concentration (1)
Trappings: Air, Light, Lightning
You may move through the air with flight. You can move normally and even sprint while flying. If you break concentration or the spell is dispelled you slowly fall up to 10 hexes the following round. If you still have distance to go down the round after that, you fall as normal.
Augment
4 – Cast fly on an additional target. You must maintain concentration for the target.
4 – you may cast fly as an immediate action.
5 – Fly gains a duration of Concentration (6 hours)
5 – Cast fly on an additional target. You need only maintain one concentration for both targets.

Groundswell
Rank: 1
Skill: Survival?
DC:
Duration: 10 minutes
Range: 10 hexes
Trappings: plant, earth, air, Magma, Cold
You cause a small burst to be counted as difficult terrain.
Augment
2 – terrain also has a save vs Entangle against all who enter the burst or are in the burst. ( + 2 pp)
2 – Increase the burst radius by +1
2 – Increase the range by 4 hexes
3 – Increase the entangle save by ( – 1)
3 – Increase the burst radius by + 1
3 – those who are in the initial burst must save vs knockdown ( + 2 pp)
4 – Increase the burst radius by + 1
4 – Increase the knockdown save by ( – 1)
4 – Increase the entangle save by ( – 1)
5 – the initial burst knockdown increases by + 1
5 – Increase the entangle save by ( – 1)
5 – Increase the knockdown save by ( – 1)

Haste
Rank: 4
Skill:
DC:
Range: Self
Duration: ??
You instantly gain + 15 to your action points.
Augment
5 – you gain an additional + 5 AP
5 – you may cast haste as a move + free action.
5 – you may cast haste as an immediate action.
5 – Haste gains a range of 10 hexes.

Heal
Rank: 1
Skill: Medic
DC: 0
Range: Touch
Trappings: Life, Light, Good, Law
Duration: Instantaneous
Casts Heal as described under the “medic” skill
Augment:
2 – you may heal targets at a range of 10 hexes.
2 – +1 to your medic roll
3 – heal an additional target – both targets use the same roll.
3 – +1 to your medic roll
4 – heal an additional target – both targets use the same roll.
4 – +1 to your medic roll
5 – When casting heal you may spend an additional 5 PP to heal all allies in 5 hexes of you.
5 – +1 to medic

Incorporeal
Rank: 4
Skill:
DC: 3
Range: Self
Duration: 5 rounds
Trappings: Air, Darkness, Light, Shadow
You become nonphysical and can move through the smallest of cracks and can fly at whatever speed you can move. You cannot be affected by the material world nor can you affect it. If you become solid whike in an object you get shunted out to the nearest space, take a level of long fatigue, and are stunned.
Modification
5 – You can move through solid objects.

Increase Attribute
Rank: 4
PP Cost: 5
Range: Self
Duration: 1 minute
Trappings:….animal
Gain a + 1 to an attribute
Augment
5 – increase duration to 10 minutes
5 – gain an additional + 1 to your chosen attribute.

Increase Skill
Rank: 3
PP Cost: 3
Range: Self
Duration: 1 minute
Trappings:….
Gain a + 1 to a skill
Modifier
4 – Increase the bonus to your skill by + 1
5 – Increase the duration to 10 minutes.
5 – Increase the bonus to your skill by + 1
5 – Increase your save bonus by this amount rather than a skill. Use the same bonus.

Knockdown
Rank: 1
PP Cost: 2
Range: As Base Spread
Duration: instantaneous
Trappings: Air, Earth, Water, Force, Sonic
All targets in a narrow spread make a vigor check vs Knockdown
Augment:
3 – Increase the save by – 1
3 – Increase Spread by 1
3 – Increase the magnitude by 1
3 – Add push to the spells effect (+2 PP)
4 – Increase the range by 4
4 -Increase Spread by 1
4 – Increase the save by – 1
4 – Push ( – 2 )
5 – Increase the save by +1
5 – Exclude a number of hexes from the burst equal to your intelligence
5 – Push ( – 2 )
5 – Range + 1
5 – Increase Spread by 1. You may alter spread on the fly up for each spread purchased. So if you purchase one other spread upgrade you may alter to narrow, medium or wide spread. If you have only this one the spread can be set to narrow or medium.

Light/Darkness
Rank: 2
Cost: 3
Range: 10
Duration: 1 Hour
Trappings: Shadow, Light, Darkness, Illusion, Good, Evil, Lightning
You increase or decrease the light level by 1 level in a medium burst template on an object, creature or space. If the object or creature wants to avoid it you must make an attack vs your threshold.
3 – increase or decrease the light level by an additional level.
3 – increase the radius by 1.
4 – increase or decrease the light level by an additional level.
4 – increase the radius by 1.
4 – Change duration to 24 hours.
5 – Darkness only – counts as difficult terrain
5 – Darkness only – darkness obscures low light vision and darkvision.
5 – light only – counts as sunlight for those whom sunlight affects.

Mind Link
Rank 3
Skill: Persuasion
DC: 1/each target over 2.
Range: 5 hexes and unlimited
Duration: 1 Hour
Trappings: Divination, Mind Effecting, Emotion, Language Dependent
You link your mind to the other willing participants of the power. You and all members of the link can communicate telepathically with each other for the duration. You can do so over unlimited distance, though you must still be on the same plane. You and another member can see and hear through a member of the group, though you are paralyzed while doing so.
Augment
4 – Change the duration to Concentration (1 Hour).
5 -

Mind Reading
Rank: 3
Skill: Discernment
DC: targets tier
Casting: Immediate action

Movement
Rank: 2
Cost: 3 PP
Range: Touch
Duration: Concentration
Trappings: Animal, Earth, Cold, Magma, Plant, Water
You gain a climb or swim or ignore difficult terrain of a certain type.
Augment
3 – You may affect a 2nd target.
3 – Change duration to one hour.
3 – add an additional movement type.
4 – gain a burrow speed.
4 – walk on water or lava.
5 – Move normally in low or no gravity.

Non-Detection
Rank: 2
PP Cost: 2
Range: Self & Party
Duration: Concentration (1 minute)
You make it more difficult to detect you and your party with in 20 hexes of you. The threshold to track or detect you at a range of more than 20 hexes increases by 1 hit.
Modifier
3 – Nondetection counters detection, but does nothing against tracking or detection.
4 – nondetection counters detection and still protects you from tracking and detection.
4 – Change the range to touch. Non-detection protects an area or object no bigger than 30 hexes high by 30 hexes across.
3 – Change duration to 12 hours.
5 – the threshold to track or detect you is increased by 1 even against targets

Pain Resistance
Rank: 3
Cost: 3 PP
Range: Self
Duration: Concentration
Trappings: …
You ignore 1 level of fatigue.
Augment
4 – ignore an additional level of fatigue.
5 – increase the duration to 1 hour.
5 – ignore an additional levels of fatigue
5 – Change range to touch

Perk
Rank: 5
Cost: 3 PP
Range: Self
Duration: 5 rounds
Trappings: Animal, Emotion, Mind Affecting
You gain access to a rank of a perk for which you qualify.
Modification
+1 PP – Choose one attribute. You may choose any perk in that attribute for which you qualify.
+2 PP – You may choose a perk whose prerequisites you meet regardless of which attribute the perk is linked to.
+3 PP – You may choose a perk regardless of which attribute it is linked to. You need not qualify.

Phantasm

Possession
Rank: 4
Cost: 4 PP
Range: 10 hexes
Duration: 3 rounds
Trappings: Charm, Emotion, Mind Affecting, Enchantment
Make a willpower opposed by the Willpower of a target of your tier or less. On a draw you can control the character but can’t make them do anything outside of their character. For instance you could have them give up their gun, disarm a trap, heal you or your allies, etc. But you cannot have them attack their allies. If you win, you can have them attack their allies and even kill themselves.

Read Object
Rank: 1
Cost: 2 PP
Range: Touch
Duration: Concentration
Trappings: Divination
You can tell 1 of the following from an object or location. You can find 1 piece of history per minute. The choices are: owners or possesors, uses, purpose, creation, . Some advanced items or places may try and resist and you must make a willpower check to force it to tell you.
Augment
3 PP – Gives you a thorough history of the item, at the rate of 1 important event per minute. Will go through owners, users, etc.

Shape Change
Rank: 1
Cost: 2 PP
Range: Touch
Duration: Concentration (5)
Trappings: Animal, Plant, Earth, Air, Fire, Water, Cold, Lightning, Magma
You can take the form of the trapping you cast this spell as. You keep your mental attributes, grit, willpower, HPs and the bonuses of all your perks but otherwise your transformation is as a tier 1 mook. You can take the size of medium or small.
Modifications
1 PP – you become a tier 2 mook. You must be at least tier 2 to take this augment. You may take this augment up to 4 times, once for each tier upgrade.
2 PP – Change size to small or large
4 PP – Change size to tiny or huge.
Augment
1 PP – may choose up to 1 point of smithing or science upgrades that can be applied to either a weapon or armor. This augment may be taken once per tier, and you may choose higher level upgrades as if you were building a weapon and/or armor.
2 PP – Change duration to 1 hour.
4 PP – Change duration to one day.
1 PP – Increase the range to 10 hexes.

Shield
Rank: 1
PP Cost: 2
Range: Self
Duration: Concentration (3)
Casting Time: Standard or instantaneous
Trappings: Earth, Light, Shadow, Air, Cold, Death, Electricity, Force, Physical, Plant, Water, Magma
You manifest a small shield.
Augment
2 – Change the shield to a large shield.
3 – Change the shield to a tower shield.
Augment
1 PP – may choose up to 1 point of smithing or science upgrades for your armor. This augment may be taken once per tier.
4 – shield floats and defends you on its own. This leaves your hand free but you must still spend your actions to block.

Silence
Rank: 3
Cost: 3
Range: 10
Duration: Concentration
Trappings: Illusion, Sonic
You create a zone of silence in a large burst template on an object, creature or space. If the object or creature wants to avoid it you must make an attack – 4 vs targets threshold. (Will save?)
4 – Duration is increased to 10 minutes
4 – Burst radius +1
4 – Range +5
5 – You now win on an opposed will save.

Size Change
Rank: 1
Cost: 2 PP
Range: Touch
Duration: Concentration (3)
Trappings: Magicka, Earth, Magma
You change the size of the target by 1 size category in either direction. If the target does not want to change he may resist with a grit save vs your spellcasting roll. On a draw he transforms but only for 3 round regardless of if you wanted to hold concentration. For each size category smaller you go you reduce melee DV by 1, reach by 1, threshold gains +1 and stealth increases by 1. For every size category larger you go your melee DV increases by 1, reach increases by 1, threshold decreases bY 1 and stealth decreases by 1.
Augment
3 – Change duration to 10 minutes.
5 – adjust the character up to 2 size bonuses

Smite
Rank: 2
Cost: 3
Action: free action
Trappings: Any
You empower your attacks from all sources to deal +2 DV for your turn.
Augment
3 – you increase the DV by +1
4 – you increase the DV by +1
4 – You may cast smite as part of an AOO for an immediate attack. It affects only that single attack, even if you get multiple AOOs perroubd.
5 – you increase the DV by +1
5 – PP +1 – The bonus from smite now lastsfor the entire round regardless of which phase it was cast in.
3 – +1 DV to smite
Before making an AOO you may expend the required PP and add smite to your AOO.
4 – +1 DV to smite
4 – Smite lasts until the end of the round.
5 – +1 DV to smite
5 – You may cast smite as an immediate action for 5 AP.

Speed
Rank: 2
PP Cost: 5
Range: Self
Duration Concentration (1 minute)
Trappings: Air, Animal, Fire,
Your gain 1 bonus MP per round.
Augment
3 – 1 Bonus MP/round (2 PP)
3 – Ignore 1 hex of difficut terrain per round.
4 – 1 Bonus MP/round (2 PP)
4 – Increase Duration to Concentration (1 hour)
5 – +1 Bonus MP/round
5 – Increase Duration to 6 hours
5 – You ignore the part of conditions that increase your MP cost to move.

Stun
Rank: 3
PP Cost: 4
Range: Spread
Duration: net misses
Trappings: Chaos, Curse, Mind effecting, fear, force, emotion, illusion, language dependent
Targets in a narrow spread make a willpower save vs Stun
Augment:
4 – + 1 to spread
4 – increase the save to Stun (- 1).
4 – increase the magnitude of stun by 1
5 – increase the magnitude of stun by 1
5 – increase the save to Stun (- 1).
5 – + 1 to spread.

Succor
Rank: 3
PP Cost: 3
Range: 10 Hexes
Duration: Concentration (3)
Trappings: Life, Light, Good, Law, Water
Make a medic check. The target of succor ignores that many levels of fatigue for the duration of the spell.
Augment
4 – Increase duration by (+3)
4 – Replaces Spell – Make a medic check. The target ignores 1 level of fatigue for that many hours.
5 – Succor affects all targets in 10 hexes of you, but lasts only for rounds(It cannot be concentrated upon). +3 to the duration. If spell replacement is chosen at tier 4 the duration of hours must be split by all members.

Swarm

Summon
Rank: 1
PP Cost: 5
Range: 10 hexes
Duration: 5 rounds
Trappings: Animal, Death, Plant, Earth, Air, Fire, Water, Physical, Shadow, Chaos, Cold, Good, Evil, Law, Electricity, Illusion, Magma
You summon a small or medium creature of your chosen trappings type. It counts as a tier 1 mook. It can act the round it comes into play.
Modifications: Must have the tier of casting equal to the Mook tier to choose the following modifications.
2 – make it a tier 2 mook.
2 – +1 PP, +1 to duration and make it a tier 2 mook.
3 – make it a tier 3 mook
2 – +1 PP, +1 to duration and make it a tier 3 mook.
4 – make it a tier 4 mook
4 – +1 PP, +1 to duration and make it a timoo4 mook.
5 – make it a tier 5 mook
5 – +1 PP, +2 to duration and make it a tier 5 mook.
2 – +1 PP, + 5 to range and make it a tier 2 mook.

Telekinesis
Rank: 3
Cost: 5 PP
Range: 50 hexes
Duration: 5 rounds
Trappings: Force, Physical
Telekinesis can take 3 forms.
Wield Weapon You can use Telekinesis to wield a weapon. You may use a move action to have the weapon make a single attack each round. Your accuracy equals your spellcasting and doesn’t use the weapons accuracy. If it’s a melee weapon, it uses your spellcasting for strength. You can use a move action to move the weapon up to 5 hexes.
Lifting You can lift 1 size category worth of creature or objects per spellcasting. For each size catgeory over small you take a consecutive – 1 penalty to your spell casting. Behemothic are immune. If the lift is directed towards a creature it can resist with willpower, or strength if there is something to grab a hold of using an immediate action.

Teleporter
Rank: 4
Cost: 4 PP
Action: Free action
Range: intelligence x 2
Duration: instantaneous
Trappings: Air, Shadow, Plant, Light, Magicka, Earth
You can Teleporter a number of hexes equal to your intelligence x 2. You can turn in move actions for movement points and add those to your Teleporter range. You cannot sprint while teleporting, though you may do so before or after.
Augment
5 – May bring one adjacent willing target with you when teleporting.
5 – May be cast as an immediate action.
5 – Portal Ritual – Turns the spell into a portal ritual. You may teleport a number of miles equal to intx100 kilometers. Casting the ritual takes 1 day and costs 2 wealth per 100 kilometers and 2 wealth per person. You may bring a number of people with you up to your intelligence. No one may be over encumbered when teleporting.

Tongues
Rank: 2
PP Cost: 4
Range: Self
Duration: 1 hour
Trappings: Divination, Language Dependent, Mind Effecting
You learn to temporarily speak and understand a spoken language.
Modification
3 – You may cast tongues with no component so no one knows you are doing so.
3 – Increase the duration by 5 hours.
4 – Increase the duration by 5 hours
4 – You may read and write your chosen language.
5 – You learn to speak and understand all languages.
5 – You may cast tongues as an immediate action.

Wall
Rank: 2
Cost: 1 PP per 2 hexes
Range: 25
Duration: 5 rounds
Trappings: Cold, Death, Earth, Electricity, Fire, Force, Illusion, Light, Magma, Plant, Shadow, Sonic, Water
Creates a wall with a soak of 3 and damage threshold of 3. If the wall is solid (like earth or cold) the wall may be broken and moved through as normal.
It requirez a climb (- 1) to climb and it’s 1 hex high, though multiple pieces can be stacked. A wall that deals damage does 10 DV, -1 AP and can be moved through without being destroyed.
Augment
2 – DV + 2, AP -1
2 – +1 hex/PP
2 – Soak, Damage Threshold and Climb +1
3 – DV + 3, AP -1
3 – +1 hex/PP
3 – Soak +2. The wall counts as a heavy structure.
4 – + 2 PP, Heavy Weapon, DV + 1
4 – DV + 3, AP -1
4 – +1 hex/PP
4 – Soak, Damage Threshold and Climb +1
5 – DV + 3, AP -1
5 – Wall is 2 hexes high by default, and each stack increases it by 2.
5 – Soak, Damage Threshold and Climb +2

Spell

SIMPLE underableedingsun