NWoD Fantasy:arcane order spells

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To Arcane Order Merits

Arcane Order Spell-List[edit]

Level

Spell

Effect

Dart

Minor magical dart bypasses defenses to damage target

Daze

Stuns a target for a limited duration

Detect Magic

Allows a caster to detect any magical aura

Endure Elements

Wards against hash weather conditions

Ghost Hand

Magical force can move small objects around

Light

Creates a small magical light that shines like a torch

Magic Mark

Place a permanent magical marking upon any surface

Meditate

Enter a dreamless trance-like state

Message

Send a telepathic message to a distant ally

Prestidigitation

Performs minor tricks and feats of magic

●●

Bolt

Shoots a bolt of fire, ice, acid, or electricity

●●

Charm

Enchants a subjects mind into believing you as a close friend

●●

Fan of Fire

Shoots a arc of flame from the caster's fingertips

●●

Knock

Magically opens most mundane and magical locks

●●

Lesser Illusion

Creates a silent and inanimate illusion

●●

Levitate

Allows the mage to float at a low speed

●●

Magic Shield

Magical shield protects the caster

●●

Mend

Magically repairs damaged objects

●●●

Counterspell

Allows the caster to block or diffuse an enemies spell

●●●

Fireball

Creates a small ball of fire that explodes upon impact

●●●

Flight

Allows the caster to fly overland at speed

●●●

Force Wall

Creates a near-impenetrable wall of force

●●●

Greater Illusion

Creates a moving illusion with sound

●●●

Invisibility

Allows the caster to completely disappear from view

●●●

Jump

The caster jumps a short distance via teleport

●●●

Lightning Bolt

Shoots a bolt of lightning from the caster's hand

●●●

Stone Skin

The caster's skin turns to stone absorbing damage

●●●●

Arcane Fortress

Creates a magical dwelling that provides food, shelter, and service

●●●●

Chain Lightning

Creates a bolt of lightning that arcs from target to target

●●●●

Control Element

Allows control over an amount of water, fire, wind, or earth.

●●●●

Disintegrate

Ray of green energy ignores armor and durability

●●●●

Force Cage

Creates a cage of force that traps any inside

●●●●

Seeing

Grants the mage a greater sight that has various benefits

●●●●

Stunning

Magically stuns the target preventing them from taking any action

●●●●

Telekinesis

Lift and hurl object with tremendous force

●●●●

Teleport

Easily travel great distances provided you know the location

●●●●

Transform

The caster changes into a more physical avatar of magic

●●●●

Trap

Suspends a spell in time to be unleashed as a trap

●●●●

Walking Guardian

Summons a fighting automaton ready for battle

●●●●●

Control Weather

Gives the caster complete control over weather in an area

●●●●●

Meteor Storm

Fiery boulders hail down from the heavens exploding on impact

●●●●●

Precognition

Lets the caster see a short period of time into the future

●●●●●

Spell Armor

Gives the caster a protective shield from enemy spells

●●●●●

Teleport, Greater

As teleport, but all those in spell radius are brought along

●●●●●

Time Stop

Allows the caster limited control over time itself

●●●●●

Wish

The caster channels her power to perform an impossible feat



Dart (●)[edit]

Cost: None
Casting time: Instant
Range: Arcane dots x 30yds
Duration: Instant
Cooldown: At will
Effect: You shoot a small, lethal magical dart that has a damage pool equal to the mage's Intelligence + Athletics skill. This dart bypasses armor, defense, as well as durability.


Daze (●)[edit]

Cost: None
Casting time: Free
Range: Arcane dots x 30yds
Duration: Instant
Cooldown: Encounter
Effect: You speak a single word which stuns the target. The mage makes an activation roll VS the targets resolve. If the mage meets or beats the target's roll, it becomes stunned until the end of its next turn. At the end of its turn, the affected may make another Save. If it gains 1 success it snaps out of the spell. If it fails then it remains stunned for another round and must roll again.

Detect Magic (●)[edit]

Cost: None
Casting time: Instant
Range: Arcane dots x 20yds
Duration: Concentration
Cooldown: At will
Effect: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. In 3 seconds (1 round) you can detect the presence or absence of magical auras. In 6 seconds (2 rounds) You can detect the number of different magical auras. In 9 seconds (3 rounds) you can determine the location and strength of each aura. You can also make a Magica skill check to identify the effect or source. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Endure Elements (●)[edit]

Cost: None
Casting time: Instant
Range: Personal/Touch
Duration: Arcane dots x 6 hrs
Cooldown: Scene (P)
Effect: Someone protected by endure elements suffers no harm from being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit. Any equipment carried is likewise protected.

Ghost Hand (●)[edit]

Cost: None
Casting time: Instant
Range: Arcane dots x2 +20yds
Duration: Concentration
Cooldown: At will
Effect: A invisible force allows the caster to move small size 1 objects (a book or dagger for example) around at a speed equal to her arcane dots x 3.


Light (●)[edit]

Cost: None
Casting time: instant
Range: Touch
Duration: Arcane dots x 5hrs
Cooldown: At will
Effect: Touched object shines like a torch, emanating light for 20 yards and providing shadowy illumination for up to 40 yards.

Magic Mark (●)[edit]

Cost: None
Casting time: Full-action
Range: Touch
Duration: Arcane dots +1 days
Cooldown: At will
Effect: creates a small personalized arcane mark upon the target. This mark is only visible to those the mage chooses and will remain for 1 full day. A successful composure roll VS the mage's activation pool will reveal the mark if it is concealed. For the expense of 1 willpower the mark will become permanent.


Meditate (●)[edit]

Cost: None
Casting time: Instant
Range: Personal
Duration: 4 hours; Concentration
Cooldown: At will
Effect: Meditation is one of the most elementary of the Arcane Order spells. Meditation causes the mage enter a dreamless slumber, allowing her to spend half the time of normal to regain her strength and stamina from sleeping (4 hours). If the mage is disturbed during her meditation, she must make an activation check to stay in the meditative state or awake instantly and lose all her progress on that meditation, forcing her to start all over again.

Message (●)[edit]

Cost: None
Casting time: Free
Range: Arcane dots x 60yds
Duration: Concentration
Cooldown: At will
Effect: Allows the mage to telepathically communicate with anyone in sight. A successful resolve VS activation roll will reveal the sender of the message. For the expense of 1 willpower the message can be sent to anyone the mage has seen and the distance is unlimited.


Prestidigitation (●)[edit]

Cost: None
Casting time: Instant
Range: Arcane dots x3 +15yds
Duration: Arcane dots in hrs
Cooldown: At will
Effect: The mage can perform minor parlor tricks, such as creating small sparks, turning ale sour, or changing the color of a small size 1 object. The extent of the trick may be limited by the ST as seen fit. As such magic is minor and easily overcome, a successful composure check VS the caster's activation pool will reveal the illusion for what it truly is. For the expense of 1 willpower the illusion can be made permanent.


Bolt (●●)[edit]

Cost: None
Casting time: Instant
Range: Arcane dots x 25yds
Duration: Instant
Cooldown: At will
Effect: The mage throws a bolt of fire, ice, or electricity; chosen when the spell is learned. The damage is lethal with a pool equal to the mages activation check + athletics skill. At the expense of 1 willpower, the bolt bypasses armor.


Charm (●●)[edit]

Cost: None
Casting time: Instant
Range: Arcane dots x5 +10yds
Duration: Scene
Cooldown: Scene (P)
Effect: The mage can use their talents of the arcane to turn a potential enemy into a close friend. The target rolls a resolve check VS the mage's Activation roll. If the target fails then this charm makes a humanoid creature regard you as its trusted friend and ally. If asked to do something outside their normal character, the subject may be allowed another roll. Otherwise, after the scenes conclusion the subject snaps out of the charm and rationalizes the incident.


Fan of Fire (●●)[edit]

Cost: None
Casting time: Instant
Range: 10x10 yard cone +5 per Arcane dot
Duration: Instant
Cooldown: At will
Effect: The mage fans an arc of of fire before her that burns everything in its path. The flame deals lethal fire damage equal to the mages activation roll +1. Defense and armor apply.


Knock (●●)[edit]

Cost: None
Casting time: Instant
Range: Touch
Duration: Instant
Cooldown: At will
Effect: With a wrap of her hand the mage can open almost any mundane lock. An activation roll is required and usually 1 success is all that is needed to open any normal lock. More intricate or magical lock systems may require additional successes as determined by the ST.


Lesser Illusion (●●)[edit]

Cost: None
Casting time: Instant
Range: Arcane dots x3 +15yds
Duration: Arcane dots x 2hrs
Cooldown: At will
Effect: Allows the mage to create a illusion up to her size. This may be a fake person/creature, false wall, weapon... etc. The illusion cannot make any sound or perform any physical task. Additionally, this spell can be similar used to alter to appearance of a size 5 or lower creature. You make the target—including clothing, armor, weapons, and equipment—look different. You can make them seem 1 foot shorter or taller, thin, fat, or in between. You cannot change their body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or make them look like an entirely different person. At the expense of 1 willpower the mage can make the illusion permanent. A successful composure VS activation roll will expose the illusion.


Levitate (●●)[edit]

Cost: None
Casting time: Instant
Range: Touch
Duration: Concentration*
Cooldown: At will
Effect: The mage lifts from the ground and is able to move herself around in space with the power of her mind. The mage may float at a speed of 2 + 1 per Arcane dot. Any attack made against the mage may break her concentration on the spell requiring an activation check VS the damage dealt to stay aloft. (* any attack made on another target affected by levitate causes the spell to fail automatically)


Magic Shield (●●)[edit]

Cost: None
Casting time: Instant
Range: Touch
Duration: 1 hour
Cooldown: Scene (P)
Effect: A mystical magical energy surrounds and protects the mage. When cast, the shield grants the mage 1/1 armor per Arcane dot for a maximum of 3/3. This magical armor does not stack with armor already worn by the target and incurs no defense or speed penalty. At the cost of a willpower, the spell lasts 1 day instead of 1 hour.


Mend (●●)[edit]

Cost: None
Casting time: 10 minutes
Range: Touch
Duration: Extended
Cooldown: At will
Effect: The mage uses her arcane energy to mend a damaged object. The mage may make an activation roll for every minute spent repairing the object for up to 10 minutes. Consult the craft skill for suggested successes on repairing an object. (Note, one minute of work during the spell represents 1 hour of work in reference to the crafting skill)


Counterspell (●●●)[edit]

Cost: None
Casting time: Reflexive
Range: Arcane dots x 40yds
Duration: Instant
Cooldown: At will
Effect: The mage forfeits her next instant action to immediately stop her opponents spell. The target rolls an opposed activation check, if the mage meets or beats her target, the spell being cast fizzles. If the mage has a dramatic success on her counterspell roll, the thwarted spell is turned and used on the enemy mage instead. If the opposite happens, the mage is prevented from counterspelling for the rest of the scene. Additionally, counterspell can be used to stop a spell currently in effect (such as illusion, charm, or force wall). To dispel a magical effect the mage needs to know the spell or make an activation roll to see if they can spontaneously cast it. Dispelling requires an activation roll VS the spells dot rating + the caster's arcane dots. If the mage meets or beats this number then the magical effect is successfully dispelled.


Fireball (●●●)[edit]

Cost: 1 Willpower
Casting time: Instant
Range: Arcane dots x 30yds
Duration: Instant
Cooldown: At will
Effect: The mage hurls a ball of fire which explodes in a 15 yard radius spread. Those caught in the blast take 3 + Intelligence + Athletics + Arcane dots in lethal fire damage. This damage bypasses armor but not defense.


Flight (●●●)[edit]

Cost: None
Casting time: Instant
Range: Touch
Duration: Arcane dots x 10 minutes
Cooldown: Scene (P)
Effect: The mage soars like a bird. She moves at her own speed +3 per arcane dot. While flying the mage takes a -2 penalty to her defense. Should the spell end in mid-flight, the mage floats softly to the ground at 5 yards per round. At the expense of 1 willpower the mage retains her defense and fly's for a number of hours equal to her arcane dots x 2.


Force Wall (●●●)[edit]

Cost: None
Casting time: Instant
Range: Arcane dots x5 +10yds
Duration: 1 min / Arcane dot
Cooldown: Encounter
Effect: Creates a invisible, impenetrable wall whose area is up to one 5x5 yard square per arcane dot. This wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including counterspell. However, disintegrate immediately destroys it. Spells cannot pass through the wall in either direction, although Jump, Teleport, and similar effects can bypass the barrier. It blocks ethereal (ghost) creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature when cast, the spell fails.


Greater Illusion (●●●)[edit]

Cost: None
Casting time: Instant
Range: Arcane dots x3 +20yds
Duration: Arcane dots x 4 hrs
Cooldown: At will
Effect: The mage can create an illusion up to her size + her arcane dots. The illusion can make sounds, move and be interacted with to a limited extent. Any substantial force (like an attack) will pass through the illusion. A successful composure VS Activation will reveal the illusion. The complexity of intelligent illusions are simple, they can be ordered to do a sequence of tasks or perform on a trigger. However, the limit to such actions is decided by the ST. At the expense of 1 willpower, the illusion is made permanent.


Invisibility (●●●)[edit]

Cost: None
Casting time: Instant
Range: Touch
Duration: Arcane dots x5 mins
Cooldown: Scene (P)
Effect: The creature or object touched becomes invisible, vanishing from sight. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Any characters not actively searching for the invisible creature are completely unaware of their presence. If the creature is actively being searched for, the invisible creature can make a activation roll or stealth + dexterity roll VS the searcher's wits + composure roll. If the Invisible creatures location is determined, it can be attack, albeit at a -2 penalty. Attacking an invisible creature also effectively functions as fighting blind.

Jump (●●●)[edit]

Cost: None
Casting time: Move
Range: Speed x 2yds
Duration: Instant
Cooldown: 3 rounds
Effect: The mage magically teleports a short distance in only a moment. The mage may appear anywhere in range which is twice her speed in yards. You may also bring one additional willing size 5 or smaller creature per Arcane dot. Alternatively, if the mage spends an instant action instead of a move action for the jump she may travel a distance equal to her Arcane dots x 50 + 150 yards, but may take no other action till her next turn. Jumping in this fashion has no cooldown (At will). If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1 point of lethal damage and are shunted to a random open space on a suitable surface within 40 yards of the intended location. If there is no free space within 40 yards, you and each creature traveling with you take an additional 1 point of lethal damage and are shunted to a free space within 400 yards. If there is no free space within 400 yards, you and each creature traveling with you take an additional 2 points of lethal damage and the spell simply fails.


Lightning Bolt (●●●)[edit]

Cost: None
Casting time: Instant
Range: 40yd line
Duration: Instant
Cooldown: At-will
Effect: An arc of lightning blasts from the mages hand striking any target in it's path. The attack has a lethal damage pool equal to the mages activation roll + athletics + 1 in electricity damage. Any targets who are in the 40 yard line are subject to the attack.


Stone Skin (●●●)[edit]

Cost: None
Casting time: Instant
Range: Touch
Duration: Arcane dots x2 rnds
Cooldown: Encounter (P)
Effect: The mage's skin turns to stone, absorbing 1 lethal damage per round. Alternatively, stone skin will also negate up to 2 bashing per round. Aggravated damage is not absorbed or negated by this Spell. Stone skin will absorb an amount of lethal damage equal to the mages Arcane dots x 2.


Arcane Fortress (●●●●)[edit]

Cost: 1 willpower
Casting time: 5 minutes
Range: 10 yards
Duration: varies
Cooldown: 1 Day
Effect: A magic door materializes in front of the caster which leads into a grand fortress of the mages design hidden inside of an alternate pocket dimension. The size and accommodations of the shelter depends on the mage's activation roll. The door itself is only visible and usable by those the mage chooses. The roll is extended, each roll representing 1 minute of 5 minutes possible casting time(or 5 rolls). The size of the space inside is equal to the activation roll x 5 square yards. There is enough prepared food and water inside the shelter to feed 1 person per success for the duration of the spell, the shelter also contains the same amount of sleeping quarters. The spell lasts 5 hours per success. The mage has complete control over the internal architecture of the fortress. In addition, the mage can control temperature inside the shelter to allow shifts in climate from 40-110 degrees Fahrenheit. At the expense of 1 willpower dot the fortress becomes permanent with a success rating of 15 for determining it's size and accommodations. A permanent

fortress can be called forth or dismissed as an instant action.


Chain Lightning (●●●●)[edit]

Cost: None
Casting time: Instant
Range: 40 yards
Duration: Instant
Cooldown: At-will
Effect: Chain lightning does the same damage as lightning bolt, but jumps from the first target to the closest other target within 20 yards. The lightning jumps up to five times, dealing 2 less dice in damage per jump.


Control Element (●●●●)[edit]

Cost: None
Casting time: Instant
Range: 100 yards
Duration: Concentration
Cooldown: At-will
Effect: Gives the mage limited control over an amount of fire, water, or earth. The mage can control an amount of material equal to her activation check x 2 square yards. The mage may control the element in a variety of ways, they are as follows.

Reduce: The mage may freely cut the amount of the element in half.

Move: The mage may shift, control or move the element at a speed of 5 yards + 2 per Arcane dots.

Enlarge: The mage can increase the element's overall volume by up to twice the original size.


Disintegrate (●●●●)[edit]

Cost: 1 willpower
Casting time: Instant
Range: 180 yards
Duration: Instant
Cooldown: At-will
Effect: A thin green ray shoots from the mage's finger disintegrating anything in it's path. If targeting an object, the mage makes an activation roll, rolling 9-again, any object with a size equal to or less than the result of the activation roll is reduced to a fine amount of dust. If the object is larger than the activation roll, damage is dealt directly to the objects structure bypassing durability. If targeting a creature, the attack has a damage pool equal to the mages activation roll, and deals aggravated damage.


Force Cage (●●●●)[edit]

Cost: None
Casting time: Instant
Range: 40 yards
Duration: 1 day
Cooldown: Scene
Effect: Creates four solid walls of force which trap creatures inside. The mage rolls an opposed Activation roll VS the targets dexterity. If the mage beats the target's roll then the four walls of force trap the target inside. The affected has enough air permeation inside the chamber to last the duration of the spell. However, no spells or attacks can reach the target in or out, as per the force wall spell.


Seeing (●●●●)[edit]

Cost: None
Casting time: Instant
Range: Touch
Duration: 20 minutes
Cooldown: Scene
Effect: This spell grants the mage superior sight. While active, the mage can see perfectly in all low light condition, gains a bonus on wits + composure checks, investigation checks and rolls to perceive illusions equal to her activation roll. Additionally, while active, the mage can see through the effects of invisibility, and can see through walls and material up to 10ft thick from 40 yards away.


Stunning (●●●●)[edit]

Cost: None
Casting time: Instant
Range: Touch
Duration: Activation in rounds
Cooldown: Encounter
Effect: The mage touches the subject, magically stunning it for a short time. The target makes a Resolve check VS the caster's Activation check, if the mage beats the roll then the target is stunned for a number of rounds equal to successes gained. For 1 willpower this attack has a 40 yard range.


Telekinesis (●●●●)[edit]

Cost: None
Casting time: Instant
Range: 100 yards
Duration: Concentration
Cooldown: At-will
Effect: The mage uses telekinesis to magically lift, move, or throw objects through the air. Objects up to the mage's size are easily lifted or 'controlled'. Larger objects require an activation roll, every success allowing the mage to lift an object 1 size larger. A controlled object can be moved around within the range of the spell at a speed of 10 yards +1 per arcane dot. A controlled object can also be hurled at great speed at a target within range. The range for hurling objects is equal to 100 yards - the object's size x 2, double range for aerodynamic objects. The damage pool for a thrown object is equal to the mages Intelligence + Athletics + Arcane dots + the objects size in lethal crushing damage, the target's defense applies to such an attack. This spell can also be used to lift a creature of appropriate size, doing so is a contested activation roll VS the target's dexterity. If controlled, the mage may move the target using the same methods mentioned above. A controlled creature may also be hurled, if hurled into the air, falling damage is taken as if the creature fell that distance normally. If the creature is hurled into a solid object, the creature is dealt damage as if a object of equal size was hurled into it, however, defense nor armor apply to this sort of attack. The range for hurling a creature is the same as hurling an object of equal size. Telekinesis can also be used to directly deal damage or even grapple an opponent. Direct attacks deal bashing damage equal to the mages activation + athletics roll. Grappling using telekinesis is the same as grappling directly except the mage uses her activation roll in place of strength + brawl checks. The mage may also choose to break off the grapple at any time she wishes by simply canceling the spell. This spell cannot be used to fly, but the mage can stand and move around on a controlled object, doing so emulates the spell 'levitate'. This spell can also be used to perform minor feats like pushing a carriage or boat at low speeds.

Teleport (●●●●)[edit]

Cost: 1 willpower
Casting time: Instant
Range: Personal; Touch
Duration: Instant
Cooldown: At-will
Effect: The mage channels her arcane will to appear at any location she envisions in her mind. The mage may only teleport to a place within 2000 miles of the casting point, inter planar travel is not possible. You may bring objects up to your size, you may also bring up to six willing size 6 or less creatures. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with the mage. To teleport, the mage must make an activation roll. However, if the mage has already set foot on or seen the location she wants to go to, the teleport is automatically a success. If the mage is completely unfamiliar with the location but has a detailed description, she takes a -4 on the activation roll. If

the mage is unfamiliar and has no prior description of the location, then she takes a -8 on her activation roll. If the mage fails her activation roll, the teleport fails and all subjects involved suffer 1 lethal damage for every 100 miles of attempted travel.


Transform (●●●●)[edit]

Cost: None
Casting time: Full-round
Range: Personal
Duration: 5 minutes
Cooldown: Scene
Effect: This spell turns the mage into a force of the arcane, a physical avatar of magic. While transformed, the mage cannot use any magic until returning to her original form. When cast, the mage chooses her avatar: The Knight, The Archer, or, The Barbarian. The benefits are as follows:

The Knight: The mage's melee weaponry and strength dots are set at 5. A magic sword, shield, and suit of armor appear on the mage, the gear replaces her own if any. The sword has a +5 damage bonus and the armor is rated at 4/4, the shield at +5. The mage also suffers a -4 defense penalty.

The Archer: The mage's ranged weaponry and dexterity dots are set at 5. A magic bow, armor, and set of boots appear on the mage, the gear replaces her own, if any. The bow has a +5 damage bonus and range of 100/200/300 yards. The armor is rated 2/2. The boots provide a +5 bonus to the mage's speed.

The barbarian: The mage's melee weaponry and strength dots are set at 5. A magic axe and armor appear on the mage, the gear replaces her own if any. The axe has a +5 damage bonus and the 9 again trait. The armor has a 2/2 rating. The mage also gains 1 damage absorption in this form.

At the end of the spell the mage returns to her original form, stats return to normal and the gear fades away.

Trap (●●●●)[edit]

Cost: None
Casting time: Instant
Range: 50 yards
Duration: 1 day
Cooldown: At-will
Effect: The mage suspends a spell to be activated when the subject comes within 10 yards of her arcane mark. The spell is activated as if the mage cast it herself. The mage may only trap a number of spells equal to her arcane dots. The trap trigger lasts for 1 day then fades away.


Walking Guardian (●●●●)[edit]

Cost: 1 willpower
Casting time: Instant
Range: 15 yards
Duration: 1 day
Cooldown: Day
Effect: Creates an animate warrior of the mages design to fight by her side. The automaton shares the mages stats and skills with the exception of it's melee weaponry, strength and stamina which are all set at 5. The guardian has an enchanted weapon which has a lethal damage bonus of 3. The automaton is controlled completely by the mages thoughts and commands are issued instantaneously and followed immediately. The mage can only have one active guardian at any time. Guardian's cannot share or cast spells.

Control Weather (●●●●●)[edit]

Cost: None
Casting time: 10 minutes
Range: 2 miles
Area: 2 mile radius centered on caster
Duration: 10d10 hours
Cooldown: Same as duration
Effect: The mage uses her arcane ability to change the conditions of the weather around her. You can call forth weather appropriate to the climate and season of the area you are in. It takes 10 minutes to cast the spell and then a further 10 minutes for the changes to manifest (gradually, not instantly). You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you use a instant action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. The possible conditions for each season are as follows:

Season

Possible weather

Spring

Tornado, thunderstorm, sleet storm, or hot weather

Summer

Torrential rain, heat wave, or hailstorm

Autumn

Hot or cold weather, fog, or sleet

Winter

Frigid cold, blizzard, or thaw

Late Winter

Hurricane-force winds or early spring

At the expense of 1 willpower, the mage can call forth any condition regardless of the current season.


Meteor Storm (●●●●●)[edit]

Cost: 1 willpower
Casting time: Extended
Range: 200 yards
Duration: Concentration
Cooldown: Scene
Effect: The mage calls down fiery boulders from the sky. Each round the mage deals lethal fire damage to all targets within a 30 yard diameter circle equal to the mage's activation roll + 1. While the mage maintains the spell, any damage dealt to her may end the spell, additionally, she loses all defense bonuses while casting. The mage may maintain the storm for a number of rounds equal to her intelligence dots.

Precognition (●●●●●)[edit]

Cost: None
Casting time: Instant
Range: Personal
Duration: Instant
Cooldown: At-will
Effect: Precognition allows your mind to glimpse fragments of potential future events—what you see will probably happen if no one takes action to change it. The mage can only see a limited time into the future, depending on her activation roll. However, the actual content of the visions or information gleaned may be unreliable, and are entirely dependent on the ST. Mundane information like the result of a tournament may be easy to see, while more significant prophecies, like a cataclysmic disaster or the result of a war, are much more difficult to decipher.

Successes

Time

0-1

hours

2-3

days

4-6

months

7-8+

years

Spell Armor (●●●●●)[edit]

Cost: None
Casting time: Instant
Range: Personal
Duration: 10 rounds
Cooldown: Scene
Effect: While the armor is active, hostile casters must roll opposed activation checks in order to cast their spells upon the mage.

Teleport, Greater (●●●●●)[edit]

Cost: 1 willpower
Casting time: 10 minutes
Range: 50 yards
Duration: Instant
Cooldown: Scene
Effect: This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.


Time Stop (●●●●●)[edit]

Cost: 1 willpower
Casting time: Instant
Range: Personal
Duration: 1d10 + 1 rounds
Cooldown: Scene
Effect: This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d10 + 1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spell casters use the additional time to improve their defenses, summon allies, or flee from combat. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession. You are undetectable while time stop lasts. You cannot enter an area protected by an anti magic field while under the effect of time stop.


Wish (●●●●●)[edit]

Cost: 1 willpower dot
Casting time: Instant
Range: -
Duration: -
Cooldown: At-will
Effect: Wish is the mightiest spell a mage can cast. By simply speaking aloud, you can alter reality to better suit you. The spell itself is very powerful and any outcome should be regulated by the ST alone. However, some standard effects a wish may elicit are as follows:

  • Create a non magical item of up to 25,000 gp in value.
  • Create a magic item, or add to the powers of an existing magic item.
  • Remove injuries and afflictions
  • Revive the dead
  • Undo misfortune
  • Duplicate most spells or effects

You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)