ฮจโ•โ•๐““๐“ฎ๐“ฒ๐“ฝ๐”‚ ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / โ›จ-order-magic / Order Magic Spellbook
Missa Restitutio (Mass Restoration) Incantation: Must say the words "Missa Restitutio" Movements: Bring both palms together facing one another, then quickly pull them apart as your arms sweep to either side with the hands open. Missa Restitutio is the most powerful area of effect magic that currently exist. By chanting the words, a pulse of powerful white energy will burst outwards in a 200 ft radius and heal all allies and living creatures for 4 Body Damage, and remove all curses, poisons, diseases, ect. This spell has the opposite effect on undead, doing them all harm instead. Those undead that are struck by the spell must roll a DC: 10 or flee in utter terror. Cost: 5 Friendly Fire: Yes Category: Order Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE.
Miraculum (Miracle) Incantation: Must say the words "Miraculum" Movements: Extend both palms towards those you seek to heal with the side of the hands pressed together. Miraculum is the most powerful form of single target healing and recovery that exist. By reciting the word, a white beam of energy will emit out from the hands from up to 500ft and make contact with the current target. Anyone hit by this spell will be healed for 6 Body Damage, and have all of their afflictions, curses, diseases, disfigurements healed no matter how severe. Furthermore, if used upon a corpse, this spell will bring them back from the dead, even if they were laid low by The Killing Curse. This spell has the opposite effect on undead, doing 7 Body Damage and making them unable to recover or heal for 24 hours. Cost: 5 Category: Order Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE.
Vigilantia (Vigilance) Incantation: Must say the words "Vigilantia" Movements: Hold one hand back palm open, while projecting your casting hand at the target. Concentration: Low; As the spell is instantaneous. Vigilantia allows the caster to remove the effects of Oblivio, allowing those effected to return to whatever realm they were cast out of. This spell has a secondary effect, allowing you to restore 6 Spirit to the target when used. Cost: 3 Category: Order Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE.
Unitas (Unity) Incantation: Must say the words "Unitas" Movements: Hold one hand back palm open, while projecting your casting hand at the target. Concentration: Low; As the spell is instantaneous. Unitas is a direct counter to the spell Praetrunco which can restore someone's connection to magic. This spell can also undo any other forms of magic or afflictions that can strip away someone's ability to tap into their powers. Cost: 3 Category: Order Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE.
Creatio (Creation) Incantation: Must say the words "Creatio" Movements: Must close your eyes while trying to imagine what you are trying to make. Concentration: High; As the spell takes great power and focus to create things out of thin air.. Creatio is a primordial ability used by the most powerful of gods and superpowered beings to create anything from planets, other dimensions, living creatures, to a simple hot meal. The spell has no limits, but the bigger the object, the more power and the longer it takes. Item small as a fist: 1 Mind - Instant Cast Item as big as a car: 2 Mind - One minute Item as big as a building: 4 Mind - Two minutes Item as big as a city: 6 Mind - 1 Hour Item as big as a country: 10 Mind - 24 Hours Item as big as a planet: 16 Mind - 6 days Item as big as another dimension: 20 Mind - Two Weeks Category: Chaos Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE.
Restituere Veritas (Restore Reality) Incantation: Must say the words "Restituere Veritas" Movements: Press your palms together, then push them both towards the target. Concentration: Medium; As the spell could take a few moments to realize. Restituere Veritas allows the user the extraordinary ability to restore reality around them. This spell is a direct counter to the spell Stamen Veritas and will reverse any of it's effects. Cost: 3 Friendly Fire: No Category: Order Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE.
Concordia (Harmony) Incantation: Must say the words "Turbatio" Movements: N/A Concentration: High; As the spell could take a few moments to realize. Concordia allows the user to send out a pulse of pure white energy that will remove the effects of Turbatio from anyone suffering the effects. This spell can also fill people with feelings of peace and tranquility making them unable to battle or make war for 24 hours. Cost: 3 Friendly Fire: No Category: Order Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE.
Emendo (Mend) Incantation: Must say the words "Emend" Movements: Cross your fingers over one another, but press the tips of the middle fingers together and point them at your target. Concentration: Low; As the spell is instant! Emendo is the only spell that can reverse the effects of Retexo and make the afflicted whole again. Even if they are restored via this spell, they will require the spell Miraculum to both resurrect and restore them to perfect health. This spell can also restore those that have been obliterated or completely destroyed where nothing is left by holding an object that was near and dear to the victim's heart. Cost: 3 Category: Order Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE.
ฮจโ•โ•๐““๐“ฎ๐“ฒ๐“ฝ๐”‚ ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿ’ข-chaos-magic / Chaos Magic Spellbook
Missa Extinctio (Mass Extinction) Incantation: Must say the words "Missa Extinctio" Movements: Bring your fist close to your chest, then extends your arms over your head opening your palms. Concentration: Low; As the spell is instantaneous. The power of Missa Extinctio is immense. The user unleashes a powerful blast of reddish-black energy from their person that extends One Hundred Feet in all directions. Those hit by the wave of energy will take 4 Body damage and must roll a DC: 10 or be knocked down and lose a turn. Cost: 3 Friendly Fire: Yes Category: Chaos Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE/CHANCELLOR/PRINCESS/MARQUESS.
Apocalypsis (Apocalypse) Incantation: Must say the words "Apocalypsis" Movements: Point two fingers at your foe with your casting hand. Concentration: Low; As the spell is instantaneous. Apocalypsis allows the user the ability to unleash a powerful beam of reddish-black chaotic energy at their foe decimating them with it's power. Those hit by the magic beam will suffer 6 Body Damage and be thrown through the air. Anyone hit loses a round automatically. Cost: 3 Category: Chaos Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE/CHANCELLOR/PRINCESS/MARQUESS.
Oblivio (Oblivion) Incantation: Must say the words "Oblivio" Movements: Extends both palms at your foe. Concentration: Low; As the spell is instantaneous. Oblivio allows the caster the ability to rip their foe out of their current reality, and toss them into the void. This spell does not require a roll to hit and it does no body damage, but the victim must beat a DC: 10 or be flung into the void unable to return to their current plane of existence for a week. Cost: 3 Category: Chaos Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE/CHANCELLOR/PRINCESS/MARQUESS.
Praetrunco (Sever) Incantation: Must say the words "Praetrunco" Movements: Raise your hand to the sky, then slam it down to the ground hard. Concentration: Low; As the spell is instantaneous. Praetrunco is a dreaded spell to most spellcasters, as it has the ability to cut them off from using magic temporarily. Anyone hit by this spell must make a DC: 9 roll or be unable to cast any magic for 24 hours. A Purgo Anima or Greater Restoration Potion will not cure this, but a Unitas spell will. Cost: 3 Category: Chaos Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE/CHANCELLOR/PRINCESS/MARQUESS.
Corruptus (Corrupt) Incantation: Must say the words "Corruptus" Movements: Must close your eyes while trying to imagine what you are trying to Corrupt. Concentration: High; As the spell takes great power and focus to destroy creation. Corruptus is a primordial ability used by the most powerful of gods and superpowered beings to corrupt anything from planets, other dimensions, living creatures, ect. The spell has no limits, but the bigger the object, the more power and the longer it takes. The corruption and sheer power from this ability can taint the most pure of creatures and places turning them foul and evil. Item small as a fist: 1 Mind - Instant Cast Item as big as a car: 2 Mind - One minute Item as big as a building: 4 Mind - Two minutes Item as big as a city: 6 Mind - 1 Hour Item as big as a country: 10 Mind - 24 Hours Item as big as a planet: 16 Mind - 6 days Item as big as another dimension: 20 Mind - Two Weeks Category: Chaos Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE/CHANCELLOR/PRINCESS/MARQUESS.
Stamen Veritas (Warp Reality) Incantation: Must say the words "Stamen Veritas" Movements: Cross your hands in front of you with both palms facing in different directions. Concentration: Medium; As the spell could take a few moments to realize. Stamen Veritas allows the user the extraordinary ability to alter reality around them. The spell is only limited by the imagination of the caster, but those who fall victim to this magic could find themselves powerless, turned into various creatures or inanimate objects, or be trapped in a nightmarish world till freed. Those that are subjected to this spell must roll a DC: 8 or fall victim to the warped imagination of the spellcaster in whatever capacity they can realize. This spell can only be removed by a Restituere Veritas incantation. Cannot take any damage while under the effects of Warp reality. Does not work on someone with higher stats then you. Cost: 3 Friendly Fire: No Category: Chaos Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE/CHANCELLOR/PRINCESS/MARQUESS.
Turbatio (Discord) Incantation: Must say the words "Turbatio" Movements: N/A Concentration: High; As the spell could take a few moments to realize. Turbatio gives the caster the power to cause chaos and discord upon a battlefield. By simply concentrating, they are able to confuse and shroud the senses of their prey in a 40ft radius. Everyone in the general area must make a DC: 8 roll or be under the effects of this spell for the rest of the battle unless the spell Concordia is cast upon them. This spell can remove the ability to tell friend from foe. Cost: 3 Friendly Fire: No Category: Chaos Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE/CHANCELLOR/PRINCESS/MARQUESS.
Retexo (Unravel) Incantation: Must say the words "Retexo" Movements: Point and press together both index fingers at your foe while focusing. Concentration: Low; As the spell is instant! Retexo is quite the nasty incantation due to the fact that it cares not for living or inanimate objects. Anything hit by this spell will find themselves starting to fall to pieces quickly unraveling if hit. DC: 8 or the victim will start losing limbs, eyes, ect and within 4 rounds will be no more unless a Purgo Anima is cast or if they can swallow a Greater Restoration Potion. Even if they make the DC save, they will suffer 4 Mind damage due to the intense stress to resist the spell. Cost: 3 Category: Chaos Magic Mastered: Upon learning it. THIS SPELL CAN ONLY BE USED BY THE TRIUMVIRATE/CHANCELLOR/PRINCESS/MARQUESS.
ฮจโ•โ•๐“ข๐“ฝ๐“ธ๐“ป๐“ฒ๐“ฎ๐“ผ & ๐“›๐“ฎ๐“ฐ๐“ฎ๐“ท๐“ญ๐“ผโ•โ•ฮจ / a-city-in-chaos
Citizens of Arktosburg -- pre virus.
A City in Chaos: The Fall of Arktosburg In the heart of the Ursari city, Arktosburg, a mysterious and deadly force has emerged, shattering the peace and tranquility of its streets. An Abyssal virus, a potent and unpredictable pathogen, has infected nearly every citizen, infusing them with an unbridled ferocity and strength. As the virus spreads, even the most gentle souls are transformed into snarling, unstoppable beasts. Citizens of all walks of life succumb to the same primal instincts: rage and violence. Gone are the days of reason and civility; in their place stands a city teeming with feral, warlike creatures driven solely by an insatiable hunger for destruction. The infected citizens of Arktosburg are not equal in their descent into madness. The virus affects each individual differently, causing varying degrees of rage and enhancement to physical prowess. Those who fall under the control of the virus progress through six distinct stages: Severity 1: Frenzy: The first stage sees individuals exhibit wild mood swings, often lashing out at those around them without warning. They possess a fraction more strength than their uninfected counterparts. Severity 2: Rage: Those who reach this level are consumed by a constant state of anger and hostility. They become aggressive and violent, with power double that of an uninfected citizen. Severity 3: Fury: As the virus progresses, its hosts' strength increases dramatically, while their rational thought dwindles. They become formidable opponents in hand-to-hand combat with powerful strikes. Severity 4: Berserk: The infected at this stage lose all control of their actions, driven solely by a desire for violence and chaos. Their enhanced physical abilities make them nearly unstoppable in close combat, while their lack of reason renders diplomacy futile.
Severity 5: Carnage: Those who reach the apex of infection become monstrous creations, driven by an insatiable hunger for destruction. They can level buildings with a single swipe of their massive paws and will not stop until they have ravaged everything in their path. Severity 6: Khaos: The most extreme cases of the virus transform its hosts into unrecognizable abominations, creatures driven by pure chaos and anarchy. With strength rivaling that of giants and a complete loss of rational thought, those afflicted with Severity 6 are as deadly as they are unstoppable. The most vulnerable members of the city โ€“ innocent children, known as cubs โ€“ are caught in the crossfire. Abandoned by their infected parents, they must fend for themselves against an army of mindless, bloodthirsty adults. A small band of heroes, known only as The Fallen Gate, has risen to the challenge. These brave individuals, armed with nothing but determination and a glimmer of hope, embark on a perilous quest to save the city from the brink of collapse. Their mission is twofold: gather samples from six rare ultra-infected nests, containing the most extreme cases of the virus (Severity 7+), in order to develop an antidote; while simultaneously searching for the source of the infection. To do so, they must brave the streets of the city, encountering deadly nests of infected that could contain any number of the various infected Ursari. These thoroughfares have become deathtraps, littered with infected civilians and twisted, nightmarish creations born from the chaos. Luckily, a subway system exists under the city for quick travel, but the various stations will need to be cleared before they are safe for use. The Fallen Gate must navigate four distinct neighborhoods, each with its own unique dangers and secrets: Ironwood: A district of towering factories, where steel beasts roam free.
Wolfsong: A labyrinthine network of canals and docks, home to a horde of infected sailors. Fangstone: A maze of narrow alleys and marketplaces, where the survivors must navigate treacherous trade routes. Gilded Spires: The upscale district of Arktosburg's elite, now overrun by infected nobles, determined to maintain their power at any cost. As they delve deeper into the corners of the city, The Fallen Gate will encounter unimaginable horrors, forge unexpected alliances, and confront the darkest corners of their own psyche. Can they overcome the unrelenting tide of chaos and uncover the source of the Abyssal virus before it's too late? Or will Arktosburg succumb to its own destruction? The fate of the city hangs in the balance as The Fallen Gate faces the ultimate test: saving a civilization on the brink of collapse, and confronting the true horrors that lurk within.
The infected enemy stats and the ultra infected (cure boss) stats are now available. https://discord.com/channels/1153395278016163840/1405526052687712461
The family made its first trip into the city. @Araton, @Saphryiel, @xSylvain, @Windy, @Cloverlyn, and @Tonkies headed into the southern side of the city and cleared two of the standard nests (Red-1 and Red-2). We did not find any cure nests or any station nests so no fast travel stations have been unlocked. We faced 2 Level 4 infected and 1 Level 6 infected! They were intense battles and Clover impressed everyone with all of her critical hits! It was a successful trip, but just the start of a long journey to find a cure, save the citizen of Arktosburg, track down the source of the virus, and keep it from spreading to all realms. https://discord.com/channels/1153395278016163840/1153395279190556687/1409289350839271638
We made a second expedition into Arktosburg. @Araton, @JennaDaniels, @Wolf Odin (hammer time), @Lailah Fallen, @Selene DeVeRose, and @Elle braved the dangerous streets in an effort to clear more nests and get a little bit closer to curing the citizens of the city. It was slow going on this trip as the only nest we encountered (Red-26) was filled with SIX level 3 infected. Araton took a beating and was almost killed in the fight, but a quick drink of greater heal kept him in the fight. All of the fighters did damage against the large number of infected they were facing and although no cure nests were found, it is a step further along the path to a cure with one less infected nest to deal with next time.
@Araton went on a third, solo, trip to Arktosburg. He foolishly attempted to clear a nest on his own. He faced two Level 5 infected and although he managed to land a critical blow with Columna Caeli on both citizens, he was not able to overcome their rage and power. With the last of his strength, he managed to open a portal back to the castle.
@Araton learned his lesson from his solo attempt and recruited @Selene DeVeRose, @kitzen, @Saebra, @xSylvain, @Saphryiel, @AlexisAcube, and @Windy for another trip into the infected city. Araton led the group to where he was attacked the last time, but instead of just two Level 5 infected, the group found SIX! Although the infected were some of the most powerful in the city, the warriors were not only brave, but very smart. The initial round of attacks were designed to take advantage of the enemies clustered formation with powerful AOE attacks. Selene stunned the majority of the infected with a well placed Vortex spell. Saph followed that attack up with a Ecomancy spell that wrapped up almost all the enemies in vines. The rest of the group used this to their advantage and began striking at the trapped infected with an unmatched ferocity. Sylvain in particular showed no mercy in ripping her foes apart limb from limb. The big news came after the hard fought battle where the lone nest was cleared (Red-3). The team found a door to a regular looking doctor's office. Inside the MRI room of the office, they found the first of the rare Cure Nests. Although they were out of time, Araton made a note of the location and drew a map for the next group of fighters that were willing to risk the danger and perhaps bring back the first part of the cure that the city so desperately needs.
The first of the six cure samples have been obtained from Arktosburg! @Araton, @Saphryiel, @Elle, @Selene DeVeRose, @Windy, @xSylvain, @Rhonda Morrigan, and @kitzen returned to the doctor's office and made their way to the newly discovered cure nest. As they approach, they were pulled inside the nest to fight the infected on their own 'turf'. In addition to the highly infectious Level 7 citizen, they also were forced to battle two of the Khaos Level 6 infected. The warriors relied on some of the successful tactics from previous nest battles. The strategy of trapping or binding the infected before systematically taking them down has shown itself to be very effective. Windy managed to use a new spell she just gained as a Triumvirate to send one of the infected into the void (hopefully that will not lead to the spread of the virus and no creatures that might exist in the void become infected). After Rhonda dispatched the second Level 6 infected, Araton eventually delivered the final blow to the Level 7 infected and claimed a vial of the creatures infected blood to start the cure development process.
@Windy gathered a group including her fellow Tri @Lailah Fallen, @xSylvain, @Saebra, @Selene DeVeRose, @Kylie, @AlexisAcube, and @JessieFallen to continue the efforts of sweeping the southern part of Arktosburg taking on a nest with two Berserk Level 4 infected and quickly taking both down before they ever had a chance to strike and proceeded to a second nest with four Rage Level 2 infected. It came down to the wire, but the group was able to purge the last of the infected just in the nick of time before making their way back to the castle.
@xSylvain put out the call to arms for newer and more seasoned members alike to explore some less serious infected nests in the opposite direction of the work done previously. @Saphryiel, @SeleneVeryra, @Selene DeVeRose, @DaniFurie, @MikuuFaith, @Alerick, and @Luna answered the call and the group ventured to the North taking on 2 nests. Both nests containing only Frenzy Level 1 infected, six in the first and three in the second. Even with the lower level of infection, the bears showed the true threat of the infected as many countered attacks thrown at them and downed three members of the gate throughout the encounter. Every time someone fell, another member brought them back up and it rallied the others to fight harder. The path past the second nest appeared to be a dead end and it's clear there is much more work to be done in the city
ฮจโ•โ•๐““๐“ช๐“ป๐“ด ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿ’€-necromancy / Necromancer Spellbook
Name: Macabe Loquere (Death Speak) Incantation: Must say " Macabe Loquere" Movements: Stand with your hands held over the Corpse Spell Description: This spell will allow you to call forth a spirit and return it to its deceased mortal body so that you or any member of your party may ask three questions. The Corpse must answer the questions put to it truthfully. The Corpse must still possess its mouth in order to speak and be understood. After the completion of three questions the spirit will leave the body and return to the great beyond and the corpse will once again become lifeless. This spell is mostly for RP flavor so use your imagination. 1: DC: 6 ~ If you need to Dig up said corpse 2: DC: 4 ~ If Corpse is laying on the ground Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Three questions Category: Necromancy Learn: DC 6
Name: Pestilentia Pluviae (Plague Rain) Incantation: Must say "Pestilentia Pluviae" Movements: Caster reaches their hands to the sky and speaks the incantation. Spell Description: This spell taints the rain with dark plague magic, causing it to fall on anyone within a one mile radius, except the caster. DC: 8 to resist the spell. If they fail the DC, the victim will become deathly ill and only get worse as the days pass till finally succumbing to the sickness if not cured. Even if they resist the plague, they still take 1 body damage from being struck by the spell. Those afflicted with the plague during combat take a -1 to attack and defense rolls until they are cured. This spell has the opposite effect on Undead, giving them a +1 to all attacks and defense till the end of the scene. The effects of the spell are not cumulative. Auto Hit: No Friendly Fire: Yes Cost: 3 Mind Duration: Until cured Category: Necromancy Learn: DC: 6 Who Can Cast: All Ranks
Name: Animata Mortuus (Animate Dead) Incantation: Must say "Animata Mortuus" Movements: Hover your hands over the deceased. Spell Description: This spell will reanimate a corpse or a pile of bones and bestow a foul mimicry of life upon the body creating either a zombie or a skeleton. Simple limbs or body parts can be reanimated as well. An undead created by this spell will follow simple commands such as (Attack/Guard/Stay) and will perform its duties until they are destroyed. Animated Dead stats are: Body: 3 Mind: 0 Spirit: 0 Animated Dead do 2 body damage per strike. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind Duration: Until the undead minion is destroyed Category: Necromancy Learn: DC: 7 Who Can Cast: All Ranks
Name: Pestilentia Fulmen (Plague Bolt) Incantation: Must say "Pestilentia Fulmen" Movements: Push your casting hand out palm forward facing your foe. Spell Description: This spell throws a bright green blast of plague magic at an opponent. DC: 8 to resist the spell. If they fail the DC, the victim will become deathly ill and only get worse as the days pass till finally succumbing to the sickness if not cured. Even if they resist the plague, they still take 2 body damage from being struck by the spell. Those afflicted with the plague during combat take a -1 to attack and defense rolls until they are cured. This spell has the opposite effect on Undead, giving them a +1 to all attacks and defense till the end of the scene. Auto Hit: No Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Necromancy Learn: DC: 6 Who Can Cast: All Ranks
Name: Mors Tactus (Death Touch) Incantation: Must say "Mors Tactus" Movements: Reach out with your casting finger and touch the object you wish to taint. Spell Description: This spell will allow you to taint anything you touch with death itself. Nonliving objects will wilt away. Water will become poisoned and black, flowers will die, wood will rot, and stone will be marked with a black taint. Those touched by this spell will slowly rot over a few days till death claims them. DC: 6 to resist the spell. This spell has the opposite effect on undead, healing them for 2 Body Damage. Auto Hit: No Friendly Fire: N/A Cost: 1 Mind Duration: Until cured or death Category: Necromancy Learn: DC: 5 Who Can Cast: All Ranks
Name: Mors Ligatus (Death Bound) Incantation: Must say "Mors Ligatus" Movements: Reach out with both hands facing your foe then clench your first tightly. Spell Description: This spell allows you to create enchanted purple glowing bones in the shape of a set of rib cages. The bones wrap around your opponents arms and legs holding and keeping them pinned. DC: 8 to resist the spell. Those squeezed from the bones will take 2 body damage from the constriction. Foes hit with this spell will lose a round of combat. While bound you cannot dodge or block. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: 1 minute / 1 attack round Category: Necromancy Learn: DC: 5 Who Can Cast: All Ranks
Name: Mortuus Ambulatio (The Walking Dead) Incantation: Must say "Mortuus Ambulatio" Movements: Open your hands towards the target, then make a pulling motion with both hands. Spell Description: If this spell is placed upon someone heavily wounded or near death, it will rip their skeleton from their body finishing them off while also giving you a skeleton minion to command. This spell causes 2 body damage. If the target has more body than that, no minion will be generated. An undead created by this spell will follow simple commands such as (Attack/Guard/Stay) and will perform its duties until they are destroyed. Animated Dead stats are: Body: 3 Mind: 0 Spirit: 0 Animated Dead do 2 body damage per strike. Auto Hit: No Friendly Fire: N/A Cost: 1 Mind Duration: Until the undead minion is destroyed Category: Necromancy Learn: DC: 6 Who Can Cast: All Ranks
Name: Vita Furtum (Life Theft) Incantation: Must say "Vita Furtum" Movements: Caster puts out their casting hand and makes a grabbing and pulling motion while speaking the incantation. Spell Description: This spell steals the life energies away from a foe. The target will make a DC roll to determine how many body points are transferred from the target to the caster. 1-2: 3 Body 3-4: 2 Body 5-6: 1 Body 7-12: 0 Body Auto Hit: Yes Friendly Fire: No Cost: 3 Mind Duration: Instant Category: Necromancy Learn: DC: 7 Who Can Cast: All Ranks
Name: Manus Mortuorum (Hands of the Dead) Incantation: Must say "Manus Mortuorum" Movements: Curl both of your arms towards your chest while curling your hands into tight fists. Spell Description: Manus Mortuorum allows the caster to summon multiple skeletal/zombie hands to spring forth from the ground to grasp at the ankles of their enemies. Any enemy within a 30ft radius must roll a DC: 8 or be grappled till they break free. They may attempt to break free on their turn by rolling to beat a DC:8 While grappled they are unable to move their legs and suffer a -3 to all dodge checks. Auto Hit: Yes Friendly Fire: No Cost: 1 Mind Duration: Until they break free. Category: Necromancy Learn: DC: 6 Who Can Cast: All Ranks
Name: Infunde Inmortuae (Infuse Undead) Incantation: Must say "Infunde Inmortuae" Movements: Point your casting finger at the undead that you wish to empower. Spell Description: Infunde Inmortuae allows the Necromancer the ability to empower their undead minions. The ability has several functions but all of them are quite powerful. Undead Bomb (Cost: 1 Mind) - Infuse your undead minion with infernal energy causing them to explode. Once the minion runs into the enemy, they will detonate doing 3 Body damage to everyone within 40ft. Anyone hit will automatically lose a round of combat from the shock of the explosion. This will destroy the minion. Friendly Fire: Yes Undead Warrior (Cost: 2 Mind) - Infuse your minion with Bone Armor and a Bone Weapon. This spell will also increase the pet's body stats by 3 points to 6 total. Skeletal Warriors will have AC: 8 and do 3 body damage per hit. If used on an undead player, this spell will give them Bone Armor and a Bone Weapon and their Body stat will increase by 3 until the scene ends. Only allowed 1 Undead Warrior under your control. Undead Mage (Cost: 2 Mind) - Infuse your minion with magical energy giving them the ability to cast offense magic. Once the pet is turned into a mage, they can cast Fireball or Lightning Bolt at will per round. This spell will also increase the pet's body stats by 3 points to 6 total. If used on an undead player, this spell will give them a temporary 3 points to their Mind and Body till the end of the scene. Only allowed 1 Undead Mage under your control. Undead players cannot be empowered with both Undead Mage and Undead Warrior buffs. One or the other.
Auto Hit: Yes Friendly Fire: See Spell Description Cost: See Spell Description Duration: See Spell Description Category: Necromancy Learn: DC: 6 Who Can Cast: All Ranks
Name: Imperium Inmortuae (Control Undead) Incantation: Must say "Imperium Inmortuae" Movements: Twirl your hands over each other then push forth the main casting hand towards the Undead. Spell Description: Imperium Inmortuae allows the caster to take control of an undead creature and force it to serve you in whatever manner you wish. Any undead hit with this spell must make a DC: 8 save or be under the control of the Necromancer for 24 hours. After the 24 hours have expired, they can make another DC: 8 save to try and regain their freedom. Auto Hit: Yes Friendly Fire: N/A Cost: 3 Mind Duration: Until they break free Category: Necromancy Learn: DC: 7 Who Can Cast: All Ranks
Name: Exercitus Mortuorum (Army of the Dead) Incantation: Must say "Exercitus Mortuorum" Movements: None Spell Description: This spell will reanimate every corpse or pile of bones within a half-mile radius bestowing a foul mimicry of life upon the bodies. Once raised, the undead will make their way to their master/mistress's side. Make a /roll12 to determine how many minions will appear. They will arrive in groups over the next 3 rounds/minutes. An undead created by this spell will follow simple commands such as (Attack/Guard/Stay) and will perform its duties until they are destroyed. Animated Dead stats are: Body: 3 Mind: 0 Spirit: 0 Animated Dead do 2 body damage per strike. Auto Hit: N/A Friendly Fire: N/A Cost: 3 Mind Duration: Until the minion(s) are destroyed Category: Necromancy Learn: DC: 9 Who Can Cast: Savants
Name: Tormentis Immortuos (Undead Artillery) Incantation: Must give the command to open fire upon the enemy by saying "Tormentis Immortuos, percutiens!" Movements: Araton must point a finger towards the enemy while issuing the command. Spell Description: Triumvirate Araton, long skilled in the arts of Necromancy beyond the skill of others, even beyond his fellow Triumvirate, has secreted many skeletal mages about the Castle who can be called upon at any moment to unleash a barrage of necromantic energy upon the enemy. This can double as fireworks for more peaceful applications. By invoking the Undead Artillery, Arton can make a magical attack against every enemy on the battlefield that he is aware of. These attacks use Araton's Combat Bonus (including any buffs) and cause 2/2/2 damage on any successful hit. Any target hit must make a DC 8 check or be poisoned and be unable to benefit from healing until cured.] This spell can only be cast on the grounds of the Fallen Gate Auto Hit: No Friendly Fire: No Cost: 6 Mind Duration: Instant Category: Necromancy Learn: DC 8 Who Can Cast: Triumvirate Araton Only
Name: Blightfire Dohereฤs (Summon Blightfire) Incantation: Must say in Draconic "Blightfire Dohereฤs" Movements: Spread your arms and wings wide. Spell Description: The Oracle of Necromancy is able to rouse the legendary dragon, Blightfire, from his torpor beneath the Temple of Necromancy to feast upon the souls of your enemies. All enemies on the battlefield must pass a DC8 check or loose 2 Spirit as Blightfire enters the battlefield. The amount of total Spirit damage caused determines the strength of Blightfire for the remainder of the scene. Blightfire follows normal rules for Dragon minions. Every Spirit point of damage dealt will bestow Blightfire with stats of 1/1/1, (example: 5 enemies fail their DC check, causing 10 spirit damage in total, Blightfire has stats of 10/10/10). Stats 1-5: Blightfire departs immediately. 6-10: +2 Combat Modifier. Damage 2/0/0. AC 5 11-15: +3 Combat Modifier. Damage 3/1/1, DC 6 or take 2 Body from poison damage. AC 8 16-20: +4 Combat Modifier. Damage 3/2/2, DC 6 or take 2 Body damage from poison. Breath Weapon once every 3 turns, deals 1/1/1 to all enemies on the battlefield that fail DC 8. AC 10 20+: +6 Combat Modifier. 2 Attacks per turn, Damage 3/2/2 DC 6 or take 2 Body Damage. Breath Weapon once every three turns, deals 3/1/1 to all enemies that fail a DC 8 check. AC 10 Allies may voluntarily feed Blightfire to improve his summoned stats. Any ally may volunteer to take the 2 Spirit damage as detailed in the spell. Auto Hit: Yes Friendly Fire: Voluntary Cost: 10 Mind Duration: End of scene Category: Necromancy Learn: N/A Who Can Cast: Oracle of Necromancy - Only on Fallen Gate grounds
Name: Equitum mortuorum (Cavalry of the Dead) Incantation: Must say "Equitum Mortuorum" Movements: Face toward the enemy and Draw and point your sword or weapon at the enemy ranks Spell Description: This spell allows the Caster to call forth and resurrect 6 fallen Dragoons and their Mounts armed with sabres and lances to the battlefield to execute one final charge at his or hers enemies. The Undead horsemen will charge forth and attack all enemy targets on the battlefield causing -1 Body damage. Struck enemies must make a DC 6 check or suffer -2 Spirit and be stunned for one turn by the fear struck into their hearts by the fearsome charge breaking thru their ranks. The Dragoons and their mounts will immediately turn to dust and disappear at the conclusion of their charge thru the enemy ranks. Auto Hit: No Friendly Fire: N/A Cost: 5 Mind Duration: 1 turn Category: Necromancy Learn: DC: 9 Who Can Cast: Praetorians and Savants of the Unholy Order of Necromancy
ฮจโ•โ•๐““๐“ช๐“ป๐“ด ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿฉธ-blood-magic / Blood Magic Spellbook
Name: Sanguis Flagellum (Blood Whip) Incantation: None Movements: Open your casting hand. Spell Description: This spell allows the caster to summon a whip made out of pure blood. The weapon can extend in length up to twenty feet, and can be used to grapple objects, people, etc. Whip does 2 Body Damage per strike. The weapon created from this spell will last for One Hour. If the wielder dies in battle, the weapon will vanish instantly. The whip may be modified by other Blood Magic spells. Infusus Sanguine: (Infusion of Blood) - Will increase the damage of your Blood Whip by 1 Body Damage if cast before using it. Acidum Pro Sanguine: (Acid for Blood) - Will add a DC: 7 Acid Effect to Blood Whip if cast ahead of time. If they fail the DC, they will take an extra 1 body damage each round till making a successful DC roll to counter it. Venenum Sanguinem: (Venomous Blood) - Will add a DC: 8 Poison Effect to Blood Whip if cast ahead of time. If they fail the DC, they will will be paralyzed. Those afflicted will roll the DC each round till they recover. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: One hour or until the wielder falls in combat. Category: Blood Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Sanguis Fervo (Blood Boil) Incantation: Must say "Sanguis Fervo" Movements: Push your casting hand out palm forward facing your foe. Spell Description: This spell allows the caster to boil the blood of their enemy killing them from within. Those afflicted by this must make a DC: 8 roll or take 2 Body Damage per round till they make a successful DC to resist. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until resisted or removed Category: Blood Magic Learn: DC: 6 Who Can Cast: All Ranks
Name: Gustus Sanguinis (The Taste of Blood) Incantation: N/A Movements: Bring a drop of blood to your tongue and sample it. Spell Description: This spell allows the caster to discern certain properties from the blood such as their age, race, sex, and health. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until the taste of the blood fades Category: Blood Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Sanguis Furtum (Blood Theft) Incantation: Must say "Sanguis Furtum" Movements: Extend both hands towards the target with the palms facing. Spell Description: This spell allows the caster to literally steal the blood from their opponent. For a vampire, this would be a more accessible way of feeding. Those struck with this spell must roll a DC: 7, and if they fail, they take 3 Body Damage and are barely able to move, managing to only take two steps per round/minute. Once the caster loses focus such as being hit, the spell is broken. If the attacker is a vampire, this spell will heal them for 2 Body Damage per round. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until the spell is broken Category: Blood Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Corpus Duplex (Blood Double) Incantation: Must say "Corpus Duplex" Movements: Must meditate for hours to focus your own blood and magic for the spell. Spell Description: This spell allows the caster to use their magic and blood to create a body double and likeness of themselves. After the doppelganger is made, the caster must stay in deep meditation while they control the body. This spell allows you to, attack, speak, hear, feel, and even cast magic through the doppelganger. The Blood Double is perfect in every way except for the eyes which look like two blood pools with no pupils. This spell will last for 24 hours. After that time, the doppelganger will literally deteriorate into a large pool of blood. For the duration of the spell, the caster will use their own Mind and Spirit, but any Body damage/cost will come from the body of the Clone Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: 24 hours Category: Blood Magic Learn: DC: 7 Who Can Cast: All Ranks
Name: Infusus Sanguine (Infusion of Blood) Incantation: N/A Movements: Must puncture your flesh with either knife or a claw to make yourself bleed. Spell Description: By breaking the flesh, you tap into the power of your blood. Your eyes light up and swirl with a bright reddish hue as the power washes over you. Once the spell takes effect, you will have a +2 to attack/defense rolls for the rest of the scene. Can add the +2 to all Tradeskills rolls for the purpose of either learning Tradeskills or crafting items. Infusus Sanguine is an Infusion and so cannot be stacked with other Infusions or the spells Infurnum Manicae, Sanctus Eryx or Alis Lucis. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Body Duration: Until the end of the scene Category: Blood Magic Learn: DC: 4 Who Can Cast: All Ranks
Name: Illimitata Infinita (Unlimited Power) Incantation: Must say "Illimitata Infinita" Movements: Must puncture your flesh with either knife or a claw to make yourself bleed. Spell Description: By breaking the flesh, you tap into the power of your blood. Your eyes light up and swirl with a bright reddish hue as the power washes over you. Once the spell takes effect, you will spend your Body points instead of Mind to fuel your spells until either the scene is over, or your health hits zero. If your health is depleted by this spell, you will pass out. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Body Duration: Until either the scene is over or your Body stat reaches zero Category: Blood Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Acidum Pro Sanguine (Acid for Blood) Incantation: Must say "Acidum Pro Sanguine" Movements: None Spell Description: After reciting the incantation, your blood will become potent as "Fluoroantimonic Acid" for the next 24 hours. Oddly enough, the caster is immune to the effects of the acid and with some imagination, can find many uses for this spell. If used as a weapon, the victim will roll a DC: 7 and if they fail, will take 1 body damage each round until they make a successful DC roll. Those hit with the acid initially will still take 2 Body damage. Acidum Pro Sanguine is an Infusion and so cannot be stacked with other Infusions or the spells Infurnum Manicae, Sanctus Eryx or Alis Lucis. Auto Hit: N/A - No Friendly Fire: N/A Cost: 1 Body Duration: 24 hours Category: Blood Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Sanguis Iram (Blood Rage) Incantation: N/A Movements: Must puncture your flesh with either knife or a claw to make yourself bleed. Spell Description: By breaking the flesh, you tap into the power of your blood. Your eyes light up and swirl with a bright reddish hue as the power washes over you. Once the spell takes effect, your body will fill with a savage blood rage that will give you extraordinary strength for the remainder of the scene. By invoking this power, you will do an extra +2 point of body damage from physical attacks. Sanguis Iram is an Infusion and so cannot be stacked with other Infusions or the spells Infurnum Manicae, Sanctus Eryx or Alis Lucis. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Body Duration: End of Scene Category: Blood Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Venenum Sanguinem (Venomous Blood) Incantation: Must say "Venenum Sanguinem" Movements: None Spell Description: By chanting the words, your blood becomes a powerful venom that can be used by either cutting the skin or biting it. The caster is of course immune to their own blood, but to anyone else, it is a powerful poison with the potency of Botulinum Neurotoxin for the next 24 hours. DC: 8 to resist the effects. Anyone who fails the DC will be paralyzed. Those afflicted will roll the DC each round till they recover. Venenum Sanguinem is an Infusion and so cannot be stacked with other Infusions or the spells Infurnum Manicae, Sanctus Eryx or Alis Lucis. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Body Duration: 24 hours Category: Blood Magic Learn: DC: 7 Who Can Cast: All Ranks
Name: Sanguis Telum (Blood Bolt) Incantation: Must say "Sanguis Telum" Movements: Extend your arm pointing your palm towards you foe. Spell Description: By chanting the words "Sanguis Telum", the Blood Mage can launch a red glowing bolt of energy at their foe infused with their blood. Without any added effects, this spell will do 2 Body Damage, however it can be enhanced through other Blood Magic Spells. Infusus Sanguine: (Infusion of Blood) - Will increase the damage of your Blood Bolt by 1 Body Damage if cast before using it. Acidum Pro Sanguine: (Acid for Blood) - Will add a DC: 7 Acid Effect to Blood Bolt if cast ahead of time. If they fail the DC, they will take an extra 1 body damage each round till making a successful DC roll to counter it. Venenum Sanguinem: (Venomous Blood) - Will add a DC: 8 Poison Effect to Blood Bolt if cast ahead of time. If they fail the DC, they will will be paralyzed. Those afflicted will roll the DC each round till they recover. Auto Hit: No Friendly Fire: N/A Cost: 1 Body Duration: Depends on enhancments used Category: Blood Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Sanguis vita Est (Blood is the Life) Incantation: Must say "Sanguis vita Est" Movements: Extend both hands out towards your foe. Spell Description: By chanting the words, you steal the blood and power from your opponent. Anyone attacked with this spell must roll a DC: 10 or suffer the effects. Those who fail will loose 3 Body, and heal the Caster for 3 Body. If the target is under the effects of any stat boosting powers, it will take those from them and give them to the caster instead. Auto Hit: Yes Friendly Fire: N/A Cost: 4 Mind Duration: Instant Category: Blood Magic Learn: DC: 9 Who Can Cast: Savants
ฮจโ•โ•๐““๐“ช๐“ป๐“ด ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿ”ฅ-hellfire-magic / Hellfire Magic Spellbook
Name: Ignis Regnum (Hellfire Glyph) Incantation: Must say "Ignis Regnum" Movements: Crouching down on the ground, the caster creates a circle around themselves using hellfire as they speak the incantation. Spell Description: Ignis Regnum is a powerful incantation that places a large emerald glyph on the ground increasing any and all Hellfire rolls made within 30 ft radius by +2, while also dealing 1 Body/1 Spirit Damage every 1 rounds/minutes to any opposing force in the affected area. This bonus does not apply to Tradeskill rolls, even if they are boosted with Hellfire Gauntlets. Auto Hit: Yes Friendly Fire: No Cost: 1 Mind Duration: End of Scene Category: Hellfire Magic Learn: DC: 8 Who Can Cast: All Ranks
Name: Infurnum Vinctum (Hellfire Shackles) Incantation: Must say "Infurnum Vinctum" Movements: Caster crosses their arms at the wrist, holding them to their chest before pushing out at the target. Spell Description: Infurnum Vinctum is a binding spell that creates hellfire shackles and chains around the targets wrists, ankles, and neck, all chained together. DC 8 check to resist the Shackles. These shackles are extremely durable, and cannot be broken by mortal weapons, but can be dispelled by magic. While bound the victim cannot use any magic, or take any action which requires physical movement such as attacking or dodging. While bound you cannot dodge or block attacks, but each time you're hit you can roll a DC 8 check to break free. Auto Hit: Yes Friendly Fire: No Cost: Free Duration: End of Scene Category: Hellfire Magic Learn: DC: 4 Who Can Cast: All Ranks
Name: Aeternum Tormentum (Eternal Torment) Incantation: Must say "Aeternum Tormentum" Movements: Cross both arms at the chest with the palms facing inward, then make a circular motion with both over head before thrusting both hands forward with the fingers curled up like claws. Spell Description: Aeternum Tormentum allows the caster to engulf their target in Hellfire. This spell causes crippling levels of pain, but cannot kill the target. Those under the effects of this spell cannot take any action other than screaming in agony. Can roll a DC: 10 each round to resist. Those under the effects are unable to dodge or block attacks. Targets under the effect of Dolor ut Voluptas (Pain as Pleasure) will instead be wracked with screams of orgasmic pleasure, but will still be unable to take any action until the DC is passed. Auto Hit: Yes Friendly Fire: No Cost: 3 Mind Duration: End of Scene Category: Hellfire Magic Learn: DC: 6 Who Can Cast: All Ranks
Name: Imber Ignis (Hellfire Rain) Incantation: Must say "Imber Ignis" Movements: Caster reaches their hands to the sky and speaks the incantation. Spell Description: Imber Ignis is a spell that turns rain into hellfire, causing it to come down upon everyone within a mile's radius. The rain is like liquid magma, and can cause 2 Body/2 Spirit Damage per round within the 1 mile radius of the spell.This spell does NOT scrutinize, as it will damage both friend and foe alike, except the caster. No focus is required to maintain this spell. Auto Hit: No Friendly Fire: Yes Cost: 3 Mind Duration: End of Scene Category: Hellfire Magic Learn: DC: 6 Who Can Cast: All Ranks
Name: Infurnum Ignis (Ball of Hellfire) Incantation: Must say "Infurnum Ignis" Movements: Caster forms a ball of hellfire between their hands, the size is up to their own discretion and capabilities. Spell Description: Infurnum Ignis is a spell that literally translates to hellfire. This spell allows the user to create a Ball of Hellfire that can be manipulated at their own discretion. The uses for this spell are almost endless. If used as a weapon, this spell will do 2 Body/2 Spirit Damage. Those hit must pass a DC: 6 or take another 1 Body/Spirit damage. Auto Hit: No Friendly Fire: No Cost: 1 Mind Duration: Instant Category: Hellfire Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Gehénnam Murus (Wall of Hellfire) Incantation: Must say "Gehénnam Murus" Movements: Caster brings both hands palms up below their chest as if lifting a wall, then sharply bring their hands up over their head. Spell Description: Gehénnam Murus is a spell that creates a Wall of Hellfire. The size determined by the discretion and capabilities of the caster. The wall itself burns with the power of hell itself and will repel anyone. Anyone caught within the wall or trying to pass through it will suffer 2 Body/2 Spirit Damage. Those hit must pass a DC: 6 or take another 1 Body/Spirit damage. Auto Hit: Yes Friendly Fire: Yes Cost: 1 Mind Duration: End of Scene Category: Hellfire Magic Learn: DC: 4 Who Can Cast: All Ranks
Name: Angelus Finis (Spear of Hellfire) Incantation: Must say "Angelus Finis" Movements: Caster extends their hand to a celestial being and summons a spear of hellfire, casting it at the celestial target. Spell Description: Angelus Finis is a spell that is specifically meant for angelic beings, and is designed for that purpose. This spell will manifest a spear of hellfire upon a being of the heavenly realms, and will temporarily sever their connection with God, cutting off their source of power for about 2 minutes/rounds. This spell can also do damage to non-angels, but is less powerful. The spell does 2 Body/2 Spirit Damage to normal beings, and 4 Body/4 Spirit to creatures of the upper planes._ Those hit must pass a DC: 6 or take another 1 Body/Spirit damage. Auto Hit: No Friendly Fire: No Cost: 1 Mind Duration: 2 Rounds Category: Hellfire Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Infurnum Manicae (Hellfire Gauntlets) Incantation: Must say "Infurnum Manicae" Movements: Caster extends both hands, pressing the sides of their fists together. Spell Description: Infurnum Manicae is a spell that creates a set of Hellfire Gauntlets around each hand and wrist. These gauntlets can be used to increase attack and defense rolls by +2. for the rest of the scene. Can add the +2 to all Tradeskills rolls for the purpose of either learning Tradeskills or crafting items. Cannot be stacked with Infurnum Manicae or Alis lucis. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind Duration: End of Scene Category: Hellfire Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Gehénnam Iracundia (Hellfire Pulse) Incantation: Must say "Gehénnam Iracundia" Movements: Caster starts with both of their hands in front of them, arms extended, palms facing out. Caster then makes one half of an infinity symbol with each hand, bringing their arms back together in their original position. Spell Description: Gehénnam Iracundia is one of the most powerful hellfire magic spells, as it allows the caster to create a pulse of extreme energy that hits everyone around the caster's body in a 30 foot radius for 2 Body/2 Spirit Damage._Those hit must pass a DC: 6 or take another 1 Body/Spirit damage. Auto Hit: No Friendly Fire: Yes Cost: 2 Mind Duration: Instant Category: Hellfire Magic Learn: DC: 8 Who Can Cast: All Ranks
Name: Flagrans Calvaria (Screaming Hellfire Skulls) Incantation: Must say "Flagrans Calvaria" Movements: Extend your casting hand towards your opponent. Spell Description: Flagrans Calvaria allows the caster to produce 4 flaming skulls that shoot from their casting hand and are sent screaming toward their opponent. Each skull does 1 Body/1 Spirit Damage per hit for a total of 4 Body/4 Spirit Damage if all attacks land. Anyone who can block/dodge this spell takes NO damage. Those hit must pass a DC: 8 or take another 1 Body/1 Spirit damage per hit. Auto Hit: No Friendly Fire: No Cost: 2 Mind Duration: Instant Category: Hellfire Magic Learn: DC: 9 Who Can Cast: Savants
Name: Ignis Dominium (Hellfire Domain) Incantation: Must say "Ignis Dominium" Movements: Crouching down on the ground, the caster creates a circle around themselves using hellfire as they speak the incantation. Spell Description: Ignis Dominium is the most powerful incantation that summons a peice of Hell to your immediate environment, increasing any and all Hellfire rolls within a 40ft radius gain +3 bonus, and will also deal 2 Body/2 Spirit Damage every 1 rounds/minutes to any opposing force in the affected area. The bonuses and damage does not stack with Ignis Regnum (Hellfire Glyph) if cast in the same area. Auto Hit: Yes Friendly Fire: No Cost: 4 Mind Duration: End of scene Category: Hellfire Magic Learn DC: 8 Who Can Cast: Oracle only

Name: Chorum Damnatorum (Chorus of the Damned) Incantation: Must sing, โ€œChorum Damnatorum.โ€ Movements: Raise your hands up high and sing the incantation while standing in a Hellfire Glyph or Hellfire Domain. Spell Description: This incantation causes every Enemy inside a Hellfire Glyph or Hellfire Domain to scream in agony as they burn alive. All enemies inside a Hellfire Glyph or Hellfire Domain take 4 Body and 4 Spirit Damage and must make a DC:8 or continue to scream Losing a Turn. This spell may only be cast once per battle/scene Auto Hit: Yes Friendly Fire: No Cost: 4 Mind Duration: Instant Category: Hellfire Learn: 8 Who Can Cast: Oracle
ฮจโ•โ•๐““๐“ช๐“ป๐“ด ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿ–ค-shadow-magic / Shadow Magic Spellbook
Name: Visus Tenebrosus (Shadow Sight) Incantation: Must say "Visus Tenebrosus" Movements: Place your casting hand at eye level, palm towards your face and move as if you were removing a veil from your eyes Spell Description: Visus Tenebrosus gives the Caster the ability to see through any type of darkness, even supernatural. The user can also see without any source of light as things will appear black and white to them in such darkness. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: 24 hours. Category: Dark Magic, Shadow Learn: DC 4 Who Can Cast: All Ranks
Name: Umbra Vincla (Shadow Bind) Incantation: Must say "Umbra Vincla" Movements: Curve your hands towards yourself while your clenching your fist. Spell Description: This spell allows you to create chains of living shadow to bind the hands of your foe, the caster decides what form that takes. Example: You could bind their hands behind their back or pull them up off their feet with their arms lifted over their head. Those bound cannot block or dodge an attack while bound. The Caster can take no magical or physical actions whatsoever, other than RP actions (such as sex, for example). The targeted Foe must roll a DC 8 to resist the spell. Those bound can roll a DC 8 every 4 rounds to try and escape. Auto Hit: Yes Friendly Fire: N/A Cost: Free Duration: The spell will last as many rounds the Caster maintains the spell. Category: Dark Magic, Shadow Learn: DC 6 Who Can Cast: All Ranks
Name: Imperium Umbrae (Control Shadows) Incantation: Must say "Imperium Umbrae" Movements: No movements are required. The shadows are controlled by the mind. Spell Description: Imperium Umbrae is used to take control over the shadows in the area. Such power can be used to confuse or frighten a Foe. The targeted Foe will see the shadows moving around them and must roll a DC 10 or suffer 3 Spirit Damage. Auto Hit: Yes Friendly Fire: No Cost: 2 Mind Duration: Instant Category: Dark Magic, Shadow Learn: DC 5 Who Can Cast: All Ranks
Name: Mutatio Obscura (Dark Transformation) Incantation: Must say "Mutatio Obscura" Movements: No movements are required. The shadows are controlled by the mind. Spell Description: Mutatio Obscura is a spell that shrouds your body in a suit of dark armor but also creates two 20-foot black tentacles that grow from your sides. Dark armor gives you an Armor Class of 6. The tentacles have the ability to strike each round for 1 Body damage a piece. Tentacles use the Combat Modifier of their Caster to attack. Armor does NOT protect you from magic, only physical attacks. Auto Hit: No Friendly Fire: N/A Cost: 1 Mind Duration: 24 hours. Category: Dark Magic, Shadow Learn: DC 6 Who Can Cast: All Ranks
Name: Umbra Fulmen (Shadow Lightning) Incantation: Must say "Umbra Fulmen" Movements: Extend your fingers at your opponent. Spell Description: Umbra Fulmen allows the caster to project an intense burst of Black Lightning at a Foe. The strength of this lightning depends on the Mind Points invested. No Cost: Small burst does 1 Body Damage. 1 Mind Point: Medium burst does 2 Body Damage. 2 Mind Point: High-intensity burst does 3 Body Damage. 3 Mind Point: Violent stream of lightning takes both hands and does 4 Body Damage. Those that are hit with this version will be stunned for one round. Auto Hit: No Friendly Fire: N/A Cost: See Spell Description Duration: Instant Category: Dark Magic, Shadow Learn: DC 8 Who Can Cast: All Ranks
Name: Umbra Integumentum (Shadow Cover) Incantation: Must say "Umbra Integumentum" Movements: Make a circular motion with both hands in front of you. Spell Description: Umbra Integumentum gives the Caster the ability to cover a large 200-foot area in complete darkness for an entire combat session. This supernatural ability will obscure light, sound, and heat along with vision. Those affected will suffer a -3 on all dice rolls. Each person in the 200-foot area must roll a DC 10 to resist this spell each round. The incantation "Visus Tenebrosus" (Shadow Sight) can also be cast to penetrate this spell. Auto Hit: Yes Friendly Fire: Yes Cost: 1 Mind Duration: End of scene Category: Dark Magic, Shadow Learn: DC 6 Who Can Cast: All Ranks
Name: Umbra Ambulate (Shadow Walk) Incantation: Must say "Umbra Ambulate" Movements: Step into the shadows Spell Description: Umbra Ambulate gives the user the ability to step from one shadow to another instantaneously for up to 60-foot radius. If the Caster uses this spell as a means to surprise attack a Foe, they receive a +2 to their attack roll. If the Casterโ€™s attack fails, they receive a -2 to their defense roll for that round. If the Caster uses this spell with someone under the effects of Umbra Integumentum, the Caster can attempt to surprise someone each round. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: End of scene Category: Dark Magic, Shadow Learn: DC 7 Who Can Cast: All Ranks
Name: Umbra Didymus (Shadow Twin) Incantation: Must say "Umbra Didymus" Movements: Bring your fingers together in front of you then pull them apart. Spell Description: Umbra Didymus is an incantation that allows the practitioner to create a Shadowy Twin of themselves. The Twin has the Combat Modifier of the Caster, and half of the Body/Mind/Spirit that the original does and can be commanded to perform various tasks including combat. The Twin is capable of using it's own intelligence and initiative, knowing everything the Caster did at the time of casting. Only one twin can be created at a time. Auto Hit: N/A Friendly Fire: N/A Cost: 3 Mind Duration: End of scene Category: Dark Magic, Shadow Learn: DC 7 Who Can Cast: All Ranks
Name: Umbra Exilium (Shadow Exile) Incantation: Must say "Umbra Exilium" Movements: Extend both hands towards your foe while curling your fingers tightly. Spell Description: Umbra Exilium is one of the most powerful spells within the shadow line. This ability allows the Caster to trap their Foes within the void of the Abyss. The time they are within this shadow prison depends on the dice they roll. The targeted Foe must roll a DC 10 to resist the spell. This spell may only be cast once per day. Perform a /roll then check the chart below to see your term within the pocket prison. 1-10: 1 day 11-21: 2 days 22-32: 3 days 33-43: 4 days 44-54: 5 days 55-65: 6 days 66-76: 7 days 77-87: 8 days 88-98: 9 days 99-100: 10 days Auto Hit: Yes Friendly Fire: N/A Cost: 4 Mind Duration: See table above Category: Dark Magic, Shadow Learn: DC 7 Who Can Cast: All Ranks
Name: Umbra Hirudo (Shadow Leech) Incantation: Must say "Umbra Hirudo" Movements: No movements are required. You command the shadows around your prey to cover your Foe. Spell Description: Umbra Hirudo is an AOE ability that allows the Queen of Shadows to produce two (2) 20-foot shadow tendrils from her person that latch on to her prey. These tendrils will then begin to leech 1 Body / 1 Mind / 1 Spirit from her prey each round till the battle is over. The Body/Mind/Spirit that is leeched from the targeted Foe is then channeled to the Caster. The targeted Foe must roll a DC 10 or higher to resist the spell. each round. This spell can be used in conjunction with "Mutatio Obscura" giving the Queen of Shadows two (2) tentacles and two (2) tendrils to attack with simultaneously. This spell is immune to the "Dispel" incantation. Tendrils use the rank bonus of their Caster to attack. Auto Hit: No Friendly Fire: N/A Cost: 4 Mind Duration: End of scene Category: Dark Magic, Shadow Learn: DC 7 Who Can Cast: Oracle only.
Name: Tenebrae Aeternae (Darkness Eternal) Incantation: Must say "Tenebrae Aeternae" Movements: No movements are required as you will yourself into shadow. Spell Description: At this point, the Shadowmancer's mastery of darkness is so extensive that they can literally become shadow itself. Upon casting this spell, the Caster becomes an inky, amoeboid large patch of shadow. In this form, the caster is practically invulnerable and may slither through cracks and crevices. In addition, the Caster gains the Visus Tenebrosus ability automatically. In this form, the Shadowmancer is immune to all physical attacks, and can only be harmed or effected by Hellfire, Fire, and Light magics. While using this power, the Shadowmancer cannot physically attack anyone, but they can cast spells and use psionic abilities. Anyone engulfed in this form will suffer the same effects as the Umbra Integumentum spell. While in this form, the Shadowmancer may even slither up walls and across ceilings or โ€œdripโ€ darkness upward. The Shadowmancer takes double damage from Fire and Light Magic, but not from Hellfire due to its infernal nature. Can only be learned in the Library. Auto Hit: N/A Friendly Fire: N/A Cost: 5 Mind Duration: The spell will last as many rounds the Caster maintains the spell. Category: Dark Magic, Shadow Learn: DC 9 Who Can Cast: Savants
ฮจโ•โ•๐“ข๐“ฝ๐“ธ๐“ป๐“ฒ๐“ฎ๐“ผ & ๐“›๐“ฎ๐“ฐ๐“ฎ๐“ท๐“ญ๐“ผโ•โ•ฮจ / echoes-of-the-shadow-king
ฮจโ•โ•๐““๐“ช๐“ป๐“ด ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿคฌ-curse-magic / Curses Spellbook
Curse Magic will -not- work on creatures with 20+ stats in Body, Mind, and Spirit, as they are simply to powerful to be effected by them. The Triumvirate are also immune to the effects of Curse Magic. One (1) Curse and one (1) Judgement TOTAL in a 24 hour period; this means that if anyone in the Family casts a Curse, then no other Curses can be cast by anyone in the Family for 24 hours. Also, the person who cast the Curse cannot cast a Judgement for the 24 hour period either.
Name: Mentis Maledictio (Mind Curse ) Incantation: Must say "Mentis Maledictio" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Mentis Maledictio allows you to place a curse upon someone that acts as a sort of mind fog. By casting this spell, you cut their available mind points in half, unless they can roll DC 7 to resist. This spell will remain untill it is removed via a Purgo Anima Spell, or a Greater Cure potion. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Curses Learn: DC: 6 Who Can Cast: All Ranks
Name: Infirmitas Maledicta (Weakness Curse) Incantation: Must say "Infirmitas Maledicta" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Infirmitas Maledicta allows you to place a curse upon someone that makes them too weak to wear armor or wield a weapon heavier then a dagger if they are unable to make a DC 7 roll to resist. This spell will remain untill it is removed via a Purgo Anima Spell, or a Greater Cure potion. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Curses Learn: DC: 6 Who Can Cast: All Ranks
Name: Tarda Maledicta (Slow Curse) Incantation: Must say "Tarda Maledicta" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Tarda Maledicta is a slowing curse which will reduce someone's speed by half. DC 7 to resist. Those that can normally move 30 feet per round will be reduced to 15 feet, and they always attack last after everyone else. This spell will remain untill it is removed via a Purgo Anima Spell, or a Greater Cure potion. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Curses Learn: DC: 6 Who Can Cast: All Ranks
Name: Gracile Maledictum (Slender Curse) Incantation: Say "Gracile Maledictum" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Gracile Maledictum is a curse that makes those affected unable to eat, drink, or hold down any sustenance. Anyone effected by this will be unable to drink potions or get any benefit from them, unless able to make a DC 7 roll to resist the Curse. Any mortal unable to get this curse removed in three days will die of dehydration. This spell will remain untill it is removed via a Purgo Anima Spell. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Curses Learn: DC: 6 Who Can Cast: All Ranks
Name: Mors Maledicta (Death Curse) Incantation: Must say y "Mors Maledicta" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Mors Maledicta turns someone into the walking dead. Because their body is in a deathly state, healing potions or healing magic will not work upon the subject. DC 7 roll to resist the Curse. This spell will remain untill it is removed via a Purgo Anima Spell, or a Greater Cure potion. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Curses Learn: DC: 6 Who Can Cast: All Ranks
Name: Fragilis Maledicta (Fragile Curse) Incantation: Must say "Fragilis Maledicta" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Fragilis Maledicta turns the bones into glass, and makes the flesh weak. Those targeted by this Curse must make a DC 7 roll or have their body points cut in half. This Curse will remain untill it is removed via a Purgo Anima Spell, or a Greater Cure potion. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Curses Learn: DC: 6 Who Can Cast: All Ranks
Name: Pax Maledicta (Peace Curse) Incantation: Must say "Pax Maledicta" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Pax Maledicta is a curse that takes the aggression out of a foe. If they are under the affects of this curse, DC 7 to resist, they will be unable to attack anyone. They can still flee or retreat however. This spell will remain untill it is removed via a Purgo Anima Spell, or a Greater Cure potion. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Curses Learn: DC: 6 Who Can Cast: All Ranks
Name: Anchora Maledicta (Anchor Curse) Incantation: Must say "Anchora Maledicta" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Anyone under the affects of Anchora Maledicta will be unable to use Spatial Magic to escape via portals or teleportation or use natural abilities such as Planeswalk. Their only manner of retreating is on foot. May only be removed via a Purgo Anima Spell, or a Greater Cure potion. DC 7 to resist the Curse Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Curses Learn: DC: 6 Who Can Cast: All Ranks
Name: Stypticus Maledicta (Paralyze Curse) Incantation: Must say "Stypticus Maledicta" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Stypticus Maledicta is a curse that paralyzes a foe failing a DC 8 roll, making it impossible to move. The subject is awake and aware of their surroundings and what's going on, but they are helpless to do anything. This spell will remain until it is removed via a Purgo Anima Spell. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Curses Learn: DC: 6 Who Can Cast: All Ranks
Name: Occidere Maledicta (Killing Curse) Incantation: Must say "Occidere Maledicta" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Occidere Maledicta is a curse that will kill any living creature failing a DC 9 check, that walks either mortal or immortal "unless" they are undead. Occidere Maledicta is one of the most strongest curses, and can only be used by the most powerful of beings. Any being killed by this spell cannot be resurrected via a Anastasis spell. A Corpus Reformationis will work however. This spell will fully restore a vanquished undead creature so long as some part of them remains. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Instant Category: Curses Learn: DC: 8 Who Can Cast: Savants
ฮจโ•โ•๐““๐“ช๐“ป๐“ด ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿฅฉ-fleshcrafting / Fleshcrafting Spellbook
Name: Mutationem Sui (Change Self) Incantation: Must say "Mutationem Sui" Movements: Place your casting hand upon your own injury or your face to change your appearance. Spell Description: This spell allows the Caster to manipulate their own flesh in various ways: 1. It allows the Caster to treat their own (minor) wounds, healing 2 body damage. 2. It allows the Caster to change their appearance in minor cosmetic ways such as height, voice, build, facial features, skin tone, among other things. Spirit cannot be applied to the strength of your healing with this spell. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: One instance Category: Fleshcrafting Learn: DC: 4 Who Can Cast: All Ranks
Name: Muto Corpus (Change Flesh) Incantation: Must say "Muto Corpus" Movements: Place your hands upon the flesh of another Spell Description: This spell allows the Caster to manipulate the flesh of others; muscle, fat, tissue and cartilage of anyone they place their hands upon in various ways: 1. It allows the Caster to treat anotherโ€™s (minor) wounds, healing 2 body damage. 2. It allows the Caster to cause (minor) injury to another, causing 2 body damage. 3. It allows the Caster to change the appearance of another in minor cosmetic ways such as height, voice, build, facial features, skin tone, among other things. The Caster can use their Spirit to "boost" the healing aspect only at a ratio of 2:1 meaning it will cost the Caster 2 Spirit Points to achieve every 1 additional Body Point. Cannot be used on yourself. Auto Hit: No (when used to injure or attack a Foe) Friendly Fire: N/A Cost: 2 Mind Duration: One instance Category: Fleshcrafting Learn: DC: 5 Who Can Cast: All Ranks
Name: Mutare Os (Alter Bone) Incantation: Must say "Mutare Os" Movements: Place your hands upon the body of another. Spell Description: This spell allows the Caster to manipulate the bone structure of another in various ways: 1. It allows the Caster to treat anotherโ€™s (heavy) wounds, healing 4 body damage. 2. It allows the Caster to cause (heavy) injury to another, causing 4 body damage. The Caster can use their Spirit to "boost" the healing aspect only at a ratio of 2:1 meaning it will cost the Caster 2 Spirit Points to achieve every 1 additional Body Point. Cannot be used on yourself. Auto Hit: No (when used to injure or attack a Foe) Friendly Fire: N/A Cost: 4 Mind Duration: One instance Category: Fleshcrafting Learn: DC: 6 Who Can Cast: All Ranks
Name: Dolor ut Voluptas (Pain as Pleasure) Incantation: Must say "Dolor ut Voluptas" Movements: Extend your fingertips to your feet, then bring them up over your figure to your head as if a wave was surging over you. Spell Description: This spell allows the Caster to turn all physical pain into erotic pleasure. You can still die while under the effects of this spell but the slower the death, the more you will enjoy it. While under the effects of this spell, you will be able to push yourself -3 Body Points past your threshold. Example: Where having 0 Body would take you out of the fight, it would now take -3 Body to defeat you. Spells/powers which inflict pain will still have the same damage and/or incapacitating effects on the Caster as it is listed in their spell description. The Caster would just be in the throws orgasmic pleasure, rather than racked with pain. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: The spell will last for 24 Hours. Category: Fleshcrafting Learn: DC: 5 Who Can Cast: All Ranks
Name: Caro Putredo (Rotten Flesh) Incantation: Must say "Caro Putredo" Movements: Place your hands upon the body of your Foe. Spell Description: This spell allows the Caster to attack the very flesh of their Foes, causing it to turn rotten and fall from the bone. To mortals this spell can kill them in a matter of moments but to other beings, it can be quite painful and counteract their regeneration. By placing your hands upon the subject, they take 2 Body damage per round till reaching zero. Once that happens, they wither away. Those stricken must roll a DC 8 or better to resist the effects. Even if they pass the DC, they still take the initial 2 Body damage. The effects of this spell can only be removed with a Cure Potion, Expurgate Carnem or a Purgo Caro spell. Auto Hit: No Friendly Fire: N/A Cost: 2 Mind Duration: Until death or cured. Category: Fleshcrafting Learn: DC: 7 Who Can Cast: All Ranks
Name: Expurgate Carnem (Cleanse the Flesh) Incantation: Must say "Expurgate Carnem" Movements: Place your hands upon the afflicted. Spell Description: This spell allows the caster to expunge Poisons, Diseases, or other ailments from the flesh. This spell will NOT remove Curse or Judgement Magic. Cannot be used on yourself. Auto Hit: No Friendly Fire: N/A Cost: 3 Mind Duration: One instance Category: Fleshcrafting Learn: DC: 8 Who Can Cast: All Ranks
Name: Carnem Calcaria (The Flesh of Spurs) Incantation: Must say "Carnem Calcaria" Movements: Point your finger at those you direct the spell towards or cross your arms over your chest to affect yourself. Spell Description: This spell allows the Caster to cause spikes or "spurs" of bone to emerge: 1. From the flesh of a willing target, including the Caster. If the Caster is physically attacked while under the affect of this spell, the Foe will take 2 Body Damage. 2. From the flesh of a Foe. The targeted Foe must roll a DC 8 or higher to resist the effects. If unsuccessful, they will take 2 Body Damage. and are incapacitated for 1 additional round, allowing the spikes subside. Cannot be used with any Armor Spells; this includes attacks on a Foe if they are wearing Armor Auto Hit: Yes (when used to injure or attack a Foe) Friendly Fire: N/A Cost: 1 Mind Duration: One instance Category: Fleshcrafting Learn: DC: 7 Who Can Cast: All Ranks
Name: Forma Immanis (Monstrous Form) Incantation: Must say "Forma Immanis" Movements: Extend your hands out in front of you, then close your fists tight and beat your chest with both fists simultaneously in a hard, rhythmic beat. Spell Description: This spell allows the Caster to turn themselves into a hulking juggernaut of death and destruction. They take the form of a 12-foot beast with massive claws, a maw full of long pointy teeth, and thick hide for skin. To take this form, it requires the Caster to concentrate for 1 round. The Caster can then take action in their new form at the beginning of the following round. Any spell or successful attack that would break the concentration of the user will halt the casting. DM Decides While under the effects of this form, you get 2 physicals attacks that do 3 Body / 3 Spirit a piece and an Armor Class of 8 and your Body/Mind/Spirit are doubled. You cannot however use any magic other than to transform back which takes another round to complete. Any damage taken while in this form will be healed once you transform back. All buffs pre-cast before taking on this form are suspended until the effect ends, then they are restored. Jewelry buffs are still active when in Monstrous Form Auto Hit: N/A Friendly Fire: N/A Cost: 4 Mind Duration: End of scene Category: Fleshcrafting Learn: DC 6 Who Can Cast: No restrictions
Name: Interiorem Dominium (Inner Mastery) Incantation: Must say the words "Interiorem Dominium" Movements: Sit in Lotus position and take in deep meditation. Spell Description: The Caster of this incantation has complete control of their physical and mental state. Their mastery of their inner workings allows them to weaken one to strengthen the other. Transfer 2 points from Mind to Body or Vice Versa: Cost: 2 Spirit Transfer 4 points from Mind to Body or Vice Versa: Cost: 4 Spirit Transfer 6 points from Mind to Body or Vice Versa: Cost: 6 Spirit Transfer 8 points from Mind to Body or Vice Versa: Cost: 8 Spirit Transfer 10 points from Mind to Body or Vice Versa: Cost: 10 Spirit Must know every Fleshcrafting Spell to learn this, save for Corpus Reformationis Auto Hit: N/A Friendly Fire: N/A Cost: See Spell Description Duration: One instance per scene. Category: Fleshcrafting Learn: DC: 7 Who Can Cast: All Ranks
Name: Corpus Reformationis (The Body of Reformation) Incantation: None Movements: Sit in Lotus position and take in deep meditation. Spell Description: This spell allows the Caster to reform their body if it is destroyed. Anyone that reaches 0 Body and has their body decimated will be able to rise from their own death. Their mastery of Fleshcrafting gives them a deeper understanding then most minds would realize. At the moment of their death, their remains will burrow deep into the ground and enter a period of metamorphosis. While in this state, their body shall slowly rebuild itself over a 48-hour period. Once they are fully revived, they will be mentally and spiritually drained from the horrific ordeal and need sufficient time to recover. Must know every Fleshcrafting Spell to learn. Once learned, this spell is automatic upon death and takes no casting to perform. Assistance can be given using Light Magic administered by a Triumvirate to accelerate the healing process only when learning this spell. Auto Hit: N/A Friendly Fire: N/A Cost: Reduces all Mind/Spirit scores to 1 for 24 hours. Duration: One instance and the Caster is rendered incapacitated for a 48-hour period. Category: Fleshcrafting Learn: DC: 9 Who Can Cast: Savants
Name: Spina Glomerorum (Spine Spores) Incantation: Must say "Spina Glomerorum" Movements: The caster crouches, hunched over as the spines are fired from their back. Spell Description: The caster grows four seed-like spines from their back, propelling them across the battlefield. Upon entering a target body the seeds erupt and grow in seconds into a mass of whipping, tearing and strangling tentacles made of muscle, cartilage and thorny flesh. Piercing vital organs and erupting from the skin. Each spine deals 1 Body damage if it hits the target. The target must then make a DC 7 roll for each spine hit, or take an extra 2 Body 1 Spirit for each fail. Any target which has failed it's DC 7 roll must make further checks in any round that it wishes to make a physical action or take another 2 Body 1 Spirit damage as the tendrils rip the target from inside. Spina Glomerorum can be removed with a Greater Cure Potion, Purgo Anima or Expurgate Carnem. Spina Glomerorum can only be cast once per battle, as the caster will have to spend time growing more Spines before they can use them again. Each target can only host one fully grown Spina Glomerorum, as the adult spines will devour any in grown spines. Each target can only be subjected to one on-going effect of the Spines Auto Hit: No Friendly Fire: No Cost: 6 Mind Duration: End of Combat Category: Fleshcrafting Learn: N/A Who Can Cast: Oracle only
Mutations Mutations are long-term physical changes that members of the Order of Fleshcrafting may bestow on themselves or others. Unlike the changes bestowed by spells such as Muto Corpus (Change Flesh) which only mimic the appearance of these changes, Mutations bestow full anatomical changes and abilities.
Name: Ungues Abyssi Cancri (Abyssal Crab Claws) Incantation: Must say "Ungues Abyssi Cancri" Movements: Must lay hands upon the body part to be modified Spell Description: This Mutation makes the hands of the target become hardened and clawlike akin to the powerful claws of the crab or lobster. These claws are inadequate for fine manipulation, but may be used in combat to attack and pin the foe in place. The target gains a Claw melee attack. A successful melee attack using the Claws will cause 2 Body damage, and will require the target to make a DC 6 check or be pinned and unable to move for their next round. While pinning a target, the Abyssal Claws are unable to make an attack. The claws prevent fine manipulation which would be required for spell casting, drinking potions, or wielding weapons unless other methods can be used. Fleshcrafting spells that require hand motions may still be cast under influence of Abyssal Claws. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: 24 hours Category: Fleshcrafting Learn: DC 7 Who Can Cast: Savants
Name: Stimulus Abyssi (Abyssal Stinger) Incantation: Must say "Abyssal Stinger" Movements: Must lay their hands on the body part to be modified Spell Description: This Mutation bestows upon the recipient a tail tipped with a poisonous barb or stinger. This can either give a tail to the recipient, or change an existing tail. A successful melee attack using the Scorpion Tail will cause 2 Spirit damage from venom and will require the victim to make. DC 6 check or suffer 1 Spirit damage per round from ongoing venom affect. The target make a new DC check each round to end the poison. Essentia Resituae can end the venom affect. Enemies held by Abyssal Crab Claws will be automatically struck by the Abyssal Stinger. Those under the effects of a Pestilence Regalia will be healed instead of being damaged by the toxins. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: 24 hours Category: Fleshcrafting Learn: DC 7 Who Can Cast: Savants
Name: Carnis Alis (Fleshbound Wings) Incantation: Must say "Carnis alis" Movements: Must place hands on the body part to be modified. Spell Description: This Mutation creates a powerful set of wings on the recipient created out of their own flesh. The wings allow the recipient to fly at 60ft per round in combat. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: 24 Hours Category: Fleshcrafting Learn: DC 7 Who Can Cast: Savants
Name: Proboskìs Abyssi (Abyssal Proboscis) Incantation: Must say "Proboskìs Abyssi" Movements: Must lay hands on the body part to be modified. Spell Description: This Mutation creates a long flexible feeding tube with a hardened drilling tip, somewhere upon the head of the recipient. This Proboscis can be unfurled in combat to attempt to attack and consume the brain of the target. A successful attack by the Proboscis will deal 2 Mind damage and will force the target to make a DC 6 check. If failed they loose a further 1 Mind which the attacker receives. The Proboscis, if it is placed over the mouth, will interfere with spells that have Incantation requirements. Fleshcrafting is an exception and can still be cast regardless of Incantation requirement. The Proboscis attack does not function on undead, constructs, and anything which does not have a suitable brain analogy or physical body (ask the DM) Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: 24 Hours Category: Fleshcrafting Learn: DC 7 Who Can Cast: Savants
Name: Spina Carapace (Horned Carapace) Incantation: Must say "Spina Carapace" Movements: Must touch the skin of the target with an open palm. Spell Description: This Mutation hardens the skin of the target into a toughened exoskeleton. The Caster bestows an AC of 8 upon the target for 24 Hours. This spell can only be used on others. The caster cannot cast this spell on themselves. AC does NOT protect you from magic, only physical attacks. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: 24 Hours Category: Fleshcrafting Learn: DC 6 Who Can Cast: Savants
Name: Crurai Abyssi (Abyssal Legs) Incantation: Must say "Crurai Abyssi" Movements: Must lay hands upon the body part to be affected. Spell Description: This Mutation bestows zoomorphic legs upon the recipient, allowing them to leap or run at great speeds. Abyssal Legs gives the recipient a movement speed of 60ft. Including land speed, climbing, burrowing, leaping and swimming speed. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: 24 Hours Category: Fleshcrafting Learn: DC 7 Who Can Cast: Savants
Name: Tolerare (Endure) Incantation: None Movements: The caster sacrifices a part of their Body and implants it on the recipient. Spell Description: The Oracle of Fleshcrafting is able to use their own flesh to stabilise the Mutations available to Savants of Fleshcrafting. When cast upon a recipient of a Mutation spell, the Mutation becomes permanent until a dispell, shape change, or similar spell/ability is cast upon the recipient. Only one permanent mutation is allowed per target. The Oracle of Fleshcrafting may end a permanent Mutation with a thought, across any distances and even across Planes. Auto Hit: N/A Friendly Fire: N/A Cost: 4 Body Duration: Permanant Category: Fleshcrafting Learn: DC 8 Who Can Cast: Oracle of Fleshcrafting
ฮจโ•โ•๐“๐“ฎ๐“พ๐“ฝ๐“ป๐“ช๐“ต ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐ŸŒณ-ecomancy / Ecomancy Spell Book
Name: Cortex Manicae (Gauntlets of Bark) Incantation: Must say "Cortex Manicae" Movements: Caster kneels puts both hands fists to the earth Spell Description: Cortex Manicae is a spell that creates a set of Organic Gauntlets around each hand and wrist. These gauntlets can be used to increase attack and defense rolls by +2 for the rest of the scene. Can add the +2 to all Tradeskills rolls for the purpose of either learning Tradeskills or crafting items. Cannot be stacked with Infurnum Manicae, Sanctus Eryx, Alis lucis, or Infusus Sanguine. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind Duration: End of Scene Category: Ecomancy Learn: DC: 5 Who Can Cast: All Ranks
Name: Urtica dioica (Thorn Whip) Incantation: None Movements: Open your cast hand Spell Description: This spell allows the caster to summon a whip made out of Stinging Nettle. The whip lashes out with supernatural speed and can extend up to 20 feet in length and can be used to grapple object, people, etc. Whip does 2 Body Damage per strike. Anyone struck must roll a DC 6 check or suffer minor paralysis (loss of 1 round) and intense burning pain (1 body damage per round). Auto Hit: No Friendly Fire: N/A Cost: Mind 1 Duration: One hour or until the wielder falls in combat. Category: Ecomancy Learn: DC:7 Who Can Cast: All Ranks
Name: Ampelos Agria laqueum (Vine Trap) Incantation: Must say โ€œAmpelos Agria Laqueumโ€ Movements: Placing the casting hand down toward the ground with fingers spread . Spell Description: This spell causes vines and dense plant life to grow covering a area with in a 30-foot radius. the vines start at the legs moving to cover the whole body as the foe stuck in the area tries to move the binding becomes stronger. Anyone entering the covered area will then begin to start being bonded by the vines. Any enemy within or moving into the area of effect must make a DC 8 check or become immobilised and begin taking 1 body damage per turn until the DC check is passed. Auto Hit: Yes Friendly Fire: No Cost: 1 Mind Duration: Till DC is rolled Category: Ecomancy Learn: DC 6 Who Can Cast: All Ranks
Name: Vulpes Vociferatio (Vixen Scream) Incantation: Must shout โ€œVulpes Vociferatioโ€ Movements: Take both your index and middle finger on both hands and place them on the throat. Spell Description: This spell calls for the caster to emit a loud brain-piercing scream that causes headaches rendering the enemy unable to think 20 foot radius. All enemies within the area must roll a DC 6 check or take 2 mind damage and cripples the ability to move for one round. Auto Hit: Yes Friendly Fire: No Cost: 2 Mind Duration: 1 round Category: Ecomancy Learn: DC 6 Who Can Cast: All Ranks
Name: Venenum Spinae (Poison Thorns) Incantation: Must say "Venenum Spinae" Movements: Raise casting hand flicking it at the opponent. Spell Description: This spell causes three large thorns to be summoned that are dripping in poison. Each thorn is thrown at a target and will require a roll to hit. Damage caused is based on how many Thorns hit the target. 1 Thorn Hits: 2 Body damage 2 Thorns Hits: 2 Body Damage plus DC 7 roll to resist poison 3 Thorns Hits: 3 Body damage plus DC 7 roll to resist poison Poison: A target which has failed it's DC 7 check will lose 2 Body damage per round until cured or a DC 7 check is passed. Auto Hit: No Friendly Fire: No Cost: 2 Mind Duration: N/A Category: Ecomancy Learn: DC 5 Who Can Cast: All Ranks
Name: Camouflage Chamaeleonis (Chameleon Camouflage) Incantation: None Movements: With hands to the side shake your head three time from side to side Spell Description: The Caster can visually blend into surroundings by blending in with the coloration and form of their background to avoid optical perception. Similar to invisibility. camouflage sometimes involves people turning invisible but with limitations. Common effects are the castor as well as what they are wearing/carrying is able to stay camouflaged while moving, the castor will not cast a shadow as a result of bending light. This spell will make it near impossible to be attacked by a single target spell, but a well-placed AOE could still hit it's mark if they are within the radius. If the person invisible makes any sort of action with the potential to have a negative (-) effect on an entity, their camouflage will drop revealing their presence for all to see. This spell does not cover sounds, smells, touch, or changes in the environment caused by the caster. Possibly giving away their presence. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: End of scene Category: Ecomancy Learn: DC: 5 Who Can Cast: All ranks
Name: Arbor Cor (Arbor Heart) Incantation: Must say "Arbor Cor" Movements: Make a heart with hands and place it to your chest Spell Description: Arbor Heart manifests a tree that is then thrown at a foe. The tree can be of any sort of which the caster wishes. The tree will cause 4 body damage to the target foe. The caster must then roll three additional times as the tree bursts and branches hit additional foes. The rolls must attack different enemies and deals 1 Body damage. If the initial attack does not hit, the tree fails to burst. If there are insufficient enemies within 20ft of the target enemy excess attacks are lost. Auto Hit: No Friendly Fire: No Cost: 3 Mind Duration: N/A Category: Ecomancy Learn: DC 8 Who Can Cast: Oracle and Savant
Name: Ignis Fugit (Fyre Flies) Incantation: Must say "Ignis Fugit" Movements: Bring hands up wiggling fingers at the target Spell Description: Caster brings a swarm of Fyre Flies from the elemental plane of fire that swarm the target crawling inside their armor stinging them. An enemy hit by the swarm will begin removing it's armor to extract the Flies, causing it's AC to halve and will cause 3 Mind damage. It's following round the enemy must make another DC 8 check or lose the rest of the Armor with an additional 3 Mind damage. Targets with no appreciable Armor, are naked, or only have natural Armor (such as Dragons) are immune to this spell. This deals double damage to undead targets. Auto Hit: No Friendly Fire: No Cost: 2 Mind Duration: Till end of scene or DC is rolled Category: Ecomancy Learn: DC 6 Who can cast: Savants and Oracle
Name: Venator Sensus (Hunter Sense) Incantation: Must Say "Venator Sensus" Movements: Must hold hands over your face creating a cone to smell the scent of target Spell Description: The spell will allow the caster to smell the scent of the target revealing the weakness of it. This spell allows the caster to learn the Race, Age, Sex, Health of the target, as well as reveal any Weaknesses and Resistances the target may have. Auto Hit: Yes Friendly Fire: N/A Cost: 3 Mind Duration: Till target dies or leaves Category: Ecomancy Learn: DC: 8 Who Can Cast: Savants & Oracle
Name: Naturas Iram (Natures Wrath) Incantation: Must say "Natural Iram" Movements: Lean back eyes closed and arms reaching skyward Spell Description: This spell will enable the Oracle to call upon any plant or animal to strike against a target delivering 3/3/3 damage. The Oracle may choose from the list below for specific damage types:
  • Phoenix - Double damage to undead, demons and any evil aligned creature
  • Skunk - releases poisonous gases double damage to any abyssal creature
  • Flock of Ravens - evil ravens deal double damage to heavenly residents
  • Snow Owl - double damage to any slime creature
  • Humming bird - double damage to dragon type creatures
If used after Venator Sensus (Hunter Sense) has been successfully cast on the target, double damage will occur to the target, in addition to the bonus damage above (additive, not multiplicative). A struck target must roll a DC 8 or be stunned for 1 round. If Venator Senses (Hunter Sense) has been used a DC of 10 must be rolled and stun duration is 2 rounds. Auto Hit: No Friendly Fire: No Cost: 4 Mind Duration: Till DC is beaten Category: Ecomancy Learn: DC 8 Who Can Cast: Oracle only
Name: Melodiam Sanitatem (Melody of Healing) Incantation: Must hum a songbird melody into the ear of target Movements: Must hold target in an embrace Spell Description: Hum a sweet song into a targets ear letting the magic of the song bird flow through them. Humming any melody of a songbird will heal 2 mind points to the targeted player . Auto Hit: Yes Friendly Fire: N/A Cost: 2 Spirit Duration: N/A Category: Ecomancy Learn: DC 5 Who can learn: All Ranks
Name: Rafflesia - (Parasitic Plant) Incantation: must say "Rafflesia" Movements: Point to the area that the caster wishes the plant to grow Spell Description: Rafflesia causes a parasitic plant to grow, this plant sprouts from the ground next to a target. On a successful hit the plant will then leech on to the target transferring 2 body from the target to the caster to heal the caster of 2 body. Each following turn the target must roll a DC 6. On a failed roll the plant will leach 2 more body from target, on a successful check the spell is ended. can not go over caster original body points, if caster is maxed with their original body points the plant will only deal 2 damage to target Can not be used on undead. Auto Hit: No Friendly Fire: No Cost: 3 Mind Duration: Till DC is rolled Category: Ecomancy Learn: DC: 4 Who Can Cast: All Ranks
Name: Uniflora Caulis (One Flowered Stem) Incantation: Must say "Uniflora Caulis" Movements: Hold casting hand to the ground with palm facing up Spell Description: A sharp curved stem from the monotropa uniflora plant rises from the earth underneath a target . The stem shoots up stabbing into the target causing 1 body damage, when the stem retreats to the earth it pulls out of the target. It will cause an additional 1 body damage for the total of 2 Body damage. Auto Hit: No Friendly Fire: No Cost: 1 Mind Duration: Instant Category: Ecomancy Learn: DC 5 Who Can Cast: All Ranks
ฮจโ•โ•๐“๐“ฎ๐“พ๐“ฝ๐“ป๐“ช๐“ต ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐ŸŒ€-illusion-magic / Illusion Magic Spellbook
Name: Caecus (Invisibility) Incantation: None Movements: Make a quick figure-eight motion with the hands. Spell Description: Caecus allows the caster to make themselves completely imperceptible to the naked eye and other senses by bending the light and masking their presence to all around them. This spell will make it near impossible to be attacked by a single target spell, but a well placed AOE could still hit it's mark if they are within the radius. If the person invisible makes any sort of action with the potential to have a negative (-) effect on an entity, their invisibility will drop revealing their presence for all to see. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind Duration: End of scene Category: Illusion Magic Learn: DC: 4 Who Can Cast: All ranks
Name: Speculum Imaginum (Mirror Image) Incantation: Must say "Speculum Imaginum" Movements: Grip your hands tightly before throwing them down at your sides with the palms open. Spell Description: Speculum Imaginum allows the caster to create false images of themselves. The amount of images depends on the amount of Mind points spent. One Mirror Image: 2 Mind Two Mirror Images: 4 Mind Three Mirror Images: 6 Mind Those that attack the user of this spell will have a hard time detecting what is real, and what is an illusion thus, any successful attack made will destroy a false image instead of doing damage to the caster. Auto Hit: N/A Friendly Fire: N/A Cost: See spell description Duration: End of scene or until destroyed Category: Illusion Magic Learn: DC: 5 Who Can Cast: All ranks
Name: Verum Timor (True Fear) Incantation: Must say "Verum Timor" Movements: None Spell Description: Verum Timor allows the caster to focus upon their enemy and manifest their true fear before them, drawn from their subconscious via illusionary magics. Anyone subjected to this spell must roll a DC: 6 or suffer 3 Spirit Damage. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Instant Category: Illusion Magic Learn: DC: 6 Who Can Cast: All ranks
Name: Lux Refulgeo (Light Flash) Incantation: Must say "Lux Refulgeo" Movements: Hands create a large ball of light, then smash it to the ground. Spell Description: Lux Refulgeo allows the caster to create a large ball of illusionary light. Upon detonating it, anyone not the caster within a 30ft radius must roll a DC: 7 or suffer a -3 to attack and defence for Three Rounds. A Purgo Anima or a Cure Potion can remove the effect. Auto Hit: Yes Friendly Fire: Yes Cost: 1 Mind Duration: Instant Category: Illusion Magic Learn: DC: 6 Who Can Cast: All ranks
Name: Tacitum (Quiet) Incantation: Must say "Tacitum" Movements: Wave your arms out in front of you, then press the palm of your casting hand to the ground. Spell Description: The spell Tacitum allows the caster to create a magical illusionary field all around them that absorbs all sound in a 60ft radius. Those caught within the field (not the caster) are unable to cast spells that have a verbal component, nor are they able to communicate using sound. A DC: of 6 is required to resist the spell for as long as they remain within the Quiet Field. Auto Hit: Yes Friendly Fire: Yes Cost: 2 Mind Duration: End of scene Category: Illusion Magic Learn: DC: 6 Who Can Cast: All ranks
Name: Falsus Construe (False Construct) Incantation: Must say "Falsus Construe" Movements: Make swift wavy motions with your hands in an up and down fashion. Spell Description: Falsus Construe allows the caster to create illusionary objects such as walls, buildings, or other beings. Those who fail the DC: 9 roll will not be able to tell the difference. The illusionary object in question will fool all of the available senses. The victim of this spell can reroll their DC dice each round to see the truth. If you roll a DC: 1 on your initial role to disbelieve the illusion, you get no further rolls to prove it otherwise as there is zero doubt in your mind that the illusion is reality. Auto Hit: Yes Friendly Fire: Yes Cost: 1 Mind Duration: Until Dispelled Category: Illusion Magic Learn: DC: 6 Who Can Cast: All ranks
Name: Pulsus Lucis (Pulse of Light) Incantation: Must say "Pulsus Lucis" Movements: Touch your temples while focusing on the enemy. Spell Description: Pulsus Lucis sends out a pulse of illusionary light that attacks the mind of your foes causing a form of photosensitive seizures. Those struck by the power of this spell will take 3 Mind Damage and must roll a DC: 6 or suffer a seizure for an entire round. Auto Hit: No Friendly Fire: N/A Cost: 2 Mind Duration: Instant Category: Illusion Magic Learn: DC: 7 Who Can Cast: All ranks
Name: Subtilis Speculator (Subtle Spy) Incantation: Must say "Subtilis Speculator" Movements: Press your hand against the object you wish to imbue with a touch of your consciousness. Spell Description: Subtilis Speculator allows the user to imbue someone or something with a touch of their consciousness for a 24 hour period. Those imbued will not realize that their every action is being watched, with full audio and sensory abilities in play as well, the subtle spy. Auto Hit: Yes Friendly Fire: N/A Cost: Free Duration: 24 Hours Category: Illusion Magic Learn: DC: 7 Mastered: Upon learning it. Who Can Cast: All ranks
Name: Falsa Imago (False Image) Incantation: Must say "Falsa Imago" Movements: Make swift wavy motions with your hands in a side to side manner. Spell Description: Falsa Imago allows the caster to disguise an object with a powerful illusionary image. Those who fail the DC: 9 roll will not be able to tell the difference. The illusionary object in question will fool all of their available senses. The victim of this spell can reroll their DC dice each round to see the truth. If you roll a DC: 1 on your initial role to disbelieve the illusion, you get no further rolls to prove it otherwise as there is zero doubt in your mind that the illusion is reality. Auto Hit: Yes Friendly Fire: Yes Cost: 2 Mind Duration: Until Dispelled Category: Illusion Magic Learn: DC: 6 Who Can Cast: All ranks
Name: Falsus Mundus (False World) Incantation: Must say "Falsus Mundus" Movements: Outstretch your arms while casting the spell. Spell Description: Falsus Mundus is a powerful ability that will attack the minds of those that can be seen by the caster. All those who fail a DC: 10 will see themselves in an illusionary world created by the caster and find themselves unable to leave it unless they roll a DC: 12. Upon a successful DC roll, the person will wake from the illusion like a dream. If the victim is attacked physically while under the effects of Falsus Mundus, they will wake up instantly. If you roll a DC: 1 on your initial role to disbelieve the illusion, you get no further rolls to prove it otherwise as there is zero doubt in your mind that this is an illusion. Auto Hit: Yes Friendly Fire: No Cost: 3 Mind Duration: Until Dispelled Category: Illusion Magic Learn: DC: 9 Who Can Cast: Oracle of Illusion Only
Name: Falsa Arma (Illusiory Weapon) Incantation: None Movements: The caster must reach out with an empty hand as if grasping the weapon Spell Description: You create a weapon made with your mind. Everything about this weapon is limited only by your creativity and does not always have to make sense as a weapon. Want a sword made out of marshmallows? A jelly bean shooting slingshot? A whip that goes wrrrr wrrrr wrrrr when you crack it? This weapon does not do the typical damage one associates with physical weapons, but this is due to the illusionary nature of this weapon. You summon a flickering illusiory weapon in your hand which deals 2 Mind damage to your target when struck, this weapon is otherwise considered a normal melee weapon for purposes of attacking, defending and Armor. The weapon ceases to exist if the caster lets go of the weapon. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: 1 Hour Category: Illusion Learn: DC 6 Who Can Cast: All Ranks
Name: Sensus Obrue (Overwhelm Senses) Incantation: Must say "Sensus Obrue" Movements: Point toward the body part of the sense you wish to overwhelm Spell Description: You overwhelm a sense of your choice in your target directly, causing great distraction through pleasant senses or discomfort in your victim. The senses that can be overwhelmed and examples are as follows: Scent - A scent horrible and disgusting to the target assaults their sense of smell, or the smell of their favourite meal Taste - A taste that is horrible and foul to the target assaults their sense of taste. Hearing - A shrill cacophony of noise assaults the target's sense of hearing. Touch - The skin/fur/scales of a target feel like they're being touched or bothered, or as if a sensual massage is being administered. All targets within 30ft of the target point which have the senses that are being targeted, must make a DC 10 check or become overwhelmed by the distraction for the rest of the scene, inflicting a -2 to all their actions (including combat rolls and DC checks). If a target is noted to have some kind of "keen senses" of the type attacked, the distraction becomes a -4 penalty. Any spell or effect that restores Mind points to the victim will soothe the irritation (for example Purgo Anima or a Refresh Potion) Auto Hit: Yes Friendly Fire: No Cost: 1 Mind Duration: End of Scene Category: Illusion Learn: DC 8 Who Can Cast: Illusion Savants and Oracle
Name: Sympatheticus Damnum (Sympathetic Damage) Incantation: Must say "Sympatheticus Damnum" Movements: Draw an imaginary line from your third eye down to your heart. Spell Description: The most powerful Illusionists are able to trick the target's mind into manifesting percieved damage into real wounds. A target in line of sight of the caster must make a DC 8 Check, those who fail will suffer any future damage to it's Mind or Spirit stats as damage to the Body instead (does not take the Mind or Spirit damage). This only applies to damage from attacks/spells, not costs from casting spells or using skills. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: End of Scene Category: Illusion Learn: DC 10 Who Can Cast: Illusion Savants and Oracle
Name: Disguise Te Ipsum (Disguise Self) Incantation: Must say "Disguise Te Ipsum" Movements: None Spell Description: The caster can make themselves โ€“ including their clothing, armor, weapons, and other belongings on their person โ€“ look different until the spell ends or until they dismiss it. This glamour does not hold up to close physical inspection. Example: someone trying to touch an illusiory hat would touch the hair of the caster instead. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind Duration: 24 Hours Category: Illusions Learn: DC 4 Who Can Cast: All ranks
Name: Intellectus Commotus (Mind Quake) Incantation: Must Say "Intellectus Commotus" Movements: The caster must move their arms in a wavy motion next to them before pushing their hands pointing at a target. Spell Description: You create a terrifying Illusory monster that attacks the Mind of enemies in the target area, causing mental damage. __The illusion can be a type of monster or creature that the caster desires. All targets within 30 Feet of the target point is Attacked by the creature using the caster's combat modifier. Those hit will take 3 Mind damage and must make a DC 10 check or suffer -2 to all rolls until the end of the scene. Auto Hit: No Friendly Fire: No Cost: 3 Mind Duration: Instant (end of scene) Category: Illusions Learn: DC 8 Who Can Cast: Savants
Name: Mens Florens (Mind Bloom) Incantation: Must say "Mens Florens" Movements: Reaching up to your head with both hands like your grabbing for your own brain. Spell Description: The caster creates a ghostly illusionary brain that boosts the mental capacity of allies around them. The spell affects allies in a 30 foot radius, it boosts their Mind by 4 points (including the Caster). This can go over the max Mind points. Once the spell ends for any reason, any excess Mind over normal maximums are lost by the caster's allies. The caster is reduced to 0 Mind and passes out at the end of the spell. May only be cast once per scene. Auto Hit: N/A Friendly Fire: Yes Cost: 4 Spirit Duration: End of Scene Category: Illusion Learn: DC: 10 Who Can Cast: Oracle
ฮจโ•โ•๐“๐“ฎ๐“พ๐“ฝ๐“ป๐“ช๐“ต ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿชจ-elemental-magic / Elemental Magic Spellbook
Name: Parva Ignis (Small Flame) Incantation: Must say "Parva Ignis" Movements: Point your index finger at a target to place the flame, or open your palm to manifest it. Spell Description: The first of basic fire magic within the elemental line, this spell allows you to produce a simple flame. With this spell, you could create it within your palm, or point and project it at a target such as a torch, candle, stove, to light them or as a weapon burn an opponent. This spell does 1 Body damage if used against a foe. Does Double Damage to Undead. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Instant Category: Elemental Magic - Fire Learn: DC: 4 Who Can Cast: All Ranks
Name: Globus Ignis (Ball of Fire) Incantation: Must say "Globus Ignis" Movements: Push forward with your casting hand launching the Ball of Fire from your palm. Spell Description: An intermediate incantation with the elemental magic fire line of spells. With this ability, you can summon a fireball from your palm to attack your foes. Upon contact, this spell will explode doing 2 body damage to the intended target. Target must roll a DC: 7 or catch on fire taking a further 1 Body damage per round till they are extinguished, or spend a round rolling on the ground thus losing a turn. Does Double Damage to Undead. Auto Hit: No Friendly Fire: N/A Cost: 1 Mind Duration: Instant Category: Elemental Magic - Fire Learn: DC: 5 Who Can Cast: All Ranks
Name: Circulus Ignis (Ring of Fire) Incantation: Must say "Circulus Ignis" Movements: Swirl your index finger around your head in a large circle. Spell Description: A powerful incantation within the elemental magic line of fire spells. This ability allows you to manifest a large ring of fire that surrounds you in a large circle and burns anyone that gets close. The caster may make no other complex action while maintaining this spell. This spell does 2 Body damage to anyone within 20 feet of the caster who fails a DC 7 roll. Those within range must continue to roll each round they are within the spell's range. This spell will last for as long as the caster keeps their focus. Does Double Damage to Undead. Auto Hit: Yes Friendly Fire: No Cost: 3 Mind to manifest, 1 Mind to maintain per round. Duration: Concentration Category: Elemental Magic - Fire Learn: DC: 6 Who Can Cast: All Ranks
Name: Aquae Crea (Create Water) Incantation: Must say "Aquae Crea" Movements: Point your index finger at a target to place the water, or open your palm to manifest a globe of liquid. Spell Description: The first of basic water magic within the elemental line, this spell allows you to produce a simple globe of water. With this spell, you could create it within your palm, or point and project it at a target such as a torch, candle, or stove to extinguish them. Can also be used to fill a glass or another container for drinking or use. This spell does no damage. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Instant Category: Elemental Magic - Water Learn: DC: 4 Who Can Cast: All Ranks
Name: Aqua est Glacies (Water to Ice) Incantation: Must say the words "Aqua est Glacies" Movements: Create Water, then freeze it for use, or place your hand upon a body of water. Spell Description: An intermediate incantation with the elemental magic water line of spells. This spell, creates water and then turn it into ice to use as an attack. 2 Body damage if used in this way. Or you can place your hand against a body of water to freeze it. If you grab a person, they will take 2 body damage a round/minute untill they break free from your grasp with a DC based on the Caster's Body stat. Body Score: 1-3: DC: 4 to break free. Body Score: 4-7: DC: 6 to break free. Body Score: 8-11: DC: 8 to break free. Body Score: 12-15: DC: 10 to break free. Body Score: 16-19: DC: 11 to break free. Body Score: 20+: DC: 12 to break free. Auto Hit: No Friendly Fire: No Cost: 1 Mind Duration: Instant or Until enemy breaks free Category: Elemental Magic - Water Learn: DC: 5 Who Can Cast: All Ranks
Name: Sphaera Aquae (Sphere of Water) Incantation: Must say "Sphaera Aquae" Movements: Hold out your left palm to maintain the sphere while using your right index finger to control its momentum. Spell Description: A powerful incantation within the elemental magic line of water spells. This ability allows you to manifest a great sphere of water to swallow your opponent. The Caster may take no other complex action while maintaining this spell. Those within the sphere must beat a DC: 8 or take 2 body damage per round till they escape. While trapped within the sphere of water, they cannot take offensive action, but they can use other magic to escape so long as it requires no verbal words to be spoken. Auto Hit: Yes Friendly Fire: N/A Cost: 2 Mind to manifest, and 1 Mind to maintain. Duration: Concentration, or until target breaks free. Category: Elemental Magic - Water Learn: DC: 6 Who Can Cast: All Ranks.
Name: Flatus Ventus (Gust of Wind) Incantation: Must say "Flatus Ventus" Movements: Point your index finger at a target to place the gust, or open your palm to manifest a gust of wind. Spell Description: The first of basic wind magic within the elemental line, this spell allows you to produce a simple gust of wind. With this spell, you could create it within your palm in the form of a small swirl of air, or point and project it at a target such as a torch, candle, or stove to extinguish them. This spell does no damage. Vampires attacked with this in their Gaseous Form must roll a DC: 8 to resist to this spell or be dispersed and taken out of their form. Auto Hit: Yes Friendly Fire: N/A Cost: Free Duration: Instant Category: Elemental Magic - Wind Learn: DC: 4 Who Can Cast: All Ranks
Name: Fulmen (Lightning) Incantation: Must say "Fulmen" Movements: Open your palm towards the sky to summon the lightning, then once you collect it within your hand, project your palm forward to unleash its fury. Spell Description: An intermediate incantation within the elemental magic wind line of spells. With this ability, you can call forth a bolt of lightning from the heavens into your hand. Once it's collected, you can unleash it upon your foes. This spell does 2 body damage to the target, then passes through the enemy moving in a straight line for two hundred feet. Anyone standing behind the target must also roll or be struck. This spell CAN be used inside [{ DC: 5 required when first learning the spell.}] Auto Hit: No Friendly Fire: No Cost: 1 Mind Duration: Instant Category: Elemental Magic - Wind Learn: DC: 5 Who Can Cast: All Ranks
Name: Vortex (Whirlwind) Incantation: Must say "Vortex" Movements: Bring up both palms while raising them towards the sky. Spell Description: A powerful incantation within the elemental magic line of wind spells. This AOE spell allows you to manifest a great whirlwind of air under your foes within a 20 foot radius. Those caught within the vortex are spun around in the air and then slammed to the ground. Enemies within 20ft hit with this spell take 2 Body damage. Anyone affected must then roll a DC: 8 or higher or lose a round due to being disoriented. Auto Hit: No Friendly Fire: No Cost: 3 Mind Duration: Instant Category: Elemental Magic - Wind Learn: DC: 6 Who Can Cast: All Ranks
Name: Terra Crea (Create Earth) Incantation: Must say "Terra Crea" Movements: Point your index finger at a target to project a large rock, or open your palm to manifest a rock/mineral/gem/metal. Spell Description: The first of basic earth magics, this spell allows you to produce simple minerals that have affinity to the earth itself, such as a rock, uncut gems, simple unrefined metals, and minerals. If used as a weapon, you project a large rock at your foe for 1 Body damage. You cannot produce precious metals (Tradeskill ingots) with this spell. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Instant Category: Elemental Magic - Earth Learn: DC: 4 Who Can Cast: All Ranks
Name: Petra Malleus (Rock Hammer) Incantation: N/A Movements: Open your main hand to summon the weapon. Spell Description: An intermediate incantation with the elemental magic earth line of spells. With this ability, you can call forth a magical two-handed Warhammer made of magical stone. The weapon acts as a magical item, if the wielder dies in battle, the weapon will vanish. This hammer does 2 Body damage per hit against any foe. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: 1 Hour Category: Elemental Magic - Earth Learn: DC: 5 Who Can Cast: All Ranks
Name: Lapis Carceris (Stone Prison) Incantation: Must say "Lapis Carceris" Movements: Raise both hands, then clench them both tightly into a fist. Spell Description: A powerful incantation within the elemental magic line of earth spells. This ability allows you to manifest a Stone Prison which is composed of various rune-carved stone slabs. No damage is taken, but the target must roll a DC: 11 each round to break free. No other spell can be used while trapped within due to the runes upon the stones creating a small anti-magic field. No spells or attacks can be used against the one trapped inside the prison either. However the Prison may be targeted with spells and abilities such as Dispels. Auto Hit: Yes Friendly Fire: N/A Cost: 3 Mind Duration: Until broken free Category: Elemental Magic - Earth Learn: DC: 6 Who Can Cast: All Ranks
Name: Natura Furia (Nature's Fury) Incantation: Must say "Natura Furia" Movements: Merge your fingers together as you combine the elementals into a powerful sphere of power. Spell Description: By combining the powers of Fire, Water, Wind, and Earth together, the caster is able to create an ultra-powerful blast of pure destructive means. The large sphere of combined elements does 4 Body damage to the target, but once it makes contact will explode dealing out the same damage to anyone within 20 feet of the contact point. Any target hit which has an elemental weakness (such as undead weakness to fire) will be treated as if targeted by that element. Auto Hit: No Friendly Fire: Yes Cost: 3 Mind Duration: Instant Category: Elemental Magic Learn: DC: 9 Who Can Cast: Savants
Name: Ignis Proxima (Flame Trap) Incantation: Must say "Ignis Proxima" Movements: Close your hand into a fist and push it to the ground and press into the ground with an open palm Spell Description: Harnessing the power of fire, the caster places it into a sigil that vanishes from sight after a few seconds, to be activated when an enemy comes within 5 feet of the hidden mark. When activated the sigil detonates the stored fire energy The blast does 2 body damage to any enemies within 20 feet of the sigil. Any target hit by the blast must roll a DC: 6 or be lit on fire and take an additional 1 body damage per round till extinguished. A concealed Sigil may be spotted by someone using Oculi Veritatis (Eyes of Truth) or similar spell/ability Auto Hit: Yes Friendly Fire: Trigger No, AOE Yes Cost: 2 Mind Duration: End of Scene, Until triggered Category: Elemental Magic - Fire Learn: DC: 5 Who Can Cast: All Ranks
Name: Fulmen Proxima (Lightning Trap) Incantation: Must say "Fulmen Proxima" Movements: Close your hand into a fist and push it to the ground and press into the ground with an open palm Spell Description: Harnessing the power of lightning, the caster places it into a sigil that vanishes from sight after a few seconds, to be activated when an enemy comes within 5 feet of the hidden mark. When activated the sigil unleashes the stored charge into the enemy, chaining into any other enemies within 20 feet of the one that triggered it any shocked enemy takes 2 body damage and must roll a DC: 6 or be shocked and stunned for one round. A concealed Sigil may be spotted by someone using Oculi Veritatis (Eyes of Truth) or similar spell/ability Auto Hit: Yes Friendly Fire: Trigger No, AOE Yes Cost: 2 Mind Duration: End of Scene, Until triggered Category: Elemental Magic - Air Learn: DC: 5 Who Can Cast: All Ranks
Name: Aquae Proxima (Water Trap) Incantation: Must say "Aquae Proxima" Movements: Close your hand into a fist and push it to the ground and press into the ground with an open palm Spell Description: Harnessing the power of water, the caster places it into a sigil that vanishes from sight after a few seconds, to be activated when an enemy comes within 5 feet of the hidden mark. When activated the sigil envelops the enemy triggering it in a small sphere of water The enveloped enemy takes 1 body damage from the initial forming of the sphere. The target caught in the sphere must roll a DC: 6 or be trapped taking an additional 1 body damage per round till free. Trapped enemies cannot cast any spells with a verbal component while submerged. A concealed Sigil may be spotted by someone using Oculi Veritatis (Eyes of Truth) or similar spell/ability Auto Hit: Yes Friendly Fire: No Cost: 2 Mind Duration: End of Scene, Until triggered Category: Elemental Magic - Water Learn: DC: 5 Who Can Cast: All Ranks
Name: Terra Proxima (Earth Trap) Incantation: Must say "Terra Proxima" Movements: Close your hand into a fist and push it to the ground and press into the ground with an open palm Spell Description: Harnessing the power of earth, the caster places it into a sigil that vanishes from sight after a few seconds, to be activated when an enemy comes within 5 feet of the hidden mark. When activated the sigil envelops the enemy triggering it in a small cluster of rocks enveloping their ankles. The trapped enemy takes 2 body damage from the crushing tightness of the stone and must roll a DC: 6 or be trapped unable to dodge or move until breaking free. A concealed Sigil may be spotted by someone using Oculi Veritatis (Eyes of Truth) or similar spell/ability Auto Hit: Yes Friendly Fire: No Cost: 2 Mind Duration: End of Scene, Until triggered Category: Elemental Magic - Earth Learn: DC: 5 Who Can Cast: All Ranks
Name: Natura Mantellum (Nature's Mantle) Incantation: Must say "Natura Mantellum" Movements: Clench both fists, arms crossed over your chest in an X. Spell Description: Natura Mantellum allows the caster to surround themselves in 4 rings, one of each element. Each ring may be used for one of the following effects:
  • Absorb 2 damage from either Body/Mind/Spirit per ring
  • Provide a +2 to the attack roll when using a corresponding elemental attack, consuming the ring once used Auto Hit: N/A Friendly Fire: N/A Cost: 4 Mind Duration: End of Scene or Until Depleted Category: Elemental Magic Learn: DC: 8 Who Can Cast: Elemental Savants and Oracle

Name: Natura Malum (Nature's Catastrophe) Incantation: Must say "Natura Malum" Movements: Close both fists in front of your face before throwing both arms to the sides, opening hands into open palms facing the ground Spell Description: Unleash all the fury of the elements by exploding a volcanic geyser at a target location, spewing magma, scalding hot steam, chunks of rocks in a swirling tornado-like updraft to keep the calamity contained to a designated 40-foot radius. Everyone caught in the spells area will take 4 body damage and must roll DC: 8 to resist an additional 2 body damage for as long as the spell is in effect Any target hit which has an elemental weakness (such as undead weakness to fire) will be treated as if targeted by that element. This spell may only be cast once per battle/scene. Auto Hit: Yes Friendly Fire: Yes Cost: 6 Mind to manifest, 2 Mind per additional round to maintain Duration: Concentration Learn: DC: 10 Who Can Cast: Oracle of Elements Only
ฮจโ•โ•๐“๐“ฎ๐“พ๐“ฝ๐“ป๐“ช๐“ต ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿ’ซ-spatial-magic / Spatial Spellbook
Name: Ostium (Portal) Incantation: Must say "Ostium" Movements: Make a circular motion with your casting hand. Spell Description: Ostium allows for the creation of a blue glowing portal to various places that you have traveled to before. You can bring others along with you. You must have exact knowledge of the place you are visiting otherwise bad things could happen such as ending up in a wall, or being dropped to your death, etc. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until the portal is no longer needed Category: Spatial Magic Learn: DC: 8 Who Can Cast: All Ranks
Name: Ianuae (Teleport) Incantation: Must say "Ianuae" Movements: Take a step in either direction. Spell Description: Ianuae allows you to teleport from one place to the other with a 200 foot radius. If someone uses this spell as a means to surprise attack someone, they receive a +3 to their attack roll but, if their attack fails, they receive a -3 to their defense dice for that round. Auto Hit: No Friendly Fire: N/A Cost: 1 Mind Duration: 1 Round Category: Spatial Magic Learn: DC: 6 Who Can Cast: All Ranks
Name: Planum Ambula (Planes Walk) Incantation: Must say "Planum Ambula" Movements: Make a circular motion with your casting hand. Spell Description: Planum Ambula allows you to open a red glowing portal that can take you and others to the following Outer Planes of Existence: Plane of Fire Plane of Earth Plane of Water Plane of Air Lower Planes (Hell/Abyss/Fallen Gate/Sylvan Forest/L.U.S.T) Neutral Planes (Earth/Lost/Academy/Northlands/Convergence/Nocturnus) Upper Planes (Heaven's Gate/Elysium/Beast Planes/Heaven's Breach) Plane of Shadow Plane of Death Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until the portal is no longer needed Category: Spatial Magic Learn: DC: 8 Who Can Cast: All Ranks
Name: Resolvo (Dispell) Incantation: Must say "Resolvo" Movements: Hold out your hand towards a spell effect, then make a grasping motion. Spell Description: Resolvo allows the caster to remove other spell effects, but the incantation cannot undo a curse or Judgement. DC: 6 required to remove a spell effect. Caster makes the DC roll. Auto Hit: Yes Friendly Fire: N/A Cost: 2 Mind Duration: Instantly removes the spell effect Category: Spatial Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Scutum (Shield) Incantation: Must say "Scutum" Movements: Hold out both hands with the palms facing forward. Spell Description: Scutum allows the user to create an Arcane Shield around themselves that will block all physical and magical attacks but can take no other action but focus on maintaining the shield. The shield will cost Mind Points per round to maintain. The shield cannot block a curse. If the shield is dispelled, you cannot use it for the rest of the battle. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind per round/minute Duration: Until you drop the shield or it is dispelled Category: Spatial Magic Learn: DC: 4 Who Can Cast: All Ranks
Name: Trabs Astra (A Beam of Stars) Incantation: Must say "Trabs Astra" Movements: Hold out your casting hand with your palm facing forward. Spell Description: With Trabs Astra, you project an intense white beam of energy at your target composed of cosmic energy. The energy initially does 2 Body Damage, but for each minute it is maintained, the damage scales higher and higher till either the target is destroyed, or they manage to get out of the way. Attacker must roll each round to continue the assault with the defender having the chance to dodge or block. 1st Round: 2 Body Damage 2nd Round: 3 Body Damage 3rd Round: 4 Body Damage 4th Round: 5 Body Damage (Maximum Damage of the spell.) If you are hit while maintaining the beam, the attack will be interrupted and canceled. Auto Hit: No Friendly Fire: N/A Cost: 2 Mind initially / Then 1 Mind to maintain. Duration: Until it is dodged or you are hit by an attack. Category: Spatial Magic Learn: DC: 7 Who Can Cast: All Ranks
Name: Oculi Veritatis (Eyes of Truth) Incantation: Must say "Oculi Veritatis" Movements: Close your eyes, say the words, then open them. Spell Description: Oculi Veritatis allows the caster to magically enhance their own vision which will allow them to see Invisible foes, ghost, or anyone using magic to disguise their appearance. The spell will last for as long as the caster wishes to maintain it with Mind Points. Cannot be stacked with Visus Tenebrosus Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind every two rounds/minutes Duration: 2 minutes/rounds unless the caster wishes to maintain it. Category: Spatial Magic Learn: DC: 6 Who Can Cast: All Ranks
Name: Contritio Gravitas (Crushing Gravity) Incantation: Must say "Contritio Gravitas" Movements: Raise both hands, then brings them down swiftly while squeezing your fingers into a fist. Spell Description: Contritio Gravitas allows the caster to lift their foe into the air, then slam them to the ground hard. Manipulating gravity, they pin their target to the floor and keep them there while punishing them with the powerful force. The Caster may take no other complex action while maintaining this spell. Enemy rolls a DC: 8 to resist the effects. Failure to make the DC causes those hit to take 2 Body Damage, then gets pinned to the ground unable to take physical action. For every round they stay pinned, they take a further 2 damage till they either break free, or are crushed." Auto Hit: Yes Friendly Fire: N/A Cost: 2 mind to manifest, and 1 mind to maintain per round. Duration: For as long as the caster wishes to maintain it or until the target beats the DC:8 Category: Spatial Magic Learn: DC: 7 Who Can Cast: All Ranks
Name: Stella Mantellum (Star Mantle) Incantation: Must say "Stella Mantellum" Movements: Clench both fist, then extend your arms to either side. Spell Description: Stella Mantellum allows the caster to summon (3) glowing bright orbs of energy to encircle their body. The main purpose of the orbs is to absorb magical energy when struck by harmful spells. Each orb will absorb 2 damage from either Body/Mind/Spirit till they vanish. Any damage not absorbed will be delt directly to the player. Auto Hit: N/A Friendly Fire: N/A Cost: 3 Mind Duration: Until the scene is over Category: Spatial Magic Learn: DC: 7 Who Can Cast: All Ranks
Spell Name: Magicae Ostium (Magic Door) Incantation: Must say "Magicae Ostium" Gestures: Position one hand at the desired point of origin and the other hand at the target destination. Spell Description: Magicae Ostium allows the caster to create a teleportation circle beneath a friend or ally, transporting them to any location within their line of sight. This spell can also be used offensively against enemies, forcing them through the portal and dropping them from a significant height. When used as an attack, it inflicts 2 points of body damage unless the target successfully dodges. Auto Hit: Yes for Allies / No for enemies Friendly Fire: N/A Cost: 1 Mind Duration: Instant Category: Spatial Magic Learning Difficulty: DC 5 Usable By: Anyone
Spell Name: Caeli Portae (Heaven's Gates) Incantation: "Caeli Portae" Gestures: Extend both hands in front of you, spreading your fingers wide apart. Spell Description: Caeli Portae allows the caster to create a teleportation portal in front of them, as well as multiple additional portals surrounding the target or targets. An ally may cast a spell through the portal in front of the caster or leap through it to launch an attack. The spell or attack will emerge from one of the surrounding portals, striking an enemy and imposing a -3 penalty on all their dodge rolls. The caster must focus on maintaining the spell and cannot perform any other actions except to dodge. Auto Hit: Yes Friendly Fire: N/A Cost: 2 Mind (1 Mind to maintain) Duration: Until the scene ends or the spell is dismissed Category: Spatial Magic Learning Difficulty: DC 7 Usable By: Savant
Name: Dimensio Vulnus (Dimension slash) Incantation: Must say "Dimensio Vulnus" Movements: attack with weapon Spell Description: Dimensio Vulnus requires the caster to use their own weapon for this attack. Upon saying the words and slashing with their own blade, the weapon and spell combines to rip through space, attacking the enemy. This spell lets the caster attack with their weapon from any distance and it will also ignore the opponents AC bonus as the spill rips through space and attacks their skin directly. All weapon effects are included. Can NOT be stacked with Haste. Casting this spell turns the caster's melee/ranged attack into a magical attack, and so ignores the target's AC, but is subject to any magical resistance which might apply. May be cast in the same turn as an attack. Auto Hit: No Friendly Fire: No Cost: 2 Mind Duration: Instant Category: Spatial Learn: DC 7 Who Can Cast: Savant
Spell Name: Eversio Spatii (Spatial Collapse) Incantation: Must say "Eversio Spatii" Gestures: Clap your hands together and then pull them apart sharply. Spell Description: Eversio Spatii unleashes a spatial implosion within a 15-foot radius, drawing all enemies toward the centre and inflicting 3 points of body damage. Affected targets must make a DC 7 roll to resist being pulled into the core of the implosion and avoiding the damage. Auto Hit: Yes Friendly Fire: Yes Cost: 2 Mind Duration: Instantaneous Category: Spatial Magic Learning Difficulty: DC 7 Usable By: Savant/Oracle of Spatial
Spell Name: Pila Ex Spatio (Ball of Space) Incantation: "Pila Ex Spatio" Gestures: Extend both arms outward at your sides, then bring your hands together until your fingertips touch. Spell Description: Pila Ex Spatio conjures a spherical dome that envelops a 10-foot radius. The caster may manifest this dome around enemies, creating a vacuum that swiftly depletes the air within. Once ensnared inside, the targets suffer from oxygen deprivation, causing 2 points of body damage and 2 points of spirit damage each turn. The targets must succeed on a DC 8 roll to avoid being enveloped in the dome, and may make another DC 8 check on their turns to escape. Auto Hit: Yes Friendly Fire: Yes Cost: 4 Mind/2 to Maintain Duration: Until the scene concludes or the enemy is incapacitated Category: Spatial Magic Learning Difficulty: DC 8 Usable By: Oracle
ฮจโ•โ•๐“๐“ฎ๐“พ๐“ฝ๐“ป๐“ช๐“ต ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿ‡-conjuration-magic / Conjuration Spell Book
Name: Securus Materia (Simple Item) Incantation: Must say "Securus Materia" Movements: Hover your hands over where you wish to create the object, or open your hand to create something hand-sized within your grasp. Spell Description: Securus Materia allows the caster to create simple, inanimate objects. The object cannot have any moving parts and may not be made of multiple materials. For example, the conjurer may summon a lead pipe, a wooden stake, or a chunk of rock. The item will last for One Hour then vanish unless made permanent via the Manentia Spell. The created items are of insufficient quality to be used in Treadeskills. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: One hour unless made permanent via the Manentia Spell Category: Conjuration Magic Learn: DC: 4 Who Can Cast: All Ranks
Name: Manentia (Permanency) Incantation: Must say "Manentia" Movements: Hover your hands over the created object while saying the words. Spell Description: Manentia allows the caster to make their created objects permanent in the world thus they will no longer vanish. This spell will not work on magically created weapons and armor such as Obtestor Arma for example. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Permanent Category: Conjuration Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Difficilis Materia (Difficult Item) Incantation: Must say "Difficilis Materia" Movements: Hover your hands over where you wish to create the object, or open your hand to create something hand-sized within your grasp. Spell Description: Difficilis Materia allows the caster to create complex objects of multiple components and with moving parts. For example, the summoner could create an AR-15, a Motorcycle, or a Cellphone. More complex items can be created but require the skill and understanding to do so. This spell could be used to speed up the crafting of items if you have the mastery of the trade. A DC: difficulty roll is still required, and the item cannot be magical in nature. The item will last for One Hour then vanish unless made permanent via the Manentia Spell. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: One hour unless made permanent via the Manentia Spell Category: Conjuration Magic Learn: DC: 6 Who Can Cast: All Ranks
Name: Obtestor Arma (Conjure Weapon) Incantation: None Movements: The caster must reach out with an empty hand as if grasping the weapon. Spell Description: This spell allows the caster to summon into their hand an owned weapon, or to conjure into existence a magical Bone Weapon, a type of the caster's choosing. The caster may attack with the conjured weapon in the same round as casting this spell. 0 Mind: This allows the caster to summon a weapon of choice made of solid bone, but with the durability of a well-forged sword. Anyone hit by the weapon takes 2 body damage. 1 Mind: Allows the caster to summon into their hand any weapon they might own (recorded on character sheet) this includes all Blacksmith weaponry up to and including Elemental weaponry. Every time the caster wishes to summon a new weapon, this spell must be recast. Any weapon conjured with this spell returns to it's place of origin if the caster drops it, or dissolves in the case of Bone weapons. Auto Hit: N/A Friendly Fire: N/A Cost: 0 Mind or 1 Mind Duration: 1 Hour Category: Conjuration Learn: DC 6 Who Can Cast: All Ranks
Name: Obtestor Armis (Conjure Armor) Incantation: Must say "Obtestor Armis" Movements: Place your arms to your sides and open your palms Spell Description: This spell allows the caster to summon into being magical armor. The form is subject to the caster's desire, but will consist of legs, arms, body and a helmet. The Armor is summoned fully equipped onto the caster's body. The Armor provides the caster with an AC 8 and cannot be dispelled. Armor does NOT protect you from magic, only physical attacks. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind Duration: 24 Hours Category: Conjuration Learn: DC 6 Who Can Cast: All Ranks
Name: Aufer Materia (Remove Item) Incantation: Must say "Aufer Materia" Movements: Point your casting finger at the item you wish to banish. Spell Description: Aufer Materia allows the caster to banish items or people that have been magically created via spells such as Securus Materia, Difficilis Materia, and Vita Temporaria. This spell will not remove magical weapons and armor such as Obtestor Arma for example. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind Duration: Instantly removes the item Category: Conjuration Magic Learn: DC: 6 Who Can Cast: All Ranks
Name: Vita Temporaria (Temporary Life) Incantation: Must say "Vita Temporaria" Movements: Hover your hands over the area where you wish to create the Simulacra. Spell Description: Vita Temporaria cannot create true life, though it can summon forth impressive simulacra. Creatures -and people- summoned with this power lack the free will to act on their own, mindlessly following the simple instructions of their conjurer instead. People created in this way can be subject to the use of the Possession Psionic Ability. People or Creatures made by this spell will last a week then vanish into insubstantiality. The spell Manentia will not work on beings created by the Vita Temporaria incantation. Auto Hit: N/A Friendly Fire: N/A Cost: 3 Mind Duration: 1 Week Category: Conjuration Magic Learn: DC: 8 Who Can Cast: All Ranks
Name: Cibus et Potio (Create Food and Drink) Incantation: None Movements: Open hand as if to grasp the food or drink item. Spell Description: This spell creates a nourishing snack, meal or drink in the caster's hand, it is filling and staves off hunger or thirst. The quality can be made as good or poor as the caster wishes. The food item can be hot or cold. Cannot be of any potion, poison, acid, valuable fluid, etc. and will not trigger poisoning or allergic reactions in the consumer. Alcoholic beverages are permitted. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until the meal is consumed Category: Conjuration Learn: DC 4 Who Can Cast: All
Name: Convivia Victoriae (Victory Feast) Incantation: Must say "Convivia Victoriae" Movements: Motion your arms as if laying a cloth on a table. Spell Description: The use of the spell will summon a grand feast to any suitable flat surface. Together with cutlery, plates, bowls, glasses, decanters, candles. The Feast, when consumed over 10 minutes will leave an eater full and satiated for food and drink for 24 hours. Anyone who eats at the Feast will have their Body, Mind and Spirit stats restored to normal maximums. Participants must be able to feed themselves, and must spend at least 10 minutes sitting at, or standing near the "feast table". This spell costs 1 Mind for each person to be fed. This spell can only be used outside combat. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind per person attending the Feast. Duration: 24 Hours Category: Conjuration Learn: DC 8 Who Can Cast: Savants
Name: Scutum Adamantinum (Adamantine Shield) Incantation: Say "Scutum" Movements: With your casting hand, snap your fingers towards your intended target. Spell Description: Allows the caster to instantly react to a weapon or spell attack being made against an ally, encasing the recipient in an adamantium shield, stopping all damage for a single round. At the end of the round, the spell dissipates and the caster forfeits their next turn.(Those encased in the shield may not move or make an attack physical or magical towards a target but may use a spell on themselves on their turn.) Auto Hit:Yes Friendly Fire: N/A Cost: 1 Mind Duration: N/A Category: Conjuration Magic Learn: DC: 7 Who Can Cast: All Ranks
Name: Striges Iuniperorum (Witches Broom) Incantation: Must say "Striges Iuniperorum" Movements: Hold out your casting hand with your palm facing the ground, and grasp for the broom Spell Description: Conjures a broom capable of flight equal to your movement speed. Can only be used by the caster. (does not have to be a broom, can be whatever flying object the caster desires) Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: 24 Hrs Category: Conjuration Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Geminae Golems (Twin Golems) Incantation: Must say "Geminae Golems" Movements: Clap your hands together twice and push your palms forward. Spell Description: Conjures 2 small identical golems (2/2/2/0/0) capable of attacking or latching on to your opponents to hinder their movements. They always act in unison even dying and crumble after 3 rounds. Punch attack- 2 Body Grapple- must break a DC8 or cannot move, can still take actions, but only against the golem. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: 3 rounds Category: Conjuration Magic Learn: DC: 6 Who Can Cast: All Ranks
Name: Excandescunt Volucres (Flare Birds) Incantation: Must say "Excandescunt Volucres" Movements: Lock all fingers together but both pointer fingers, aiming at the target. Spell Description: Conjures 3 clay birds that rapidly fly into the intended target enemy, detonating for 1 Body damage . if all 3 birds make a successful hit the target must make a DC:8 save or be blinded taking -3 to attack and defense rolls for 2 rounds. Auto Hit: N/A Friendly Fire:N/A Cost: 1 Mind Duration: Until the end of the targets turn Category: Conjuration Magic Learn: DC: 6 Who Can Cast: All Ranks
Name: Telae Adhaerentes (Clinging Webs) Incantation: Caster must say "Telae Adhaerentes" Movements: Caster place their two middle fingers while extending their index and pinky while pointing at the area or target Spell Description: This spell causes a gout of sticky spider-like webbing to shoot from the casters hand engulfing a single target within 60โ€™ or covering the ground within 60โ€™ in an up to 30x30 area. If used on a target they must make a DC7 save or become fully entangled in the web unable to move or cast. If the save is made the target receives a -2 to attack and dodge rolls for one round as they shake off the webbing. If cast upon the ground all those within it take a -2 to dodge rolls and move at half speed. The webbing is flammable and if ignited will burn all within it for 2 body for two rounds. Auto Hit: Yes Friendly Fire: Yes Cost: 2 mind Duration: Scene Category: Conjuration Magic Learn: DC: 6 Who Can Cast: All Ranks
Name: Magiam Detegere (Detect Magic) Incantation: Must say "Magiam Detegere" Movements: The caster holds out their hand creating a object. Spell Description: the caster can conjure a device with magical properties that can detect the magic in objects, people, or places. with the object in hand the caster will automatically know if a object , person or place is magical and the type of magic involved* (enchantment, illusion, etcetera) * with a dc check of 6 the caster can discern a single magical property of an item or space knowing all the specifics of it. If the check is 8 or higher the caster identifies and all magics involved in the case of multiple enchantments. (the object casted is up to the caster desire Example: magnifying glass, scanner for dbz, a wand etc..) Auto Hit: N/A Friendly Fire: N/A Cost: 1 mind Duration: Instant Category: Conjuration Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Magicae Speculum (Magic Mirror) Incantation: Must say "Magicae Speculum" Movements: Move both hands out in front of you facing each other in a gripping position. Spell Description: Allows the caster to conjure up a Large Magic mirror. When being attacked by a spell the mirror will soak up all the damage from the spell and cast it back towards the foe. The mirror will break once hit. If a physical attack is being made the mirror will absorb the damage and shatter causing the foe to take the damage they were dealing to themselves. Does not work with AoE spells Example- Foe shoots fire balls for 2/0/0 damage mirror will reflect back at them for 2/0/0 foe slashes for 3/0/3 mirror will reflect back 3/0/3 Auto Hit: yes Friendly Fire: N/A Cost: 3 Mind Duration: Until mirror is destroyed Category: Conjuration Magic Learn: DC: 8 Who Can Cast: Savant
Name: Provectus Armis (Advanced Armor) Incantation: Must say "Provectus Armis" Movements: Place your arms to your sides and open your palms, quickly closing them into fists. Spell Description: Conjures an advanced set of armor, the form consisting of what the caster imagines and automatically equips to the casters body. The armor gives AC10, +2 to physical attack rolls. Can not be dispelled Auto Hit: N/A Friendly Fire: N/A Cost: 4 Mind Duration: 24 hours Category: Conjuration Magic Learn: DC: 7 Who Can Cast: Savant
Name: Armatura Inexpugnabilis Virium (Impregnable Armor of Might) Incantation: Must say "Armatura Inexpugnabilis Virium" Movements: Extend you arms to the side and clench your fists Spell Description: This spell encases the caster in a magically powered suit of valorite. Giving incomparable durability and fighting prowess. The caster gains an armor rating of 12 for 2 rounds, unlike other Armor, this AC applies to Spell attacks too. The caster gains two slam attacks for 4/4/4 damage and gains the Rockbite effect. However after the 2nd round , the armor will break, and the caster will be armor less needing to recast on their turn Rockbite Effect: Those struck take an extra 1 Spirit Damage of Earth Magic, and must make a DC: 6 check or be Shaken from the blow losing a round. ((Those with Earth Jewelry ignore this damage and the Shaken effect.)) Auto Hit: N/A Friendly Fire: N/A Cost: 5 mind Duration: 2 Rounds Category: Conjuration Learn: DC: 8 Who Can Cast: Oracle
ฮจโ•โ•๐“๐“ฎ๐“พ๐“ฝ๐“ป๐“ช๐“ต ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿ›-transmutation / Transmutation Spellbook
Name: Mutare Elementa (Change The Elements) Incantation: Must say "Mutare Elementa" Movements: Rotate the hands over one another with the palms facing one another. Spell Description: Mutare Elementa allows the caster to transform the elements. Some examples would be water to wine, fire into water, earth into molten lava, ect. If used as a weapon such as turning water into an acid vapor for example, then the spell will do 2 Body Damage. Precious Metals or Gems (for Tradeskill crafting) cannot be made with this, as Magic is fickle when it comes to being used for greedy purposes. Auto Hit: No Friendly Fire: N/A Cost: 1 Mind Duration: Permanent Category: Transmutation Learn: DC: 5 Who Can Cast: All Ranks
Name: Exscindo (Destroy) Incantation: Must say "Exscindo" Movements: Swirl then flick your caster index finger at your target. Spell Description: Exscindo allows the caster to unravel matter. The intense blue beam will break apart anything solid turning it to ashes or dust. If used against another person, this spell can have devastating consequences. Anyone hit with this will suffer an immediate 3 Body Damage, and must roll a DC: 6 or take a further 3 Body Damage. Anyone with 3 Body or less will be obliterated by this spell upon being hit, their body being turned to dust. Auto Hit: No Friendly Fire: N/A Cost: 3 Mind Duration: Instant Category: Transmutation Learn: DC: 6 Who Can Cast: All Ranks
Name: Reformatio (Reform) Incantation: Must say "Reformatio" Movements: Direct your palm towards the object. Spell Description: What's destroyed can be restored. Reformatio allows the caster to alter matter in a more positive way. Objects shattered can be made whole again, rubble mended and fixed, and things reduced to ashes or dust can be reconstituted. This is not a healing spell. Any person reduced to ashes will still be dead upon reformation and will need to be resurrected. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: Permanent Category: Transmutation Learn: DC: 6 Who Can Cast: All Ranks
Name: Mutare Alium (Change Another) Incantation: Must say "Mutare Alium" Movements: Flick then point your caster index finger at your target. Spell Description: Mutare Alium allows the caster to change their foe into a small animal. The creature is usually a non-violent animal and little such as a Rabbit, Groundhog, etc. Upon being hit, the victim of this spell must make a DC: 8 roll or be transformed for 4 rounds. After the 4 rounds are over, they can make a DC: 8 roll each turn to try and break the enchantment. If the victim is attacked or damaged in any way, they return to their true form. This spell does not work on anyone more powerful then you are. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until spell is broken Category: Transmutation Learn: DC: 5 Who Can Cast: All Ranks
Name: Muto Sese (Change Self) Incantation: Must say "Muto Sese" Movements: Get on all fours to assume the form. Spell Description: Muto Sese allows the user to transform themself into a small creature of choice. Each creature will offer a specific benefit depending upon the situation. The degree and effect of each benefit in any given scenario is determined by the DM. Bat: - Flight and Sonar Rabbit: - Speed and Agility Fish: - Faster Swimming and Water Breathing Squirrel: - Tree climbing and Jumping Cat: - Stealth and Balance Wolf: - Tracking and Scent Detection Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: End of Scene Category: Transmutation Learn: DC: 7 Who Can Cast: All Ranks
Name: Tardus (Slow) Incantation: Must say "Tardus" Movements: Quickly spin the casting hand then point at your foe. Spell Description: Tardus allows you to increase the density of your foe making it hard for them to move or fly. Those hit with this spell must make a DC: 8 roll or suffers the effects. Anyone suffering from Tardus can only take an action every other round. May roll a DC: 8 on their turn to try and resist the effects. Anyone hit with a well placed Festinato while having suffering under Tardus will lose the slow/heavy effects and return to normal. Auto Hit: Yes Friendly Fire : N/A Cost: 1 Mind Duration: Until Resisted Category: Transmutation Learn: DC: 7 Who Can Cast: All Ranks
Name: Festinatio (Haste) Incantation: Must say "Festinatio" Movements: None Spell Description: Time flows faster for the caster, allowing multiple actions to occur in quick succession. Those under the effects of this spell can make a single (+1) extra Physical Attack (Melee or Ranged Attack - non-spell) in the Turn in which they cast this spell. The Haste effect of the Transmutation Noble Regalia doubles the effect of Festinatio, permitting two extra (+2) Attacks at the cost of 1 Mind point. This spell can only be cast upon yourself. This spell is cast in the same turn as making a Physical Attack. This spell can no longer double your total attacks as it previously did while using Mutatio Obscura (Dark Transformation). Chose the form of your additional attack(s) wisely Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind Duration: 1 Turn Category: Transmutation Learn: DC: 7
Name: Figura Elementa (Shape Elements) Incantation: Must say "Figura Elementa" Movements: Turn your hands to the side, then cross them. Spell Description: Figura Elementa allows the caster to shape the elements around them. For example, a Sphere of Water could be shattered and redirected, a Ring of Fire torn asunder and redirected, or a tunnel carved out of stone. These are the few uses of Figura Elementa as this spell becomes more powerful in the hands of those with great imagination and power. Anyone damaged by the use of this spell will take 2 Body Points. Auto Hit: No Friendly Fire: No Cost: 1 Mind Duration: Permanent Category: Transmutation Learn: DC: 8 Who Can Cast: All Ranks
Name: Aetherius (Ethreal) Incantation: Must say the words "Aetherius" Movements: None Spell Description: Aetherius allows the user to become intangible and without substance. Those using this spell may pass through solid objects like walls, mountain sides, cell doors, or even escape their binds. While in this state, the user becomes immune to attacks, but this effect can be Dispelled. Anyone using this spell cannot make physical contact, or hold anything, but they can cast spells and have spells cast upon them. Anyone in Ethreal Form can interact normally with and physically attack another that is Ethreal. Auto Hit: N/A Friendly Fire: N/A Cost: 3 Mind Duration: End of scene Category: Transmutation Learn: DC: 7 Who Can Cast: All Ranks
Name: Commutate Alicia (Transmute Spell) Incantation: Must say "Commutate Alicia" before the Incantation and movements of the spell you are changing. Movements: None - other than the movements of the changed spell. Spell Description: The exposure to the magical energies of the Library allows the Custodians and Keepers to transmute the elemental energies of a spell into another. Forming lightning bolts of Hellfire or Fireballs formed from Shadow. Commutate Alicia is cast in the same turn as the spell it will change, the caster may change the elemental form of that spell. All other effects of the changed spell remain the same (DCs, status effects etc.) This will not make a non damaging spell cause damage (like making a Shadow Twin out of hellfire) but WILL allow you to take advantage of elemental weaknesses or avoid immunities. The Caster must know at least one spell of the element being changed to. For the purpose of this spell, any damage type is an element, and it extends beyond the four classical elementals forms. This is mostly intended to be an RP spell to tailor the cosmetic effects of a spell. The DM is the first, last and only arbiter of the effects of an elemental change. Respect the DM at all times. Auto Hit: As changed spell Friendly Fire: As changed spell Cost: Usual cost of the changed spell Duration: Duration of changed spell Category: Transmutation Learn: DC 6 (must be learnt in the Library) Who Can Cast: Keeper of Knowledge and Custodians or those who have served in those ranks
Name: Faerie Fire Incantation: None Movements: Grasps their casting hand in a tight fist, then quickly opens it to reveal the fire Spell Description: The caster creates a ball of purple faerie fire in their hands, which they can hold or throw against a target. Faerie Fire envelopes the target creature, object, or area in a feintly glowing colored fire that causes no damage or heat, but gently illuminates the local area (10 ft radius, does not penetrate magical darkness or similar). This spell may be used as a torch to light the way, create a entertaining fireshow, or offensively to outline a target enemy or object. Any attacks against an enemy so highlighted will gain a +1 to their attack, as long as the attacker can visually see the target. Highlighted creatures cannot gain the benefit of invisibility while under the effects of this spell. The Fire may be extinguished by a Dispell effect, obscured by magical darkness or illusions, or any creature may spend an action to actively extinguish it (not just the victim). The fire will still "burn" underwater and in a vacuum. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: End of Scene Category: Transmutation Learn: DC 5 Who Can Cast: Any Fae Race
Name: Figura Mutatio (Shape Change ) Incantation: Must say "Figura Mutatio" Movements: None Spell Description: Figura Mutatio allows the user to assume the forms of legendary creatures and take on their special abilities. The list is as follows. The change (to or from a form) takes one entire turn (the turn in which it is cast), and the caster may act in their next round in their new form. Pegasus - Flight, and able to move 400 ft a round. Can carry someone.: The Carried person must have the Mounted Combat Warrior Skill (8B/8M/8S) Trampling Rush: This attack is only usable after moving 20 or more ft. This attack does 2 Body. A struck target must make a DC check or suffer 1 Body of Bleeding damage per turn until they pass a DC 8 check. I need a hero: If an ally is dropped to 1 or lower by an attack or other aggressive action, the Pegasus may swoop in and take the ally upon their back, returning to the Pegasus' original position. This ability can only be used if the Pegasus is free to move and does not have a rider already. Troll - Regenerate 3 Body per round, with a AC: 7. (10B/10M/10S) Berserker: A troll becomes enraged and focused upon killing a single target. Once an attack has been declared the troll must focus all future attacks against that enemy until they are dead. Each subsequent turn of attacking the same target will allow an extra attack to be performed, up to maximum of 4 attacks on turn 4. The enraged attacks are clumsy, an attack from the troll can be counter-attacked on 11 and 12. Once the target is dead, the troll needs to rest for 1 round. Bloodlust(passive ability): gains +2 Combat Modifier to attack when opponent drops below 50% Body. Siren: 8/8/8 AC 10 Dazzling Beauty anyone who seeks to harm the siren must make a DC6 save or be unable to bring themselves to do so. Those who pass the check will still suffer a -2 to attack the Siren. Siren Song: The siren begins a song on its turn costing 1 Spirit per turn to cause all enemies who can hear her to stop whatever they doing and move enraptured towards the siren, and may then only sit and listen to the song. (DC6 to resist) Enthralled enemies may not attack or defend so long as the song lasts.. Attacking the enemy will break the spell of the Song Dragon - Flight, AC: 8. 60 ft ground movement, 150 ft flight (16B/16M/16S) Breathe weapon: Cone 60 ft Deals 6 Body Auto Hit: Yes. DC 10 to avoid damage. Friendly Fire possible Terrifying Roar: DC10 reduces Spirt of all enemies by 3 (can be used Once per combat) Multiattack: 3 attacks dealing 3 Body each swiping at target. 2 claws and a bite. Dragon Owners who have the Mounted Combat Warrior Skill may be carried All spell buffs drop upon assuming one of the legendary forms. Effects from Jewelery and potions are maintained. When you transform, you choose whether your equipment falls to the ground, or merges into the new form. You assume the stats of the new form. When you revert to your normal form, you return to the number of stats you had before you transformed. Remember: AC does NOT protect you from magic, only physical attacks. Auto Hit: N/A Friendly Fire: N/A Cost: 5 Mind Duration: End of Scene Category: Transmutation Learn: DC: 9 Who Can Cast: Savants
Name: Aleratio Concretio (Matter Manipulation) Incantation : Must say "Aleratio Concretio". Casting action: Extend your casting hand towards the target point, quickly clench your hand into a fist. Description: The caster strengthens the bonds of matter within some and weakening the bonds in others, causing strength and frailty as they wish. Steel as brittle as egg shells, or leather as strong as Valorite. The caster may place a 30ft cube at a point within 60ft. Enemies must succeed on DC 10 or get a penalty of -2 Combat Modifier while your allies recieve a +2 Combat Modifer for as long as the caster maintains conentration and pays ongoing costs. The caster must maintain concentration on this spell. They may move, speak, and defend themselves normally. However any damage recieved will break concentration and any attempt to cast another spell or to attack/counterattack will also drop concentration. Auto Hit: Yes Friendly Fire: Yes Cost: 5 mind/ 3 mind per round to maintain Duration: Concentration. Category Transmutation Learn: DC9 Who can Learn: Savants
Name: Tempus Sistere (Time Stop) Incantation: Must say "Tempus Sistere" Casting Action: Throw your casting hand out palm facing away, quickly snap your hand closed while shouting "Tempus Sistere" and focus magical energy on the Words. Description: Tempus Sistere causes time to stop for all but the caster in a small radius around you. The targets are taken outside the usual flow of causality, set apart from cause and effect. Everyone in a 30ft radius sphere, centred on the caster must make a DC 10 check or be stunned (unable to act) for one whole turn. Those effected by Time Stop will also be unable to be acted upon. Attacks deal no damage, spells find no purchase. Ongoing effects (such as bleeding or poisons) will not be resolved until time resumes for the target. Can be ued once a combat/scene Auto Hit: Yes Friendly Fire: Yes Cost: 4 Mind Duration: 1 round Category: Transmutation Learn: DC 10 Who Can Learn: Oracle Only
ฮจโ•โ•๐“๐“ฎ๐“พ๐“ฝ๐“ป๐“ช๐“ต ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿ‰-summoning / Summoning Spellbook
Summoning Rules
  • The Summoning Book invokes powerful beings. Each summons can only be attempted once per 24 hours, for the entire Family, not per person, because the entity will simply refuse to respond to any further requests for aid.
    • Casters can only attempt one Summons per 24 hours.
    • The powers invoked also prevents more than one Summons being used in any one combat scene.
    • Summoning can be performed as a group casting of One, Two or Three people, reducing the casting time and sharing the casting cost.
    • For casting times of 2 or 3 rounds, the caster/s may make no action other than to protect themselves during this time as they concentrate on the summoning of the Entity called upon.

Name: Regina Fae (Queen of the Fae) Incantation: Must say "Regina Fae, heed my call!" Movements: Place your palms together at your chest, then sweep your arms outward, as though parting an invisible veil. Spell Description: The Regina Fae spell allows the caster to summon the Queen of the Fairies to aid their allies and hinder their enemies. Upon her arrival, the Queen bestows the Noble Blessing on the summoner and their allies, granting:
+5 to all allies attack and defense rolls -5 to all enemy attack and defense rolls
This effect lasts for 3 rounds. Enemies may attempt to resist the effects by making a DC check (details below). The Queen also radiates an aura of elegance and authority that inspires her allies while unsettling foes, creating a tactical edge in combat. The Queen cannot directly attack or defend but her presence may interact with roleplay events or negotiations. Restrictions: The Queen of the Fairies can only be summoned once every 24 hours (not once per player). Each player is limited to one summoning spell per battle. Auto Hit: Yes Friendly Fire: Only if allies are hostile to the Fae Duration: 3 Rounds Cost: Variable
One Person: 6 Mind, requires 3 rounds of uninterrupted concentration to summon. Enemy DC: 9. Two People: 3 Mind per person, requires 2 rounds. Enemy DC: 10. Three People: 2 Mind per person, requires 1 round. Enemy DC: 11.
Category: Summoning Learn: DC: 7 Who Can Cast: All Ranks
Name: Torva Messor (The Grim Reaper) Incantation: Must say "Torva Messor, rise from the shadows!" Movements: Clasp your fingers together in front of your chest, then rotate your arms counter-clockwise as if turning a clock. Finally, thrust both palms forward as though parting the veil between life and death. Spell Description: The Torva Messor spell summons the Grim Reaper, a terrifying figure of death and decay, to wreak havoc upon your enemies. Upon his arrival, he swings his ethereal scythe to unleash Pestilence, a crippling curse that weakens the constitution of all foes. Enemies may attempt a DC check (details below) to negate the curse's effects. Enemies who fail this DC will automatically fail all DC checks for 3 rounds, leaving them vulnerable to attacks and unable to resist magical effects. The Grim Reaper also exudes an aura of despair, instilling dread into your enemies and potentially forcing them to falter or flee if circumstances permit. His presence may interact with roleplay events or negotiations. Restrictions: The Grim Reaper can only be summoned once every 24 hours (not once per player). Each player is limited to one summoning spell per battle. Auto Hit: Yes Friendly Fire: No Duration: 3 rounds Cost: Variable
One Person: 6 Mind, requires 3 rounds of uninterrupted concentration to summon. Enemy DC: 9. Two People: 3 Mind per person, requires 2 rounds. Enemy DC: 10. Three People: 2 Mind per person, requires 1 round. Enemy DC: 11.
Category: Summoning Learn: DC: 7 Who Can Cast: All Ranks
Name: Custos Magicae (Guardian of Magic) Incantation: Must say "Custos Magicae, grant us clarity!" Movements: Trace a glowing figure-eight in the air with your hands, as though weaving threads of magic into reality. Spell Description: The Custos Magicae spell summons the Guardian of Magic, an ethereal protector of arcane energy. Upon her appearance, she casts Clarity, a restorative spell that replenishes 10 Mind Points for all allies on the battlefield. The Guardianโ€™s presence briefly strengthens magical bonds, inspiring focus and resilience before she vanishes back into the arcane realm. The Guardian's arrival may briefly interact with magical environments or entities in narrative scenarios, creating additional roleplay opportunities. Restrictions: The Guardian of Magic can only be summoned once every 24 hours (not once per player). Each player is limited to one summoning spell per battle. Auto Hit: N/A Friendly Fire: N/A Duration: Instant (Clarity is cast immediately upon her arrival.) Cost: Variable
One Person: 6 Mind, requires 3 rounds of uninterrupted concentration. Two People: 3 Mind per person, requires 2 rounds. Three People: 2 Mind per person, requires 1 round.
Category: Summoning Learn: DC: 7 Who Can Cast: All Ranks
Name: Dominus Lamia (Lord Dracula) Incantation: Must say "Dominus Lamia, arise and feast!" Movements: Trace a glowing infinity symbol in the air with both hands, then pull your arms inward as if drawing power into your body. Spell Description: The Dominus Lamia spell summons Dracula, the legendary Lord of Vampires, to the battlefield. Upon his arrival, he unleashes Blood is the Life, a powerful vampiric siphon that drains vitality from enemies and transfers it to the summoner and their allies. Siphons 6 Body from each enemy and redistributes it as a +6 Body bonus to the summoner and their allies. The bonus may temporarily exceed normal Body limits. Enemies can roll a DC check (details below) to halve the siphoned amount. Dracula's dark aura briefly instills dread in enemies, potentially creating roleplay opportunities for fear-based effects or negotiations. Dracula does not directly attack but his presence but can influence narrative events, such as intimidating foes or interacting with undead entities. Restrictions: Dracula can only be summoned once every 24 hours (not once per player). Each player is limited to one summoning spell per battle. Auto Hit: Yes Friendly Fire: No Duration: Instant (Blood is the Life is cast immediately upon his arrival.) The Body bonus lasts until the end of the battle unless otherwise stated by the game master. Cost: Variable
One Person: 6 Mind, requires 3 rounds of uninterrupted concentration. Enemy DC: 9. Two People: 3 Mind per person, requires 2 rounds. Enemy DC: 10. Three People: 2 Mind per person, requires 1 round. Enemy DC: 11.
Category: Summoning Learn: DC: 7 Who Can Cast: All Ranks
Name: Ortus Phoenix (Rise of the Phoenix) Incantation: Must say "Ortus Phoenix, rise from the ashes and bring renewal!" Movements: Both hands trace opposite circles in front of the caster, forming the image of a glowing flame before clasping together in invocation. Spell Description: The Ortus Phoenix spell calls forth the Mighty Phoenix, a majestic harbinger of rebirth and renewal. Upon its arrival, it casts Ashes of Restoration, a divine spell that resurrects all defeated allies on the battlefield. Revived allies return with a variable amount of stats restored to them (see below), enabling them to rejoin the fight immediately. Allies stats cannot be restored above normal maximums. The Phoenixโ€™s fiery presence cleanses the battlefield of despair, briefly inspiring all allies with hope, potentially enhancing morale or providing additional roleplay opportunities. The Phoenix may interact with fiery spells or effects in the battle field, providing RP opportunities. Restrictions: The Phoenix can only be summoned once every 24 hours (not once per player). Each player is limited to one summoning spell per battle. Auto Hit: N/A Friendly Fire: N/A Duration: Instant (Ashes of Restoration is cast immediately upon its arrival.) Cost: Variable
One Person: 9 Mind, requires 3 rounds of uninterrupted concentration. Allies restored to 1/1/1 Two People: 5 Mind per person, requires 2 rounds. Allies restored up to 5/5/5 Three People: 3 Mind per person, requires 1 round. Allies restored up to 10/10/10
Category: Summoning Learn: DC: 7 Who Can Cast: All Ranks
Name: Domina Draconum (Tiamat) Incantation: Must say "Domina Draconum" Movements: Both hands raise to the sky before slamming to the ground. Spell Description: Domina Draconum allows the summoner to bring forth The Lady of Dragons, Tiamat. This gigantic 5 headed dragon will then use one of her five heads to lay waste and ruin upon the battlefield. 1-2 - Nothing: Tiamat simply laughs at the arrogance of the summoner to call her forth and leaves the battlefield without Interfering. 3-4 - Green Dragon Head: Spews forth poison gas across the battlefield doing 5 Body Dmg to all enemies of the summoner. 5-6 - White Dragon Head: Spews forth frost across the battlefield doing 6 Body Dmg to all enemies of the summoner while freezing them for 1 rounds. 7-8 - Black Dragon Head: Spews forth acid across the battlefield doing 6 Body Dmg to all enemies of the summoner while blinding them for 2 rounds causing them to have a -4 to attacks/defense. 9-10 - Blue Dragon Head: Spews forth lightning across the battlefield doing 8 Body Dmg to all enemies of the summoner while stunning them for 1 rounds. 11-12 - Red Dragon Head: Spews forth dragonfire across the battlefield doing 10 Body Dmg of fire to all enemies of the summoner. Can only be learned in the Library! Tiamat can only be summoned once every 24 hours. One summons per battle, not one summons per player All players are limited to One Summons per Battle. Auto Hit: Yes Friendly Fire: No Duration: Instant Cost: Variable
One Person: - 6 Mind/ 3 rounds to summon alone. Enemy DC: 10 to resist. Two People: - 4 Mind/ 2 rounds to summon. Enemy DC: 11 to resist. Three People- 2 Mind/ 1 round to summon. Enemy DC: 12 to resist.
Category: Summoning Learn: DC: 9 Who Can Cast: Savants
Name: Nox Gargouille (Night of the Gargoyles) Incantation: Must say "Nox Gargouille" Movements: Face toward the centre of the Fallen Gate Castle while holding arms out wide to your sides Spell Description: The Triumvirate are able to animate the gargoyles that adorn the Castle to come to their aid. The Gargoyles in the Fallen Gate become animated. 4 x Catacomb Ghouls with a 60ft Fly speed & 6 Gazers 2 x Corrupted Hippogriff 1 x Fel Lich The Gargoyles are able to act immediately upon being animated, and are given the same Initiative as the Caster. They are all able to act in defence of the Fallen Gate without needing constant command or supervision. The Gargoyles are unable to leave the Fallen Gate. Any Gargoyles that are destroyed will have to be repaired or they will be absent for any future summoning - a process requiring refined Arcanite. Auto Hit: N/A Friendly Fire: N/A Cost: Variable
One Person: - 10 Mind/ 3 rounds to summon alone. Animates 4 x Catacomb Ghouls with a 60ft Fly speed & 6 Gazers Two People: - 5 Mind/ 2 rounds to summon. Animates as above plus 2 x Corrupted Hippogriffs Three People- 3 Mind/ 1 round to summon. Animates as above plus 1 x Fel Lich
Duration: Until the next sunrise Category: Summoning Learn: DC: 9 Who Can Cast: Triumvirate & Prince/Princess Only
ฮจโ•โ•๐“๐“ฎ๐“พ๐“ฝ๐“ป๐“ช๐“ต ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿ‘ป-phantasm / Phantasm Spell Book
Name: Spiritus Lamina (Spirit blade) Incantation: Must say โ€œSpiritus Laminaโ€ Movements: With your casting hand make an upside down cross thrust out your hand and make a fist as if grabbing a blade Spell Description: Call a weapon of any form or shape into the world from the spirit world this weapon counts as a magical weapon but can do no actual physical damage. Instead, it deals spiritual damage only, but it still needs to overcome any AC the target may have. The weapon will vanish if the caster is rendered unconscious or their Spirit stat is reduced to zero. Weapon deals 2 Spirit Damage on a successful hit. Caster may attack in the same round that the weapon is summoned Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: End of Scene Category: Phantasmal Learn: DC 6 Who Can Cast: All Ranks
Name: Manus Phantasmalis (Phantasmal Hand) Incantation: Must say โ€œManus Phantasmalisโ€ Movements: Thrust out your casting open hand palm out in front of you. Spell Description: Call a Ghostly hand into this world from the spirit plane. This hand can lift small objects (like a key or candle, the end of a rope but not a full 50 feet of rope or a small bottle of water but not a full 5 gal bottle) or do small actions (like turn a key in a lock or extinguish a candle flame ) within 100 ft of the caster. The Hand can also be used as a ranged attack for 1 Spirit Damage. The caster must concentrate on the control of the hand and expend 1 Spirit per round the Hand is used. The Hand may act in the same round that it is summoned. Auto Hit: No Friendly Fire: N/A Cost: 1 Spirit per Round Duration: As long as upkeep cost is met Category: Phantasmal Learn: DC 4 Who Can Cast: All ranks
Name: Armatura Ectoplasmatia (Ecto Plasma Armor) Incantation: Must say "Armatura Ectoplasmatia." Movements: While speaking the spell take the index and middle finger of your casting hand and touch the middle of your forehead Description: Casting the spell will cause an Ecto-plasma to start covering your body and clothes. This armor gives the caster a AC of 6 against physical attacks, as well as negates 1 Spirit and 1 Mind damage of any physical attack or spell which successfully hits the caster. Auto Hit: N/A Friendly Fire: N/A Cost: 3 Spirit Duration: End of scene Category: Phantasmal Learn: DC 6 Who Can Cast: All ranks
Name: Iter Spiritus (Ghost Walk) Incantation: Must say "Iter Spiritus." Movements: None Description: Speaking the spell will cause the caster to move their body fully into the Ghost (Ethereal) world letting them walk through objects(walls, doors, people) while in this realm the caster cannot be attacked or attack by spell or weapon by anyone not also in the Ghost world. Ghost walking is not without danger when compared to Ethereal Form (Transmutation) as true ghosts will try to keep you in the Ghost Realm if you remain in the ghost realm for too long, after 3 rounds you must make a DC 6 check or take 6 Spirit damage. If the Caster is reduced to 0 Spirit while in the Ghost World, their body remains stranded there and must be retrieved before they can be revived. When transitioning from material world to Ghost World, all material possessions are left behind by the caster. Auto Hit: N/A Friendly Fire: N/A Cost: 3 Spirit per turn Duration: End of scene Category: Phantasmal Learn: DC 6 Who Can Cast: All ranks
Name: Medicina Etherea (Ethereal Mend) Incantation: Must say "Medicina Etherea" Movements: Place both hands over the target area, palms down, and then slowly move them in a circular motion as if gently weaving threads of energy Spell Description: This spell taps into the ethereal energies of the spirit realm to mend minor wounds and alleviate pain. Upon casting, a soothing wave of ethereal energy flows from the caster's hands to the target, promoting natural healing processes. The spell can mend minor cuts, bruises, and minor fractures. It restores 2 Body to the target and provides temporary relief from minor pain and discomfort. Auto Hit: No Friendly Fire: N/A Cost: 2 Spirit Duration: Instantaneous Category: Phantasmal Learn: DC 4 Who Can Cast: All ranks
Name: Spiritus Explorator (Spectral Reconnaissance) Incantation: Must say "Spiritus Explorator" Movements: Extend your arms outward, palms facing upward, and chant the incantation while focusing your gaze into the distance. Spell Description: This spell summons a spectral scout/spy to perform reconnaissance on behalf of the caster. The spectral entity manifests as a ghostly apparition with the ability to observe and gather information from afar. It can travel great distances and infiltrate areas inaccessible to the caster, providing valuable intelligence on enemy movements, terrain, and other pertinent details. The spectral scout/spy is intangible and invisible to normal sight (may be seen using Oculi Veritatis - Eyes of Truth, or similar spell/ability), making it difficult to detect by conventional means. It can pass through walls, barriers, and other obstacles with ease, allowing it to explore restricted areas and report back to the caster with its findings. However, the spectral scout/spy's reconnaissance capabilities are not unlimited. It can only remain active for a limited duration before dissipating back into the ether. Additionally, its range of reconnaissance is extensive but not infinite, meaning it cannot traverse across vast distances indefinitely nor travel between Planes/Realms/Universes. Allows the in-game use of F5 in situations you might not otherwise be allowed, DM ruling may over ride this at any time Auto Hit: N/A Friendly Fire: N/A Cost: 5 Spirit Duration: 10 minutes (real-time) Range: 10 miles radius from the caster Category: Phantasmal Learn: DC 8 Who Can Cast: Any Rank
Name: Fulmen Phantasmalis (Phantom Bolt) Incantation: Must say "Fulmen Phantasmalis" Movements: Extend your casting hand forward, fingers outstretched, and then quickly clench your fist as if gathering energy before thrusting your hand forward to release the bolt. Description: By invoking this spell, the caster conjures a bolt of ethereal energy from the spirit plane and hurls it at a target within range. The phantom bolt strikes with spectral force, dealing spirit and mental damage upon impact. Upon a successful hit, the target suffers 3 Spirit and 1 Mind damage. The caster can maintain concentration into subsequent rounds and unleash additional bolts, costing only 2 Spirit points per subsequent attack. Auto Hit: No Friendly Fire: N/A Cost: 3 Spirit for the first bolt, 2 Spirit per subsequent bolt Duration: Instantaneous Category: Phantasmal Learn: DC 8 Who Can Cast: Any Rank
Name: Nova Spectralis (Spectral Nova) Incantation: Must say "Nova Spectralis" Movements: Raise both hands above your head, palms facing outward, and then forcefully bring them down to chest level, releasing a burst of energy Description: When this spell is invoked, the caster unleashes a powerful explosion of spectral energy that radiates outwards in a wide sphere, affecting all targets within range. The spectral nova can inflict significant spirit and mental damage to all targets caught in its blast radius. Upon impact, all targets within 20 feet of the caster must roll a DC 7 check or suffer 4 Spirit and 2 Body damage, and be Knocked back 10 ft. A successful DC 7 check will avoid all Damage and prevent knockback. The caster must exercise caution to avoid harming allies within the vicinity. Auto Hit: Yes Friendly Fire: Yes Cost: 5 Spirit Duration: Instantaneous Category: Phantasmal Learn: DC 8 Who Can Cast: Oracle
Name: Phantasma Custos (Spectral Guardian) Incantation: Must say "Phantasma Custos" Movements: moves your casting hand from one side to the other in drawn out motion until arm is extended to open the gateway for the spirit Spell Description: This spell summons a single, formidable spectral guardian from the spirit world to protect and fight alongside the caster. The Spectral Guardian appears as a large, ghostly knight clad in ancient armor, wielding a massive ethereal weapon of the caster's choice (e.g., sword, axe, or spear). The guardian stands as a stalwart protector, capable of both offense and defense. Stats: 0/3/3/6/0 Attack: The Spectral Guardian can make one attack once every 2 rounds, dealing 3 Spirit damage on a successful hit. Immune to Body damage Special Ability: The guardian emits a passive aura that grants a +1 AC bonus to all allies within 10 feet. Auto Hit: No Friendly Fire: N/A Cost: 5 Spirit Duration: 4 rounds or until destroyed Category: Phantasmal Learn: DC 7 Who Can Cast: Savant, Oracle
Name: Spiritus Loquere (Spirit Speak) Incantation: Must say "Spiritus Loquere" Movements: Sit in a meditative position. Spell Description: This spell will allow you to call forth a spirit from the great beyond to converse with them. It must be someone you know or know of, or have a connection with. The stronger the bond, the easier the spell is to perform. This spell will not work if the spirit in question was sent to the lower planes or devoured in some way. This spell is mostly for RP flavor so use your imagination. 1: DC: 8 ~ Knew of the person, but never actually met. 2: DC: 6 ~ Actually met and conversed, but were not considered a friend. 3: DC: 4 ~ The person was a close friend, lover, or family member. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until you send the spirit away Category:Phantasm Learn: See Spell Description: Who Can Cast: All Ranks
ฮจโ•โ•๐“›๐“ฒ๐“ฐ๐“ฑ๐“ฝ ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿ”ฅ-holy-fire / Holy Fire Spellbook
Name: Sancti Sigilli (Saint's Seal) Incantation: Must say "Sancti Sigilli" Movement: Crouching down on the ground, the caster creates a large sigil around themselves using holy fire as they speak the incantation. Spell Description: Sancti Sigilli is a powerful incantation that places a large holy glyph on the ground increasing any and all Holyfire rolls made within 30 ft radius by +2, while also dealing 1 Body/1 Spirit Damage every 1 rounds/minutes to any opposing force in the affected area. This bonus does not apply to Tradeskill rolls, even if they are boosted with Holy Gauntlets. Auto Hit: Yes Friendly Fire: No Cost: 1 Mind Duration: End of scene Category: Holyfire Learn: DC: 8 Who Can Cast: All Ranks
Name: Ignis Sanctus Captus (Holy Shackles) Incantation: Say "Ignis Sanctus Captus" Movements: Caster crosses their arms at the wrist, holding them to their chest before pushing out at the target. Spell Description: Ignis Sanctus Captus is a binding spell that creates holy chains around the targets wrists, ankles, and neck, all chained together. DC 8 check to resist the Shackles. These shackles are extremely durable, and cannot be broken by mortal weapons, but can be dispelled by magic. While bound the victim cannot use any magic, or take any action which requires physical movement such as attacking or dodging. While bound you cannot dodge or block attacks, but each time you're hit you can roll a DC 8 check to break free. Auto Hit: Yes Friendly Fire: N/A Cost: Free Duration: End of scene Category: Holyfire Learn: DC: 6 Who Can Cast: All Ranks
Name: Sanctum Purgatorium (Holy Purgatory) Incantation: Must say "Sanctum Purgatorium" Movements: Cross both arms at the chest with the palms facing inward, then thrusting both hands forward toward the target. Spell Description: Sanctum Purgatorium allows the caster to engulf their target in Holyfire. This spell causes crippling levels of pain, but cannot kill the target. Those under the effects of this spell cannot take any action other than screaming in agony. Can roll a DC: 8 each round to resist. Those under the effects are unable to dodge or block attacks. Targets under the effect of Dolor ut Voluptas (Pain as Pleasure) will instead be wracked with screams of orgasmic pleasure, but will still be unable to take any action until the DC is passed. Auto Hit: No Friendly Fire: N/A Cost: 2 Mind Duration: End of scene Category: Holyfire Learn: DC: 6 Who Can Cast: All Ranks
Name: Sanctus Pluviae (Saint's Rain) Incantation: Must say "Sanctus Pluviae" Movements: Caster reaches their hands to the sky and speaks the incantation. Spell Description: Sanctus Pluviae is a spell that turns rain into holy fire, causing it to come down upon everyone within a half mile's radius. The rain is like that of liquid magma, and can cause 1 body damage per round. This spell will only affect non angelic creatures. Auto Hit: No Friendly Fire: No Cost: 2 Mind Duration: End of scene Category: Holyfire Learn: DC: 6 Who Can Cast: All Ranks
Name: Sancta Flamma (Holy Fireball) Incantation: Say "Sancta Flamma" Movements: Caster forms a ball of holy fire between their hands, the size is up to their own discretion and capabilities. Spell Description: Sancta Flamma is a spell that literally translates to holy fire. This spell allows the user to create a Ball of Holy Fire that can be manipulated at their own discretion. The uses for this spell are almost endless. If used as a weapon, this spell will do 2 Body/2 Spirit damage. Those hit must make a DC: 6 check or take a further 1 Body/ 1 Spirit damage Auto Hit: No Friendly Fire: N/A Cost: 1 Mind Duration: Instant Category: Holyfire Learn: DC: 5 Who Can Cast: All Ranks
Name: Sanctus Murus (Holy Wall) Incantation: Must say "Sanctus Murus" Movements: Caster brings both hands palms up below their chest as if lifting a wall, then sharply bring their hands up over their head. Spell Description: Sanctus Murus is a spell that creates a wall of holy fire. The size determines on the discretion and capabilities of the caster. The wall itself burns with the power of heaven itself and will repel anyone. Anyone caught within the wall or trying to pass through it will suffer 2 Body damage. Auto Hit: Yes Friendly Fire: No Cost: 1 Mind Duration: End of scene Category: Holyfire Learn: DC: 4 Who Can Cast: All Ranks
Name: Daemonium Finis (Spear of Holyfire) Incantation: Must say "Daemonium Finis" Movements: Caster extends their hand to a demonic being and summons a spear of holy fire, casting it at the infernal target. Spell Description: Daemonium Finis is a spell that is specifically meant for demonic beings, and is designed for that purpose. This spell casts a spear of holy fire upon a being of the hellish realms, and temporarily severs their connection with their infernal masters, cutting their source of power. This spell can also do damage to non-demons, but is less powerful. The spell does 2 Body damage to normal beings, and 4 Body to beings of the Lower Planes. DC: 6 required for demonic being to resist the severing effect or be unable to cast any spells or use any demonic racial abilities for 2 turns. Auto Hit: No Friendly Fire: No Cost: 1 Mind Duration: 2 rounds Category: Holyfire Learn: DC: 5 Who Can Cast: All Ranks
Name: Sanctus Eryx (Saint's Gauntlets) Incantation: Must say "Sanctus Eryx" Movements: Caster extends both hands, pressing the sides of their fists together. Spell Description: Sanctus Eryx is a spell that creates a set of white Holyfire Gauntlets around each hand and wrist. These gauntlets can be used to increase attack and defense rolls by +2 for the rest of the scene. Can add the +2 to all Tradeskills rolls for the purpose of either learning Tradeskills or crafting items. This spell is not compatible with Infurnum Manicae or Alis Lucis Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind Duration: End of scene Category: Holyfire Learn: DC: 5 Who Can Cast: All Ranks
Name: Sancta Unda (Holy Wave) Incantation: Must say "Sancta Unda" Movements: Caster starts with both of their hands in front of them, arms extended, palms facing out. Caster then makes one half of an infinity symbol with each hand, bringing their arms back together in their original position. Spell Description: Sancta Unda is one of the most powerful holy fire magic spells, as it allows the caster to create a wave of extreme energy that hits everyone around the caster's body in a 30 foot radius for 2 Body/2 Spirit damage. Auto Hit: No Friendly Fire: No Cost: 2 Mind Duration: Instant Category: Holyfire Learn: DC: 8 Who Can Cast: All Ranks
Name: Flagrans Orbis (Flaming Orbs) Incantation: Must say "Flagrans Orbis" Movements: Extend your casting hand towards your opponent. Spell Description: Flagrans Orbis allows the caster to produce 3 flaming orbs of holy fire that shoot from their casting hand and are sent towards their opponent. Each fire orb does 2 Body/2 Spirit damage per hit for a possible total of 6 Body/6 Spirit damage per cast. Auto Hit: No Friendly Fire: No Cost: 3 Mind Duration: Instant Category: Holyfire Learn: DC: 7 Who Can Cast: Savants
Name: Sonet Primus (Sound the First Trumpet) Incantation: Must say "Sonet Primus" Movements: The caster raises both hands to their lips in a trumpet-like position, then spreads their arms wide as if releasing the sound and power of the trumpet to unleash a concentrated wave of holy fire toward a specific target. Spell Description: The caster directs a wave of holy fire and sonic power smiting down the enemies before them. The spell creates a cone of holyfire originating from the caster's mouth, extrending 30 feet long and 15 feet wide. Each target hit takes 5 Body damage and 2 Spirit damage upon impact. Each target struck must make a DC 8 check or be dazed from the sonic attack, incurring a -2 to all rolls (combat or DC) in the target's following turn. Holy fire spells cause double damage to Undead target Sonet Primus may only be cast once per battle Auto Hit: No Friendly Fire: No Cost: 4 Mind Duration: Instant Category: Holyfire Learn: DC: 8 Who Can Cast: Oracle of Holyfire
ฮจโ•โ•๐“›๐“ฒ๐“ฐ๐“ฑ๐“ฝ ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / โœจ-light / Light Magic Spellbook
Name: Lux Caelorum (Light of Heavens) Incantation: Say "Lux Caelorum" Movements: Caster will thrust both hands into the air palms up over their head. Spell Description: Lux Caelorum creates a huge flash of light in the sky that blinds and stuns all Undead/Demons/Evil-aligned foes that look upon it. The spell doesn't cause any damage, but those that fail to shut their eyes quickly enough will soon learn the power of the light. Victims must pass a DC: 10 roll or they are blind and stunned for 2 rounds. Auto Hit: Yes Friendly Fire: No Cost: 1 Mind Category: Light Magic Learn: DC: 8 Who Can Cast: All Ranks
Name: Custos Luminis (Keeper of Light) Incantation: Say "Custos Luminis" Movements: Extend your arms, while slowly clenching your fists mid casting. Spell Description: Custos Luminis allows the caster to summon a protecting light elemental, hovering over their shoulders watchfully like a shield. Any future attack that would cause body damage to a caster, is instead absorbed by the elemental, but dealing no body damage to the caster. The spell will last till the caster is struck twice, then the guardian vanishes. This spell can only be used once per day as the guardian will not respond to repeated summons. Auto Hit: Yes Friendly Fire: No Cost: 2 Mind Category: Light Magic Learn: DC: 6 Who Can Cast: All Ranks
Name: Alis Lucis (Wings of Light) Incantation: Say "Alis Lucis" Movements: No movement is required. Spell Description: Alis Lucis is an angelic-only spell. It allows the caster to engulf their wings in holy light, increasing their power. The caster gets a bonus of +2 to all dodge/attack rolls for the rest of the scene. Cannot be stacked with Infurnum Manicae or Infusus Sanguine Cannot be used in Tradeskills. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Category: Light Magic Learn: DC: 6 Who Can Cast: Angelics only, All Ranks
Name: Perforans Sagitta (Piercing Arrow) Incantation: Say "Perforans Sagitta" Movements: Extend your hand, pointing two finger's at the opponent's heart Spell Description: Perforans Sagitta allows the caster to form an arrow of divine light, piercing straight through the opponent's body, precisely targeting their soul. This spell causes 2 Spirit damage, the target must make a DC 7 roll or suffer an additional 1 Spirit damage. Does double damage to Demons. Auto Hit: No Friendly Fire: No Cost: 1 Mind Category: Light Magic Learn: DC: 5 Who Can Cast: All Ranks
Name: Trabem Caeca (Blinding Beam) Incantation: Say "Trabem Caeca" Movements: Hold hands together before pushing them towards the opponent, aiming at their head. Spell Description: Trabem Caeca allows the caster to charge up a focused blinding beam, affecting the target's mind on hit and blocking their vision with a shining fog. This spell causes 2 Mind damage to the target and -2 to all attack and dodge rolls for the next round. Does double damage to Demons. Auto Hit: No Friendly Fire: No Cost: 1 Mind Category: Light Magic Learn: DC: 8 Who Can Cast: All Ranks
Name: Lamina Lucis (Blades of Light) Incantation: Say "Lamina Lucis" Movements: Throw both of your hands forward at your opponent. Spell Description: Lamina Lucis allows the caster to summon three blades of light to fly forth and strike at their foe. Each blade requires a separate roll to hit. This spell can hit up to a maximum of three times with each blade dealing 1 Body damage. Does double damage to Demons. Auto Hit: No Friendly Fire: No Cost: 1 Mind Category: Light Magic Learn: DC: 8 Who Can Cast: All Ranks
Name: Lux Geminae (Light Twin) Incantation: Must say "Lux Geminae" Movements: Extends their arm towards the sky, fingers pointing upward, as if reaching for the cosmos. Spell Description: Lux Geminae is an incantation that allows the practitioner to create a Light Twin of themselves. The Twin has the Combat Modifier of the Caster, and half of the Body/Mind/Spirit that the original does and can be commanded to perform various tasks including combat. The Twin is capable of using it's own intelligence and initiative, knowing everything the Caster did at the time of casting. Only one twin can be created at a time. When used as a healer twin gives a +1 to any stats that is healed. The third eye is to be able to view what the twin sees from any distance or different plane. Only one twin can be created at a time (Shadow or Light) Auto Hit: N/A Friendly Fire: N/A Cost: 3 Mind Duration: End of scene Category: Light Magic (Light Book) Learn: DC 7 Who Can Cast: All Ranks
Name: Columna Caeli (Column of Heaven) Incantation: Say "Columna Caeli" Movements: Raise your casting hand to the sky, then slam your palm down to the ground. Spell Description: Columna Caeliis allows you to call down a great pillar of holy light from the heavens to annihilate your enemies. This spell will do 4 body damage to anyone caught within a 20 foot radius. Double damage against Undead/Demons/Evil Auto Hit: No Friendly Fire: No Cost: 2 Mind Category: Light Magic Learn: DC: 8 Who Can Cast: Savants
Name: Fulgur Percutiens (Lightning Strikes) Incantation: Say "Fulgur Percutiens" Movements: Caster raises their dominate hand towards the sky and closes their eyes. Spell Description: The sky of heaven splits open, as the caster commands a giant living bolt of pure golden lightning to decimate their foe. The Bolt melts away any armor the foe is wearing for the remainder of the fight and deals 8 body damage. This spell can only be cast once per 24 hours. Does double damage to Demons. Auto Hit: No Friendly Fire: No Cost: 4 Mind Category: Light Magic Learn: DC: 8 Who Can Cast: Oracle only
ฮจโ•โ•๐“›๐“ฒ๐“ฐ๐“ฑ๐“ฝ ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿ”ฑ-judgement / Judgement Spellbook
Judgement Magic will -not- work on creatures with 20+ stats in Body, Mind, and Spirit, as they are simply to powerful to be effected by them. The Triumvirate are also immune to the effects of Judgement Magic. One (1) Judgement and one (1) Curse TOTAL in a 24 hour period; this means that if anyone in the Family casts a Judgement, then no other Judgements can be cast by anyone in the Family for 24 hours. Also, the person who cast the Judgement cannot cast a Curse for the 24 hour period either.
Name: Mentis Judicii (Mind Judgement ) Incantation: Must say "Mentis Judicii" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Mentis Judicii allows you to place a judgement upon someone that acts as a sort of mind fog. By casting this spell, you cut their available mind points in half. DC 7 to resist. This spell will remain untill it is removed via a Purgo Anima Spell, or a Greater Cure potion. Auto Hit: Yes Friendly Fire: No Cost: 1 Mind Duration: Until cured Category: Judgement Learn: DC: 6 Who Can Cast: All Ranks
Name: Infirmitas Judicii (Weakness Judgement) Incantation: Must say "Infirmitas Judicii" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Infirmitas Judicii allows you to place a judgement upon someone that makes them to weak to wear armor or wield a weapon heavier then a dagger. DC 7 to resist. This spell will remain untill it is removed via a Purgo Anima Spell, or a Greater Cure potion. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Judgement Learn: DC: 6 Who Can Cast: All Ranks
Name: Tarda Judicii (Slow Judgement) Incantation: Must say "Tarda Judicii" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Tarda Judicii is a slowing judgement which will reduce someone's speed by half. DC 7 to resist. Those that can normally move 30 feet per round will be reduced to 15 feet, and they always attack last after everyone else. This spell will remain until it is removed via a Purgo Anima Spell, or a Greater Cure potion. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Judgement Learn: DC: 6 Who Can Cast: All Ranks
Name: Gracile Judicii (Slender Judgement) Incantation: Must say "Gracile Judicii" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Gracile Judicii is a judgement that makes those affected unable to eat, drink, or hold down any sustenance. DC 7 to resist. Anyone effected by this will be unable to drink potions or get any benefit from them. Anyone mortal unable to get this judgement removed in three days will die of dehydration. This spell will remain untill it is removed via a Purgo Anima Spell. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Judgement Learn: DC: 6 Who Can Cast: All Ranks
Name: Mors Judicii (Death Judgement) Incantation: Must say "Mors Judicii " Movements: Extend your caster's hand while pointing at your foe. Spell Description: Mors Maledicta turns someone into the walking dead. Because their body is in a deathly state, healing potions or healing magic will not work upon the subject. DC 7 to resist. This spell will remain untill it is removed via a Purgo Anima Spell. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Judgement Learn: DC: 6 Who Can Cast: All Ranks
Name: Fragilis Judicii (Fragile Judgement) Incantation: Must say "Fragilis Judicii" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Fragilis Judicii turns the bones into glass, and makes the flesh weak. Those under this judgement will have their body points cut in half. DC 7 to resist. This spell will remain untill it is removed via a Purgo Anima Spell, or a Greater Cure potion. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Judgement Learn: DC: 6 Who Can Cast: All Ranks
Name: Pax Judicii (Peace Judgement) Incantation: Must say "Pax Judicii" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Pax Judicii is a judgement that takes the aggression out of a foe. DC 7 to resist. If they are under the affects of this judgement, they will be unable to attack anyone. They can still flee or retreat however. This spell will remain untill it is removed via a Purgo Anima Spell, or a Greater Cure potion. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Judgement Learn: DC: 6 Who Can Cast: All Ranks
Name: Anchora Judicii (Anchor Judgement) Incantation: Must say "Anchora Judicii" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Anyone under the effects of Anchora Judicii will be unable to use Spatial Magic to escape via portals or teleportation, or use natural abilities such as Planeswalk. DC 7 to resist. Their only manner of retreating is on foot. This spell will remain untill it is removed via a Purgo Anima Spell, or a Greater Cure potion. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Judgement Learn: DC: 6 Who Can Cast: All Ranks
Name: Stypticus Judicii (Paralyze Judgement) Incantation: Must say "Stypticus Judicii" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Stypticus Judicii is a judgement that paralyzes a foe making it impossible to move. DC 8 to resist. The subject is awake and aware of their surroundings and what's going on, but they are helpless to do anything. This spell will remain untill it is removed via a Purgo Anima Spell. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until cured Category: Judgement Learn: DC: 6 Who Can Cast: All Ranks
Name: Occidere Judicii (Killing Judgement) Incantation: Must say "Occidere Judicii" Movements: Extend your caster's hand while pointing at your foe. Spell Description: Occidere Judicii is a judgement that will kill any living creature that walks either mortal or immortal unless they are undead. DC 9 to resist. Occidere Judicii is one of the most strongest judgements, and can only be used by the most powerful of beings. Any being killed by this spell cannot be resurrected via an Anastasis spell. A Corpus Reformationis will work however. Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Instant Category: Judgement Learn: DC: 8 Who Can Cast: Savants
ฮจโ•โ•๐“›๐“ฒ๐“ฐ๐“ฑ๐“ฝ ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿฉน-healing / Healing Spellbook
Name: Restituere Sui (Self Restoration) Incantation: Must say "Restituere Sui" Movements: Place your casting hand upon your own injury. Spell Description: This spell allows the Caster to manipulate their own flesh to treat their own (minor) wounds, healing 2 body damage. Spirit cannot be applied to the strength of your healing with this spell. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: Instant Category: Light Magic; Healing Learn: DC 4 Who Can Cast: All Ranks
Name: Restiture Minutia (Minor Restoration) Incantation: Must say "Restiture Minutia" Movements: Place your casting hand over the injury. Spell Description: Restiture Minutia is a very helpful healing spell. This spell allows the Caster to heal minor wounds such as a deep cut or fractured bones of a target, healing 2 Body damage. The Caster can use their Spirit to "boost" the healing aspect at a ratio of 2:1 meaning it will cost the Caster 2 Spirit Points to achieve every 1 additional Body Point. Cannot be used on yourself. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: Instant Category: Light Magic; Healing Learn: DC 4 Who Can Cast: All Ranks
Name: Restiture Artus (Severe Restoration) Incantation: Must say "Restiture Artus" Movements: Place your casting hand over the injury. Spell Description: Restiture Artus is a powerful healing spell. This spell allows the Caster to heal severe wounds such as lost limbs and recover blood loss of a target, healing 4 Body damage. The Caster can use their Spirit to "boost" the healing aspect at a ratio of 2:1 meaning it will cost the Caster 2 Spirit Points to achieve every 1 additional Body Point. Cannot be used on yourself. Auto Hit: N/A Friendly Fire: N/A Cost: 4 Mind Duration: Instant Category: Light Magic; Healing Learn: DC 6 Who Can Cast: All Ranks
Name: Purgo Anima (Purge Impurities of the Mind) Incantation: Must say "Purgo Anima" Movements: Caster places one of their hands on the head of the target, the other on the heart. Spell Description: Purgo Anima is a spell used to cleanse and remedy ailments or injuries to the soul or combat mind magic. This spell allows the Caster to: 1. Negate curses, judgements, and hexes. 2. Restore the strength of oneโ€™s mental status, healing 2 Mind Points. The Caster can use their Spirit to "boost" the healing aspect at a ratio of 2:1 meaning it will cost the Caster 2 Spirit Points to achieve every 1 additional Mind Point. Cannot be used on yourself. Auto Hit: N/A Friendly Fire: N/A Cost: Free when negating curses, judgements, and hexes. 4 Mind when restoring anotherโ€™s Mind. Duration: Instant Category: Light Magic; Healing Learn: DC 6 Who Can Cast: All Ranks
Name: Purgo Caro (Purge Impurities of the Flesh) Incantation: Must say "Purgo Caro" Movements: Caster places one of their hands on the head of the target, the other on the afflicted area(s). Spell Description: Purgo Caro is a spell used to cleanse and remedy ailments or injuries to the flesh from poisons or other spells that damages the body. This spell allows the Caster to: 1. Neutralize poisons, diseases, and attacks on the flesh, such as rot. 2. Restore the strength of oneโ€™s physical ailments, healing 2 Body Points. The Caster can use their Spirit to "boost" the healing aspect at a ratio of 2:1 meaning it will cost the Caster 2 Spirit Points to achieve every 1 additional Body Point. Cannot be used on yourself. Auto Hit: N/A Friendly Fire: N/A Cost: Free when neutralizing poisons and fleshy afflictions. 4 Mind when restoring anotherโ€™s Body. Duration: Instant Category: Light Magic; Healing Learn: DC 6 Who Can Cast: All Ranks
Name: Pharus de Lux (Aura of Healing) Incantation: Must say "Pharus de Lux" Movements: Caster floats themselves off the ground, crossing their legs and letting their hands rest on their knees. Spell Description: Pharus de Lux is an extremely powerful healing spell. This ability allows the Caster to turn themselves into what is essentially a beacon of unholy light. The Caster becomes engulfed in a dark purple aura. Allies must place their hand upon the Caster to be healed of any injuries or ailments. This spell can only last for 2 rounds/minutes. Heals 2 to Body each round and expunges all curses, hexes, judgements, poisons, and diseases as well. Auto Hit: N/A Friendly Fire: N/A Cost: 3 Mind per round Duration: 2 Rounds Category: Light Magic; Healing Learn: DC 8 Who Can Cast: All Ranks
Name: Exsercio (Exorcism) Incantation: Must say "Exsercio" Movements: Caster extends their casting hand towards the target and places the palm on their forehead. Spell Description: Exsercio is a spell used to detect and exercise a possession of a foreign spirit or manifestation within another. This spell allows the Caster to: 1. Detect the existence of a possession within another. To Detect a possession, Caster must achieve a DC Roll of 6 or higher at the cost of 4 Spirit Points whether or not they are successful. 2. Exercise the manifestation of a foreign spirit possessing another. To Exorcise a possession, Caster must achieve a DC Roll of 10 or higher at the cost of 6 Spirit Points whether or not they are successful. NOTE: If the Caster fails the DC Roll when attempting to Exorcise the Entity can attempt to possess the Caster! If the Entity attempts to possess the Caster must make a DC Saving Roll of 6 or higher to avoid being possessed. Auto Hit: NO Friendly Fire: N/A Cost: See Spell Description Duration: Instant Category: Light Magic; Healing Learn: DC 8 Who Can Cast: All Ranks
Name: Essentia Restiture (Restoration of the Essence) Incantation: Must say "Essentia Restiture" Movements: Caster makes a line with their arms, with their right arm pointed towards the target. Spell Description: Essentia Restiture is a spell that allows the caster to restore the Mind or Spirit to a target of choice by sacrificing their own Mind or Spirit. The Caster can restore the points to Mind and/or Spirit to another by transferring the equivalent amount from themselves to the target. Example 1: Player has 16 (16) B / 10 (16) M / 10 (16) S; Caster has 30 B / 30 M / 30 S. If the Caster desires, they can transfer 6 M and 6 S to the Player making them 16 B / 16 M / 16 S; the Caster would then be at 30 (30) B / 24 (30) M / 24 (30) S. Auto Hit: N/A Friendly Fire: N/A Cost: See Spell Description Duration: Instant Category: Light Magic; Healing Learn: DC 6 Who Can Cast: All Ranks
Name: Sanatio Cercis (Wingspan of Healing) Incantation: Must say "Sanatio Cercis" Movements: Caster spreads out their arms to the side, completely exposing their wingspan. Spell Description: Sanatio Cercis is a healing spell intended to heal a large group of people. This spell allows the Caster to heal minor to severe injuries of an entire group. This spell can only be used once per scene. The Caster chooses which stat to Heal at time of casting, one of choice, 3 Body, or 3 Mind, or 3 Spirit to all allies around the Caster in a 60 ft radius. Auto Hit: N/A Friendly Fire: N/A Cost: 4 Mind Duration: Instant Category: Light Magic; Healing Learn: DC 8 Who Can Cast: All Ranks
Name: Vigilia Animae (Vigil over the Soul) Incantation: Must say "Vigilia Animae" Movements: Caster places one thumb upon the forehead of the target and imagines a wall surrounding a bright aura. Spell Description: Vigilia Animae is a preventative measure healing spell and is often used before a battle ensues. When this spell is cast either upon a target or if the Caster uses it on themselves, it creates a barrier around the soul and the mind, granting them immunity from all curses, charms, and hexes for the rest of the scene. Cannot use this upon yourself during combat. It can be placed upon others and the spell will last for the remainder of the scene. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: End of Scene Category: Light Magic; Healing Learn: DC 6 Who Can Cast: All Ranks
Name: Anastasis (Resurrection) Incantation: Must say "Anastasis" Movements: Caster holds their hands over the deceased body. Spell Description: Anastasis is one of the most powerful healing abilities to exist. By placing their hands on the deceased body, it allows the Caster to restore life to the dead. This spell will restore the Body, Mind, and Spirit to full health and extract their soul from the void. The afflicted must be Truly Dead in order to cast this spell upon them, not 'Mostly Dead' a.k.a. 'Incapacitated' (any one or more stats at 0) see https://discord.com/channels/1153395278016163840/1153395278754361423/1154517642858745987 for definition of DEATH. Must know every Light Magic; Healing Spell first in order to learn this spell. Auto Hit: N/A Friendly Fire: N/A Cost: 5 Body, 5 Mind, 5 Spirit Duration: Instant Category: Light Magic; Healing Learn: DC 8 Who Can Cast: Savants
ฮจโ•โ•๐“›๐“ฒ๐“ฐ๐“ฑ๐“ฝ ๐“œ๐“ช๐“ฐ๐“ฒ๐“ฌโ•โ•ฮจ / ๐Ÿ›ก-abjuration / Abjuration Spellbook
Name: Lituus (Alarm) Incantation: Must say the words "Lituus" Movements: Must touch the object to be alarmed or trace out the boundary of the area to be alarmed. Spell Description: Sets off an audible alarm any time a creature larger than a rat enters or touches the alarmed area. An audible alarm will be loud enough to wake anyone within 100 ft of the warded area. The warded area can be a maximum of a sphere of 20ft radius, but the caster can set the area to be smaller at the time of casting. Silence spells and similar will silence an audible alarm. Invisibility does not protect from this spell, but abilities/spells which render the target non-physical will not trigger the alarm, as long as they remain in the form for the duration they are in the alarmed area. The caster may set a password that may be uttered to avoid triggering the alarm. Auto Hit: N/A Friendly Fire: Yes (Friendly creatures may trigger the alarm) Cost: 1+ Mind Duration: 1 Hour per Mind spent, or until alarm is triggered Category: Abjuration Learn: DC 4 Who Can Cast: All Ranks
Name: Custodiae (Protection) Incantation: Must Say "Custodiae" Movements: Caster holds their hands aiming at the target Spell Description: This fast cast low cost spell protects the recipient from a small amount of damage before it is exhausted. Custodiae protects the target from 1 Body damage, down to a minimum of 0. Each target may benefit from only one casting of Custodiae at a time. For example if the target is hit for 3 Body of damage, it is reduced to 2 Body damage If the total damage received is reduced to 0, any subsequent effects (such as on going poison effects) are negated. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Lasts until damage is blocked Category: Abjuration Learn: DC 4 Who Can Cast: Any Rank
Name: Rakaane Clostruum (Arcane Lock) Incantation: Must say "Rakaane Clostruum Movements: Touch the object, portal or other which is to be Locked Spell Description: Rakaane Clostruum bars a doorway, gate, portal, chest, trunk, etc. Anything which can be said to have a "closed" state - even a book, cannot be opened for up to 24 hours. A target object which is currently in an "open" state will be forceably closed unless held open by someone. It cannot be opened by normal means, even it's normal key is nonfunctional, and must be either dispelled or broken to gain access. The caster may bypass this spell at any time and "hold the way open" for others to traverse. Auto Hit: N/A Friendly Fire: N/A Cost: 1+ Mind Duration: 1 hour per Mind expended, up to 24 hours. Category: Abjuration Learn: DC 6 Who Can Cast: Any Rank
Name: Non Vident (Non Detection) Incantation: No words need be spoken for this spell. Movements: Must touch the target with one hand while covering your eyes with your other. Spell Description: Non Vident may target a being, object or area. An area can be up to 30ft radius sphere. An object, person, or area protected by this spell cannot be perceived by any magical, mystical or arcane senses, including, but not limited to Oculi Veritatis, Clairvoyance, Subtilis Speculator. A person or single object will be invisible and inaudible to the observer whereas an area will appear as a dense impenetrable void. This spell has no effect on any mundane senses like a creature observing you in person, or cameras. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind Duration: End of Scene Category: Abjuration Learn: DC 4 Who Can Cast: All Ranks
Name: Resistere Vis (Resist Energy) Incantation: Must say "Resistere Vis" Movements: Bring your fists together before you, then push them toward your target Spell Description: Choose an element (Fire, Water, Air/electricity, Earth, Poison, Light, etc.) or Kinetic (physical attacks) at casting. The protected target takes 1 less point of damage to Body, Mind and Spirit. If the damage is reduced to 0, any side effect of an attack or spell from the protected element will be negated as if the recipient is wearing an appropriate Elemental Regalia. A recipient can only be protected from one element at a time. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: End of Scene Category: Abjuration Learn: DC 5 Who Can Cast: All Ranks
Name: Entropus Scutum (Entropic Shield) Incantation: Must say "Entropus Scutum" Movements: Push your palms out toward the target with your thumbs locked and fingers open. Spell Description: The Abjurer creates a field that subtly alters the luck of the recipient, increasing the likelihood an attack will miss. This spell doubles the range in which an automatic miss occurs against the recipient, from the standard 1 to a 1 or 2 counts as a Critical miss, triggering any potential side effects for a Critical Miss. Auto Hit: N/A Friendly Fire: N/A Cost: 2 Mind Duration: End of Scene Category: Abjuration Learn: DC 5 Who Can Cast: All Ranks
Name: Benedicite (Bless) Incantation: Must spend a few moments in silent prayer. Movements: Must spend a few moments in silent and meditative prayer (kneeling pose or meditate pose) Spell Description: The Abjurer prays that a higher power will intervene to protect and aid the recipient. The Blessed target received +1 to all rolls until the end of the scene. Including DC checks to resist effects, learn spells, combat rolls to attack or dodge. This spell is compatible with spells like Infurnum Manicae, but cannot be used with trade skills. It cannot be cast upon yourself. Multiple Blesses cannot stack Auto Hit: N/A Friendly Fire: N/A Cost: 1 Spirit Duration: End of Scene Category: Abjuration Learn: DC 5 Who Can Cast: All Ranks
Name: Corporis Nexum (Body Link) Incantation: Must say "Corporis Nexum" Movements: Caster hold their hand together focusing on the target Spell Description: This selfless act, Corporis Nexum, creates a spiritual link between the caster and the recipient. Corporis Nexum protects the target from half the damage they receive (Body. Mind or Spirit), it is instead transferred to the caster. Can be deadly for the caster. The caster may create multiple Links, at great peril to themself. If either side dies, the spell is broken, and so must be recast if the corpse is ressurected. Auto Hit: N/A Friendly Fire: N/A Cost: 5 Spirit Duration: End of Combat Category: Abjuration Learn: DC 6 Who Can Cast: Any Rank
Name: Murus Virium (Wall of Force) Incantation: Must say "Murus Virium" Movements: Place your hands out in front of you as if placing them upon an invisible wall Spell Description: The caster creates an immovable, invisible wall anywhere within line of sight. It is immune to most forms of damage both physical and magical, but may be Dispelled or disintegrated. Spells, breathweapons, AOE, projectile and melee attacks may not pass through the Wall in either direction. Teleportation spells and portals may function through the wall. The wall can be up to 60ft long and 10 ft high, but may be shorter or lower as determined when casting. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind Duration: End of scene Category: Abjuration Learn: DC 5 Who Can Cast: Any ranks
Name: Dimensionem Anchoram (Dimensional Anchor) Incantation: Must say "Dimensionem Anchoram" Movements: Raise a hand in the air, with your fingers splayed wide Spell Description: Emerald green light eminates from your outstretched hand, covering the local vicinity in a pale green hue. This spell prevents all forms of magical travel, from allies or enemies on the battlefield. Portals, Planar Portals, teleportation, ethereal travel, aeronautics psionics (not an exhaustive spell list) are all non-functional within the sphere of influence of this spell and cannot be cast into, out of, or within the area. Any such spells already in effect are immediately ended unless the targets can make a DC 7 save to resist the Anchor. Those with wings are still able to fly normally. This spell may be removed with a Resolvo spell or Purgo Anima, or similar effects. Auto Hit: Yes Friendly Fire: Yes (Friendly spells are also nonfunctional) Cost: 3 Mind Duration: End of scene Category: Abjuration Learn: DC 6 Who Can Cast: All Ranks
Name: Exilium (Banishment) Incantation: Must say the words "Exilium" Movements: Hold your hand up close to your body, then push out toward the target. Spell Description: expels the target back to it's home plane and bars their return for a number of days... Those who are already on their home plane get exiled to the Ethereal Plane. Able to observe what is happening around them, but unable to take any actions to influence the material realm until the duration expires The target victim must make a DC 10 check or be banished to their home plane (effectively removing them from the fight). 1-20: 1 day 21-40: 2 days 41-60: 3 days 61-80: 4 days 81-100: 5 days Targets who are already on their home plane are instead forced into the aetherreal realm, able to observe what is happening around them, but unable to take any action or cast spells until the end of the spell. If the caster is able to produce an item of which the target hates, fears, or otherwise opposes, the DC to resist this spell is increased by 1 (for example holding out a silver item toward a werewolf, or a flame for undead: DM's decision on this.) To learn this spell the Abjurer must know all other Abjuration spells, except Freedom and Disjunction. This spell may only be used once per day Auto Hit: Yes Friendly Fire: N/A Cost: 4 Spirit Duration: DC 7 Category: Abjuration Learn: DC: 7 Who Can Cast: All who have learned all other Abjuration spells, except Savant and Oracle spells
Name: Libertas (Freedom) Incantation: Must say the words "Libertas" Movements: Hold your arm outstretched toward your target fist clenched, then open your hand with fingers splayed wide. Spell Description: Libertas frees the target of any impediments to it's movements and actions. This includes any physical restraints such as shackles and ropes, even physical restraint from another being, it acts as a Risolvo (Dispell) on magical impediments such as Hellfire Shackles, Slow, stuns, and even mental impairments which can influence or control their actions such as possessions, charms and domination, A DC 6 is required to remove any magical impediment. Non-magical impediments are removed without a check. Poisons or diseases with an action-impairment (stun, unconscious, etc.) will also be removed with this spell. This spell cannot remove the effects of a Curse or Judgement unless cast by a Triumvirate or being of similar power Auto Hit: N/A Friendly Fire: N/A Cost: 3 Mind Duration: Instant Category: Abjuration Learn: DC 7 Who Can Cast: Savants
Name: Disiunctio (Disjunction) Incantation: Must say "Disiunctio" Movements: None, the intonement of the words is enough to activate this spell Spell Description: Disjoins, that is, separates all the magical elements of a spell and disperses them harmlessly into neighbouring realms. Creates a stationary field of Antimagic centered around the caster location at the time of casting, 40 ft radius. No spells can be cast within the AOE, and acts like a dispel is cast (DC 6 to dispel) every turn on all viable targets in the area in the case of existing spells or those being brought in from the outside (such as someone moving into the AOE with the spell Infusus Sanguine, Infusion of Blood in effect). Disiunctio even suspends the magical effects of weapons and jewellery while within the area of effect. May only be cast once per battle Curses and Judgements are suspended for the duration of this spell, and will resume after it ends - they are not dispelled unless Disiuncto was cast by a Triumvirate or similar power being Artifact levels of items can only become Disjoined if this is cast by a Triumvirate/Similar power being (DM decides). If the Disjunction is successfully Dispelled using Resolvo cast from outside, both casters will suffer 3 Mind and 3 Spirit damage from magical feedback Auto Hit: N/A Friendly Fire: Yes Cost: 6 Mind Duration: End of Scene Category: Abjuration Learn: DC 9 Who Can Cast: Oracle only
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿง -psionics-abilities / Psionics Abilities
Name: Charm Incantation: None Movements:Make eye contact with your foe while focusing upon them. Spell Description: Use your mind to charm someone with a look. Those who make eye contact with the caster must roll a DC: 7 or find themselves unable to harm the caster in anyways. They will see this person as someone of extreme importance and love, and do whatever they can to protect them. A Purgo Anima or a Greater Restoration Spell will NOT remove the effect, only time, unless the caster harms the person charmed, then the spell drops automatically. Anyone charmed can make a DC: 11 roll once a day to break out of the effects. This ability cannot be used on someone more powerful then you. Undead are immune to Charm Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until target breaks free Category: Psionics Learn: N/A Who Can Cast: Changeling, Vampire, Tiefling, Succubus, Incubus, Fiend, Archdemon, Angel, Archangel, Lesser Deity, Deity.
Name: Command Incantation: None Movements: Make eye contact with your foe while focusing upon them. Use your mind to command someone with one word. The victim must roll a DC: 9 or be unable to resist the order. Whatever word that is spoken must be carried out into it's completion before the effect will drop. This ability cannot be used on someone more powerful then you. Cannot order someone to die Undead are immune to this Command. Cannot string together a bunch of words to form a command, it must be one word only. Auto Hit: Yes Friendly Fire: N/A Cost: Free Duration: Until completion of the Command Category: Psionics Learn: N/A Who Can Cast: Abyssal Hellhound, Vampire, Devil, Immortal, Fiend, Archdemon, Archangel, Lesser Deity, Deity.
Name: Oblivious Incantation: None Movements: Make eye contact with your foe while focusing upon them. Spell Description: Use your mind to rewrite the memories of a target. The false memories are infallible in their content, but inconsistencies may be noticed between new false memories and untouched real memories. Anyone that falls prey to this ability must roll a DC: 8 or fall into a trance as their memories are re-written. A Greater Restoration Potion or a Purgo Anima will reverse the effects. This ability cannot be used on someone stronger then you. Undead are immune to this spell. Auto Hit: Yes Friendly Fire: N/A Cost: 2 Mind Duration: Until old memories are restored Category: Psionics Learn: N/A Who Can Cast: Abyssal Hellhound, Vampire, Fiend, Archdemon, Archangel, Lesser Deity, Deity.
Name: Suggestion Incantation: None Movements: Make eye contact with your foe while focusing upon them. Spell Description: Use your mind to implant false thoughts or hypnotic suggestions in a target's mind. Target must roll a DC: 8 or become mesmerized and unable to resist the process. A Greater Restoration Potion or a Purgo Anima will reverse the effects. Does not work on those more powerful then you. Undead are immune to this spell. Auto Hit: Yes Friendly Fire: N/A Cost: 2 Mind Duration: Until removed/dispelled Category: Psionics Learn: N/A Who Can Cast: Vampire, Devil, Fiend, Archdemon, Archangel, Lesser Deity, Deity.
Name: Possession Incantation: None Movements: Eye contact must be made. Spell Description: Possession allows the user to attempt the possession of another living creature by bewildering their mind. Those who fail a DC: 7 roll will find themselves being controlled by the caster. Any creature or person that has free will can attempt to regain control of themselves by making another DC roll every round in which the caster exerts control. Creatures or People made by the Vita Temporaria spell have no free will and thus, receive no DC roll. Auto Hit: Yes Friendly Fire: N/A Cost: 2 Mind Duration: Until control is broken Category: Psionics Learn: N/A Who Can Cast: Succubus, Incubus, Devil, Fiend, Archdemon, Archangel, Lesser Deity, Deity.
Name: Telekinesis Incantation: None Movements: Must maintain visual sight of the target. Spell Description: Use your mind to lift and manipulate objects or people off the ground and through the air. If it's a person or living creature, they get to make a DC: 9 to resist the power. Those thrown in this manner take 2 body damage plus 1 extra body for every 20 feet if lifted high off the ground then dropped. Normally lifting someone high into the air takes a few minutes/rounds. 1 round per 20 feet of distance. Cannot be used on those stronger then you. Small Objects - Cost: Free (Example: Bottles, Weapons, Iphone, ect.) Medium Sized Objects - Cost: 1 Mind (Example: Couch, Adult Human, Lay-Z-Boy, ect.) Large Sized Objects - Cost: 2 Mind (Example: Car, Truck, Large Creature, ect.) Gigantic Sized Objects - Cost: 3 Mind (Example: Trailer, 2 Story Building, House, ect.) Enormous Sized Objects - Cost: 4 Mind (Example: 10 Story Building, Void Dragon, Bridge, ect.) Larger sizes determined by the DM To maintain Telekinesis the cost must be met every turn If you wish to use an object as a weapon, then the Body Damage is equal to the Mind Cost +1 Auto Hit: Lifting a Person against their will: Yes Auto Hit: Throwing an Object at a person: No Friendly Fire: N/A Cost: Varies Duration: As long as upkeep cost is met Category: Psionics Learn: N/A Who Can Cast: Lich, Succubus, Incubus, Abyssal Hellhound, Devil, Immortal, Fiend, Archdemon, Angel, Archangel, Lesser Deity, Deity.
Name: Aeronautics Incantation: None Movements: None Spell Description: Aeronautics is the ability to lift yourself off the ground either through Levitation or Flight via the power of your mind. This ability cannot be used on anyone but yourself. You may carry out other actions such as casting and attacking while maintaining this spell. Levitation - Allows the user to hover off the ground at a very slow rate. 15ft per round/minute in movement either vertically or horizontally. You can fight using this without penalty. Flight - Allows the user to move swiftly off the ground very quickly at 18,000ft per round/minute (204 mph) in movement either vertically or horizontally. You suffer a - 6 to attack and dodge due to the speed and lack of control. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind per turn Duration: As long as upkeep cost is met Category: Psionics Learn: N/A Who Can Cast: Vampire, Lich, Immortal, Archdemon, Angel, Archangel, Lesser Deity, Deity.
Name: Clairvoyance Incantation: None Movements: Several minutes of deep, unbroken, quiet Meditation Spell Description: Clairvoyance allows the user to look into the future to realize a potential outcome via the power of their mind. Allowing the user to select actions which are more likely to lead to a favourable outcome. Using this ability to prepare, the user will gain a +3 to all attacks and defense rolls, and enjoy the benefits of a +2 to all DC rolls. This ability cannot be cast during combat. Cannot be stacked with Alis Lucis, Infurnum Manicae or Infusus Sanguine Auto Hit: N/A Friendly Fire: N/A Cost: 3 Mind Duration: 6 hours Category: Psionics Learn: N/A Who Can Cast: Lich, Fiend, Abyssal Hellhound, Archdemon, Archangel, Lesser Deity, Deity.
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿฆ‡-vampire-abilities / Vampire Abilities
Name: Vampire Claws Incantation: None Movements: Open their fingers. Spell Description: Vampire Claws can be used to slice open their prey with ease. Those struck with a vampire's claws will take an initial 2 Body Damage, but must also roll a DC: 6 or lose 1 Body per round after that from bleeding out. Target must receive some form of healing to halt the bleeding. Does not count as a spell. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Until healed. Category: Vampire Learn: N/A Who Can Cast: Vampire, Master Vampire
Name: Vampire Bite Incantation: None Movements: Sink their teeth into their target. Spell Description: A Vampire's Bite is one of their most powerful tools. Not only is it used for feeding, but after the initial pain, the pleasure brought about by the embrace can paralyze a foe. Anyone bitten by a Vampire will take an initial 2 Body Damage, but must also roll a DC: 8 or be unable to act or do anything other then be fed upon. Those bitten will take an extra 2 Body Damage per round till their Body is depleted or they escape. Those depleted are either killed or turned into Vampires themselves. Vampires will heal 1 Body Damage per round that they feed on their victim. The victim may make a DC8 check each round to escape. Does not count as a spell. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Until depleted or escaped. Category: Vampire Learn: N/A Who Can Cast: Vampire, Master Vampire
Name: Wolf Form Incantation: None Movements: Get down on all fours. Spell Description: Vampires are known for being able to take the shape of a large dire wolf. While in this form, Vampires can move 60ft per round/minute. Also, if they choose to bite, their attack will do 2 Body Damage to their prey. Those bitten must roll a DC: 6 or suffer a debilitating infection causing weakness throughout their body. Those afflicted will have a -1 to attack/dodge till cured. Changing counts as a spell. Once in wolf form is no longer a spell Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Until Vampire chooses to turn back. Category: Vampire Learn: N/A Who Can Cast: Vampire, Master Vampire
Name: Swarm of Bats Incantation: None Movements: None Vampires are known to be able to turn into a swarm of bats to travel or sleep in dark caves. While in this form, they can fly at 45ft per round/minute. Also, anyone attacked by a Swarm of Bats will take 1 Body Damage, and must roll a DC: 8 or become disoriented losing a turn as they try to escape the flock. Changing counts as a spell. Once in form is no longer a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until Vampire choooses to turn back Category: Vampire Learn: N/A Who Can Cast: Vampire, Master Vampire
Name: Gaseous Form Incantation: None Movements: None Vampires can assume the form of a thick ominous mist. While in this form, they can travel at 20ft per round/minute through the smallest of cracks or holes, and are resistant physical attacks and most magic spells save for a Flatus Ventus (Gust of Wind) and Vortex (Whirlwind). If hit by either of these spells, the vampire will be forced back into their humanoid form. Counts as a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until dispelled/Vampire chooses to reform. Category: Vampire Learn: N/A Who Can Cast: Vampire, Master Vampire
Name: Command Vampire Incantation: None Movements: Make eye contact with the Vampire Spell Description: A Master Vampire is able to telepathically dominate lesser Vampires around them. Target make DC 9 check to resist or follow the Master's command for 24 hours. Once control has been established it is harder to break free of the will of the Master, subsequent DC check to break control is DC 11 made once every 24 hours. This Ability does not work on other Master Vampires Counts as a spell Auto Hit: Yes Friendly Fire: N/A Cost: Free Duration: 24 hours per DC check Category: Vampire Learn: N/A Who Can Cast: Master Vampire
Name: True Form Incantation: None Movements: None Spell Description: The Master Vampire has learned to unleash their True Vampiric nature into their physical form, twisting their physique to match their damned soul. The Master turns into the form of a 10-foot bat winged beast with two massive claws, and a jaw with two long feeding teeth. While under the effects of this form, you gain a Fly speed of 60ft/round, you get 2 physicals attacks (which can be claws or bite attacks) that do 3 Body / 3 Spirit a piece and an Armor Class of 6 and your Body/Mind/Spirit are doubled. You cannot however use any magic spells until you change back. Any damage taken while in this form will be healed once you transform back. Changing form counts as a spell. Once in form it is no longer a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: End of scene Category: Vampire Learn: N/A Who Can Cast: Master Vampire
Name: Power of Blood Incantation: None Movements: None Spell Description: The Master Vampire has tapped into the True Power of their Blood, able to power their spells utilizing the Blood of their own bodies, or even those of their minions. The Master Vampire is considered to be constantly under the effects of the spell Illimitata Infinita (Unlimited Power) https://discord.com/channels/1153395278016163840/1153410921570517004/1153411173476212989 , being able to at will power any spell or skill cost with Body points. Furthermore, any creature or entity under the influence of the Master Vampire's "Command Vampire" or Charm, Command or Suggestion Psionic ability can be used to pay these Body Cost instead of the Master. Does not count as a spell. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Permanent Category: Vampire Learn: N/A Who Can Cast: Master Vampire
Name: Undying Incantation: None Movements: None Spell Description: The usual methods of slaying a vampire are mere inconveniences and setbacks for a Master Vampire. Able to return from the final death after staking, decapitation, holy water, sunlight and more. Upon Final Death a Master Vampire's body disintegrates into dust which is blown away by an unholy wind. The Dust gathers in it's coffin and rebuilds the body over the course of 7 days. This regeneration can be made immediate if 10 Body points of blood can be applied direct to the Dust. Each Master Vampire's method of destruction is unique, complex, and always dangerous. The Master Vampire will keep this method a guarded secret. Does not count as a spell. Auto Hit: N/A Friendly Fire: N/A Cost: N/A Duration: 7 Days Category: Vampire Learn: N/A Who Can Cast: Master Vampire
Name: Day Walker Incantation: N/A Movements: N/A Spell Description: A Master Vampire has the ability to resist the burning rays of the Sun on Prime Material Earth and those planes with similar solar centres. Such exposure will still make them feel uncomfortable, such as when any nocturnal creature is active during the day, however, such exposure will not harm or kill a Master Vampire (negating the need to make the DC 6 check as detailed in Weakness: Sunlight). Directed solar attacks such as with Magics or some similar ability/technology will still cause damage to the Master Vampire as usual within the rules of the spell/ability. Does not count as a spell. Auto Hit: N/A Friendly Fire: N/A Cost: N/A Duration: N/A Category: Vampire Learn: N/A Who Can Cast: Master Vampire
Name: Weakness: Fire/ Holy Fire Incantation: N/A Movements: N/A Spell Description: The purifying flames are anathema to the cursed existence of the undead. All Vampires and Undead take double Body Damage from Fire-Based and Holy-Fire Based attacks and spell. Damage from Hell Fire is not doubled as it's infernal nature is not purifying. Does not count as a spell. Auto Hit: N/A Friendly Fire: N/A Cost: N/A Duration: N/A Category: Vampire Learn: N/A Who Can Cast: Vampire, Master Vampire
Name: Weakness: Sunlight Incantation: N/A Movements: N/A Spell Description: The light from the Sun of Prime Material Earth is harmful to the body and soul of a Vampire. Every round that a Vampire with this weakness is in direct sunlight or a similar spell/ability that specifically recreates the rays of the Sun will cause the Vampire to have to pass a DC6 check or take 1 Body, 1 Mind and 1 Spirit Damage. The solar centres of other Planes of existence do not necessarily trigger this Weakness unless the rules specifically state so (DM's decision). Does not count as a spell. Auto Hit: N/A Friendly Fire: N/A Cost: N/A Duration: N/A Category: Vampire Learn: N/A Who Can Cast: Vampire
ฮจโ•โ•๐“ข๐“ฝ๐“ธ๐“ป๐“ฒ๐“ฎ๐“ผ & ๐“›๐“ฎ๐“ฐ๐“ฎ๐“ท๐“ญ๐“ผโ•โ•ฮจ / a-tyrany-of-vampires
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿ‘ฟ-demonic-abilities / Demonic Abilities
Name: Demonic Claws Incantation: None Movements: Open their fingers. Demonic Claws are as hard as the strongest steel, and can be used to slice open their prey with ease. Those struck with a Demon's Claws will take an initial 2 Body Damage, but must also roll a DC: 6 or lose 1 Body per round after that from bleeding out. The target must receive some form of healing to halt the bleeding. Does not count as a spell. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Until dismissed. Category: Demonic Learn: N/A Who Can Cast: Tiefling, Succubus, Incubus, Hellhound, Abyssal Hellhound, Devil, Fiend, Archdemon
Name: Soul Draining Kiss Incantation: None Movements: Must lock lips with their prey. The Soul Draining Kiss is the go to attack for most Succubus/Incubus. After locking lips with their prey, they will attempt to drain their soul from their body. The attack does 2 Spirit Damage and can leave their prey weakened. Any successful attack made in this way will cause the target to make a DC: 8 or be unable to act or do anything other then be fed upon. Those soul drained will take an extra 2 Spirit Damage per round till their Spirit is depleted or they escape. Those depleted will turn in to a shriveled husk as their soul is stolen. Counts as a spell Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Until depleted or escaped. Category: Demonic Learn: N/A Who Can Cast: Succubus, Incubus, Advanced Succubus
Name: Demonic Flight Incantation: None Movements: Spread their wings and fly. Demonic Flight allows the infernal to take flight using their powerful wings. The infernal can move 60ft in combat either vertically or horizontally and suffer no penalty for doing so as they are naturals at flying with many, many years of practice. Does not count as a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: N/A Category: Demonic Learn: N/A Who Can Cast: Succubus, Incubus, Devil, Fiend, Archdemon
Name: Dream Walking Incantation: None Movements: Enter a meditative state. Dream Walking allows the Succubus/Incubus the ability to enter the dreams of an already sleeping target to both seduce them, and to weaken their resolve. If visited by a Succubus/Incubus in your dreams, you must roll a DC: 9 or be unable to resist their seduction. After a nightly visit, if the victim is unable to resist, they will suffer a -2 to all DC rolls due to feeling weakened for the next day. Counts as a spell Auto Hit: Yes Friendly Fire: N/A Cost: Free Duration: 1 Day Category: Demonic Learn: N/A Who Can Cast: Succubus, Incubus, Advanced Succubus
Name: Shapeshifting Incantation: None Movements: N/A Shapeshifting allows the infernal races the ability to take the forms of humanoids or match their victims view of beauty. If used in combat after focusing on a foe you become an object of desire for the enemy, they must make a DC: 9 or find it hard to harm you. If they fail the DC, the victim will have a -2 to both attack and defend against the infernal. An infernal can hold this form for as long as they wish without strain or thought. Their true form is only revealed upon death. A Tiefling can only shapeshift into the form of it's mortal heritage: ie a Tiefling descended from elves cannot shapeshift into a human form. Does not count as a spell Auto Hit: Yes Friendly Fire: N/A Cost: Free Duration: N/A Category: Demonic Learn: N/A Who Can Cast: Tiefling, Succubus, Incubus, Devil, Fiend, Archdemon
Name: Dark Summoning Incantation: None Movements: Hand extends to open a portal. Dark Summoning allows the Archdemon to summon forth dark creatures from the darkest pits of The Abyss. Once the portal opens, any number of creatures can appear. The player must make a /roll12 dice roll to see what comes through the portal to aid them. 1-2: (3) Gazers 3-4: (3) Catacomb Ghoul 5-6: (2) Abyssal Horrors 7-8: (2) Frightner 9-10: (1) Fel Lich 11-12: (1) Destroyer of Worlds Usable once per day. Counts as a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until dispelled. Category: Demonic Learn: N/A Who Can Cast: Archdemon, Abyssal Hellhound
Name: Imbue Weapon Incantation: None Movements: Grasp their weapon while channeling their power. Infernals have the ability to imbue any non-summoned weapon (Bone Weapons and Blood whips are summoned weapons) with their demonic power. Upon doing so, the weapon begins to glow with green Hellfire allowing it to do an extra 1 Body/1 Mind/1 Spirit Damage to any foe it hits. This ability can also turn any normal weapon into a magical object. This power can also be used on magical weapons to make them stronger. This effect fades after the combat has ended. Only works on the Infernal's own weapon. The moment they relinquish their weapon the Hellfire ends with immediate effect. Counts as a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until combat ends. Category: Demonic Learn: N/A Who Can Cast: Tiefling, Devil, Fiend, Archdemon, Abyssal Hellhound
Name: Demonic Bite Incantation: None Movements: Sink their teeth into their target. A Demonic Bite is quite savage indeed. Anyone suffering a bite from those powerful jaws will take 2 Body and 2 Spirit, but must also make a DC: 7 or lose an extra 1 Body from the severe damage caused. Does not count as a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until healed. Category: Demonic Learn: N/A Who Can Cast: Hellhound, Abyssal Hellhound
Name: Hellfire Breath Incantation: None Movements: The hound exhales a cone of flame. Hellhounds can unleash a cone of Hellfire Breath 15ft wide and 30ft long. Anyone caught in the flames will take 2 Body and 2 Spirit, and must roll a DC: 8 or take an extra 1 Body and 1 Spirit from the burn. Hellhounds can unleash their Hellfire Breath every 3 rounds/minutes. Counts as a spell Auto Hit: No Friendly Fire: Yes Cost: Free Duration: Until healed. Category: Demonic Learn: N/A Who Can Cast: Hellhound, Abyssal Hellhound
Name: Soul Feeding Incantation: None Movements: Make the motions of inhaling the target's Soul A unique ability to the Abyssal Hellhounds which allows them to feed on the souls of their prey. The Abyssal Hellhound can attempt to drain the soul of any target within 20 ft. The magical attack does 2 Spirit Damage. The victim must also make a DC: 8 or be unable to act or do anything until they pass a successful check. Those soul drained will take an extra 2 Spirit Damage per round till their Spirit is depleted or they escape. Those depleted will turn in to a shriveled husk as their soul is stolen. Counts as a spell Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Until depleted or escaped. Category: Demonic Learn: N/A Who Can Cast: Abyssal Hellhound
Name: Demonic Speed Incantation: None Movements: Travel on all fours These demons are able to travel at a faster speed than others. Often quadrupedal or otherwise speed up. Demons with Demonic Speed have a ground movement speed of 50ft a round instead of the usual 30ft. Does not count as a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Permanent Category: Demonic Learn: N/A Who Can Cast: Hellhound, Abyssal Hellhound, Shadow Prowler War Form
---------- Name: Shadow Prowler War Form Incantation: None Movements: Emote the transformation. Spell Description: A Shadow Prowler's four-legged War Form is a true sight to behold as they become a great hunting cat with a body blended of dark fur and magical shadow with claws and teeth that are black and sharp like obsidian. The Shadow Prowler War Form can attack twice in one round, either with two claw attacks, or a claw and a bite. They are able to surprise attack their foe (Shadow Prowl) and are imbued with the superstitious luck of cats known as nine lives (Nine Lives). The War Formโ€™s movement is 60 feet per Round/Minute. This form will last for as long as the Shadow Prowler wishes. Shadow Prowler War Form gains the following Shadow Prowler Abilities: Shadow Prowler War Form Claws, Shadow Prowler War Form Bite, Shadow Prowl, Nine Lives, Weakness: Holy Light This ability takes one (1) full Round/Minute to fully transform IN COMBAT. Because of the strain of a fast shapeshift in combat situations on the body, you can only shapeshift ONCE in combat, either into or out of War Form. Normal out-of-combat shapeshifting should take about five minutes of normal roleplay. (This is to allow for players to change tactics in combat between being a spell caster or heavy melee without allowing the player to change at their whimsy every other Round.) All buffs and armor pre-cast before taking on this form are suspended until the effect ends, and then they are restored. Buffs from Jewelry always remain active. A Shadow Prowler cannot cast spells while in this form. This counts as a Spell during the transformation process and may be countered, but once the change is complete it may not be dispelled. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: As long as the Shadow Prowler wishes. Category: Demonic Learn: N/A Who Can Cast: Shadow Prowler, Shadewalker
Name: Shadow Prowler War Form Claws Incantation: None Movements: Assume their War Form then extend their fingers. Description: A Shadow Prowler Claws can be used to slice open their prey with ease. Those struck will take an initial 2 Body, 2 Spirit Damage and must also roll a DC: 7 or become infected with a severe fever adding 1 Body and Spirit Damage per round till the DC is beaten. Purgo Caro (Purge Impurities of the Flesh) spell can also be cast to cure the fever. Does not count as a spell Auto Hit: No Friendly Fire: N/A Cost: Free (must be in Shadow Prowler War Form) Duration: Untill dismissed Category: Demonic Learn: N/A Who Can Cast: Shadow Prowler War Form
Name: Shadow Prowler War Form Bite Incantation: None Movements: Assume their War Form then sink their teeth into their target. Description: A Shadow Prowler's War Form Bite is quite savage indeed. Anyone suffering a bite from those powerful jaws will take 1 Body and 2 Spirit and must also make a DC: 7 or lose an extra 1 Body and 1 Spirit from the damage caused. Does not count as spell Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Until dismissed Category: Demonic Learn: N/A Who Can Cast: Shadow Prowler War Form
Name: Shadow Prowl Incantation: None Movements: Step into the shadows. Description: Shadow Prowlers in War Form and Abyssal Hellhounds have the ability to step from one shadow to another instantaneously for up to 60-foot radius as a means to remain invisible or surprise attack a Foe. Shadewalkers may travel up to 90 feet. This ability allows them to be cloaked in the shadows, completely imperceptible to the naked eye and other senses by bending the light and masking their presence to all around them, making it nearly impossible to be attacked by a single target spell. If the demon makes any sort of action with the potential to have a negative (-) effect on an entity, their cloak will drop revealing their presence for all to see. If used to surprise attack, they receive a +2 to their Attack Roll. However, if the demon's attack fails, they receive a -2 to their Defense Roll for that round. "Visus Tenebrosus" (Shadow Sight) or Lux Caelorum (Light of Heavens) can also be cast to penetrate this spell. Stealth is not a spell. Shadow Step counts as spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: As long as the demon is in shadows Category: Demonic Learn: N/A Who Can Cast: Abyssal Hellhound, Shadow Prowler War Form, Shadewalker any Form
Name: Nine Lives Incantation: None Movements: Assume their War Form. Description: The Shadow Prowler is imbued with a certain level of โ€˜Luckโ€™ in that they will have a +2 to their Combat Rolls in this form. Any roll of (1) is rerolled and all DC checks get another roll if the first one fails. Auto Hit: N/A FriendlyFire: N/A Cost: Free Duration: Duration of the War Form Category: Demonic Learn: N/A Who Can Cast: Shadow Prolwer War Form
Name: Weakness: Holy Light Incantation: None Movements: None Spell Description: The cleansing light of the Creator is anathema to the existence of demons and demonic beings. All demonic beings will take double damage from Holy Light spells https://discord.com/channels/1153395278016163840/1153671592749039717 or Holy Vengeance weapons https://discord.com/channels/1153395278016163840/1153441694906335322/1153463185555329094 Does not count as spell Auto Hit: N/A Friendly Fire: N/A Cost: N/A Duration: N/A Category: Demonic Learn: N/A Who Can Cast: All demonic beings: Succubus, Incubus, Hellhound, Abyssal Hellhound, Shadow Prowler (War Form only), Shadewalker (War Form Only) Devil, Fiend, Archdemon, (this is not an exhaustive list).
Name: Shadow Prowler Shadow Sight Incantation: None Movements: None Spell Description: Born of the Shadow Realm, Shadow Prowlerโ€™s have Shadow Sight, the ability to see without any source of light and through any type of darkness, even supernatural. Things seen within these variations of darkness will be seen in a black and white spectrum. This renders the Shadow Prowler immune to the effects of the spell Umbra Integumentum (Shadow Cover). The Shadow Prowler can see characters attempting to use Umbra Ambulate (Shadow Walk) or the Shadow Prowlerโ€™s Shadow Prowl as a stealth mechanic. This does NOT affect the bonuses of Umbra Ambulate (Shadow Walk) or Shadow Prowl when used as part of an attack. This ability does not count as a spell. This has all of the same effects as the spell Visus Tenebrosus (Shadow Sight), and is permanently active in both of the Shadow Prowler forms. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Permanent Category: Demonic Learn: N/A Who Can Cast: Shadow Prowler, Shadewalker
Name: Form Mastery Incantation: None Movements: Emote the partial transformation. Spell Description: The character is able to manipulate their bodies to take on aspects of their War Form without fully transforming. They may use War Form attacks (Claw and Bite) and movement (60 feet per Round), without undergoing a full transformation. This partial transformation is instant and the character is allowed to move and make an immediate attack in addition to using this ability. This does not count as spell. This does NOT bestow the AC 8 or the doubling of stats from Lycan War Form. This does NOT bestow Nine Lives or the +2 bonus to Attack and Defense from Shadow Prowler War From. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: As long as the user wishes. Category: Lycan, Demonic Learn: N/A Who Can Cast: Lycan Pack Leader, Shadewalker
---------- Name: Apex Predator Incantation: None Movements: None Spell Description: The claws and teeth of an apex predator are more deadly than most. This characterโ€™s War Form also gains a +2 bonus to Attack and Defense. Auto Hit: N/A Friendly Fire: N/A Cost: None Duration: Permanent Category: Lycan, Demonic Learn: N/A Who Can Cast: Lycan Pack Leader, Shadewalker
Name: Primal Roar Incantation: A challenging bestial roar. Movements: None, however the character must be in War form. Spell Description: The roar of an apex predator echoes through the battlefield inducing fear in their enemies. All enemies who can hear the roar must roll a DC: 6 or suffer 3 Spirit Damage. Further more enemies that take half or more of their base Spirit in Damage from this ability will be frozen in fear and lose their next Round. This may only be used ONCE PER COMBAT per character in War Form. Auto Hit: Yes Friendly Fire: N/A Cost: None Duration: Instant Category: Lycan, Demonic Learn: N/A Who Can Cast: Lycan Pack Leader, Shadewalker
Name: One with Shadow Incantation: None Movements: None Spell Description: In becoming a Shadewalker, the Shadow Prowler has grown closer to the darkness of their home and shadows seem to willingly bend to their will at all times. Shadewalkerโ€™s are able to cast and maintain the following Shadow Spells innately without incantations and movements in War Form if they have been learned. The +2 Bonus gained in War Form now applies to casting Shadow Spells. Shadow Spells available in War Form: Umbra Vincla (Shadow Bind) Imperium Umbrae (Control Shadows) Mutatio Obscura (Dark Transformation) Umbra Fulmen (Shadow Lightning) Umbra Integumentum (Shadow Cover) Umbra Didymus (Shadow Twin) Umbra Exilium (Shadow Exile) Umbra Hirudo (Shadow Leech, Oracle Spell) New spells will be assessed on a case by case basis. Auto Hit: Per Spell Friendly Fire: Per Spell Cost: Per Spell Duration: Per Spell Category: Demonic Learn: N/A Who Can Cast: Shadewalker
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿชถ-angelic-abilities / Angelic Abilities
Angelic Claws Movements: Open their fingers. Concentration: Low; As the ability is instant. Angelic Claws are as hard as the strongest steel, and can be used to slice open their prey with ease. Those struck with a Angel's Claws will take an initial 2 Body Damage, but must also roll a DC: 6 or lose 1 Body per round after that from bleeding out. The target must receive some form of healing to halt the bleeding. Races Allowed: - Fallen Angel, Fallen Archangel Auto Hit: โŒ Cost: Free Category: Angelic
Angelic Flight Movements: Spread their wings and fly. Concentration: Low; As the ability is instant. Angelic Flight allows the infernal to take flight using their powerful wings. The Fallen Angel can move 60ft in combat either vertically or horizontally and suffer no penalty for doing so as they are naturals at flying with many, many years of practice. Races Allowed: - Fallen Angel, Fallen Archangel Cost: Free Category: Angelic
Imbue Weapon Movements: Grasp their weapon while channeling their power. Concentration: Medium; As the ability takes a moment to take effect. Fallen Angels have the ability to imbue any non-summoned weapon (Bone Weapons and Blood Whips are summoned weapons) with their power. Upon doing so, the weapon begins to glow with a purple Darkfyre hue allowing it to do an extra 1 Body/1 Mind/1 Spirit Damage to any foe it hits. This ability can also turn any normal weapon into a magical object. This power can also be used on magical weapons to make them stronger. This effect fades after the combat has ended. Only works on the Angel's own weapon. The moment they relinquish their weapon the Darkfyre ends with immediate effect. Races Allowed: - Fallen Angel, Fallen Archangel Cost: Free Category: Angelic
Dark Summoning Movements: Hand extends to open a portal. Concentration: Low; As the ability is instant. Dark Summoning allows the Fallen Archangel to summon forth dark creatures from the darkest pits of The Abyss. Once the portal opens, any number of creatures can appear. The player must make a /roll12 dice roll to see what comes through the portal to aid them. 1-2: (3) Gazers 3-4: (3) Catacomb Ghoul 5-6: (2) Abyssal Horrors 7-8: (2) Frightner 9-10: (1) Fel Lich 11-12: (1) Destroyer of Worlds Usable once per day. Races Allowed: - Fallen Archangel Cost: Free Category: Angelic
Shapeshifting Movements: N/A Concentration: Low; As the ability is instant. Shapeshifting allows the angelic races the ability to take the forms of humanoids or match their victims view of beauty. If used in combat after focusing on a foe you become an object of desire for the enemy, they must make a DC: 9 or find it hard to harm you. If they fail the DC, the victim will have a -2 to both attack and defend against the Fallen. An angel can hold this form for as long as they wish without strain or thought. Their true form is only revealed upon death. Races Allowed: - Fallen Angel, Fallen Archangel Auto Hit: โœ… Cost: Free Category: Angelic
Unholy Aura Movements: Extend their aura towards the enemy. Concentration: Passive Ability (Always on.) Unholy Aura allows the Fallen to lower their enemies resistance to status effects, curses, poisons, ect. Any enemy standing with 30ft of the Fallen will have a more difficult time overcoming DC rolls by +1 ((Example: Where a spell would have a DC: 9 to beat it, but within the Fallen's Aura that 9 becomes a 10.)) Auto Hit: โœ… Races Allowed: - Fallen Angel, Fallen Archangel Category: Angelic
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿบ-lycan-abilities / Lycan Abilities
Name: Lycan War Form Incantation: None Movements: Emote the transformation. Spell Description: A Lycans Two-legged war form is a horrific sight to behold as they become a monstrous thing stuck somewhere between man and wolf towering over others at a height of eight to nine feet tall. The Lycan War Form can attack twice in one round, either with two claw attacks, or a claw and a bite. Their Body, Mind, and Spirit is doubled and their armor becomes AC:8 for the duration. The War Formโ€™s movement is 60 feet per Round/Minute. This form will last for as long as the Lycan wishes. Lycan War Form gains the following Lycan Abilites: Lycan War Form Claws, Lycan War Form Bite, Weakness: Silver This ability takes one (1) full Round/Minute to fully transform IN COMBAT. Because of the strain of a fast shapeshift in combat situations on the body, you can only shapeshift ONCE in combat, either into or out of War Form. Normal out-of-combat shapeshifting should take about five minutes of normal roleplay. (This is to allow for players to change tactics in combat between being a spell caster or heavy melee without allowing the player to change at their whimsy every other Round.) All buffs and armor pre-cast before taking on this form are suspended until the effect ends, and then they are restored. Buffs from Jewelry always remain active. A Lycan cannot cast spells while in this form. This counts as a Spell during the transformation process and may be countered. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: As long as the Lycan wishes. Category: Lycan Learn: N/A Who Can Cast: All Lycans
Name: Lycan War Form Claws Incantation: None Movements: None Spell Description: Lycan Claws can be used to slice open their prey with ease. Those struck with a Lycan's Claws will take an initial 3 Body, 3 Spirit Damage, but must also roll a DC: 7 or lose 1 Body per round after that from bleeding out. Target must receive some form of healing to halt the bleeding. Being clawed by a Lycan has the potential to cause Lycanthropy in mortals. DC: 9 to resist the effects. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Duration of War Form Category: Lycan Learn: N/A Who Can Cast: All Lycans
Name: Lycan War Form Bite Incantation: None Movements: None Spell Description: A Lycan's War Form Bite is quite savage indeed. Anyone suffering a bite from those powerful jaws will take 3 Body and 3 Spirit, but must also make a DC: 7 or lose an extra 1 Body from the severe damage caused. Being bitten by a Lycan has the potential to cause Lycanthropy in mortals. DC: 9 to resist the effects. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Duration of War Form Category: Lycan Learn: N/A Who Can Cast: All Lycans
Name: Form Mastery Incantation: None Movements: Emote the partial transformation. Spell Description: The character is able to manipulate their bodies to take on aspects of their War Form without fully transforming. They may use War Form attacks (Claw and Bite) and movement (60 feet per Round), without undergoing a full transformation. This partial transformation is instant and the character is allowed to move and make an immediate attack in addition to using this ability. This does not count as spell. This does NOT bestow the AC 8 or the doubling of stats from Lycan War Form. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: As long as the user wishes. Category: Lycan, Demonic Learn: N/A Who Can Cast: Lycan Pack Leader, Shadewalker
Name: Pack Tactics Incantation: Growling and snarling communication between pack members Movements: Subconcious body language Spell Description: A Pack of Lycans led by a Leader is a terrible threat to even the most powerful foe. Able to coordinate their attacks on an instinctive level, working together to bring down foes many times their own size. A Pack lead by a Pack Leader will gain +1 Combat Modifier for every Pack Member present after the first member, (example: a pack of 3 will gain +2 Combat Modifier) Does not count as spell Auto Hit: No Friendly Fire: N/A Cost: Free Duration: End of Combat Category: Lycan Learn: N/A Who Can Cast: Lycan Pack Leader
Name: Weakness: Silver Incantation: None Movements: None Spell Description: The purifyin aspects of Silver is anathema to the disease which causes the Lycan condition, inflicting extra damage to Lycans in their War Form or in their Wolf Form.. All lycan beings will take double damage from Silver Weapons https://discord.com/channels/1153395278016163840/1153441694906335322/1153462582183723120 or spells which utilise silver. Does not count as spell Auto Hit: N/A Friendly Fire: N/A Cost: N/A Duration: N/A Category: Lycan Learn: N/A Who Can Cast: All Lycans
Name: Apex Predator Incantation: None Movements: None Spell Description: The claws and teeth of an apex predator are more deadly than most. This characterโ€™s War Form also gains a +2 bonus to Attack and Defense. Auto Hit: N/A Friendly Fire: N/A Cost: None Duration: Permanent Category: Lycan, Demonic Learn: N/A Who Can Cast: Lycan Pack Leader, Shadewalker
Name: Primal Roar Incantation: A challenging bestial roar. Movements: None, however the character must be in War form. Spell Description: The roar of an apex predator echoes through the battlefield inducing fear in their enemies. All enemies who can hear the roar must roll a DC: 6 or suffer 3 Spirit Damage. Further more enemies that take half or more of their base Spirit in Damage from this ability will be frozen in fear and lose their next Round. This may only be used ONCE PER COMBAT per character in War Form. Auto Hit: Yes Friendly Fire: N/A Cost: None Duration: Instant Category: Lycan, Demonic Learn: N/A Who Can Cast: Lycan Pack Leader, Shadewalker
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿฒ-draconic-abilities / Draconic Abilities
Draconic Breath Movements: The dragon exhales their breath weapon. Concentration: Low; As the ability is instant. Dragons can unleash their breath weapon in a cone 15ft wide and 30ft long. Anyone caught in the attack will take 2 Body and 2 Spirit, and must roll a DC: 8 or take an extra 1 Body and 1 Spirit from further damage. Dragons can unleash their Breath Weapon every 3 rounds/minutes. Races Allowed: - Draconic Auto Hit: โŒ Cost: Free Category: Draconic
Draconic Flight Movements: Spread their wings and fly. Concentration: Low; As the ability is instant. Draconic Flight allows the dragon to take flight using their powerful wings. The infernal can move 60ft in combat either vertically or horizontally and suffer no penalty for doing so as they are naturals at flying with many, many years of practice. Races Allowed: - Draconic Cost: Free Category: Draconic
Draconic Claws Movements: Open their fingers. Concentration: Low; As the ability is instant. Draconic Claws are as hard as the strongest steel, and can be used to slice open their prey with ease. Those struck with a Dragon's Claws will take an initial 2 Body Damage, but must also roll a DC: 6 or lose 1 Body per round after that from bleeding out. The target must receive some form of healing to halt the bleeding. Races Allowed: - Draconic Auto Hit: โŒ Cost: Free Category: Draconic
Draconic Tail Movements: Whip their powerful tail against an enemy. Concentration: Low; As the ability is instant. Draconic Tails are quite powerful, and often used to deliver blunt force trauma to a foe, or to sweep them. Those hit by a Dragon's Tail will initially take 2 Body Damage, but must also roll a DC: 7 check. Failure to make the DC roll will have them knocked down and forced to spend their turn to recover. Races Allowed: - Draconic Auto Hit: โŒ Cost: Free Category: Draconic
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿ’ฆ-slime-abilities / Slime Abilities
Name: Pseudopod Incantation: None Movements: Attack the enemy. Spell Description: The Slime can produce a Pseudopod arm to attack those up to 10 feet away. The arm does 2 Body Damage from the acid. Those hit by the arm must make a DC: 7 roll or take an extra 1 body dmg per round from the acid burn until they can pass another DC 7 roll. Does not count as spell. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Instant Category: Slimes Learn: N/A Who Can Cast: Slime, Queen Slime
Name: Engulf Incantation: None Movements: Move toward the enemy Description: If the Slime moves close to a foe, it can attempt to Engulf them. If pulled inside the cube, the victim takes 2 Body Damage per round till pulled free, those engulfed are unable to save themselves by normal means. DC: 8 to pull them to safety. Those attempting to free the victim takes 2 Body Damage from the acid. All melee attacks to the Abyssal Cube will damage the attacker by 2 Body Damage per strike. A Slime can only have one foe engulfed at a time. If a foe is reduced to 0 Body they are fully digested and restores the Slime 2 Body. Does not count as spell. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Until victim is dead or escapes Category: Slimes Learn: N/A Who Can Cast: Slime, Queen Slime
Name: Shapeshifting Incantation: None Movements: None Spell Description: Shapeshifting allows the slime the ability to take the forms of humanoids, this can be used to confuse an enemy in battle. After focusing on a foe and performing this ability, the enemy must make a DC: 8 or be stunned by seeing the transformation causing them to hesitate during battle and losing an entire round. The one affected must roll a DC: 8 to snap out of their bewilderment in order to continue fighting. If the target is damaged, they will break out of their stunned state and starting fighting again. Does not count as spell. Auto Hit: Yes Friendly Fire: N/A Cost: Free Duration: Until the Slime chooses to change form again Category: Slimes Learn: N/A Who Can Cast: Slime, Queen Slime
Name: Bifurcate Incantation: None Movements: Remain stationary as you split in two Spell Description: The Queen Slimes are able to bud off smaller Slimes who are subservient to her, at the cost of her own Slime Slime Queens may spend Body Points to create a small Abyssal Cube https://discord.com/channels/1153395278016163840/1153395279190556686/1153679341436276886 with Body/Mind/Spirit Stats equal to the number of Body/Mind/Spirit Points spent by the Queen to create the Slime. The Slime is completely loyal and subservient to the Queen that spawned her, but is able to act on their own intelligence and self motivation. Does not count as spell. Auto Hit: N/A Friendly Fire: N/A Cost: Variable number of Body Points Duration: Permanent/ Until the Slime is killed Category: Slime Learn: N/A Who Can Cast: Queen Slime
Name: Fuse Incantation: None Movements: Must Engulf the target Spell Description: Queen Slimes can fuse with lesser Slimes to become stronger. Any Slime which is successfully Engulfed https://discord.com/channels/1153395278016163840/1153655866759856240/1153655930920124496 by a Queen Slime are immediately consumed and add their current Body/Mind/Spirit points to the Slime Queens current total. Any excess points beyond the Queen's normal maximum are lost at the end of the Combat/Scene/Day. The Slime Queen may choose use her Bifurcate ability to release slimes that had willingly Fused with her. Does not count as spell. Auto Hit: No Friendly Fire: Special case Cost: Free Duration: End of Combat Category: Slime Learn: N/A Who Can Cast: Queen Slime
Name: Healing Slime Incantation: None Movements: Must Engulf the target Spell Description: A Queen Slime is able to use her Slime to heal those within her as well as to consume them. An Engulfed target may be held in a suspended animation while the Queen passively Heals them for 2 Body per round (on the Slime Queen's turn), those attempting to pull the Engulfed target out of the Slime Queen do not take any acid damage from their attempts. Does not count as spell. Auto Hit: Special Friendly Fire: Special Cost: Free Duration: Until the target is expelled or pulled free. Category: Slime Learn: N/A Who Can Cast: Queen Slime
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿ’€-lich-abilities / Lich Abilities
Drain Life Movements: Touch the enemy. Concentration: Low; As the ability is instant. The touch of a Lich is anathema to all living beings. If a Lich touches a living enemy, they will cause 2 Body damage, DC6 or take a further 1 Spirit damage. Undead touched are healed by 2 Body. (Counts as a magical attack) Races Allowed: - Lich Auto Hit: โŒ Cost: Free Category: Lich
Create Phylactory Movements: Crafting and enchanting the Phylactory Concentration: High - Complete concentration must be maintained while creating the Phylactory All Liches have their souls safely contained within their Phylactory, while it exists the Lich cannot be destroyed. If destroyed, a Phylactory can be created by a Grand Master Jeweler, and enchanted by the Lich in a ritual that takes 10 hours to complete. At the moment of their death, their remains will dissolve and begin reforming within 5 feet of the Phylactory. While in this state, their body shall slowly rebuild itself over a 48 Hour period. Once they are fully revived, they will be mentally and spiritually drained from the horrific ordeal, and need sufficent time to recover. If the Phylactory is destroyed, the Lich is at risk of final destruction by normal means, until they can craft a new Phylactory Races Allowed: - Lich Auto Hit: N/A Cost: Varies Category: Lich
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿงš-fae-abilities / Pixie Abilities
Name: Animal Companion Incantation: Make animal calls mimicking the animal to be called Movements: None Description: Once a day, a Pixie may summon a natural Earth-Realm animal to appear at her side in a cloud of Pixie Dust. It can be no larger than a house cat, has no physical attacks which can cause meaningful damage, but has all the abilities one would expect from their type (dogs have heightened smell, cats can see in the dark, etc. all at the descretion of the DM) and will have stats no higher than 1/1/1. A Summer & Spring Pixie will summon a diurnal type animal (active during the day), while an Autumn & Winter Pixie can summon a nocturnal animal. The animal companion will stay to aid the Pixie until the end of their normal activity cycle (diurnal/nocturnal). The pixie may communicate telepathically with their companion to a range of 1 mile, but information is limited by the understanding and senses of the companion. This ability counts as a spell when casting. The animal cannot be dispelled once it has arrived. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Diurnal/Nocturnal Category: Fae: Pixie Learn: N/A Who Can Cast: Fae: Pixie
Name: Change Size Incantation: N/A Movements: None Description: Within a cloud of Pixie Dust, the Pixie may, at will (but once per turn), change it's size between it's larger form (approx. 1 ft tall) and it's smaller form (1-3 inches tall). In their larger form they are treated as a normal creature/character. When they are smaller, they gain an AC of 4 due to being harder to hit, but all it's physical attacks are reduced to doing 1 damage, it's land-based movement speed is reduced to 10ft, but flight speed remains unchanged. Count as a spell when changing size. But size cannot be dispelled once changed. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until size changes again. Category: Fae: Pixie Learn: N/A Who Can Cast: Fae: Pixie
Name: Flight Incantation: None Movements: None Description: The Pixie's wings can move her at a greater speed than her tiny legs ever could. A pixie has a Flying speed of 40 ft. Does not count as a spell. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: At will. Category: Fae: Pixie Learn: N/A Who Can Cast: Fae: Pixie
Name: Weakness: Iron Incantation: N/A Movements: N/A Description: Any weapon which is comprised of Iron or Iron alloys (such as steel) will cause double damage to Fae/Pixies. Does not count as a spell. Auto Hit: N/A Friendly Fire: N/A Cost: N/A Duration: Always active Category: Fae: Pixie / Alux / Changeling Learn: N/A Who Can Cast: N/A
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿงš-fae-abilities / Alux
wip
Name: Animal Companion Incantation: Make animal calls mimicking the animal to be called Movements: None Description: Once a day, a Pixie may summon a natural Earth-Realm animal to appear at her side in a cloud of Pixie Dust. It can be no larger than a house cat, has no physical attacks which can cause meaningful damage, but has all the abilities one would expect from their type (dogs have heightened smell, cats can see in the dark, etc. all at the descretion of the DM) and will have stats no higher than 1/1/1. A Summer & Spring Pixie will summon a diurnal type animal (active during the day), while an Autumn & Winter Pixie can summon a nocturnal animal. The animal companion will stay to aid the Pixie until the end of their normal activity cycle (diurnal/nocturnal). The pixie may communicate telepathically with their companion to a range of 1 mile, but information is limited by the understanding and senses of the companion. This ability counts as a spell when casting. The animal cannot be dispelled once it has arrived. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Diurnal/Nocturnal Category: Fae: Pixie Learn: N/A Who Can Cast: Fae: Pixie/ Alux
Name: Change Size Incantation: N/A Movements: None Description: Within a cloud of Pixie Dust, the Pixie may, at will (but once per turn), change it's size between it's larger form (approx. 1 ft tall) and it's smaller form (1-3 inches tall). In their larger form they are treated as a normal creature/character. When they are smaller, they gain an AC of 4 due to being harder to hit, but all it's physical attacks are reduced to doing 1 damage, it's land-based movement speed is reduced to 10ft, but flight speed remains unchanged. Count as a spell when changing size. But size cannot be dispelled once changed. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until size changes again. Category: Fae: Pixie Learn: N/A Who Can Cast: Fae: Pixie / Alux
Name: Flight Incantation: None Movements: None Description: The Pixie's wings can move her at a greater speed than her tiny legs ever could. A pixie has a Flying speed of 40 ft. Does not count as a spell. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: At will. Category: Fae: Pixie Learn: N/A Who Can Cast: Fae: Pixie / Alux
Name: Weakness: Iron Incantation: N/A Movements: N/A Description: Any weapon which is comprised of Iron or Iron alloys (such as steel) will cause double damage to Fae. Does not count as a spell. Auto Hit: N/A Friendly Fire: N/A Cost: N/A Duration: Always active Category: Fae: Pixie / Alux / Changeling Learn: N/A Who Can Cast: N/A
Name: Plant Growth Incantation: Must whisper to the ground Movements: Must place your hands and feet onto the Earth (Must be bare foot) Description: The Alux Fae are able to bless the land around them with bountiful, supernatural fertility, casuing plants to grow months or years in the matter of seconds. When used peacefully they can restore plants to a barren land, bestow a bountiful harvest on friends, or can be used offensively to ensare their enemies in tangling, gripping vines and thorns. Any enemy within a 30ft radius of a point determined by the caster, must roll a DC: 8 or be ensnared untill they break free. They may attempt to break free on their turn by rolling to beat a DC:8 While ensnared they are unable to move their legs and suffer a -3 to all dodge checks. Auto Hit: Yes Friendly Fire: No Cost: 1 Spirit Duration: Until they break free. Category: Fae / Alux Learn: N/A Who Can Cast: Alux
Name: Prank Incantation: None Movements: Run the index finger of your casting hand in a straight line from between your eyes down to your chin while staring at the target. Description: After 7 years of dutiful service to a farmer, the Alux takes on a more mischeivous streak, causing tools to dull and cattle to sicken. An enemy targeted by Prank must make a DC 6 Check or suffer -1 penalty to their next roll (Combat, DC or Other). Auto Hit: Yes Friendly Fire: N/A Cost: 1 Spirit Duration: Until roll is made Category: Fae / Alux Learn: N/A Who Can Cast: Alux
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿงš-fae-abilities / Changeling
Name: Shapeshifting Incantation: None Movements: N/A Shapeshifting allows the Changeling the ability to take the forms of humanoids that they have seen before. Allowingf the Changeling to blend in with enemies or confuse those around them.If used in combat, after focusing on a foe you can take on a form that confuses the enemy, they must make a DC: 9 or find it hard to harm you. If they fail the DC, the victim will have a -2 to both attack and defend against the Changeling. May take on forms from 30 inches tall to seven foot tall An Changeling can hold this form for as long as they wish without strain or thought. Their true form is only revealed upon death. Does not count as a spell Auto Hit: Yes Friendly Fire: N/A Cost: Free Duration: N/A Category: Fae Learn: N/A Who Can Cast: Fae: Changeling
Name: Weakness: Iron Incantation: N/A Movements: N/A Description: Any weapon which is comprised of Iron or Iron alloys (such as steel) will cause double damage to Fae. Does not count as a spell. Auto Hit: N/A Friendly Fire: N/A Cost: N/A Duration: Always active Category: Fae: Pixie / Alux / Changeling Learn: N/A Who Can Cast: N/A
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿงš-fae-abilities / Dryad
DRYAD ABILITES: Dryad: Plant Growth, Plant Life, Nature's Step, Talk with Animals/Plants, Weakness: Iron Fungal Dryad: Decompose, Mycelium Network, Blindsight 60ft, Talk with Animals/Plants/Fungus, Undead Traits, Weakness: Fire
Name: Plant Growth Incantation: None Movements: Press a hand against the ground Spell Description: A Dryad is able to increase the rate of plant growth in her immediate vicinity. Plant growth has two functions. Overgrowth: Causes an area of 100 ft radius, centred anywhere in line of sight, to become overgrown with plant-life. Even otherwise baron or stone/metal flooring becomes covered in moss and lichen and vines. All land-bound enemies have their move speed halved. Enrichment: All plants within a mile of the Dryad experiences a full season's growth over the next 24 hours, free from disease, poison or pollution. Auto Hit: Yes Friendly Fire: No Cost: 1 Spirit Duration: All plants growth is permanent until destroyed. Category: Fae: Dryad Learn: N/A Who Can Cast: Fae: Dryad
Name: Plant Life Incantation: None Movements: None Spell Description: A Dryad has a supernatural life-bond with a plant, traditionally, but not always, a tree. While the bound plant still lives, the Dryad cannot be permanently killed. A Dryad reduced to 0 or less Body will decompose in minutes, and will regrow inside their bonded plant. A Dryad who's bonded plant is killed will begin loosing 1 Body per hour over the next 24 hours, a process which is traumatic and can drive many Dryads to insanity. Those who survive this period become an Undead or Fungal Dryad until a new Bond can be formed. Magical spells or abilities will not reveal the nature of a bonded plant unless the Dryad is resident within the plant at the time. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Permanent Category: Fae: Dryad Learn: N/A Who Can Cast: Fae: Dryad
Name: Nature's Step Incantation: None Movements: Step into the plant life. Spell Description: A Dryad disappears into one plant, only to step out of another within range. The Dryad teleports from one plant to another within 100ft. The Dryad may remain hidden, take another step next turn, or ambush an unaware enemy. When used to ambush, the Dryad may take a +2 to attack a target enemy. A plants must be big enough to contain the body of the Dryad. A spell like Oculi Veritatis will reveal the presence of a hidden Dryad. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Instant Category: Fae: Dryad & Fungal Dryad Learn: N/A Who Can Cast: Fae: Dryad
Name: Talk with animals/plants Incantation: Talking with target animal or plant Movements: None Spell Description: A Dryad can make herself understood by any plant, animal, or monster in its natural habitat. Communication does not guarantee an intelligent, helpful or even truthful response. The Fungal Dryad may also speak to the subterranean mycelium network, allowing them to learn what is hidden beneath their feet. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Permanent Category: Fae: Dryad & Fungal Dryad Learn: N/A Who Can Cast: Fae: Dryad
Name: Weakness: Iron Incantation: N/A Movements: N/A Description: Any weapon which is comprised of Iron or Iron alloys (such as steel) will cause double damage to Fae. Does not count as a spell. Auto Hit: N/A Friendly Fire: N/A Cost: N/A Duration: Always active Category: Fae: All Learn: N/A Who Can Cast: N/A
Name: Decompose Incantation: Must say "Decompose" Movements: N/A Description: The Fungal Dryad has their Plant Growth ability replaced with Decompose. By speeding up the growth of decomposition factors, the Dryad is able to rot all plant life around her, even harming animal life with fungal infections. May cause all plant life around her to rot in seconds. Up to 100ft radius around the Dryad. This destroys all crops, non-intelligent or non-animate plants. Smaller animals such as insects rats and other vermin will be striken with funagal infections and die. It leaves the area unable to support all but fungal growths for an entire year. The area will be instinctively shunned by mundane animals. If used as an attack against an animal, monster or animate/magical plants, the Dryad must make magical attack on the target, those hit will take 2 Body Damage and then must make a DC8 check or start loosing 2 Body Per Round, until cured or they pass a DC 8 check. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Spirit Duration: Variable Category: Fae: Fungal Dryad Learn: N/A Who Can Cast: N/A
Name: Mycelium Network Incantation: N/A Movements: N/A Description: The Fungal Dryad, has their Plant Life replaced with Mycelium Network. The near omnipresent strands of mycelium beneath their feet and the spores in the air care for and communicate with the Fungal Dryad. Such a being, when reduced to 0 Body will rot over the course of minutes, leaving behind a circle of mushrooms where they fell. The Fungal Dryad will regrow anywhere within the same fungal mycelium network (anywhere on the same continental landmass). The spores in the air continuously communicate the location of close objects to the Dryad. She gains Blind Sight at a range of 60ft. Auto Hit: N/A Friendly Fire: N/A Cost: None Duration: Permanent Category: Fae: Fungal Dryad Learn: N/A Who Can Cast: N/A
Name: Fungal Dryad: Undead Traits Incantation: N/A Movements: N/A Description: Upon loosing it's bonded plant, the Dryad becomes brittle and dried out, taking on an appearance and many traits similar to the undead, leading to it's alternate name, the Undead Dryad. The Fungal Dryad looses it's Weakness: Iron trait and replaces it with Weakness: Fire (Takes double Damage from Elemental Fire and Holy Fire). The Dryad is unable to drink potions, does not need to eat, drink, or breathe, and is immune to non magical diseases and toxins. The dryad may be affected by spells and effects which only affect undead creatures. Does not count as a spell. Auto Hit: N/A Friendly Fire: N/A Cost: N/A Duration: Always active Category: Fae: Fungal Dryad Learn: N/A Who Can Cast: N/A
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿˆ-cheshires
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿˆ-cheshires / Cheshire Abilities
Name:Vanish Incantation: N/A Movements: Smiles a broad grin Spell Description: The Cheshire grins a broad grin, they fade from sight, with the last thing to disappear is that smile. Once per battle/scene a Cheshire may cast Invisibility for at no Mind Cost. This ability will make it near impossible to be attacked by a single target spell or attack, but a well placed AOE could still hit it's mark if they are within the radius. If the person invisible makes any sort of action with the potential to have a negative (-) effect on an entity, their invisibility will drop revealing their presence for all to see https://discord.com/channels/1153395278016163840/1153669704368541757/1153669707270996119 . Counts as a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: End of scene Category: Cheshire Learn: N/A Who Can Cast: Cheshires
Name: Disarming Smile Incantation: None Movements: Flash a smile at the target Spell Description: The Cheshire flashes a grin at their intended victim,, beguiling their mind. Those targeted by the Smile must roll a DC: 7 or find themselves unable to harm the caster in anyways (similar to the Charm Psionic Ability https://discord.com/channels/1153395278016163840/1153430190828044378/1153430548266623018 ). They will see this person as someone of extreme importance and love, and do whatever they can to protect them. If the Cheshire harms the person charmed, then the effect drops automatically. Anyone so charmed can make a DC: 11 roll once a day to break out of the effects. A Purgo Anima, Greater Restoration Spell, or Dispell can remove these effects. This ability cannot be used on someone more powerful then you. Undead are immune to this ability Counts as a spell Auto Hit: Yes Friendly Fire: N/A Cost: 1 Mind Duration: Until target breaks free Category: Cheshires Learn: N/A Who Can Cast: Cheshires
Name: Polymorph Incantation: None Movements: None Spell Description: Cheshires have three natural forms. Cat, hybrid and human and are able to freely change between them. Functionally there is no difference between these forms, however the process can be disturbing to witness. If used in combat this ability can be used to target a foe. After focusing on an enemy target and performing this ability, the enemy must make a DC: 8 or be stunned by seeing the transformation causing them to hesitate during battle and losing an entire round. Auto Hit: Yes Friendly Fire: N/A Cost: Free Duration: As long as the Cheshire wishes Category: Cheshires Learn: N/A Who Can Cast: Cheshires
Name: Teleport Incantation: None Movements: Grin Spell Description: A Cheshire is able to teleport by flashing their customary Grin they can teleport to another spot within 200 ft. Similar to the Spell Ianuae (Teleport ). If a Cheshire uses this spell as a means to surprise attack someone in combat, they receive a +3 to their attack roll but, if their attack fails, they receive a -3 to their defense dice for that round.] Auto Hit: N/A Friendly Fire: N/A Cost: 1 Mind Duration: Instant Category: Cheshires Learn: N/A Who Can Cast: Cheshires
ฮจโ•๐“ข๐“น๐“ฎ๐“ฌ๐“ฒ๐“ช๐“ต ๐“๐“ซ๐“ฒ๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ฎ๐“ผโ•ฮจ / ๐Ÿฅถ-jotun / Jotun Abilities
Name: Frost Giant Fist Incantation: None Movements: hit with closed fist. Spell Description: The fist of a frost giant are as hard as the strongest steel, and can be used to break bones with ease. Those struck with a fist from a frost giant will take an initial 2 Body Damage, the cold from the fist of a frost giant will cover the target causing them to freeze Target must roll a DC: 6 or be frozen in place for 1 turn. Does double damage to slimes Does not count as a spell. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Until dismissed. Category: Giant Learn: N/A Who Can Cast: Frost giant
Name: Frost Giant Form (Monstrous Form) Incantation: None Movements: Extend your hands out in front of you, then close your fists tight and beat your chest with both fists simultaneously in a hard, rhythmic beat. Spell Description: This ability allows the Jotun to turn themselves into a hulking juggernaut of death and destruction. They take the form of a 15-foot tall giant with massive fists the size of boulders, a mouth full of long pointy teeth, and thick skin. To take this form, it requires the Caster to concentrate for 1 round. The Caster can then take action in their new form at the beginning of the following round. While in Giant Form, you get 2 physicals attacks that do 3 Body / 3 Spirit a piece and an Armor Class of 8 and your Body/Mind/Spirit are doubled. You cannot however use any magic other than to transform back which takes another round to complete. Any damage taken while in this form will be healed once you transform back. All buffs pre-cast before taking on this form are suspended until the effect ends, then they are restored. Jewelry buffs are still active when in Giant Form Auto Hit: N/A Friendly Fire: N/A Cost: None Duration: Instant Category: Giant Learn: N/A Who Can Cast: Giant
Name: Frost Giants Breath Incantation: None Movements: Take a deep breath and exhale Spell Description: Frost Giants can unleash their breath weapon in a cone 15ft wide and 30ft long. Anyone caught in the attack will take 2 Body and 2 Spirit, and must roll a DC: 8 or begin to freeze giving them a -2 to attacks and dodges. Frost giants can unleash their Breath Weapon every 3 rounds/minutes. The Jotun may use this ability in their Giant Form Counts as spell Auto Hit: No Friendly Fire: Yes Cost: Free Duration: Instant Category: Frost Giant Learn: N/A Who Can Cast: Frost Giant
Name: Weakness: Fire/ Holy Fire / Hellfire Incantation: N/A Movements: N/A Spell Description: The heat of flames are particularly harmful to Frost Giants. All Forst Giants and Frost Giant Jarls take double Body Damage from Fire-Based, Holy-Fire Based and Hell Fire based attacks and spells. Wearing Fire Jewelery will negate this Weakness Does not count as a spell. Auto Hit: N/A Friendly Fire: N/A Cost: N/A Duration: N/A Category: Giant Learn: N/A Who Can Cast: Frost Giant and Forst Giant Jarl
Name: Giants Roar Incantation: A challenging bestial roar. Movements: None. Spell Description: The roar of giant Jarls echo through the battlefield inducing fear in their enemies. All enemies who can hear the roar must roll a DC: 6 or suffer 3 Spirit Damage. Further more enemies that take half or more of their base Spirit in Damage from this ability will be frozen in fear and lose their next Round. This may only be used ONCE PER COMBAT per character. A Jarl may use this ability in their Giant Form Auto Hit: Yes Friendly Fire: N/A Cost: None Duration: Instant Category: Giant Learn: N/A Who Can Cast: Giants Jarls
Name: Jarl War Form Incantation: None Movements: see Frost Giant (Monstrous Form) Spell Description: A Jarl of the Giant races are more ferocious than their lesser kin. A Jarl may assume a War Form instantly, allowing them to change form and attack in the same action. The Jarl's War Form has an extra attack of 3/0/3 Damage. Auto Hit: N/A Friendly Fire: N/A Cost: N/A Duration: N/A Category: Giant Learn: N/A Who Can Cast: Jarl Giants
Name: Imbue Weapon (Frost) Incantation: None Movements: Grasp their weapon while channeling their power. Spell Description: Frost Giant Jarls have the ability to imbue any non-summoned weapon (Bone Weapons and Blood whips are summoned weapons) with their ice power. Upon doing so, the weapon is covered in hoarfrost, allowing it to do an extra 1 Body/1 Mind/1 Spirit Damage of ice damage to any foe it hits. This ability can also turn any normal weapon into a magical object. This power can also be used on magical weapons to make them stronger. This effect fades after the combat has ended. Only works on the Jarl's own weapon. The moment they relinquish their weapon the Frost ends with immediate effect. Counts as a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until combat ends. Category: Giant Learn: N/A Who Can Cast: Frost Giant Jarl