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All spells can be classified into one of the eight spell types noted below.

Casting a spell requires determining the spell type and relevant base effect
you want to achieve. Various Magic Skills can be used to cast certain spell types – though some skills limit or expand the capabilities of the spell. Each
spell type has a core effect and base difficulty, but before you attempt the spell, you may increase the difficulty to add one or more additional effects
to the spell. However, you can never add effects that would increase a spell’s difficulty beyond Formidable ( ).

Attack
Blast: The attack gains the Blast quality with a rating equal to your character’s ranks in Charms. +
Close Combat: May select a target engaged with the character. +
Deadly: The attack reduces it’s Critical rating by 1 (to a minimum of 2) and also gains the Vicious quality with a rating equal to your character’s ranks in Charms. +
Concentration: No Fire: The attack gains the Burn quality with a rating equal to your character’s ranks in Charms. +
Skills: Charms Ice: The attack gains the Ensnare quality with a rating equal to your character’s ranks in Charms. +
Select one target within Impact: The attack gains the Knockdown quality. It also gains the Disorient quality with a rating equal to your character’s ranks in Charms. +
Short range (but not Lightning: The attack gains the Stun quality with a rating equal to your character’s ranks in Charms. The attack also gains the Auto-fire quality (you must still increase the difficulty by
+
1 to use the Auto-fire quality, as normal).
Engaged). Base difficulty
Manipulative: If the attack hits, you may spend aa to move the target up to one range band in any direction. +
is Easy ( ). Attack deals Non-Lethal: The attack gains the Stun Damage quality. +
damage equal to the Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +
Characteristic of skill Destructive: The attack gains the Sunder quality. The attack also gains the Sunder quality with a rating equal to your character’s ranks in Charms. +
(Presence) plus 1 damage
Empowered: The attack deals damage equal to twice the Characteristic linked to the skill (instead of dealing damage equal to the Characteristic). If the attack also has the Blast quality,
per each uncancelled s. it affects all characters in Short range, instead of Engaged.
+

Fury (Transfiguration Only): The target adds damage equal to the character’s ranks in Transfiguration to unarmed combat checks, and their Critical rating for

Augment unarmed combat checks becomes 3.


Haste: Targets affected by this spell can always perform a second maneuver during their turn without spending Strain (they may still only perform two maneuvers
per turn).
+

+
Concentration: Yes
Skills: Charms, Transfiguration Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +
Select one engaged target (or yourself). Swift: Targets affected by the spell ignore the effects of difficult terrain and cannot be immobilized. +
Base difficulty is Average ( ). Until the Additional Target (Charms Only): The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect
end of your next turn, target adds to +
one additional target within range of the spell (and may trigger this multiple times, spending a each time).
all checks. (Cannot be stacked). Lucky (Charms Only): Targets affected by this spell automatically add aa to any skill check they make. +

Barrier Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target
within range of the spell (and may trigger this multiple times, spending a each time).
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.
+
+
Concentration: Yes
Add Defense: Each target gains Melee and Ranged Defense equal to your ranks in Divination. +
Skills: Charms, Counter-Spelling,
Empowered: The barrier reduces damage equal to the number of uncancelled s, instead of the normal effect. +
Divination
React (Divination Only): If an opponent makes an attack against an affected target and generates hh or d on the check, after the check is resolved, the target may
Select one engaged target (or yourself). +
take an immediate out-of-turn Maneuver (even if this exceeds the two-maneuver-per-turn limit).
Base difficulty is Easy ( ). Until the end Reflect (Counter-spelling Only): If an opponent makes a magic attack against an affected target and generates hhh or d on the check, after the check is resolved,
+
of your next turn, reduce damage of all they suffer a hit dealing damage equal to the total damage of the attack.
hits target suffers by 1 (+1 more for Repel (Charms Only): If an opponent makes an attack against an affected target and generates hh or d on the check, after the check is resolved, they automatically
+
every ss beyond the first). If Counter- disengage from the target, and may not engage them for the duration of the spell.
spelling was used, ONLY magical Counter (Counter-spelling Only): The character chooses to add + to + to their check. Any Jinxes & Hexes checks made against the target automatically
+?
have their difficulties upgraded a number of times equal to the the character added.
damage is reduced.
Additional Summon: The spell summons one additional item, weapon, or creature. In addition, after casting the spell, you may spend aa

Conjure to affect one additional item, weapon, or creature (and may trigger this multiple times, spending aa each time).
Medium Summon: The character may summon a more complex item with moving parts, a two-handed melee weapon, or a rival no larger
than silhouette 1.
+

+
Concentration: Yes
Skills: Transfiguration Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each
+
time.
Base difficulty is Average ( ). Summon a simple tool (no
Summon Ally: The creature the character summons is friendly to them and obeys their commands. The character may spend a maneuver
moving parts), a one-handed melee weapon, or a minion no to direct the creature, allowing them to determine its action and maneuver. (If the character summons multiple creatures, one maneuver +
larger than silhouette 1. It appears engaged with you and can direct all creatures.)
lasts until the end of your next turn. Grand Summon: The character may summon a rival no larger than silhouette 3. +

Curse
Enervate: If the targets suffers Strain for any reason, they suffer 1 additional Strain. +
Misfortune: After the target makes a check, you may change one or to a face displaying f. +
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +
Concentration: Yes
Skills: Jinxes & Hexes Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional
+
Select one target within Short range. Base target within range of the spell (and may trigger this multiple times, spending a each time).
Doom: After the target makes a check, you may change any one die in the pool not displaying a t or d to a different face. +
difficulty is Average ( ). Until the end of
Despair: The target’s Strain and Wound Thresholds are reduced by an amount equal to the character’s ranks in Jinxes & Hexes. This effect may not be
your next turn, target removes from all +
combined with the additional target effect.
checks. Paralyzed: The target is staggered for the duration of the spell. This effect may not be combined with the additional target effect. +

Dispel Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range
band each time.
+
Concentration: No
Skills: Counter-Spelling Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may
Select one target within Short range under the effect of a spell. Base +
spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).
difficulty is Hard ( ). Ends all magical effects the target is under.

Heal Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may
spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range
+

+
Concentration: No band each time.
Skills: Jinxes & Hexes Restoration: Select one non-magical ongoing status effect the target is suffering from. This status effect immediately ends. +
Select one engaged target who is not incapacitated. Base difficulty is Heal Critical: Select one Critical Injury the target is suffering. If the spell is successful, the Critical Injury is also healed. +
Easy ( ). Target heals 1 Wound per s and 1 Strain per a. Revive Incapacitated: The character may select targets who are incapacitated. +

Utility Utility magic covers all the spell effects not described above. While these effects may have uses in structured encounters,
they are mostly narrative in nature. To cast a Utility spell, the Magic Skill used relies on the effect you with to achieve, with
Concentration: No
Skills: Charms, Counter-Spelling, Divination, difficulties ranging from Easy ( ) to Formidable ( ).
Healing, Jinxes & Hexes, Transfiguration

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