Magic

Any character with a Mana of 1 or greater is capable of casting a spell. Choosing the correct spells and knowing when to cast them is a hallmark of a great adventurer!

 

Learning a spell

A character may learn a new spell for each Spell Known. You may also spend 3 character points to learn 1 additional spell.

 

Casting a spell

Casting a spell means the caster is currently paying the action cost. The action cost must all be paid in the same turn.

 

Spell duration

All spells only last until the beginning of the next round.

 

Interrupting a spell

A spellcaster cannot cast a spell if he/she is in melee range of a foe.

Composition of a spell

Name

Each spell has a unique name.

Affinity

Each spell has an associated affinity.

Action Cost

Each spell has a number of actions that is required to cast the spell.

Range

Each spell may originate from a point within the caster's effect range.

Area of Effect

Each spell affects has an unique area that it affects.

Effect description

Each spell has an unique effect description.

Additional information

Any additional information goes here.

 

Keywords

Anchor X

A creature under Anchor X effect can only move X squares away from the square it started its turn in.

For Large creatures, multiply the X by 2.

 

Armor penetration

A spell with Armor Penetration effect ignores half of the target's armor value when calculating damage.

 

Chilled

A creature under Chilled effect has its speed cut in half, and suffers maximum damage from ice affinity spells.

Taking fire damage removes Chilled effect.

 

Combo

If a spell with Combo property is being cast more than once in the same turn, all subsequent casts of the spell in this turn only costs 1 action.

All Combo spells are denoted with a star* next to its action cost.

 

Damage type: Physical

Physical damage type is mitigated normally by armor.

 

Damage type: Fire

Fire damage type ignores armor, but only deals half damage against foes with Heavy armor.

 

Exploding dice (xd6!)

Exclamation point next to dice notation denotes exploding dice. When a 6 is rolled on an exploding dice, you add it to the sum and roll it again!

 

Flying

A creature under Flying effect cannot be Prone, and is unaffected by terrain that would hinder its movement.

 

Frightened

A creature under Frightened effect cannot move closer to the source of its fright, and deals only half weapon damage.

A creature may not be Frightened more than once in combat.

 

Hex

A creature under Hex effect always rolls a 1 on its damage rolls. If another effect forces the rolls to be maximized, then Hex has no effect.

 

Knockdown

A creature affected by Knockdown effect becomes Prone

 

Move X

Move X effect moves the target X squares in a direction, chosen by the effect originator, and is stopped when the target encounters a creature or an unyielding obstacle.

For Large creatures, divide the X by 2.

 

Poisoned

A creature that is Poisoned loses 1 action in their next turn.

 

Prone

A creature that is Prone cannot move, nor provide cover. A creature may remove the Prone condition by spending an action to stand up.

 

Pull X

Pull X effect moves the target X squares towards the origin, and is stopped when the target encounters a creature or an unyielding obstacle.

For Large creatures, divide the X by 2.

 

Push X

Push X effect moves the target X squares from the origin, and is stopped when the target encounters a creature or an unyielding obstacle.

For Large creatures, divide the X by 2.

 

Random

Random direction is determined by rolling an 1d8, each number representing the cardinal and intercardinal directions.

 

Teleport X

Teleport X effect removes the prone condition, and places the target X squares in any direction, chosen by the effect originator.

 

Weapon Spell

A spell with the weapon property brings forth a temporary weapon in the caster's hand. The caster may attack with this weapon as part of the casting.

Any bonus weapon damage, such as ones from high Str or Dex, or from caster's expertise, may apply on the attacks made with the temporary weapon. This weapon disappears at the end of the caster's turn.

All Weapon spells are denoted with a "w" next to its action cost.

Area of Effects & Range

Adjacent

Adjacent AOEs must be adjacent to the square the caster is standing in.

 

Circle X

A circle with X squares as radius, and centered on an intersection.

 

Cone X

A quarter circle with X squares as radius, and centered on an intersection.

 

Line X

Draw a line originating from any intersection to another intersection within X squares. Any square that this line touches, excluding the square the caster is standing in, is part of the AOE.

 

Self

The creature casting the spell is the target.

 

Square X

A square with X squares as length.

 

Touch

The target must be in caster's square, or its adjacent square.

 

 

 

Example affinity

Affinity description

Spells

  • List of spells

Spell name (Action cost)

Area of Effect/Range: Area of Effect and Range description.

Effect description.

Any additional relevant information.

 

No affinity

Spells

  • Blast
  • Control
  • Create
  • Crush
  • Enchant
  • Missile
  • Shield
  • Summon Familiar

blast (2)

Area of Effect/Range: Adjacent Cone 6.

Effect: Deal [Mana]d6 physical damage to all targets in the AOE.


Control (2)

Area of Effect/Range: Single target, range 6.

Effect: Push or Pull [Mana]. Target must stay within range the whole time.


Create (2)

Area of Effect/Range: Square X (1~6).

Effect: Create a hollow force cube. Nothing may enter and exit the cube until the cube is destroyed. Cube's walls have [Mana] x6 hp, and destroying one wall ends the spell. 


Crush (2)

Area of Effect/Range: Single target, range 3.

Effect: Deal [Mana] x2d6 physical damage to the target.


Enchant (2)

Area of Effect/Range: Single weapon, touch.

Effect: Double the target weapon dice, or increase it by [Mana]d6, whichever is lower.


Missile (2)

Area of Effect/Range: Single target, range 9.

Effect: Deal [Mana]d6 physical damage to the target.


Shield (2)

Area of Effect/Range: Single target, touch.

Effect: Reduce the next damage the target takes by [Mana] x2d6, up to 100% of the damage.


Summon Familiar (1)

Area of Effect/Range: Self.

Effect: Double your [Mana], but double all damage you take.

 

Light

Spells

  • Flashtrick
  • Mirror Image
  • Light Insignia
  • Illusory Spearstorm
  • Illusory Sword
  • Burstlight Missile
  • Burstlight Swarm

Flashtrick (2)

Area of Effect/Range: Self.

Effect: Next time the you take damage, negate the damage and Teleport 4 yourself. You  must be able to see the destination.

Alternate Effect: Teleport [Mana]. You must be able to see the destination.


Mirror Image (1)

Area of Effect/Range: Self.

Effect: Create an image of yourself that copies your movement. You and the image occupies the same square, and are indistinguishable.

If the illusion interacts with a physical object or receives any damage, the illusion is shattered, and the spell ends.


Light Insignia (1)

Area of Effect/Range: Single ally, touch.

Effect: Target gains +1d6 weapon damage, and is immune to Frightened

If cast on self, then convert your weapon's damage dice to exploding dice, in addition to above.


Illusory spearstorm (4)

Area of Effect/Range: Circle 6, range 12.

Effect: Multiple glowing illusions of spears rain from the sky and impales your foes, dealing [Mana] x2d6! physical damage (armor penetration) to all creatures in the AOE.

The caster never takes damage from his/her own illusory spearstorm.


Illusory Sword (1, W)

Area of Effect/Range: Self.

Effect: Create an illusion of a sword in your hand and attack with it. This weapon has weapon dice of [Mana]d6! physical damage (armor penetrationcleave 4), but if the creature hit would not die from the damage, the sword instead does no damage.


Burstlight missile (2*)

Area of Effect/Range: Square 2, range 12.

Effect: Deal 2d6! + [Mana] fire damage to targets in the AOE.


Burstlight Swarm (1)

Area of Effect/Range: Range 6

Effect: When you cast this spell, tiny floating balls of light appear all around you, and they attack all hostile creatures, dealing Deal 2d6! + [Mana] fire damage to the targets. They also heal all allied creatures, healing them for the same amount.

 

Shadow

Spells

  • Tendrils of a Shadow Kraken
  • Shadow Chains
  • Glimmerdark
  • Disassembly
  • Shadow Armory
  • Sealing Darkspear
  • Glimmerlight

Tendrils of a Shadow Kraken (3)

Area of Effect/Range: Circle 4/2, range 10.

Effect: Mass of squirming tentacles materialize from a point in space, reaching and dragging all creatures within reach and pulling them towards the hungry maw at the center. Anchor 2 to all targets in AOE. Pull 2 for each target after the target acts. Any creature that is pulled into the center Circle 2 suffers [Mana] x3d6 physical damage and is Frightened.


Shadow Chains (1)

Area of Effect/Range: Single target, range 10.

Effect: Anchor 2.


GlimmerDark (2)

Area of Effect/Range: Range 5.

Effect: All creatures except the caster in the AOE is Frightened.


Disassembly (1)

Area of Effect/Range: Adjacent Line 10.

Effect: All creatures in the AOE suffer 1d6 + [Mana] physical damage. If the creature is under Anchor 2 or less, then it suffers 3d6 + [Mana] x3 instead.


Shadow Armory (X)

Area of Effect/Range: Self, range 10.

Effect: A quasi-real shadowy copy of the weapon you are wielding materializes behind your foes and cuts them down. Make an attack roll with your weapon as if you are standing somewhere else within range. Your Str is counted as zero for this attack roll.

The action cost of this spell is equal to the number of actions it takes for you to attack with your weapon.


Sealing Darkspear (4)

Area of Effect/Range: Single target, range 10.

Effect: Anchor 2, Hex, and deal 12d6 + [Mana] x2d6 + [Agi] in physical damage to the target.


Glimmerlight (1)

Area of Effect/Range: Self.

Effect: You are able to see in the dark up to 5 squares away.

 

Fire

all fire spells require an existing source of fire held by the caster.

Spells

  • Scattered Detonations
  • Phoenix Cinders
  • Explosion
  • Incinerate
  • Superheated
  • Ignition Fusillade
  • Fire Nova

Scattered Detonations (3)

Area of Effect/Range: Circle 3, then randomly center two Circle 2 AOEs on the periphery, range 8.

Effect: Deal 12d6 + [Mana] x2 fire damage, and Push 1 all targets in the AOE.


Phoenix Cinders (1)

Area of Effect/Range: Single target, touch.

Effect: Target heals from fire damage instead of taking damage.


Explosion (5)

Area of Effect/Range: Circle 6/3, range 8.

Effect: Creatures in the inner AOE suffers 30d6 + [Mana] x3 fire damage, and Push 2 from the spell origin. Creatures in the outer AOE suffers half damage and Push 1 from the spell origin.


Ember Blade (1)

Area of Effect/Range: Self.

Effect: Create a fiery blade in your hand and attack with it. This weapon has weapon dice of 4d6 + [Mana] fire damage (Throw range of 4). 

You may cast Superheated on this weapon before making an attack. 


Superheated (1)

Area of Effect/Range: Single non-firearm weapon, touch.

Effect: Whenever the target weapon strikes a creature, destroy the weapon and center a Square 3 AOE on the creature, dealing fire damage equal to double weapon dice to all targets in the AOE.


Ignition fusillade (2*)

Area of Effect/Range: Adjacent Line 8.

Effect: Deal 6d6 + [Mana] + [Agi] fire damage to all creatures in the AOE.


Fire Nova (4)

Area of Effect/Range: Range 4.

Effect: Push 2 and deal 20d6 + [Mana] x2 fire damage to all creatures in the AOE, excluding the caster.

 

Ice

Spells

  • Icicle Burst
  • Glissade
  • Blizzard
  • Abrupt Defrost
  • Glacial Sorcery
  • Icicle Shard
  • Crystalline Chrysalis

Icicle Burst (3)

Area of Effect/Range: Circle 3, range 6.

Effect: Deal 8d6 + [Mana] x2 physical damage, and chill all targets in the AOE. If the creature was already chilled, then this spell deals maximum damage instead.


Glissade (1)

Area of Effect/Range: Single chilled creature, range 6.

Effect: Move [Mana].


Blizzard (4)

Area of Effect/Range: Circle 4, range 6.

Effect: Deal 12d6 + [Mana] x3 physical damage, and chill all targets in the AOE. If the creature was already chilled, then this spell deals maximum damage.


Abrupt Defrost (1)

Area of Effect/Range: Single chilled creature, range 3.

Effect: Deal [Mana]d6 physical damage, and remove chilled condition from the target.


Glacial Sorcery (1)

Area of Effect/Range: Single weapon, touch.

Effect: Grant Chilling. If a creature that was already chilled is hit by the weapon, then the weapon deals maximum damage instead.


Icicle Shard (2*)

Area of Effect/Range: Single target, range 6.

Effect: Deal 4d6 + [Mana] + [Agi] physical damage to the target, and chill it. If the creature was already chilled, then this spell deals maximum damage instead.


Crystalline CHrysalis (1)

Area of Effect/Range: Single target, range 6.

Effect: Target gains 12 additional armor, and is chilled.

 

Earth

Spells

  • Sandblast
  • Lightning Bolt
  • Pillar of Stone
  • Shockwave
  • Superheavy
  • Catapult
  • Magnetosphere

sandblast (2)

Area of Effect/Range: Adjacent Cone 4.

Effect: Deal 4d6 + [Mana] x2 physical damage and Push 1 to all targets in the AOE.


Lightning Bolt (3)

Area of Effect/Range: Single target, range 4.

Effect: Deal 9d6  + [Mana]d6 + [armor value of the target] x2 physical damage to the target.


Pillar of stone (4)

Area of Effect/Range: Square 2, range 4.

Effect: Create a pillar of stone (2 by 2 wide, and 6 tall) in the AOE. Creatures in the AOE are lifted upwards. It has 10x [Mana] hp and can provide cover.The sides of the pillar are not smooth and can be climbed down. The creatures suffer 9d6 physical damage if they fall 6 squares.

If there is not enough room height-wise, then the pillar smashes into the ceiling above, dealing 16d6 + [Mana]d6 physical damage to the creatures on it, Push 1 the creatures off the AOE, and then pillar crumbles.


Shockwave (3)

Area of Effect/Range: Range 4.

Effect: Deal 9d6 + [Mana]d6 physical damage and knockdown all creatures in the AOE. 

Targets must be in contact with the ground.


Superheavy (1)

Area of Effect/Range: Single Heavy weapon, touch.

Effect: Double weapon dice and Str requirement. Grant knockdown.


Catapult (5)

Area of Effect/Range: Circle 2, range 12.

Effect: Deal 16d6 + [Mana]d6 physical damage, and knockdown the targets in the AOE.


Magnetosphere (1)

Area of Effect/Range: Self.

Effect: You cannot be struck by metal objects.

 

Wind

Spells

  • Violent Squall
  • Wind-carried Arrows
  • Cyclone
  • Zephyr Waltz
  • Zephyr Blade
  • Turbulence
  • Zephyr Wings

Violent Squall (2)

Area of Effect/Range: Adjacent Cone 12.

Effect: Deal 2d6 + [Mana] physical damage and Move 1 all targets in the AOE.


Wind-carried arrows (1)

Area of Effect/Range: Self.

Effect: All of your Bow and Compound Bow attacks receives +3d6 bonus damage, and follow a curved circular path adjacent to you, ignore cover, and penetrate all foes in the path of fire.

wind arrow path
As long as the archer is maintaining the Wind-carried Arrows spell, her arrows launched from her bow follows a circular path, hitting all creatures on the perimeter of the circle. She must be adjacent or on the perimeter of her arrow path. The arrow will not penetrate through walls and terrains.

This spell does not affect the trajectories of crossbows nor firearms.

 


Cyclone (4)

Area of Effect/Range: Circle 6, range 12.

Effect: Deal 8d6 + [Mana] x2 physical damage, and Move 4 all targets in the AOE. If the target is moved into an obstacle, deal additional 8d6 + [Mana] x2 physical damage.


Zephyr Waltz (1)

Area of Effect/Range: Self.

Effect: Add bonus damage equal to your [Agi] to your melee attacks. If you move through an enemy occupied square, you may attack the enemy without spending an action, unless it takes you normally two actions to attack. You cannot attack an enemy more than once per turn through this spell.


Zephyr Blade (2, W)

Area of Effect/Range: Self.

Effect: Create a shimmering blade in your hand and attack with it. As the weapon materializes, it creates a localized twister around the caster, dealing 6d6 physical damage to all creatures within 6 squares. This weapon has weapon dice of 4d6 + [Mana] physical damage. (Cleave 4)


Turbulence (1)

Area of Effect/Range: Two targets, range 12.

Effect: Deal 1d6 physical damage, and Move 1 the targets.


Zephyr Wings (1)

Area of Effect/Range: Single target, range 12.

Effect: Target becomes immune to Anchor and Knockdown. Grant target +1 speed and flying.

Target must end its turn on solid ground, or the spell immediately ends.

 

Flora

Spells

  • Rejuvenate
  • Mutagenic Growth
  • Acid Spittle
  • Polymorph
  • Blackthorn Birch
  • Barbed Stinghook
  • Rosethorn Aura

Rejuvenate (3)

Area of Effect/Range: Single target, range 6.

Effect: Heal the target for 6d6 + [Mana]d6 hp.


Mutagenic Growth (1)

Area of Effect/Range: Self.

Effect: You receive +2d6 bonus melee and thrown weapon diceand can attack in melee in Square 2 similar to a Large, Tall creature. If you cast Blackthorn Birch on the same turn after using this spell, you gain additional +2d6 weapon dice on the birch, for total of +4d6 bonus weapon dice.


Acid Spittle (1)

Area of Effect/Range: Circle 1, range 6.

Effect: Reduce armor value of all creatures in the AOE by 1d6 + [Mana]. If this reduces a creature's armor value to zero, then deal 6d6 + [Mana] physical damage to the creature.


Polymorph (4)

Area of Effect/Range: Single target, range 6.

Effect: Target turns into a sheep. (or a goat, cow, or some other similarly sized four legged herbivore) All of target's gear melds into its new form. The target turns back into its original form after 1 round. Target is unable to attack or cast spells in this form, and wanders around 2 squares in its turn. (determined randomly)


Blackthorn birch (1)

Area of Effect/Range: Self, and you must be holding a staff.

Effect: Your staff temporarily thickens into a large oaken club, but still counts as a staff for purposes of extending your spells' range. You may attack with this weapon as a part of the casting. This weapon has weapon dice of 4d6 + [Mana] physical damage. (Push 2)


Barbed Stinghook (2)

Area of Effect/Range: Single target, range 6.

Effect: Deal 2d6 + [Mana]d6 + [Agi] physical damage, and Pull 4 the target.


ROsethorn aura (1)

Area of Effect/Range: Range 3.

Effect: When a creature enters, leaves, or is displaced in the AOE due to Move X, Pull X, or Push X effect, it suffers 2d6 + [Mana]d6 physical damage. A creature may only take damage from this spell once per round. The caster is not subject to this damage.

 

Death

Spells

  • Bloodmote Swarm
  • Terrorbeak
  • Corpse Explosion
  • Death's Door
  • Reaper's Calling
  • Wicked Poltergeist
  • Enervate

Bloodmote Swarm (2)

Area of Effect/Range: three Circle 1, range 8

Effect: Deal [Mana]d6 + [Mana] physical damage to the targets in the AOE. Heal equal to [Mana] for every target in the AOE.


Terrorbeak (2)

Area of Effect/Range: Single target, range 8.

Effect: Deal [Mana]d6 + [Mana]  physical damage to the target. If the target dies from the damage, apply Frightened to all of its allies within 4 squares of the creature.


Corpse Explosion (3)

Area of Effect/Range: Single target, range 8.

Effect: 6d6 + [Mana]d6 physical damage to the target. If the target dies from the damage,explode the target, dealing the creature's 50% of max hp + [Mana]d6 physical damage to all creatures within 3 squares of the target.


Death's Door (2)

Area of Effect/Range: Single target, range 8.

Effect: Deal [Mana]d6 + [Mana]  physical damage to the target. If the target dies from the damage, teleport to the target's location.


Reaper's Calling (1)

Area of Effect/Range: Single weapon with Execution property, self.

Effect: When you attack with this weapon, you deal execution damage. If the creature you attacked does not die, you also suffer the execution damage.


Wicked poltergeist (1)

Area of Effect/Range: Single target, range 8.

Effect: Move 1 in a random direction, and deal [Mana]d6 physical damage to the target. Deal the same amount of physical damage to the caster.


Enervate (2)

Area of Effect/Range: Single target, range 8

Effect: Deal [Mana]d6 + [Mana]  physical damage to the target. If the target dies from the damage, choose another target in range and deal [Mana] x2d6 + [Mana] x2 physical damage to the target.

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