Temple of the Abyssal Winds by Merry Prankster Games (http://www.prankster.com)
This Manual is Copyright 2007-2016 by Geoff Dunbar
Manual Date February 17, 2017
Table of Contents
Twenty years ago, the demoness Urgoroth rose to power
from the depths of the Temple of the Abyssal Winds. She was defeated, but your
parents were lost in the conflict. Your aunt and uncle have raised you in the
small village of Tomm's Crossing, where life has been mostly peaceful. Until
now...
Welcome to Temple of the Abyssal Winds! In Temple of the Abyssal Winds, you
control a party of adventurers in a quest to uncover and defeat the threat of
the resurgent Temple of the Abyssal Winds. Temple of the Abyssal Winds is a single-player
role-playing game featuring real-time, pausable gameplay. For information on how
to control your party, click on the Help icon within the game. This manual
describes in detail the SENG role-playing system used by Temple of the Abyssal Winds; the
information contained within is not necessary to play the game, but is provided
to give full details on how the game functions.
For more information and updates on Temple of the Abyssal Winds or Merry
Prankster Games, visit http://www.prankster.com.
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When you create your actor, be sure to raise the attributes
that you will be using a lot well above their starting values. For instance
if you are planning to play a hack-n-slash fighter, you probably want to raise
your strength and durability to at least 14.
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Be careful about which skills you select. For instance, for a fighter, you will likely want
to start with at least one weapon skill, and at least the light armor skill.
As you progress through the game, even if you branch out with some other
skills, be sure to keep selecting the weapon and armor upgrade skills as
well.
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Don't worry too much if an actor or even your whole party is
killed off. Resting will heal your actors, even the dead ones, and if your party
is killed off, you will be returned to a reasonable location, with your actors
brought back from the dead. To rest, look for a sympathetic actor who will offer
to let you rest in his care, such as an innkeeper.
- In general, defeated monsters will re-appear as well when you
rest. However, if you complete the quest associated with that monster (watch
for messages, or look in the Journal for full quest information), often by killing the monster's
chief, the monster will be gone for good.
- Pause often in combat to issue actions for your actors so they don't
stand around doing nothing.
- Use the "Fastmove" and "Return" buttons to speed your travel
through already-explored areas.
- Watch the for notification messages that one of your actors
has gained a level, and when he has, go to the
"Actor Information" screen and press the
"Spend Level Points" button. This will give your actor new skill levels and
even the occasional bonus attribute point.
- Temple of the Abyssal Winds is probably impossible to complete controlling only a
single actor. Be sure to fill your party up with allies to help out.
- If you have a spellcaster in your party, be sure you understand how to
cast spells to get the best use out of these allies; see the in-game help
for information. Spellcasters are weak in combat but their magic can prove
incredibly valuable.
This section describes the SENG RPG system, as used by
Temple of the Abyssal Winds. You don't need to read this section to play the game, but if you are
curious about what the various statistics mean, this is the section to read.
The SENG RPG is a game system designed for implementation in computer
role playing games. This game system is similar to other level-based RPG systems,
in that an actor's basic effectiveness is determined by its level, but the actual
abilities of the actor depend on a set of attributes, skills, items, powers, and
spells. SENG 2.0 is chiefly designed to simulate a world of heroism and high magic,
with warriors and wizards, evil knights and demons.
In SENG, we often wish to determine whether a given action succeeds or not, using
a mechanism called a D100 Check. The action has a number
associated with it, called a difficulty class, representing how difficult the action
is to take. A value of 50 represents a modestly challenging action for a typical
human, with lower values representing easier actions, and higher values representing
more difficult actions. The actor performing the action has a number associated
with him, called the bonus, representing how proficient he is at performing the
given action. A value of +0 represents a typical bonus for a human; lower values
(negative bonuses) mean the actor is less skilled at the action, greater values
indicate that the actor is more able to perform the action.
To actually determine whether an action succeeds or not, the SENG game randomly
generates a number between 1 and 100. A roll of 5 or lower is automatically a failure,
96 or higher, automatically a success. Otherwise, SENG takes the roll, adds the
actor's bonus, and compares the result to the difficulty class. If the result is
greater than the difficulty class, the action succeeds, otherwise the action fails.
Example: An actor attempting to physically strike another actor
is done with a D100 Check. Lancelot, a 5th level
Fighter, attempts to strike Selene, a 4th level
Adventurer. Selene is wearing armor, and is very quick on her feet,
so the difficulty class for this attack is 65. Lancelot is a skilled attacker, so
he gets a +25 bonus to his roll. Lancelot rolls 47; after adding his +25 bonus,
the result is 72, beating the 65 difficulty class of the strike, so he successfully
hits Selene.
For some actions, where the results of the action are predictable, instead of
generating a number between 1 and 100, the SENG game simply selects the value 50.
SENG generally uses this method (called a static D100 Check)
for non-combat actions, such as disarming a trap.
SENG displays things
twice as fast as they happen in the SENG world. For instance, an actor typically
takes 2 seconds to complete an attack in SENG. However, you as the player will see
this action take place in only 1 second.
A typical actor in SENG moves 10 feet per second, or about 7 miles per hour.
A standard action in SENG, such as attacking or casting a spell, takes 2 seconds.
Immediately following the action, the actor is delayed for .5 seconds, during which
the actor cannot move. Following the delayed period, the actor is recovering for
4 seconds, during which the actor can move freely but cannot perform actions.
Certain skills, spells, and
items can affect the movement speed and recovering period for
an actor. See those sections of the rulebook for more information.
A single person or creature in a SENG game is referred to as an actor. The player
(you) controls one actor as your main actor; you may also come to control other
actors in your party.
An actor's basic physical and mental abilities are defined by a
set of 5 statistics called attributes. These
attributes are the fundamental makeup of an actor, and
are virtually fixed for an actor's lifetime, changing only slowly as the actor gains
levels. Each actor has a number assigned for each attribute, where 10 represents
an "average human" value. Attributes grant a modifier
to the associated combat statistics,
saving throws, special
statistics, spells, and abilities.
- Strength - The physical strength and power of an actor. Affects the actor's
ability to hit and deal damage with melee weapons, and
the amount of weight an actor can carry.
- Agility - The dexterity and coordination of an actor. Affects an actor's
ability to hit with missile weapons, and his ability
to dodge physical and magical attacks,
- Durability - The physical endurance and toughness of an actor. Affects his
ability to withstand wounds and other physical pain
and suffering.
- Intelligence - The raw intelligence of an actor. Affects an actor's ability
to cast many spells, his proficiency at using special
abilities, and his proficiency at
skills like picking locks or disarming traps.
- Personality - The force of will of an actor. Affects his ability to cast
some spells, to resist mind-affecting
magic, and to convince, cajole, and threaten other beings.
This table outlines the modifier of an attribute, based on the actor's value:
Player actors (and other heroic figures) specialize in a
class. An actor's class determines what
skills and abilities the actor can
gain. Classes are broad definitions, with many types of actors fitting under the
broad umbrella.
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Fighter. Fighters specialize in combat,
with the highest base attack bonus and the best
ability to gain and use combat skills. They are poor
spellcasters and have poor abilities in other miscellaneous
skills. All types of actors who specialize in combat are
defined as fighters, be they soldiers, knights, master bowmen, gladiators, etc.
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Spellcaster. Spellcasters specialize in casting
spells, having the best ability to gain spellcasting
skills. They are poor fighters (barring their magical
abilities), with the lowest base attack bonus, and
have poor abilities in other miscellaneous skills. The
game system makes no definition over where a spellcaster's magic abilities come
from, whether they are arcane,
divine, or otherwise granted.
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Adventurer. Adventurers are the generalists of the SENG world. They can
gain miscellaneous skills most easily, have a moderate
base attack bonus, and have a moderate ability to
gain combat or magic
skills. In addition, they can gain more
skills than other classes. Many different types of actors
fall under the Adventurer class, from thieves and assassins to diplomats and bards.
The "power" of an actor is roughly defined by his level. A beginning character
in a SENG game typically begins at level 1, whereas the most powerful, near god-like
actor in SENG has the maximum level of 20.
An actor's level depends on the amount of experience he has gained, representing
increased knowledge and abilities. This table outlines the relationship between
experience points and an actor's level:
Experience is gained by performing quests in the game, with the amount of experience
granted depending on the difficulty of the monsters and other challenges in the
quest. See Gaining Experience for more information.
Achievements in SENG are designated quests, which are tasks or heroic
deeds that the party can accomplish. Actors can advance in levels
by successfully completing quests. When the party completes a quest, each actor
is granted a reward of experience points for the quest.
Each monster, trap, or other obstacle in a quest is assigned an
encounter level. Each obstacle is worth a number of experience points, assigned
from the encounter level. The experience awarded for a quest is calculated by totaling
this experience. This table shows how much experience an encounter is worth based
on encounter level:
When a character advances a level, he gets the following benefits:
Actors have three separate saving throws, representing their ability
to dodge different types of ill effects or spells.
An actor's saving throw bonus is from the following table, generally looked up
in the normal column. Each class has a type of saving throw
they specialize in; for that saving throw, use the improved column. An actor with
the Improved Energetic skill,
Improved Material skill, or
Improved Spiritual skill also uses the improved
column. Then, the attribute modifier is added to the bonus,
using the saving throw's attribute (from the table above).
A saving throw is a D100 Check made where the difficulty
class is 50 plus the spell bonus of the spell, and the
actor's bonus is his saving throw bonus.
Follow these steps when creating a new, level 1 actor:
- Pick a class for the actor (Fighter,
Adventurer, or Spellcaster).
- Assign a value of 6 to each attribute.
- Take 72 points and spend them on attributes:
- 1 point per attribute point up to 8.
- 2 points per attribute point up to 10.
- 3 points per attribute point up to 12.
- 4 points per attribute point up to 14.
- 5 points per attribute point up to 16.
- 6 points per attribute point up to 18.
- 7 points per attribute point up to 20.
- The actor then receives a number of skill points,
as per his class, and can gain skills
accordingly.
Skills represent gained abilities as actors grow in
experience and power. Various skills give the
actor the ability to use weapons and armor
more effectively, to gain and cast magical spells, and other
miscellaneous abilities. See
List of Skills for all of the available skills.
An actor of level 1 starts with a small number of
skills, and then gains skills as he
advances. Fighters and Spellcasters gain
fewer skills, and some of the gained skills
must be assigned to their class. (Others can be any available
skill). Adventurers get more
skills, and all skills are considered
class skills for Adventurers. See the
List of Skills for which skills are associated with which
classes. This table indicates the number of
skills gained at each level (* indicates
a non-class skill for that level):
An actor can also replace one skill each time he gains
a level, in case a skill becomes
obsolete or a poor choice was made in a previous level.
Skills cannot be replaced if the actor has other skills that require that
skill as a prerequisite.
See the Appendix (Full
Skill Listing) for a complete description of all skills.
Here is a short list of the skills and their prerequisites:
An obtains possessions, called items, during his adventures, through purchase,
searching, or looting. These items are useful in a wide variety of situations.
See the Appendix (Full Item
Listing) for a full description of common, and a sample of a few of the
magic items available.
An actor's possessions go into his backpack. In addition, there
are a number of slots into which an actor can wield items:
- Weapon - See Weapons below.
- Off-hand - Used to wield a two-handed
weapon, an additional weapon (with
the Dual Wield Skill), or a shield.
- Armor - See Armor below.
- Helmet - Hats and helmets can be worn in this slot. Normal hats have no
effect, but magic hats and helmets can provide benefits to the wearer.
- Amulet - Magic amulets often have beneficial effects.
- Ring (Left and Right) - Magic rings are wielded in this slot.
There are an additional set of items that are
not wielded.
- Potion - Provide healing or some other beneficial
effect. Each dose of a potion can be used once.
- Scroll - An actor with the Arcane Magic
skill can transcribe a spell from a scroll into his known
spells. See Acquiring Spells for more information.
- Wand - Wands allow an actor with the Wands skill
to cast the spell associated with the wand. Wands can be
used multiple times; however, they will occasionally burn out, rendering the
wand useless. See Wands in the Magic
section of the rules.
- Miscellaneous - Other useful items with no common purpose exist, such as
keys or other assorted items.
Weapons give an actor the ability to deal additional
damage in combat.
If an actor does not have the proper skill for using a
weapon, he is considered non-proficient, and takes a -20 penalty to his
attack bonus. This penalty also applies if the actor
does not wield any weapon.
Masterwork weapons (high quality weapons constructed by an exceptional craftsman)
yield a +5 bonus to attack bonus, while increasing the
price of the weapon by 300 gold. Magic weapons yield a bonus to both
attack bonus and attack damage,
while also increasing the price of the item.
Two-handed weapons require both hands to wield, and make it impossible to wield
a shield at the same time. An actor with the
Dual
Wield skill can use the dual wield style, wielding two
weapons at once (one in each hand).
Generally, melee weapons use the actor's strength
to give a bonus (or penalty) to
attack bonus and attack damage,
and bows use the actor's agility to give a bonus to
attack bonus. There are a couple of exceptions. Composite bows impose a minimum strength on the actor
to wield the bow, but deal an additional amount of
damage based on the minimum required
strength. Light weapons may use either actor's strength
or agility as the bonus to
attack bonus (though attack damage
still depends on strength).
Most weapons have a 5% chance on any hit to deal a critical hit, inflicting
double damage. Axes have a 10% chance to deal a critical hit on a successful
attack.
An actor with the appropriate mastery skill for his
weapon receives an attack speed bonus. See speed bonus
for details.
Here is a list of common weapons:
Armor is worn on an actor's body, and provides protection from physical attacks.
Armor generally provides a bonus to an actor's defense
class.
Armor has a maximum agility bonus associated with it;
this is the maximum agility modifier that can be applied
by the actor to his defense class. This represents
the bulkiness of the armor making it more difficult for the actor to dodge; light
armor generally has a very high maximum agility bonus,
whereas heavier armor has a much lower maximum. This maximum only applies to
defense class; other uses of
agility (such as the attack bonus when using a bow)
is not limited in this way.
An actor must possess the skill associated with his armor,
or else he suffers a penalty to his attack bonus and
attack damage. See the description of the armor for
the amount of the penalty.
An actor wearing armor while casting a spell subtracts the
armor's spellcasting penalty from his spell bonus. The
Armored Spellcasting skill can reduce
this penalty.
Masterwork armor (high quality armor made by an expert craftsman) has a +5 bonus
to a normal armor's maximum agility bonus. Masterwork
armor costs 150 gold more than armor of the standard type. Magic armor has the same
benefit as masterwork armor, but also typically provides a higher
defense class than standard armor.
Shields are similar to armor, but are wielded in the actor's off hand, and can
be used at the same time as armor or one-handed weapons.
As with armor, shields have a defense class, maximum
agility bonus, and a spellcasting penalty. Note that the
Shield skill is more advanced than the armor
skills, and the actor must achieve level
5 before he can gain that
skill.
Here is a list of common armors:
Items have a weight in pounds. Actors can carry a certain amount
of weight, based on their strength. An actor who has exceeded
his carrying capacity cannot move, attack, or cast spells. This table lists an actor's
carrying capacity based on his strength:
A combat attack is resolved as follows:
An actor's attack bonus represents his ability to strike an opponent
and penetrate that enemies' armor. The base attack bonus for
the actor is calculated using his level and
class, per this table:
The following modifiers are applied:
An actor's defense class represents his ability to avoid and repulse attacks.
The defense class is calculated as follows:
- Start with a value of 50.
- Add a bonus for the actor's armor and
shield.
- Add an agility modifier, limited by the
armor worn by the actor (see Armor).
- Some skills add a bonus to defense class (see the
descriptions).
- Spells and powers may add a bonus
or subtract a penalty (see the descriptions for details).
The damage dealt by an actor's successful attack is calculated as follows:
- Start with the damage dealt by the actor's weapon
(see Weapons), or 1-15 points if the actor is unarmed.
- For melee attacks, add the strength modifier of
the attacker.
- Subtract armor and shield penalties
if the attacker is using non-proficient gear (see Armor).
- Some styles and skills may add
a bonus (see the descriptions for details).
- Some spells and powers may add
a bonus or subtract a penalty (see the descriptions for details).
- Flanking may add a bonus (see Flanking).
- 5% of the time, the attack is a critical hit and deals double damage.
Attack damage is subtracted from the defender's
hit points. If the actor is reduced to 0 or fewer hit points, he is dead, and must
be resurrected (see Healing).
An actor gets a certain number of hit points per level.
The amount depends on his class and his
durability:
Ranged attacks are calculated in the same manner as melee attacks,
with the exception that no strength modifier is added
to the attack damage. Note that some bows do provide
a damage bonus for actors strong enough to use them; see Weapons.
Ranged attacks have a maximum range of 100 feet.
When an actor is attacking an enemy, he grants a flanking bonus
to any other enemies. In addition, an actor who casts a spell
or launches a ranged attack grants a flanking bonus to any
enemies. An actor who attacks, and is granted a flanking bonus, is said to be doing
a flank attack. A flank attack gives a bonus of +10 to attack
bonus and attack damage.
An actor who has the Improved Flank
skill gets a bonus of +20 to attack bonus instead of
the normal +10, and deals additional random
attack damage equal to his
stealth value.
When the party rests, all actors are resurrected and have their
hit points restored to their maximum value. Typically
this is only done in "safe" locations like inns or castles.
In addition, if the party is ever wiped out, the party is restored
to a recent safe locations, such as a temple, where a benevolent force raises the
dead actors back to life to continue their adventure.
Spells and items (often
potions) can also heal a portion of an actor's hit points,
the amount described in the spell or item
description. An actor can only use a limited number of healing
spells or items between resting. This number is referred
to as recoveries, and is equal to an actor's durability
divided by two.
When an actor achieves level 5, a number of additional skills become available, enabling
advanced fighting styles. These are:
Certain skills, abilities, and items grant a speed bonus. For every 5 points
of a speed bonus, the recovering time for an
action is reduced by one second, allowing the actor to perform actions more
quickly. The minimum recovering time is 1/2
second (achieved at speed bonus +18), allowing actions to be performd every 3
seconds. Skills generally raise the speed bonus for either
attacking or spellcasting separately, whereas items and
spells usually grant a speed bonus for either. See the
skill and item descriptions for details.
If an actor achieves a speed bonus of higher than +20 for attacks, he gets a
chance for an extra attack. The chance is equal 10% per speed bonus above 20. An
actor using dual wield gets an extra attack with both
weapons.
When an actor is using any style, or uses a weapon
mastery skill, he receives an attack speed bonus. The
bonus is his base attack bonus
divided by 5, and is not applied doubly if the actor both uses a
style and a
weapon he has the mastery skill for.
Actors can gain optional abilities that give them special actions
that they can take, typically giving some sort of combat bonus
or effect. Abilities come in two main flavors, magic spells
that can be cast that have some magic effect, or powers that
can be activated, granting some type of bonus that remains in effect until the
power is deactivated.
Most abilities cost energy to use.
Magic spells cost energy to cast, while powers
cost energy for 10 seconds that they are active. The cost of a
spell is based on its spell tier, and is listed in
Magic Spells, and the cost of a
power is based on its level, and is listed in the
Powers List.
An actor starts with his maximum energy, and expends it the using
abilities. His energy is fully restored when he rests;
otherwise, only magic items such as potions will restore energy.
Potions that restore energy typically require a recovery to be used; see
Healing for information on recoveries.
An actor's energy points are determined by his level.
Do note that an actor gets a minimum of 1 energy point per level, even if his
low intelligence would normally give less energy.
An actor uses magic by casting spells, special type of ability.
There are 4 requirements to cast a spell:
- The actor must have acquired the
spell (see Spell Acquisition).
- Each spell
has a magic domain associated with the spell; the actor
must have the matching skill to be able to cast the spell.
- Each spell has a spell tier; the actor must be
able to cast spells of at least that tier in order to cast the spell.
- The actor must pay the energy cost each time he casts the spell.
The effect of the
spell depends on the specific spell; see Full Spell
Listing in the Appendix for details.
There are 8 domains of magic. The more complex domains (Elemental,
Cosmic, Life,
and High) depend on the basic domains (Matter,
Energy, and Spirit).
To cast spells from one of the complex domains, the actor must
first learn the skills of the basic domains that the complex
domain depends on, and then learn the complex domain skill.
See the descriptions below for the dependencies of the complex domains.
- Void Magic (Black Magic) is magic based
on life-draining and undeath. Void Magic is
easy to become proficient in, but is weaker than other forms of magic, and is
viewed as evil and criminal in most cultures.
- Matter Magic (Blue Magic) is the magic
of controlling and repairing matter. Matter Magic
is sometimes known as healing magic, as many of its spells are used for
healing
purposes. Other spells are used to alter the properties of an object (such as
a weapon) or being.
- Energy Magic (Red Magic) is the magic
of harnessing and directing raw energy. There is little subtlety to
Energy Magic, and its spells are generally
used for direct attacks.
- Spirit Magic (Yellow Magic) is the magic
of controlling the minds and emotions of people and creatures. Spells of
Spirit Magic are often used for changing the
perceptions or emotions of the spell's target.
- Elemental Magic (Purple Magic), combining
the domains of Matter and Energy, is the magic of controlling the raw elements
that make up all reality, drawing power from the fire and ice realms to suit
the spellcaster's purposes. Spells of Elemental
Magic often involve summoning elemental beings into this world, or using
the elemental energies to attack enemies. Elemental
Magic depends on Matter Magic and
Energy Magic.
- Cosmic Magic (Orange Magic), the combination
of Energy and Spirit, is the magic of the cosmos. Spells of
Cosmic Magic deal with scrying, teleportation,
and summoning cosmic beings to aid the spellcaster.
Cosmic Magic depends on
Energy Magic and
Spirit Magic.
- Life Magic (Green Magic), combining
Matter Magic and
Spirit Magic, is the magic of life and living
creatures. Powers of Life Magic include controlling
other creatures, aiding their abilities, and restoring their powers.
Life Magic depends on
Matter Magic and
Spirit Magic.
- High Magic (White Magic) is the highest
form of magic, called the one true magic by the Archmagi.
High Magic allows the spellcaster to control
the magic of other spellcasters, dispelling or diminishing the effects of their
spells. High Magic depends on
Matter Magic,
Energy Magic, and
Spirit Magic.
Spells are arranged by tiers, numbered 0 through 9,
where the tier of a spell determines its magical potency,
and the difficulty in casting the spell. The tier of a
spell determines the base spell bonus for that spell,
and the energy cost for that spell. A
spellcaster can only acquire and cast a spell if his
class and level allows him to cast
spells of that tier. This table lists the maximum spell
tier that an actor can cast, arranged by class and
level:
When an actor casts a spell, a spell bonus is generated, measuring his effectiveness
at casting that spell. The spell bonus is used:
- To determine whether the spell is cast
successfully. (Generally a spell is cast successfully
automatically, but if the actor is wearing heavy armor,
or is under adverse conditions, there may be a chance of failure).
- To determine whether the spell defeats
the target's spell nullification.
- To determine the difficulty of any saving throws
the target must make.
- To pass concentration checks when the
caster takes damage while casting the spell.
The spell bonus is calculated as follows:
- Start with the average of the base spell bonus for the spell, and the
base spellcaster bonus of the caster.
- Add the domain bonus for the
magic domain that the spell belongs to.
- Add the caster's attribute modifier for the
magic domain.
- Subtract the caster's armor's spellcasting
penalty.
- Some skills, spells, and
powers may affect the spell bonus; see the individual
descriptions for details.
This table lists the bonuses and attributes for the 8
magic domains:
This table lists the base spellcaster bonus for an actor, depending on his
class
and level:
To cast a spell, the actor must pay the
energy cost of the spell. The energy
cost depends on the spell tier of the
spell:
Spells have a maximum range; see the
spell descriptions for the range of a given
spell.
Some spells require a successful touch attack to strike the target. A touch attack
is similar to a standard ranged attack, but it ignores the
weapon of the caster,
and the armor of the defender. A touch attack uses the
agility modifier to modify
the attack bonus.
If a spellcaster is under adverse conditions, such as wearing
armor that reduces his spell bonus,
or under the effect of a spell that reduces his
spell bonus, his spell bonus
when casting a spell may actually be lower than the base spellcaster bonus
of the spell. In this case, he must pass a casting check to
cast the spell, or else he fails to cast the
spell. A failed spell has no effect,
but still costs
energy from the caster, and requires a recovery time afterwards. A casting
check is a D100 Check where the bonus is the spell's
spell bonus, and the difficulty is the base spellcaster bonus
of the spell.
If a spellcaster takes damage while casting a
spell, or during his recovery period before casting a
spell, he must pass a concentration check or the
spell is disrupted. A disrupted
spell has no effect, but still costs
energy from the caster, and requires a recovery time afterwards. A
concentration check is a D100 Check where the bonus is
the spell's spell bonus, and the difficulty is 50,
plus the base spellcaster bonus of the
spell, plus the most recent damage that the spellcaster
received. The Combat Casting and Defensive Casting skills can aid a spellcaster
in making or bypassing the concentration check; see the skill descriptions for
details.
In addition to having the proper skill to cast
magic spells, the actor must also
gain the
spell. There are a variety of ways to acquire a
spell.
First, some spells with a spell
tier below 3 are automatically
gained if the actor has the magic domain
skill (Void Magic, Matter Magic,
etc), and can cast spells of that
tier. This means that Spellcasters below
level 5, Adventurers below
level 7, and Fighters below
level 10, only need to gain the
magic domain
skill and they will have access to some spells.
Next, Void Magic spells
are automatically gained when the actor gets access to the
spell tier needed to cast that
spell. Keep in mind that Void Magic spells
are somewhat weaker than spells from other
domains.
Certain actors have an inherent magical quality to them, and gain some spells automatically
for a magic domain. Select the Dverger Blood, Alfar Blood, or Aesir Blood
skills to
grant an actor these abilities.
When an actor selects the Religion
skill, he should also join a worship-based
faction. This faction will grant spells as the actor advances; see the
Factions
section for more information, and the List of Factions for details on which Gods
are available.
The Arcane Magic
skill allows the actor to transcribe magic
scrolls into his spellbook, acquiring the
spell from the scroll. The actor must
be able to cast spells of the spell tier of the
spell to be inscribed.
Most spells have a save type associated with them. For
hostile spells, this determines the
saving throw that the target actor uses to avoid or
lessen the effect of the
spell. For spells with a lasting
effect, the save type determines how spells stack together.
There are 3 major save types (Energetic, Material, and Spiritual), with a number
of subtypes for each major type. The save types are:
- Energetic - Energetic spells launch some form of
energy at the target, or infuse the target with enhanced speed or quickness.
A successful saving throw means the actor
dodges or avoids the effect to lessen the harm.
- Radiant (Energetic) - Radiant spells affect the target with holy energy.
Undead are generally very susceptible to Radiant spells.
- Fire (Energetic) - Fire spells burn the target.
- Cold (Energetic) - Cold spells freeze the target or launch some sort of
ice or frost against him.
- Lightning (Energetic) - Lightning spells blast the target with
electricity.
- Force (Energetic) - Force spells target the enemy with pure force or
sound.
- Material - Material spells affect the body of the target directly. A
successful saving throw means the target's
constitution is strong enough to lessen or negate the effect.
- Necrotic (Material) - Necrotic spells target the life force of the
enemy.
- Stasis (Material) - Stasis spells slow or paralyse the target.
- Poison (Material) - Poison spells poison the target.
- Acid (Material) - Acid spells often have a lingering effect as the acid
slowly burns the target.
- Debility (Material) - Debility spells wound the body of the target
directly, internally or externally.
- Spiritual - Spiritual spells affect the mind of the target. A successful
saving throw indicates that the target's
willpower overcomes the effect.
- Curse (Spiritual) - Curse spells directly damage the mind and sanity of
the target.
- Charm (Spiritual) - Charm spells exert some form of control over the
mind of the target.
- Illusion (Spiritual) - Illusion spells cause the target to experience
things or emotions as directed by the caster of the spell.
Damage spells deal damage to the target. See the
Spell Descriptions for details
for a given
spell.
Summon spells summon a creature to aid the party. This creature stays around
until the spell duration expires (see the Spell Description for any given
summon
spell), at which time the summoned creature disappears. The creature's disposition
is detailed in the Spell Description:
- Party means that the summoned creature is under the complete control of
the player. These creatures can be summoned as long as there is room in the
party.
- Friendly means that the summoned creature will attack any enemies of the
party that are present, but is not directly controlled. The party may only have
one of a given type of summoned creature at a time.
- Berserk means that the summoned creature will attack the closest creature,
regardless of who the caster might want it to attack. The party may summon as
many of these as energy allows.
Bonus spells give a bonus to some of an actor's statistics, such as
attribute
bonuses, attack and defense,
saving throws, and special
stats. See the Spell Description
for the details of a given
spell.
Penalty spells are similar to bonus spells, but apply a penalty to the actor's
statistics instead.
Dispel spells remove bonuses or penalties on the target. Whether or not a dispel
succeeds is determined by doing a D100 Check. The difficulty of the check is 50
plus the effect's spellcaster bonus, and the bonus to the
D100 Check is the caster's spellcaster bonus. Some dispel spells remove only one effect, whereas others target
all of the bonuses (or penalties) on the target. Also, some dispel spells remove
only effects of a given saving throw type, whereas others target all regardless
of saving throw. See the individual
spell descriptions for details.
Status spells inflict a status on an actor; see the
Spell Description for a given
spell. The statuses are:
- Fear: The actor cannot physically attack anyone. Ranged attacks are still
allowed.
- Held: The actor cannot move, attack, or cast spells.
- Confused: The actor moves around randomly.
- Immobile: The actor cannot move, but can attack or cast spells.
- Charmed: The actor does not move, attack, or cast spells. However, if the
actor is attacked, the charm is broken.
- Dominated: The actor attacks the closest ally.
Most bonus, penalty, and status spells have a duration, at the end of which they
expire, removing the effect. Some of these spells, however, have an indefinite duration,
in which case they last until dispelled, or the party rests.
There are 3 special types of resistance that an actor can have to damage and
spell effects, beyond the standard defense class
and saving throw:
- Damage resistance provides resistance against standard
melee and ranged damage.
- Magic resistance provides resistance against spells
based on the spell's saving throw type.
- Spell nullification gives the actor the ability to completely negate
hostile spells.
Some creatures have innate resistance to damage, from standard
melee and ranged attacks. For
each +5 damage resistance that an actor has against a given attack, the
damage from that is reduced by 25%. Damage
resistance can be overcome by the enhancement value of a magic weapon, by
subtracting the enhancement value of the weapon from the damage resistance of
the target. The damage resistance of a given monster may also be specific to
sharp or blunt weapons.
Example: Lancelot strikes a skeleton warrior with his
Longsword +5, with an attack that would normally deal 40 points of damage. The
skeleton warrior has damage resistance +10 versus sharp weapons. Subtracting the
enhancement value +5 of the longsword from the damage resistance of +10 gives a
damage resistance of +5 versus this specific attack, for a damage reduction of
25%. The final damage from the attack is 30 points of damage.
Magic resistance is granted by certain spells and
items, and also inherently to some types of monsters, and
applies to magic of a certain saving throw type.
Magic resistance can apply to a general type of saving
throw (such as Energetic), or a specific type of
saving throw (such as Illusion). When magic resistance of the same type is
granted from different sources, only the maximum resistance of that type
applies; however, when both general and specific magic resistance applies to a
given hostile spell, those values are added. For each +5 of
magic resistance against a given spell, the effect of the
spell is reduced by 25%, including damage, penalties, and
duration. This reduction occurs independent of any
saving throw of the spell, possibly completely negating
the effects of the spell.
Example: Selene is struck by an Inflict Critical Wounds
spell, of type Spiritual/Curse, which would deal 80 points of damage to her. She
has Spiritual resistance +5, and Curse resistance +5, for a total of +10 magic
resistance from this attack, reducing the damage by 50%. She succeeds at her
Spiritual saving throw against this spell, which halves the effect of the spell.
In conjunction with her magic resistance, this means she takes no damage at all
from the spell.
Some monsters have innate spell nullification that defends them against hostile
spells. Temporary spell nullification may also be granted to actors by certain spells.
To defeat spell nullification, the spellcaster must perform a D100 Check where the
bonus is the spell bonus of the
spell, and the difficulty is the spell nullification of the target. If the D100 Check fails, the
spell has no effect.
An actor with the Wands skill can use wands to cast spells, even with no other spellcasting
skills or abilities. Each magic wand has a particular
spell associated
with it. Wands may be used multiple times; however, they have a small chance of
burning out with each use.
An actor with the Wands skill can use a wand to
cast a spell, if the actor's spell
tier is at least equal to the spell's
spell tier. Adventurers with the Wands
skill get a +2 bonus to their spell tier when
determining which wands he may use. There are a few differences to casting a
spell with a wand:
Note that concentration checks do not apply to spells cast with a wand.
See Full Wand Listing in the
Appendix for a list of available wands.
See the Appendix (Full Spell Listing) for a complete descriptions of all
spells.
Here is a short list of spells by domain and Base Spellcaster Bonus:
Powers are abilities that higher level
actors gain, boosting their potency for
a brief time. A power is activated by the actor, which incurs the
energy cost of
the power, and gives the actor a bonus for 10 seconds. After the 10 seconds, the
energy cost is incurred again and the bonus is renewed, unless the
power is deactivated
or the actor doesn't have enough energy to pay for the
power.
Powers typically boost the combat statistics, such as
attack bonus, attack damage,
or defense class, or the saving
throws of an actor. Most powers are Fighter powers,
with a lesser number of Adventurer powers,
and become available to actors when they reach level 10. See the individual power descriptions
for details.
Powers can be acquired in two ways. First, some skills grant
powers directly,
if the actor has attained the required level; see the
skill descriptions for
details. Secondly, many factions grant powers to the actor, again, if the actor
has the required level; see the
Factions section for more information.
Singing powers are slightly different. The Singing Skill
gives the actor the singing ability, at a value of 5 times his
level, plus his personality modifier, with a +20 bonus for
Adventurers. Singing grants singing powers (called songs),
depending on the level of the actor. Songs generally
affect the entire party, not just the casting actor. When an actor sings a song,
he must perform a D100 check against the song, where
the difficulty is the song's level times 5, and the actor's bonus is his singing
ability. Upon failure, the song still functions, but the
energy cost is doubled.
See the Appendix (Full Powers Listing) for a complete description of all
powers.
Here is a short list of powers:
An actor has a set of special statistics that indicate his facility in certain
situations:
If the actor has the relevant skill, his special statistic is equal to his
level
times 5, plus his attribute modifier for the relevant
attribute. Adventurers also get
a +20 bonus to special statistics if they have the correct skill.
When an actor attempts to use a special statistic, a Static D100 Check is performed,
where the bonus is equal to his special statistic value, and the difficulty class
is determined by how difficult the action he is trying to perform is.
Diplomacy measures an actor's ability to persuade, intimidate, convince, or otherwise
manipulate someone through conversation and communication. In the game, this typically
means that non-player actors may react to the actor in more favorable ways, perhaps
opening areas of conversation that would not be available otherwise.
An actor's diplomacy special statistic is modified by his
personality attribute.
In a SENG adventure, your party may encounter a trap. Each trap has a detection
difficulty class; if the actor is able to succeed at the D100 Check against the trap, he can detect
and disarm the trap when he moves through the trap's area. Otherwise the trap will
activate and act on the actor in some manner, typically through an attack of some
sort. In addition, if an actor can succeed at a D100 Check
against the trap, with a penalty of 20 plus the distance (in feet) to the trap,
he can detect the trap at a distance. (Note that he must move over the trap to
actually disarm it).
An actor's traps special statistic is modified by his
intelligence attribute.
An actor may also encounter a locked door, chest, or other object in SENG. A
lock has a lock difficulty class; if the actor can succeed at a
D100 Check against the lock, he
can pick the lock, unlocking it. Keep in mind that a key or some other personage
in the world may also be able to unlock the door in the case where no actor is able
to pick the lock.
An actor's locks special statistic is modified by his
intelligence attribute.
An actor has both a stealth special statistic, and an
observation special statistic.
If an actor's stealth special statistic is greater than a viewer's
observation special statistic, the actor can hide from the viewer, if the actor so wishes. If the hider
is closer than 50 feet, the observer gets a bonus of +5 for every 10 feet closer
than 50, to a maximum of +25.
An actor can start hiding if there is no unfriendly actor within 100 feet whose
observation is greater than his stealth, and he is not in combat. The actor is revealed
if he performs an action such as attacking or talking. He is also revealed if he
comes within range of an actor that can view him. Once the hider has been spotted,
he cannot hide again until he is out of combat and out of sight.
An observer can always discern the name, race, and hit
points of any visible
actor. If his observation is greater than or equal to the stealth of an actor, he
can also determine the class and level of the target. If his
observation exceeds
the stealth of the target by 25 points, he can also determine the
combat statistics and saving
throws of the target.
Hidden actors can issue a sneak attack. A sneak attack gains a +10 bonus to
attack bonus and attack
damage, for both melee and ranged attacks. In addition, an actor who has the
Stealth skill, and reaches level 5, can gain the Sneak Attack
skill.
An actor with the
Sneak Attack skill deals an additional attack
damage equal to the
attacker's stealth value. Note that
sneak attack damage is not doubled on a critical hit.
The action of issuing a sneak attack will cause the attacker to
become visible, and the attacker will not be able to issue another sneak attack
until the current combat has ended.
As actors progress and advance in the world, they may have the opportunity
to join a faction. Factions are groups or organizations, such as:
- Worship organizations for a God.
- Guilds, like a Thieves' Guild.
- Orders of spellcasters.
- Political entities like clans, houses, Kingdoms.
Actors are limited to joining one faction at a time. Factions have
multiple ranks, representing greater status and power within the organization. Factions
offer abilities to their members as they progress through the ranks.
To join a faction, an actor needs to locate the faction in the game
world, and talk to the leader of the faction. The faction may impose some conditions
on the actor, such as some task or quest that the actor must undertake in order
to join or advance in the faction.
Certain factions are based on worship of some type. These factions
will generally grant spells or powers to member actors, provided those actors have
the proper skills to use the abilities, and also the Religion
skill. See the listing
of factions for which factions grant which abilities, and require the Religion
skill.
See the Appendix (Full Faction Listing) for a full description of
the available factions. Here is a brief list of the
factions:
Light Blades |
Class: Fighter
Attribute: Strength
Light blades provides proficiency in light bladed weapons such as daggers, short swords, and rapiers. Wielding a proficient weapon avoids the -20 non-proficient penalty to Attack Bonus.
|
Heavy Blades |
Class: Fighter
Attribute: Strength
Heavy blades provides proficiency in heavy bladed weapons such as longswords and greatswords. Heavy blades are sometimes two-handed weapons. Wielding a proficient weapon avoids the -20 non-proficient penalty to Attack Bonus.
|
Staves |
Class: Fighter
Attribute: Strength
Staves provides proficiency in one-handed staves and two-handed quarterstaves. Spellcasters often favor this type of weapon. Wielding a proficient weapon avoids the -20 non-proficient penalty to Attack Bonus.
|
Bludgeons |
Class: Fighter
Attribute: Strength
Bludgeons provides proficiency in blunt weapons such as clubs and maces. Sometimes these weapons are found in a two-handed variety. Wielding a proficient weapon avoids the -20 non-proficient penalty to Attack Bonus.
|
Axes |
Class: Fighter
Attribute: Strength
Axes provides proficiency in hafted, bladed weapons like axes. These weapons are often found in a two-handed version. Wielding a proficient weapon avoids the -20 non-proficient penalty to Attack Bonus.
|
Bows |
Class: Fighter
Attribute: Agility
Bows provides proficiency in bows of all types. Bows are always two-handed weapons. Wielding a proficient weapon avoids the -20 non-proficient penalty to Attack Bonus.
|
Light Armor |
Class: Fighter
Light armor provides proficiency in wearing light armor, such as wizard's robes, or leather armor. Wearing proficient armor prevents the armor-specific non-proficient penalty from being applied to Attack Bonus and Attack Damage.
|
Heavy Armor |
Class: Fighter
Prerequisite: Light Armor
Heavy armor provides proficiency in wearing heavy armor, such as chain mail or plate mail. Wearing proficient armor prevents the armor-specific non-proficient penalty from being applied to Attack Bonus and Attack Damage.
|
Shield |
Class: Fighter
Prerequisite: Level 5
Shield allows the actor to use the Shield Style, providing proficiency when wielding a shield. Wielding a proficient shield prevents the shield-specific non-proficient penalty from being applied to Attack Bonus and Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Duelist |
Class: Fighter
Prerequisite: Level 5
Duelist allows the actor to use the Duelist Style, granting a +5 bonus to Attack Bonus and Attack Damage when wielding a one-handed weapon and no shield. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Marksman |
Class: Fighter
Prerequisite: Level 5
Marksman allows the actor to use the Marksman Style. When using a bow, the actor gains adds 1/2 of his Agility Bonus to Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Two Handed |
Class: Fighter
Prerequisite: Level 5
Two Handed allows the actor to use the Two Handed Weapon Style. When using a two-handed weapon, the actor gains 1 1/2 times the normal Strength Bonus to Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Dual Wield |
Class: Fighter
Prerequisite: Level 5
Dual Wield allows the actor to use the Dual Wield Style, allowing the actor to wield and attack with two weapons at once. A -20 penalty is applied to Attack Bonus for both weapons, and only 1/2 the normal Strength Bonus to Attack Damage is applied to the offhand weapon. If the offhand weapon is a light weapon, the attack penalty is only -10 (for both weapons). In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Shield Focus |
Class: Fighter
Prerequisite: Shield
Prerequisite: Level 10
An actor with the Shield Focus skill gets an additional +10 bonus to Defense Class when using a shield.
|
Duelist Defense |
Class: Fighter
Prerequisite: Duelist
Prerequisite: Level 10
An actor with the Duelist Defense skill gets a +10 bonus to Defense Class when using the Duelist style.
|
Duelist Finesse |
Class: Fighter
Prerequisite: Duelist
Prerequisite: Level 10
An actor with the Duelist Finesse style may optionally add his Agility bonus, in place of Strength, to Attack Damage, when using the Duelist style and a light weapon.
|
Deadly Marksman |
Class: Fighter
Prerequisite: Marksman
Prerequisite: Level 10
An actor with the Deadly Marksman skill adds a bonus equal to 1/2 of his Agility Bonus to Attack Damage when wielding a bow (in addition to any bonus from the Marksman skill).
|
Two Handed Power |
Class: Fighter
Prerequisite: Two Handed
Prerequisite: Level 10
An actor with the Two Handed Power skill deals 2 times the normal Strength Bonus to attacks with a two-handed melee weapon.
|
Improved Dual Wield |
Class: Fighter
Prerequisite: Dual Wield
Prerequisite: Level 10
An actor with the Improved Dual Wield skill reduces the dual wield attack penalty to -10, or to 0 if the offhand weapon is a light weapon.
|
Light Blade Mastery |
Class: Fighter
Prerequisite: Light Blades
Prerequisite: Level 5
Light Blade Mastery grants the actor extra bonuses when wielding a light blade. The actor gets a +5 bonus to his Attack Bonus and Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Heavy Blade Mastery |
Class: Fighter
Prerequisite: Heavy Blades
Prerequisite: Level 5
Heavy Blade Mastery grants the actor extra bonuses when wielding a heavy blade. The actor gets a +5 bonus to his Attack Bonus and Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Staff Mastery |
Class: Fighter
Prerequisite: Staves
Prerequisite: Level 5
Staff Mastery grants the actor extra bonuses when wielding a staff. The actor gets a +5 bonus to his Attack Bonus and Defense Class. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Bludgeon Mastery |
Class: Fighter
Prerequisite: Bludgeons
Prerequisite: Level 5
Bludgeon Mastery grants the actor extra bonuses when wielding a bludgeon. The actor gets a +5 bonus to his Attack Bonus and Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Axe Mastery |
Class: Fighter
Prerequisite: Axes
Prerequisite: Level 5
Axe Mastery grants the actor extra bonuses when wielding an axe. The actor gets a +5 bonus to his Attack Bonus and Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Bow Mastery |
Class: Fighter
Prerequisite: Bows
Prerequisite: Level 5
Bow Mastery grants the actor extra bonuses when wielding a bow. The actor gets a +5 bonus to his Attack Bonus and Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Light Armor Mastery |
Class: Fighter
Prerequisite: Light Armor
Prerequisite: Level 5
Light Armor Mastery grants the actor extra bonuses when wearing light armor. The actor gets a bonus to his Defense Class equal to his Base Attack Bonus divided by five. In addition, the Maximum Agility Bonus of the armor is increased by Base Attack Bonus divided by five.
|
Heavy Armor Mastery |
Class: Fighter
Prerequisite: Heavy Armor
Prerequisite: Level 5
Heavy Armor Mastery grants the actor extra bonuses when wearing heavy armor. The actor gets a bonus to his Defense Class equal to his Base Attack Bonus divided by five. In addition, the Maximum Agility Bonus of the armor is increased by Base Attack Bonus divided by five.
|
Weapon Finesse |
Class: Fighter
Prerequisite: Level 5
Weapon Finesse allows the actor to optionally use one half of his Agility Bonus, in place of his Strength Bonus, when determining his Attack Damage. This ability only applies when using a light weapon.
|
Light Blade Lunge |
Class: Fighter
Prerequisite: Light Blade Mastery
Prerequisite: Level 10
Light Blade Lunge grants the actor Light Blade Lunge powers, granting a bonus, when activated, to the actor's Attack Bonus when wielding a light blade.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Heavy Blade Precision |
Class: Fighter
Prerequisite: Heavy Blade Mastery
Prerequisite: Level 10
Heavy Blade Precision grants the actor Heavy Blade Precision powers, granting a bonus, when activated, to the actor's Attack Bonus when wielding a heavy blade.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Whirling Staff |
Class: Fighter
Prerequisite: Staff Mastery
Prerequisite: Level 10
Whirling Staff grants the actor Whirling Staff powers, granting a bonus, when activated, to the actor's Defense Class when wielding a staff.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Bludgeon Repulsion |
Class: Fighter
Prerequisite: Bludgeon Mastery
Prerequisite: Level 10
Bludgeon Repulsion grants the actor Bludgeon Repulsion powers, granting a bonus, when activated, to the actor's Defense Class when wielding a bludgeon.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Tremendous Axe Strike |
Class: Fighter
Prerequisite: Axe Mastery
Prerequisite: Level 10
Tremendous Axe Strike grants the actor Tremendous Axe Strike powers, granting a bonus, when activated, to the actor's Attack Damage when wielding an axe.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Power Bowshot |
Class: Fighter
Prerequisite: Bow Mastery
Prerequisite: Level 10
Power Bowshot grants the actor Power Bowshot powers, granting a bonus, when activated, to the actor's Attack Damage when wielding an bow.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Shield Wall |
Class: Fighter
Prerequisite: Shield
Prerequisite: Level 10
Shield Wall grants the actor Shield Wall powers, granting a bonus, when activated, to the actor's Defense Class when using the Shield Style.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Duelist Maneuver |
Class: Fighter
Prerequisite: Duelist
Prerequisite: Level 10
Duelist Maneuver grants the actor Duelist Maneuver powers, granting a bonus, when activated, to the actor's Defense Class when using the Duelist Style.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Marksman Bullseye |
Class: Fighter
Prerequisite: Marksman
Prerequisite: Level 10
Marksman Bullseye grants the actor Marksman Bullseye powers, granting a bonus, when activated, to the actor's Attack Bonus when using the Marksman Style.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Two Handed Berserk |
Class: Fighter
Prerequisite: Two Handed
Prerequisite: Level 10
Two Handed Berserk grants the actor Two Handed Berserk powers, granting a bonus, when activated, to the actor's Attack Damage when using the Two Handed Style.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Dual Wield Skirmish |
Class: Fighter
Prerequisite: Dual Wield
Prerequisite: Level 10
Dual Wield Skirmish grants the actor Dual Wield Skirmish powers, granting a bonus, when activated, to the actor's Attack Bonus when using the Dual Wield Style.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Toughness |
Class: Fighter
The actor has enhanced physical stamina, granting 5 extra hit points per level.
|
Dverger Blood |
Class: Spellcaster
Prerequisite: Matter Magic
The blood of the Dverger runs through the actor's veins, granting intrinsic powers of Matter Magic to the actor.
Grants Abilities:
- Spell Tier 1:
- Spell Tier 2:
- Spell Tier 3:
- Spell Tier 4:
- Spell Tier 5:
- Spell Tier 6:
- Spell Tier 7:
- Spell Tier 8:
|
Alfar Blood |
Class: Spellcaster
Prerequisite: Energy Magic
The blood of the Alfar runs through the actor's veins, granting intrinsic powers of Energy Magic to the actor.
Grants Abilities:
- Spell Tier 1:
- Spell Tier 2:
- Spell Tier 3:
- Spell Tier 4:
- Spell Tier 5:
- Spell Tier 6:
- Spell Tier 7:
- Spell Tier 8:
|
Aesir Blood |
Class: Spellcaster
Prerequisite: Spirit Magic
The blood of the Aesir runs through the actor's veins, granting intrinsic powers of Spirit Magic to the actor.
Grants Abilities:
- Spell Tier 1:
- Spell Tier 2:
- Spell Tier 3:
- Spell Tier 4:
- Spell Tier 5:
- Spell Tier 6:
- Spell Tier 7:
- Spell Tier 8:
|
Arcane Magic |
Class: Spellcaster
Prerequisite: Any Magic
Arcane Magic allows the Spellcaster to learn spells from spell scrolls.
|
Religion |
Class: Spellcaster
Prerequisite: Any Magic
Religion allows the Spellcaster to learn spells from divine sources, such as Factions devoted to the worship of a God.
|
Void Magic |
Class: Spellcaster
Attribute: Personality
Spell Bonus: -5
Void Magic (Black Magic) is magic based on life-draining and undeath. Void Magic is easy to become proficient in, but is weaker than other forms of magic, and is viewed as evil and criminal in most cultures.
Grants Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
- Spell Tier 3:
- Spell Tier 4:
- Spell Tier 5:
- Spell Tier 6:
- Spell Tier 7:
- Spell Tier 8:
Usable Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
- Spell Tier 3:
- Spell Tier 4:
- Spell Tier 5:
- Spell Tier 6:
- Spell Tier 7:
- Spell Tier 8:
|
Matter Magic |
Class: Spellcaster
Attribute: Intelligence
Matter Magic (Blue Magic) is the magic of controlling and repairing matter. Matter Magic is sometimes known as Healing Magic, as many of its spells are used for healing purposes. Other spells are used to alter the properties of an object (such as a weapon) or being.
Grants Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
Usable Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
- Spell Tier 3:
- Spell Tier 4:
- Spell Tier 5:
- Spell Tier 6:
- Spell Tier 7:
- Spell Tier 8:
- Spell Tier 9:
|
Energy Magic |
Class: Spellcaster
Attribute: Intelligence
Energy Magic (Red Magic) is the magic of harnessing and directing raw energy. There is little subtlety to Energy Magic, and its spells are generally used for direct attacks.
Grants Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
Usable Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
- Spell Tier 3:
- Spell Tier 4:
- Spell Tier 5:
- Spell Tier 6:
- Spell Tier 7:
- Spell Tier 8:
- Spell Tier 9:
|
Spirit Magic |
Class: Spellcaster
Attribute: Personality
Spirit Magic (Yellow Magic) is the magic of controlling the minds and emotions of people and creatures. Spells of Spirit Magic are often used for changing the perceptions or emotions of the spell's target.
Grants Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
Usable Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
- Spell Tier 3:
- Spell Tier 4:
- Spell Tier 5:
- Spell Tier 6:
- Spell Tier 7:
- Spell Tier 8:
- Spell Tier 9:
|
Elemental Magic |
Class: Spellcaster
Attribute: Intelligence
Spell Bonus: +5
Prerequisite: Matter Magic
Prerequisite: Energy Magic
Elemental Magic (Purple Magic), combining the domains of Matter and Energy, is the magic of controlling the raw elements that make up all reality, drawing power from the fire and ice realms to suit the spellcaster's purposes. Spells of Elemental Magic often involve summoning elemental beings into this world, or using the Elemental energies to attack enemies.
Grants Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
Usable Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
- Spell Tier 3:
- Spell Tier 4:
- Spell Tier 5:
- Spell Tier 6:
- Spell Tier 7:
- Spell Tier 8:
- Spell Tier 9:
|
Cosmic Magic |
Class: Spellcaster
Attribute: Personality
Spell Bonus: +5
Prerequisite: Energy Magic
Prerequisite: Spirit Magic
Cosmic Magic (Orange Magic), the combination of Energy and Spirit, is the magic of the cosmos. Spells of Cosmic Magic deal with scrying, teleportation, and summoning cosmic beings to aid the spellcaster.
Grants Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
Usable Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
- Spell Tier 3:
- Spell Tier 4:
- Spell Tier 5:
- Spell Tier 6:
- Spell Tier 7:
- Spell Tier 8:
- Spell Tier 9:
|
Life Magic |
Class: Spellcaster
Attribute: Personality
Spell Bonus: +5
Prerequisite: Matter Magic
Prerequisite: Spirit Magic
Life Magic (Green Magic), combining Matter Magic and Spirit Magic, is the magic of life and living creatures. Powers of Life Magic include controlling other creatures, aiding their abilities, and restoring their powers.
Grants Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
Usable Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
- Spell Tier 3:
- Spell Tier 4:
- Spell Tier 5:
- Spell Tier 6:
- Spell Tier 7:
- Spell Tier 8:
- Spell Tier 9:
|
High Magic |
Class: Spellcaster
Attribute: Intelligence
Spell Bonus: +10
Prerequisite: Matter Magic
Prerequisite: Energy Magic
Prerequisite: Spirit Magic
High Magic (White Magic) is the highest form of magic, called the one true magic by the Archmagi. High Magic allows the spellcaster to control the magic of other spellcasters, dispelling or diminishing the effects of their spells.
Grants Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
Usable Abilities:
- Spell Tier 0:
- Spell Tier 1:
- Spell Tier 2:
- Spell Tier 3:
- Spell Tier 4:
- Spell Tier 5:
- Spell Tier 6:
- Spell Tier 7:
- Spell Tier 8:
- Spell Tier 9:
|
Void Magic Mastery |
Class: Spellcaster
Prerequisite: Void Magic
Prerequisite: Level 10
Void Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts Void Magic spells.
|
Matter Magic Mastery |
Class: Spellcaster
Prerequisite: Matter Magic
Prerequisite: Level 10
Matter Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts Matter Magic spells.
|
Energy Magic Mastery |
Class: Spellcaster
Prerequisite: Energy Magic
Prerequisite: Level 10
Energy Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts Energy Magic spells.
|
Spirit Magic Mastery |
Class: Spellcaster
Prerequisite: Spirit Magic
Prerequisite: Level 10
Spirit Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts Spirit Magic spells.
|
Cosmic Magic Mastery |
Class: Spellcaster
Prerequisite: Cosmic Magic
Prerequisite: Level 10
Cosmic Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts Cosmic Magic spells.
|
Life Magic Mastery |
Class: Spellcaster
Prerequisite: Life Magic
Prerequisite: Level 10
Life Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts Life Magic spells.
|
High Magic Mastery |
Class: Spellcaster
Prerequisite: High Magic
Prerequisite: Level 10
High Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts High Magic spells.
|
Spell Penetration |
Class: Spellcaster
Prerequisite: Any Magic
Prerequisite: Level 5
Spell Penetration gives the spellcaster's spells a +10 bonus to defeat Spell Nullification checks.
|
Armored Casting |
Class: Spellcaster
Prerequisite: Any Magic
Armored Casting reduces the caster's Spell Bonus penalty due to armor by 10 points.
|
Spellcasting Alacrity |
Class: Spellcaster
Prerequisite: Any Magic
Prerequisite: Level 5
Spellcasting Alacrity gives the spellcaster a Casting Speed bonus of a number of seconds equal to his base Spellcasting Bonus divided by 12.5.
|
Combat Casting |
Class: Spellcaster
Prerequisite: Any Magic
Combat Casting gives the spellcaster a bonus of +20 to pass a spell concentration check when he is damaged while casting a spell.
|
Defensive Casting |
Class: Spellcaster
Prerequisite: Combat Casting
Prerequisite: Level 5
Defensive Casting allows a spellcaster to cast spells from a defensive stance, bypassing the concentration check for taking damage while casting a spell. To successfully cast a spell defensively, the caster must make a D100 check, where the bonus is his base spellcasting bonus plus his spell bonus for the spell, and the difficulty is 90 plus two times the base spell bonus of the spell.
|
Mental Focus |
Class: Spellcaster
The actor has exceptional powers of mental focus, granting energy points as of an actor one level greater.
|
Traps |
Class: Adventurer
Attribute: Intelligence
Traps grants the actor the ability to detect and disarm traps.
|
Locks |
Class: Adventurer
Attribute: Intelligence
Locks grants the actor the ability to pick locked doors.
|
Stealth |
Class: Adventurer
Attribute: Personality
Stealth grants the actor the ability to hide from his enemies.
|
Observation |
Class: Adventurer
Attribute: Intelligence
Observation grants the actor the ability to see hidden actors, and detect characteristics of an actor by looking at him.
|
Diplomacy |
Class: Adventurer
Attribute: Personality
Diplomacy grants the actor the ability to influence people and creatures through conversation.
|
Improved Flank |
Class: Adventurer
Attribute: Personality
Prerequisite: Stealth
Prerequisite: Level 5
Improved Flank grants the actor an additional +10 bonus to Attack Bonus, and random Attack Damage equal to his Stealth Value, when executing a flank attack.
|
Sneak Attack |
Class: Adventurer
Attribute: Personality
Prerequisite: Stealth
Prerequisite: Level 5
Sneak Attack grants the actor the ability to make sneak attacks when he is not visible to his target. A sneak attack deals additional Attack Damage equal to the attacker's Stealth Value.
|
Combat Stealth |
Class: Adventurer
Attribute: Personality
Prerequisite: Sneak Attack
Prerequisite: Level 10
Combat Stealth grants the actor the ability to hide while in combat. Hiding while in combat costs 10 energy, and also requires a D100 Stealth check against the best Observation skill of a nearby enemy.
|
Singing |
Class: Adventurer
Attribute: Personality
Singing gives the actor the ability to sing magic songs that grant bonuses to him and his allies.
Grants Abilities:
Usable Abilities:
|
Improved Singing |
Class: Adventurer
Attribute: Personality
Prerequisite: Singing
Prerequisite: Level 5
Improved Singing gives the actor access to more powerful magic songs and types of music.
Grants Abilities:
Usable Abilities:
|
Masterful Singing |
Class: Adventurer
Attribute: Personality
Prerequisite: Improved Singing
Prerequisite: Level 10
Masterful Singing gives the actor access to the most powerful magic songs and types of music.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Battle Music |
Class: Adventurer
Attribute: Personality
Prerequisite: Singing
Prerequisite: Level 5
Battle Music allows the actor to sing songs of the battlefield; songs of glory, might, and suffering.
Grants Abilities:
Usable Abilities:
- Level 5:
- Level 10:
- Level 15:
- Level 20:
|
Heroic Music |
Class: Adventurer
Attribute: Personality
Prerequisite: Singing
Prerequisite: Level 5
Heroic Music allows the actor to sing songs of heroism; songs of inspiration, courage, and persuasion.
Grants Abilities:
Usable Abilities:
- Level 5:
- Level 10:
- Level 15:
- Level 20:
|
Shadow Music |
Class: Adventurer
Attribute: Personality
Prerequisite: Improved Singing
Prerequisite: Level 10
Shadow Music grants the actor songs of darkness, silence, movement beyond perception, and the night.
Grants Abilities:
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Wondrous Music |
Class: Adventurer
Attribute: Personality
Prerequisite: Improved Singing
Prerequisite: Level 10
Wondrous Music allows the actor to sing songs that expand the mind and open the listener to new realms of consciousness.
Grants Abilities:
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Wands |
Class: Adventurer
Attribute: Intelligence
Wands gives the actor the ability to use magic wands to cast spells. An actor must have his spell tier at least equal to the spell's spell tier in order to cast a given spell using a wand. Adventurers get a bonus of +2 to their spell tier for the purpose of using the Wands skill.
|
Improved Material |
Class: Adventurer
Improved Material causes the actor to use the Improved Save table for his Material Save.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Great Fortitude |
Class: Adventurer
Prerequisite: Fortitude
Prerequisite: Level 10
Great Fortitude gives a bonus to the actor's Material Save, equal to 10 or the actor's Durability bonus, whichever is higher.
|
Improved Energetic |
Class: Adventurer
Improved Energetic causes the actor to use the Improved Save table for his Energetic Save.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Lightning Escape |
Class: Adventurer
Prerequisite: Escape
Prerequisite: Level 10
Lightning Escape gives a bonus to the actor's Energetic Save, equal to 10 or the actor's Agility bonus, whichever is higher.
|
Improved Spiritual |
Class: Adventurer
Improved Spiritual causes the actor to use the Improved Save table for his Spiritual Save.
Usable Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Iron Resolve |
Class: Adventurer
Prerequisite: Resolve
Prerequisite: Level 10
Iron Resolve gives a bonus to the actor's Spiritual Save, equal to 10 or the actor's Personality bonus, whichever is higher.
|
Stand Stout |
Class: Adventurer
Prerequisite: Fortitude
Prerequisite: Level 10
Stand Stout grants Stand Stout powers, which give the actor a bonus to his Material save when activated.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Acrobatic Evasion |
Class: Adventurer
Prerequisite: Escape
Prerequisite: Level 10
Acrobatic Evasion grants Acrobatic Evasion powers, which give the actor a bonus to his Energetic save when activated.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Resolute Belief |
Class: Adventurer
Prerequisite: Resolve
Prerequisite: Level 10
Resolute Belief grants Resolute Belief powers, which give the actor a bonus to his Spiritual save when activated.
Grants Abilities:
- Level 10:
- Level 15:
- Level 20:
|
Full descriptions of common items, plus sample of some of the magic items.
Dagger |
Weapon | 2 gold | 1 lbs | | |
Weapon Type: Light Blade (light)
Damage: (1 to 20)
The dagger is a short blade suitable for stabbing and close work. |
|
Rapier |
Weapon | 10 gold | 2 lbs | | |
Weapon Type: Light Blade (light)
Damage: (1 to 30)
The rapier is a long, thin sword with a sharp point. |
|
Short Sword |
Weapon | 10 gold | 2 lbs | | |
Weapon Type: Light Blade (light)
Damage: (1 to 30)
The short sword is shorter than a regular sword, but still a dangerous weapon. |
|
Short Sword +5 |
Weapon | 2310 gold | 2 lbs | | |
Weapon Type: Light Blade (light)
Damage: (1 to 30) + 5
Attack Bonus: 5
Enhancement: +5
The short sword is shorter than a regular sword, but still a dangerous weapon. This sword is enchanted, and its blade slices easily through armor and flesh. |
|
Cutlass |
Weapon | 10 gold | 4 lbs | | |
Weapon Type: Heavy Blade
Damage: (1 to 30)
The cutlass is a wide, curved blade favored by sailors and pirates. |
|
Longsword |
Weapon | 15 gold | 4 lbs | | |
Weapon Type: Heavy Blade
Damage: (1 to 40)
The longsword is a long, straight-bladed sword. |
|
Greatsword |
Weapon | 50 gold | 8 lbs | | |
Weapon Type: Heavy Blade (Requires two hands)
Damage: (1 to 50) + 5
This sword, long and heavy, is wielded with two hands. |
|
Longsword of Fire +5 |
Weapon | 8315 gold | 4 lbs | | |
Weapon Type: Heavy Blade
Damage: (1 to 40) + 5
Attack Bonus: 5
Enhancement: +5
Spell Attack: Fire (Spell Bonus 10)
| | | Energetic/Fire | One enemy | Fire hits for (1 to 60) hit points of damage. | Fire has no effect on a successful save. |
This sword bursts into flame when it strikes an enemy. |
|
Quarterstaff |
Weapon | 1 gold | 4 lbs | | |
Weapon Type: Staff (Requires two hands) (light)
Damage: (1 to 40) (blunt)
This long staff, wielded in two hands, is an effective weapon when used skillfully. |
|
Staff |
Weapon | 1 gold | 2 lbs | | |
Weapon Type: Staff (light)
Damage: (1 to 20) (blunt)
Little more than a walking stick, this staff is only a moderate weapon. |
|
Quarterstaff +10 |
Weapon | 8300 gold | 4 lbs | | |
Weapon Type: Staff (Requires two hands) (light)
Damage: (1 to 40) + 10 (blunt)
Attack Bonus: 10
Enhancement: +10
This long staff has been enchanted with a minor spell to be an effective weapon. |
|
Club |
Weapon | 1 gold | 3 lbs | | |
Weapon Type: Bludgeon
Damage: (1 to 30) (blunt)
This club is a crude bludgeon made of solid oak. |
|
Greatclub |
Weapon | 5 gold | 8 lbs | | |
Weapon Type: Bludgeon (Requires two hands)
Damage: (1 to 50) (blunt)
This massive club is unwieldy but dangerous. |
|
Warhammer |
Weapon | 12 gold | 5 lbs | | |
Weapon Type: Bludgeon
Damage: (1 to 40) (blunt)
The warhammer is a two-faced hammer made for combat. |
|
Greathammer |
Weapon | 40 gold | 10 lbs | | |
Weapon Type: Bludgeon (Requires two hands)
Damage: (1 to 45) + 5 (blunt)
This massive hammer is made for a warrior to wield with two hands. |
|
Greathammer of Disruption +10 |
Weapon | 32340 gold | 10 lbs | | |
Weapon Type: Bludgeon (Requires two hands)
Damage: (1 to 45) + 15 (blunt)
Attack Bonus: 10
Enhancement: +10
Spell Attack: Disruption (Spell Bonus 20)
| | | Energetic/Radiant | One enemy (Undead) | Disruption hits for 1000 hit points of damage. | Disruption has no effect on a successful save. |
This greathammer blasts undead, instantly reducing them to dust. |
|
Axe |
Weapon | 5 gold | 3 lbs | | |
Weapon Type: Axe
Damage: (1 to 25) (10% critical)
This common axe makes a decent improvised weapon. |
|
Battleaxe |
Weapon | 10 gold | 6 lbs | | |
Weapon Type: Axe
Damage: (1 to 35) (10% critical)
This double bladed axe is designed for war. |
|
Greataxe |
Weapon | 20 gold | 12 lbs | | |
Weapon Type: Axe (Requires two hands)
Damage: (1 to 55) (10% critical)
This mighty axe is wielded with two hands. |
|
Battleaxe +15 |
Weapon | 18310 gold | 6 lbs | | |
Weapon Type: Axe
Damage: (1 to 35) + 15 (10% critical)
Attack Bonus: 15
Enhancement: +15
This double bladed axe is designed for war. This battleaxe is magically enhanced with great strength and sharpness. |
|
Shortbow |
Weapon | 30 gold | 2 lbs | | |
Weapon Type: Bow (Requires two hands)
Damage: (1 to 30)
This common shortbow is useful for hunting or combat. |
|
Longbow |
Weapon | 75 gold | 3 lbs | | |
Weapon Type: Bow (Requires two hands)
Damage: (1 to 40)
Attribute: Strength 10
The longbow is a dangerous weapon in the hands of a skillful bowman. |
|
Composite Longbow (13) |
Weapon | 100 gold | 3 lbs | | |
Weapon Type: Bow (Requires two hands)
Damage: (1 to 40)
Strength Damage: 7
Attribute: Strength 13
This composite bow is reinforced for extra power. |
|
Strongbow (16) |
Weapon | 150 gold | 3 lbs | | |
Weapon Type: Bow (Requires two hands)
Damage: (1 to 40)
Strength Damage: 15
Attribute: Strength 16
This enormous bow requires a mighty bowman to wield. |
|
Shortbow +20 |
Weapon | 32330 gold | 2 lbs | | |
Weapon Type: Bow (Requires two hands)
Damage: (1 to 30) + 20
Attack Bonus: 20
Enhancement: +20
The common shortbow is useful for hunting or combat. This magic bow launches arrows swiftly on a true path to the target. |
|
Longbow of Lightning Speed +15 |
Weapon | 72375 gold | 3 lbs | | |
Weapon Type: Bow (Requires two hands)
Damage: (1 to 40) + 15
Attack Bonus: 15
Enhancement: +15
Save Effect Type: Energetic
Grants a bonus to statistics: Action Speed
Bonus Points: +5
Attribute: Strength 10
This longbow fires arrows at a blinding rate. |
|
Robes |
Armor | 5 gold | 1 lbs | | |
Armor Type: Light Armor
Defense Class: 5
Maximum Agility Bonus: 40
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 0
These voluminous robes offer a small amount of protection. |
|
Leather Shirt |
Armor | 5 gold | 5 lbs | | |
Armor Type: Light Armor
Defense Class: 5
Maximum Agility Bonus: 40
Non-Proficient Attack Penalty: 0
Spellcasting Penalty: 5
This shirt is made of thick, padded leather. |
|
Leather Armor |
Armor | 10 gold | 15 lbs | | |
Armor Type: Light Armor
Defense Class: 10
Maximum Agility Bonus: 30
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 5
This suit of leather armor provides decent protection, but still allows the wearer good mobility. |
|
Studded Leather Armor |
Armor | 25 gold | 20 lbs | | |
Armor Type: Light Armor
Defense Class: 15
Maximum Agility Bonus: 25
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 10
Studded armor is primarily fashioned of leather, with metal studs for added protection. |
|
Chainmail Shirt |
Armor | 100 gold | 25 lbs | | |
Armor Type: Heavy Armor
Defense Class: 20
Maximum Agility Bonus: 20
Non-Proficient Attack Penalty: 10
Spellcasting Penalty: 10
This protective shirt is fashioned of interlocking metal rings. |
|
Chainmail Armor |
Armor | 150 gold | 40 lbs | | |
Armor Type: Heavy Armor
Defense Class: 25
Maximum Agility Bonus: 15
Non-Proficient Attack Penalty: 20
Spellcasting Penalty: 15
Chainmail armor offers good protection while still providing decent mobility. |
|
Breastplate |
Armor | 200 gold | 30 lbs | | |
Armor Type: Heavy Armor
Defense Class: 30
Maximum Agility Bonus: 10
Non-Proficient Attack Penalty: 20
Spellcasting Penalty: 15
This breastplate is made of solid iron. |
|
Platemail Armor |
Armor | 600 gold | 50 lbs | | |
Armor Type: Heavy Armor
Defense Class: 40
Maximum Agility Bonus: 0
Non-Proficient Attack Penalty: 35
Spellcasting Penalty: 20
This full suit of armor is protective but heavy and cumbersome. |
|
Robes +5 |
Armor | 1155 gold | 1 lbs | | |
Armor Type: Light Armor
Defense Class: 10
Maximum Agility Bonus: 45
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 0
These enchanted voluminous robes offer a minor amount of protection. |
|
Leather Armor of Stealth +5 |
Armor | 4160 gold | 15 lbs | | |
Armor Type: Light Armor
Defense Class: 15
Maximum Agility Bonus: 35
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 5
Save Effect Type: Spiritual
Grants a bonus to statistics: Stealth
Bonus Points: +25
This magic suit of leather armor causes the wearer to blend in with the shadows. |
|
Chainmail Armor +10 |
Armor | 4300 gold | 40 lbs | | |
Armor Type: Heavy Armor
Defense Class: 35
Maximum Agility Bonus: 20
Non-Proficient Attack Penalty: 20
Spellcasting Penalty: 15
This enchanted suit of chainmail armor provides extra protection to the wearer. |
|
Platemail Armor of Magic Resistance +10 |
Armor | 16750 gold | 50 lbs | | |
Armor Type: Heavy Armor
Defense Class: 50
Maximum Agility Bonus: 5
Non-Proficient Attack Penalty: 35
Spellcasting Penalty: 20
Save Effect Type: Material
Grants a bonus to statistics: Energetic, Material, Spiritual
Bonus Points: +10
This magic suit of platemail armor provides protection against spells. |
|
Buckler |
Shield | 5 gold | 5 lbs | | |
Armor Type: Shield
Defense Class: 5
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 5
The buckler is a small, light, round shield that offers a small amount of protection. |
|
Shield |
Shield | 10 gold | 10 lbs | | |
Armor Type: Shield
Defense Class: 10
Non-Proficient Attack Penalty: 10
Spellcasting Penalty: 10
The standard shield is made primarily of wood, reinforced with iron. |
|
Tower Shield |
Shield | 20 gold | 15 lbs | | |
Armor Type: Shield
Defense Class: 15
Maximum Agility Bonus: 10
Non-Proficient Attack Penalty: 15
Spellcasting Penalty: 15
This great shield protects the entire body of the wielder. |
|
Shield +15 |
Shield | 9160 gold | 10 lbs | | |
Armor Type: Shield
Defense Class: 25
Non-Proficient Attack Penalty: 10
Spellcasting Penalty: 10
This magic shield absorbs moderate punishment with little visible effect. |
|
Impenetrable Tower Shield +15 |
Shield | 36170 gold | 15 lbs | | |
Armor Type: Shield
Defense Class: 30
Maximum Agility Bonus: 15
Non-Proficient Attack Penalty: 15
Spellcasting Penalty: 15
Save Effect Type: Material
Grants a bonus to statistics: Energetic, Material, Spiritual
Bonus Points: +15
This massive enchanted shield resists spells cast against its holder. |
|
Helmet of Combat +5 |
Helmet | 2000 gold | 3 lbs | | |
Save Effect Type: Material
Grants a bonus to statistics: Attack Damage
Bonus Points: +5
This helmet grants extra power to the attacks of the wearer. |
|
Amulet of Keen Eyes +50 |
Amulet | 8000 gold | 0 lbs | | |
Save Effect Type: Spiritual
Grants a bonus to statistics: Observation
Bonus Points: +50
This amulet grants great powers of vision and observation to the wearer. |
|
Ring of Protection +10 |
Ring | 8000 gold | 0 lbs | | |
Save Effect Type: Energetic
Grants a bonus to statistics: Defense Class
Bonus Points: +10
This magic ring protects the wearer against physical attacks. |
|
Ring of Speed +5 |
Ring | 18000 gold | 0 lbs | | |
Save Effect Type: Energetic
Grants a bonus to statistics: Action Speed
Bonus Points: +5
This magic ring speeds the attacks and actions of the wearer. |
|
Disrupt Undead |
Void Magic Tier 0 | 2 energy | 75 feet (touch) | Energetic/Radiant | One enemy (Undead) | Disrupt Undead hits for (1 to 30) hit points of damage. | Disrupt Undead does not allow a saving throw. | Disrupt Undead launches a ray of positive energy at a target, dealing damage to one undead enemy. |
|
Chill Touch |
Void Magic Tier 1 | 3 energy | 25 feet (touch) | Material/Necrotic | One enemy (not Undead) | Chill Touch hits for (1 to 30) hit points of damage. The damage increases by (1 to 15) per level, with a maximum of 5 levels. | Chill Touch inflicts a penalty of -1 points, to statistics: Strength. This effect lasts indefinitely. | Chill Touch has no effect on a successful save. | Chill Touch disrupts the life energy of one living creature. |
|
Weakness |
Void Magic Tier 1 | 3 energy | 75 feet | Material/Debility | One enemy | Weakness inflicts a penalty of - (1 to 6) - 1 points, to statistics: Strength. The penalty increases by -1 points per level, with a maximum of 5 levels. This effect lasts for a duration of 10 seconds, increasing by 10 seconds per level, with a maximum of 5 levels. | Weakness has the effect minimized on a successful save. | Weakness launches a ray at the target, reducing his Strength for a short time. |
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Inflict Light |
Void Magic Tier 1 | 3 energy | 25 feet (touch) | Spiritual/Curse | One enemy (not Undead) | Inflict Light hits for (1 to 40) + 5 hit points of damage. The damage increases by 5 per level, with a maximum of 5 levels. | Inflict Light has the effect halved on a successful save. | Inflict Light Wounds channels negative energy, causing a small amount of damage to the target. |
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Doom |
Void Magic Tier 1 | 3 energy | 75 feet | Spiritual/Curse | One enemy | Doom inflicts a penalty of -10 points, to statistics: Attack Bonus, Defense Class, Energetic, Material. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels. | Doom has no effect on a successful save. | Doom fills the target with a feeling of dread, shaking his will. |
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Command Undead |
Void Magic Tier 2 | 5 energy | 75 feet | Spiritual/Charm | One enemy (Undead) | Command Undead inflicts the status Charmed. This effect lasts for a duration of 1 hour. | Command Undead has no effect on a successful save. | Command Undead charms one undead creature, causing him to take no actions. Attacking the creature breaks the charm. |
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Ghoul Touch |
Void Magic Tier 2 | 5 energy | 25 feet (touch) | Material/Stasis | One enemy (not Undead) | Ghoul Touch inflicts the status Held. This effect lasts for a duration of 30 seconds. | Ghoul Touch has no effect on a successful save. | Ghoul Touch allows the caster to inflict a ghoul's paralysis on one target, preventing the target from taking any actions for a short time. |
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Inflict Moderate |
Void Magic Tier 2 | 5 energy | 25 feet (touch) | Spiritual/Curse | One enemy (not Undead) | Inflict Moderate hits for (1 to 80) + 15 hit points of damage. The damage increases by 5 per level, with a maximum of 8 levels. | Inflict Moderate has the effect halved on a successful save. | Inflict Moderate Wounds channels negative energy, causing some damage to the target. |
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Halt Undead |
Void Magic Tier 3 | 8 energy | 75 feet | Spiritual/Charm | Multiple enemies (Undead) | Halt Undead inflicts the status Immobile. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Halt Undead has no effect on a successful save. | Halt Undead renders undead in the area immobile, able to cast spells or attack, but not to move. |
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Exhaustion |
Void Magic Tier 3 | 8 energy | 75 feet (touch) | Material/Debility | One enemy | Exhaustion inflicts a penalty of -6 points, to statistics: Strength, Agility. This effect lasts for a duration of 5 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Exhaustion inflicts a penalty of -10 points, to statistics: Movement Speed. This effect lasts for a duration of 5 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Exhaustion has the effect minimized on a successful save. | Exhaustion launches a ray at a target, exhausting him and reducing his Strength, Agility, and movement speed for a few minutes. |
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Inflict Serious |
Void Magic Tier 3 | 8 energy | 25 feet (touch) | Spiritual/Curse | One enemy (not Undead) | Inflict Serious hits for (1 to 120) + 25 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels. | Inflict Serious has the effect halved on a successful save. | Inflict Serious Wounds channels negative energy, causing severe damage to the target. |
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Inflict Critical |
Void Magic Tier 4 | 12 energy | 25 feet (touch) | Spiritual/Curse | One enemy (not Undead) | Inflict Critical hits for (1 to 160) + 35 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels. | Inflict Critical has the effect halved on a successful save. | Inflict Critical Wounds channels negative energy, causing deadly damage to the target. |
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Animate Dead |
Void Magic Tier 4 | 12 energy | 75 feet | | | Animate Dead summons a Skeleton (Skeleton 2), with an attitude of Friendly. This effect lasts for a duration of 1 hour. | Animate Dead brings unlife to a skeleton, creating a rotting creature who will attack your enemies. The skeleton will last for an hour or until destroyed. |
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Bestow Curse |
Void Magic Tier 4 | 12 energy | 25 feet (touch) | Spiritual/Curse | One enemy | Bestow Curse inflicts a penalty of -20 points, to statistics: Attack Bonus, Energetic, Material, Spiritual. This effect lasts indefinitely. | Bestow Curse has no effect on a successful save. | Bestow Curse inflicts the target with a nasty curse, greatly hampering his abilities indefinitely. |
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Death Ward |
Void Magic Tier 4 | 12 energy | 25 feet | Material | One ally | Grants resistance +5 against spells of type Material/Necrotic. This effect lasts for a duration of 7 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Death Ward dispels multiple bonus effects of type Material/Necrotic. | Death Ward wards the target against death magic. |
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Poison |
Void Magic Tier 4 | 12 energy | 25 feet (touch) | Material/Poison | One enemy | Poison inflicts a penalty of - (1 to 6) - 6 points, to statistics: Durability. This effect lasts indefinitely. | Poison has no effect on a successful save. | Poison causes a virulent poison to course through the target's veins, causing damage to his Durability. |
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Waves of Fatigue |
Void Magic Tier 5 | 20 energy | 25 feet | Material/Debility | Multiple enemies | Waves of Fatigue inflicts a penalty of -2 points, to statistics: Strength, Agility. This effect lasts indefinitely. | Waves of Fatigue has no effect on a successful save. | Waves of Fatigue causes ripples of debilitating weariness to project from the caster, giving a penalty to the Strength and Agility of nearby enemies until they rest. |
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Symbol of Pain |
Void Magic Tier 5 | 20 energy | 25 feet | Material/Debility | Multiple enemies | Symbol of Pain inflicts a penalty of -20 points, to statistics: Attack Bonus, Spellcasting. This effect lasts for a duration of 1 hour. | Symbol of Pain has no effect on a successful save. | Symbol of Pain creates a potent magic symbol in the air above the caster, causing nearby enemies to be wracked with pain for one hour, penalizing their ability to attack and cast spells. |
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Slay Living |
Void Magic Tier 5 | 20 energy | 25 feet (touch) | Material/Necrotic | One enemy (not Undead) | Slay Living hits for (1 to 360) + 45 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels. | Slay Living has the effect halved on a successful save. | Slay Living launches a black bolt at a living target that, if it strikes, attempts to instantly slay that creature. |
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Mass Inflict Light |
Void Magic Tier 5 | 20 energy | 75 feet | Spiritual/Curse | Multiple enemies (not Undead) | Mass Inflict Light hits for (1 to 40) + 45 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels. | Mass Inflict Light has the effect halved on a successful save. | Mass Inflict Light Wounds channels negative energy, causing a small amount of damage to all enemies in the area. |
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Lay to Rest |
Void Magic Tier 6 | 32 energy | 75 feet | Energetic/Radiant (immune 18) | Multiple enemies (Undead) | Lay to Rest hits for 1000 hit points of damage. | Lay to Rest has no effect on a successful save. | Lay to Rest projects a wave of white peace out from the caster, instantly returning undead creatures of low willpower to peaceful death. |
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Circle of Death |
Void Magic Tier 6 | 32 energy | 75 feet | Material/Necrotic (immune 18) | Multiple enemies (not Undead) | Circle of Death hits for 1000 hit points of damage. | Circle of Death has no effect on a successful save. | Circle of Death projects a wave of black disaster out from the caster, instantly slaying living creatures of weak constitution. |
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Mass Inflict Moderate |
Void Magic Tier 6 | 32 energy | 75 feet | Spiritual/Curse | Multiple enemies (not Undead) | Mass Inflict Moderate hits for (1 to 80) + 55 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels. | Mass Inflict Moderate has the effect halved on a successful save. | Mass Inflict Moderate Wounds channels negative energy, causing some damage to all enemies in the area. |
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Harm |
Void Magic Tier 6 | 32 energy | 25 feet (touch) | Spiritual/Curse | One enemy (not Undead) | Harm hits for 550 hit points of damage. The damage increases by 25 per level, with a maximum of 10 levels. | Harm has the effect halved on a successful save. | Harm charges the touched target with negative energy, dealing significant damage. |
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Biting Curse |
Void Magic Tier 6 | 32 energy | 25 feet | Material/Debility | Multiple enemies | Biting Curse inflicts the status Immobile. This effect lasts for a duration of 20 seconds. | Biting Curse inflicts a penalty of -10 points, to statistics: Attack Bonus, Attack Damage, Energetic, Material, Spiritual. This effect lasts for a duration of 1 hour. | Biting Curse has no effect on a successful save. | Biting Curse invokes waves of sickening energy from the caster, inflicting sickness and disease on nearby enemies. |
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Create Undead |
Void Magic Tier 6 | 32 energy | 75 feet | | | Create Undead summons a Skeleton Warrior (Skeleton 6), with an attitude of Friendly. This effect lasts for a duration of 1 hour. | Create Undead summons a Skeleton Warrior, who will attack the enemies of the caster until the spell expires. |
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Mass Inflict Serious |
Void Magic Tier 7 | 48 energy | 75 feet | Spiritual/Curse | Multiple enemies (not Undead) | Mass Inflict Serious hits for (1 to 120) + 65 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels. | Mass Inflict Serious has the effect halved on a successful save. | Mass Inflict Serious Wounds channels negative energy, causing severe damage to all enemies in the area. |
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Control Undead |
Void Magic Tier 7 | 48 energy | 25 feet | Spiritual/Charm (immune 30) | Multiple enemies (Undead) | Control Undead inflicts the status Dominated. This effect lasts for a duration of 13 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Control Undead has no effect on a successful save. | Control Undead emanates a powerful wave of will from the caster, dominating weak-willed nearby undead, which causes them to attack their allies until the spell expires. |
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Finger of Death |
Void Magic Tier 7 | 48 energy | 75 feet | Material/Necrotic | One enemy (not Undead) | Finger of Death hits for 650 hit points of damage. The damage increases by 50 per level, with a maximum of 10 levels. | Finger of Death has the effect minimized on a successful save. | Finger of Death clutches at the heart of the target with an icy grasp, causing great damage. |
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Symbol of Weakness |
Void Magic Tier 7 | 48 energy | 25 feet | Material/Debility | Multiple enemies | Symbol of Weakness inflicts a penalty of -10 points, to statistics: Strength. This effect lasts indefinitely. | Symbol of Weakness has no effect on a successful save. | Symbol of Weakness creates a potent magic symbol in the air above the caster, causing nearby enemies to rendered weak and helpless, with a large penalty to Strength until the target rests. |
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Waves of Exhaustion |
Void Magic Tier 7 | 48 energy | 25 feet | Material/Debility | Multiple enemies | Waves of Exhaustion inflicts a penalty of -5 points, to statistics: Strength, Agility, Movement Speed. This effect lasts indefinitely. | Waves of Exhaustion has no effect on a successful save. | Waves of Fatigue causes ripples of devastating weariness to project from the caster, giving a large penalty to the Strength, Agility, and movement speed of nearby enemies until they rest. |
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Destruction |
Void Magic Tier 7 | 48 energy | 75 feet | Material/Debility | One enemy | Destruction hits for 650 hit points of damage. The damage increases by 50 per level, with a maximum of 10 levels. | Destruction has the effect minimized on a successful save. | Destruction instantly reduces the target to dust and ash, dealing a large amount of damage. |
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Mass Inflict Critical |
Void Magic Tier 8 | 80 energy | 75 feet | Spiritual/Curse | Multiple enemies (not Undead) | Mass Inflict Critical hits for (1 to 160) + 75 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels. | Mass Inflict Critical has the effect halved on a successful save. | Mass Inflict Critical Wounds channels negative energy, causing deadly damage to all enemies in the area. |
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Greater Undead |
Void Magic Tier 8 | 80 energy | 75 feet | | | Greater Undead summons a Skeleton King (Skeleton 11), with an attitude of Friendly. This effect lasts for a duration of 1 hour. | Create Greater Undead summons a Skeleton King, who will attack the enemies of the caster until the spell expires. |
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Symbol of Death |
Void Magic Tier 8 | 80 energy | 25 feet | Material/Necrotic (immune 30) | Multiple enemies | Symbol of Death hits for 1000 hit points of damage. | Symbol of Death has no effect on a successful save. | Symbol of Death sketches a vile symbol in the air above the caster, striking dead nearby weak enemies instantly. |
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Virtue |
Matter Magic Tier 0 | 2 energy | 25 feet | Material | One ally | Virtue grants a bonus of 5 points, to statistics: Defense Class. This effect lasts for a duration of 50 seconds. | Virtue gives the target a bonus to defense for a brief time. |
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Cure Light |
Matter Magic Tier 1 | 3 energy | 25 feet | | One ally (not Undead) | Cure Light heals (1 to 40) + 5 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 5 levels. | Cure Light Wounds administers light healing, restoring a few hit points to the target. |
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Magic Shortbow |
Matter Magic Tier 1 | 3 energy | caster | | | Magic Shortbow creates the item Magic Shortbow +5. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Magic Shortbow +5 |
Weapon | 0 gold | 2 lbs (no drop) | | |
Weapon Type: Bow (Requires two hands)
Damage: (1 to 30) + 5
Attack Bonus: 5
Enhancement: +5
This shortbow was summoned by the spell Magic Shortbow, and will disappear when the spell expires. |
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| Magic Shortbow summons a shortbow that the caster can use for a brief time. |
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Speed Burst |
Matter Magic Tier 1 | 3 energy | caster | Material | | Speed Burst grants a bonus of 10 points, to statistics: Movement Speed. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels. | Speed Burst causes the caster to put on a burst of speed, increasing his movement speed for a short time. |
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Magic Warhammer |
Matter Magic Tier 1 | 3 energy | caster | | | Magic Warhammer creates the item Magic Warhammer +5. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Magic Warhammer +5 |
Weapon | 0 gold | 5 lbs (no drop) | | |
Weapon Type: Bludgeon
Damage: (1 to 40) + 5 (blunt)
Attack Bonus: 5
Enhancement: +5
This hammer was created by the spell Magic Warhammer, and will disappear when the spell expires. |
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| Magic Warhammer summons a warhammer that the caster can use for a brief time. |
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Magic Quarterstaff |
Matter Magic Tier 1 | 3 energy | caster | | | Magic Quarterstaff creates the item Magic Quarterstaff +5. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Magic Quarterstaff +5 |
Weapon | 0 gold | 4 lbs (no drop) | | |
Weapon Type: Staff (Requires two hands) (light)
Damage: (1 to 40) + 5 (blunt)
Attack Bonus: 5
Enhancement: +5
This staff was created by the spell Magic Quarterstaff, and will disappear when the spell expires. |
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| Magic Quarterstaff summons a quarterstaff that the caster can use for a brief time. |
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Magic Dagger |
Matter Magic Tier 1 | 3 energy | caster | | | Magic Dagger creates the item Magic Dagger +5. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Magic Dagger +5 |
Weapon | 0 gold | 1 lbs (no drop) | | |
Weapon Type: Light Blade (light)
Damage: (1 to 20) + 5
Attack Bonus: 5
Enhancement: +5
This dagger was created by the spell Magic Dagger, and will disappear when the spell expires. |
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| Magic Dagger summons a dagger that the caster can use for a brief time. |
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Flame Blade |
Matter Magic Tier 2 | 5 energy | caster | | | Flame Blade creates the item Magic Flame Blade +5. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels.
Magic Flame Blade +5 |
Weapon | 0 gold | 4 lbs (no drop) | | |
Weapon Type: Heavy Blade
Damage: (1 to 30) + 5
Attack Bonus: 5
Enhancement: +5
Spell Attack: Flame Blade (Spell Bonus 7)
| | | Energetic/Fire | One enemy | Flame Blade hits for (1 to 40) hit points of damage. | Flame Blade has no effect on a successful save. |
This Flame Blade is a fiery magic cutlass, summoned by a spell. It will disappear when the spell expires. |
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| Flame Blade summons a fiery magic cutlass that blasts enemies with a blast of flame on a successful hit. |
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Barkskin |
Matter Magic Tier 2 | 5 energy | 25 feet | Material | One ally | Barkskin grants a bonus of 10 points, to statistics: Defense Class. The bonus increases by 2 points per level, with a maximum of 8 levels. This effect lasts for a duration of 1 hour. | Barkskin magically toughens the target's skin, granting a bonus to defense for one hour. |
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Knock |
Matter Magic Tier 2 | 5 energy | caster | Material | | Knock grants a bonus of 50 points, to statistics: Locks. The bonus increases by 5 points per level, with a maximum of 8 levels. This effect lasts for a duration of 10 seconds. | Knock allows the caster to open locked doors, by granting a significant bonus to Locks for the time of one action. |
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Cure Moderate |
Matter Magic Tier 2 | 5 energy | 25 feet | | One ally (not Undead) | Cure Moderate heals (1 to 80) + 15 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 8 levels. | Cure Moderate Wounds administers healing, restoring a moderate amount of hit points to the target. |
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Cure Serious |
Matter Magic Tier 3 | 8 energy | 25 feet | | One ally (not Undead) | Cure Serious heals (1 to 120) + 25 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels. | Cure Serious Wounds administers powerful healing, restoring a significant amount of hit points to the target. |
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Magic Platemail |
Matter Magic Tier 3 | 8 energy | caster | | | Magic Platemail creates the item Magic Platemail Armor +5. This effect lasts for a duration of 8 hours.
Magic Platemail Armor +5 |
Armor | 0 gold | 50 lbs (no drop) | | |
Armor Type: Heavy Armor
Defense Class: 55
Maximum Agility Bonus: 5
Non-Proficient Attack Penalty: 35
Spellcasting Penalty: 20
Magic Platemail Armor was conjured by a spell, and will disappear when the spell expires. |
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| Magic Platemail Armor summons a suit of platemail armor that the caster can use for several hours. |
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Haste |
Matter Magic Tier 3 | 8 energy | 25 feet | Material | Multiple allies | Haste grants a bonus of 5 points, to statistics: Attack Bonus, Defense Class, Energetic, Action Speed, Movement Speed. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Haste causes nearby allies to move and take actions faster, expiring after a short time. The increased speed also grants a bonus to attacks, defense, and energetic saves. |
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Greater Dagger |
Matter Magic Tier 3 | 8 energy | caster | | | Greater Dagger creates the item Greater Magic Dagger +15. This effect lasts for a duration of 8 hours.
Greater Magic Dagger +15 |
Weapon | 0 gold | 1 lbs (no drop) | | |
Weapon Type: Light Blade (light)
Damage: (1 to 20) + 15
Attack Bonus: 15
Enhancement: +15
This dagger was created by the spell Greater Magic Dagger, and will disappear when the spell expires. |
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| Greater Magic Dagger summons a dagger that the caster can use for several hours. |
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Greater Quarterstaff |
Matter Magic Tier 3 | 8 energy | caster | | | Greater Quarterstaff creates the item Greater Magic Quarterstaff +15. This effect lasts for a duration of 8 hours.
Greater Magic Quarterstaff +15 |
Weapon | 0 gold | 4 lbs (no drop) | | |
Weapon Type: Staff (Requires two hands) (light)
Damage: (1 to 40) + 15 (blunt)
Attack Bonus: 15
Enhancement: +15
This staff was created by the spell Greater Magic Quarterstaff, and will disappear when the spell expires. |
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| Greater Magic Quarterstaff summons a quarterstaff that the caster can use for several hours. |
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Greater Warhammer |
Matter Magic Tier 3 | 8 energy | caster | | | Greater Warhammer creates the item Greater Magic Warhammer +15. This effect lasts for a duration of 8 hours.
Greater Magic Warhammer +15 |
Weapon | 0 gold | 5 lbs (no drop) | | |
Weapon Type: Bludgeon
Damage: (1 to 40) + 15 (blunt)
Attack Bonus: 15
Enhancement: +15
This hammer was created by the spell Greater Magic Warhammer, and will disappear when the spell expires. |
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| Greater Magic Warhammer summons a warhammer that the caster can use for several hours. |
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Greater Shortbow |
Matter Magic Tier 3 | 8 energy | caster | | | Greater Shortbow creates the item Greater Magic Shortbow +15. This effect lasts for a duration of 8 hours.
Greater Magic Shortbow +15 |
Weapon | 0 gold | 2 lbs (no drop) | | |
Weapon Type: Bow (Requires two hands)
Damage: (1 to 30) + 15
Attack Bonus: 15
Enhancement: +15
This shortbow was summoned by the spell Greater Magic Shortbow, and will disappear when the spell expires. |
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| Greater Magic Shortbow summons a shortbow that the caster can use for several hours. |
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Slow |
Matter Magic Tier 3 | 8 energy | 25 feet | Material/Stasis | Multiple enemies | Slow inflicts a penalty of -5 points, to statistics: Attack Bonus, Defense Class, Energetic, Action Speed, Movement Speed. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Slow has no effect on a successful save. | Haste causes nearby enemies to move and take actions slower, expiring after a short time. The decreased speed also inflicts a penalty on attacks, defense, and energetic saves. |
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Magic Leather |
Matter Magic Tier 3 | 8 energy | caster | | | Magic Leather creates the item Magic Leather Armor +5. This effect lasts for a duration of 8 hours.
Magic Leather Armor +5 |
Armor | 0 gold | 15 lbs (no drop) | | |
Armor Type: Light Armor
Defense Class: 25
Maximum Agility Bonus: 35
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 5
Magic Leather Armor was summoned by a spell, and will disappear when the spell expires. |
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| Magic Leather Armor summons a suit of leather armor that the caster can use for several hours. |
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Stoneskin |
Matter Magic Tier 4 | 12 energy | 25 feet | Material | One ally | Grants resistance +10 against spells of type Physical. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | The target's skin is granted an unnatural hardness, making it difficult for ordinary weapons to penetrate. |
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Cure Critical |
Matter Magic Tier 4 | 12 energy | 25 feet | | One ally (not Undead) | Cure Critical heals (1 to 160) + 35 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels. | Cure Critical Wounds administers mighty healing, restoring a great amount of hit points to the target. |
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Increase Density |
Matter Magic Tier 5 | 20 energy | caster | Material | | Increase Density grants a bonus of 4 points, to statistics: Strength, Durability. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Increase Density grants a bonus of 10 points, to statistics: Attack Damage, Defense Class. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Increase Density inflicts a penalty of -2 points, to statistics: Agility. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Grants resistance +5 against spells of type Physical. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Increase Density doubles the density of the caster, giving a bonus to Strength, Durability, damage, and defense, but a penalty to Agility. |
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Mass Cure Light |
Matter Magic Tier 5 | 20 energy | 75 feet | | Multiple allies (not Undead) | Mass Cure Light heals (1 to 40) + 45 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels. | Mass Cure Light Wounds administers light healing, restoring a few hit points to nearby allies. |
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Hammer of Disruption |
Matter Magic Tier 5 | 20 energy | caster | | | Hammer of Disruption creates the item Hammer of Disruption +20. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Hammer of Disruption +20 |
Weapon | 0 gold | 5 lbs | | |
Weapon Type: Bludgeon
Damage: (1 to 40) + 20 (blunt)
Attack Bonus: 20
Enhancement: +20
Spell Attack: Hammer of Disruption (Spell Bonus 22)
| | | Energetic/Radiant (immune 23) | One enemy (Undead) | Hammer of Disruption hits for 1000 hit points of damage. | Hammer of Disruption has no effect on a successful save. |
Back to the Black Pit of Hel with you! This hammer disrupts undead, destroying them instantly if successful. Unfortunately, the hammer also disappears when the spell that summoned it expires. |
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| Hammer of Disruption summons a magic hammer that disrupts undead creatures, sometimes instantly destroying them. |
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Disintegrate |
Matter Magic Tier 6 | 32 energy | 75 feet | Material/Debility | One enemy | Disintegrate hits for (1 to 660) hit points of damage. The damage increases by (1 to 50) per level, with a maximum of 10 levels. | Disintegrate has the effect minimized on a successful save. | Disintegrate sends a thin blue ray at the target, instantly disintegrating the target. |
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Warrior Transform |
Matter Magic Tier 6 | 32 energy | caster | Material | | Warrior Transform grants a bonus of 5 points, to statistics: Strength, Agility, Durability, Action Speed. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Warrior Transform grants a bonus of 20 points, to statistics: Defense Class, Material. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Warrior Transform grants a bonus of 20 points, to statistics: Attack Bonus. The bonus increases by 2 points per level, with a maximum of 10 levels. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Warrior Transform inflicts a penalty of -50 points, to statistics: Spellcasting. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Warrior Transformation alters the caster to become a powerful warrior, but greatly hinders his spellcasting abilities. |
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Mass Cure Moderate |
Matter Magic Tier 6 | 32 energy | 75 feet | | Multiple allies (not Undead) | Mass Cure Moderate heals (1 to 80) + 55 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels. | Mass Cure Moderate Wounds administers healing, restoring some hit points to nearby allies. |
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Heal |
Matter Magic Tier 6 | 32 energy | 25 feet | | One ally (not Undead) | Heal heals 550 hit points, at the cost of one recovery for the target. The healing increases by 25 per level, with a maximum of 10 levels. | Heal dispels multiple penalty effects of type Material/Poison, Material/Debility, Spiritual/Curse. | Heal permits the caster to lay hands on the target, healing significant damage and negative effects. |
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Mass Cure Serious |
Matter Magic Tier 7 | 48 energy | 75 feet | | Multiple allies (not Undead) | Mass Cure Serious heals (1 to 120) + 65 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels. | Mass Cure Serious Wounds administers healing, healing significant damage from nearby allies. |
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Incorporeal Body |
Matter Magic Tier 7 | 48 energy | caster | Material | | Incorporeal Body grants a bonus of 50 points, to statistics: Defense Class, Stealth. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Incorporeal Body inflicts a penalty of -50 points, to statistics: Attack Damage. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Incorporeal Body renders the body of the caster incorporeal, greatly increasing his Stealth and defense, but greatly hindering his damage. |
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Iron Body |
Matter Magic Tier 8 | 80 energy | caster | Material | | Iron Body grants a bonus of 6 points, to statistics: Strength. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Iron Body grants a bonus of 30 points, to statistics: Defense Class. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Iron Body inflicts a penalty of -6 points, to statistics: Agility. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Iron Body inflicts a penalty of -30 points, to statistics: Spellcasting, Action Speed, Movement Speed. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Grants resistance +5 against spells of type Material/Acid. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Grants resistance +5 against spells of type Energetic/Fire. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Grants immunity against spells of type Material/Poison. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Grants immunity against spells of type Material/Debility. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Iron Body turns the body of the caster solid iron for a few minutes, making him very strong and tough, but also very slow. |
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Mass Cure Critical |
Matter Magic Tier 8 | 80 energy | 75 feet | | Multiple allies (not Undead) | Mass Cure Critical heals (1 to 160) + 75 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels. | Mass Cure Serious Wounds administers healing, healing significant damage from nearby allies. |
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Mass Heal |
Matter Magic Tier 9 | 128 energy | 25 feet | | Multiple allies (not Undead) | Mass Heal heals 850 hit points, at the cost of one recovery for the target. The healing increases by 25 per level, with a maximum of 10 levels. | Mass Heal dispels multiple penalty effects of type Material/Poison, Material/Debility, Spiritual/Curse. | Mass Heal affects all allies nearby the caster, healing massive damage and negative effects. |
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Flare |
Energy Magic Tier 0 | 2 energy | 75 feet | Energetic/Radiant | One enemy | Flare inflicts a penalty of -5 points, to statistics: Attack Bonus. This effect lasts for a duration of 50 seconds. | Flare has no effect on a successful save. | Flare generates a burst of light in the face of a target creature, hindering its attack abilities for a short time. |
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Faerie Fire |
Energy Magic Tier 1 | 3 energy | 75 feet | Energetic/Radiant | One enemy | Faerie Fire inflicts a penalty of -10 points, to statistics: Defense Class, Energetic, Stealth. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels. | Faerie Fire has the effect halved on a successful save. | Faerie Fire outlines the target with a harmless glow that makes the target easier to attack. |
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Magic Missile |
Energy Magic Tier 1 | 3 energy | 75 feet | Energetic/Force | One enemy | Magic Missile hits for (1 to 20) + 5 hit points of damage. The damage increases by (1 to 10) + 2 per level, with a maximum of 5 levels. | Magic Missile does not allow a saving throw. | Magic Missile launches a small projectile that infallibly strikes a target. |
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Burst of Flame |
Energy Magic Tier 1 | 3 energy | 25 feet | Energetic/Fire | Multiple enemies | Burst of Flame hits for (1 to 20) hit points of damage. The damage increases by (1 to 10) per level, with a maximum of 5 levels. | Burst of Flame has the effect halved on a successful save. | Burst of Flame generates a blast of fire that strikes all nearby enemies. |
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Sound Burst |
Energy Magic Tier 2 | 5 energy | 25 feet | Energetic/Force | Multiple enemies | Sound Burst hits for (1 to 40) hit points of damage. | Sound Burst inflicts the status Held. This effect lasts for a duration of 10 seconds. | Sound Burst has no effect on a successful save. | Sound Burst blasts the immediate area with a tremendous boom, damaging and stunning enemies. |
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Scorching Ray |
Energy Magic Tier 2 | 5 energy | 75 feet (touch) | Energetic/Fire | One enemy | Scorching Ray hits for (1 to 120) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 8 levels. | Scorching Ray does not allow a saving throw. | Scorching Ray launches a ray of fire at an enemy. |
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Searing Light |
Energy Magic Tier 3 | 8 energy | 75 feet | Energetic/Radiant | One enemy (Undead) | Searing Light hits for (1 to 150) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels. | Searing Light does not allow a saving throw. | Searing Light fires a beam of pure, intense light at an undead enemy, severely burning the wasted creature. |
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Fire Burst |
Energy Magic Tier 3 | 8 energy | 25 feet | Energetic/Fire | Multiple enemies | Fire Burst hits for (1 to 75) hit points of damage. The damage increases by (1 to 15) per level, with a maximum of 10 levels. | Fire Burst has the effect halved on a successful save. | Fire Burst generates a powerful burst of energy, damaging all nearby enemies. |
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Fire Bolt |
Energy Magic Tier 3 | 8 energy | 75 feet | Energetic/Fire | One enemy | Fire Bolt hits for (1 to 150) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels. | Fire Bolt has the effect halved on a successful save. | Fire Bolt strikes one enemy with a powerful bolt of fire. |
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Deafening Shout |
Energy Magic Tier 4 | 12 energy | 25 feet | Energetic/Force | Multiple enemies | Deafening Shout hits for (1 to 150) hit points of damage. | Deafening Shout inflicts the status Held. This effect lasts for a duration of 20 seconds. | Deafening Shout has no effect on a successful save. | Deafening Shout emits a tremendous shout from the caster, damaging and stunning nearby enemies. |
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Energize Self |
Energy Magic Tier 4 | 12 energy | caster | Energetic | | Energize Self grants a bonus of 5 points, to statistics: Strength, Action Speed. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Energize Self fills the caster with energy, giving a bonus to Strength and speeding his attacks. |
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Explosion |
Energy Magic Tier 4 | 12 energy | 25 feet | Energetic/Fire | Multiple enemies | Explosion hits for (1 to 105) hit points of damage. The damage increases by (1 to 15) per level, with a maximum of 10 levels. | Explosion inflicts a penalty of -5 points, to statistics: Action Speed, Movement Speed. This effect lasts for a duration of 20 seconds. | Explosion has the effect halved on a successful save. | Explosion produces a giant blast of fire centered on the caster, damaging and slowing nearby enemies. |
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Eruption |
Energy Magic Tier 5 | 20 energy | 25 feet | Energetic/Fire | Multiple enemies | Eruption hits for (1 to 270) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels. | Eruption has the effect halved on a successful save. | Eruption invokes a tremendous blast of fire, damaging nearby enemies. |
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Flame Strike |
Energy Magic Tier 5 | 20 energy | 75 feet | Energetic/Fire | One enemy | Flame Strike hits for (1 to 270) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels. | Flame Strike has the effect halved on a successful save. | Flame Strike drops fiery death from the sky in a vertical pillar, damaging one enemy. |
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Reverse Energy |
Energy Magic Tier 6 | 32 energy | 25 feet | Energetic/Force | Multiple enemies | Reverse Energy hits for (1 to 165) hit points of damage. The damage increases by (1 to 15) per level, with a maximum of 10 levels. | Reverse Energy inflicts the status Immobile. This effect lasts for a duration of 20 seconds. | Reverse Energy has the effect halved on a successful save. | Reverse Energy launches rays from the caster, absorbing energy from nearby enemies. Along with causing great damage, this also prevents the targets from moving for a short time. |
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Fireball |
Energy Magic Tier 6 | 32 energy | 75 feet | Energetic/Fire | Multiple enemies | Fireball hits for (1 to 330) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels. | Fireball has the effect halved on a successful save. | Fireball blasts enemies in the area with a tremendous burst of fire. |
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Sunbeam |
Energy Magic Tier 7 | 48 energy | 75 feet | Energetic/Radiant | One enemy (Undead) | Sunbeam hits for (1 to 390) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels. | Sunbeam inflicts a penalty of -10 points, to statistics: Action Speed, Movement Speed. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Sunbeam has the effect halved on a successful save. | Sunbeam fires a beam from the caster, bright as the sun itself, fiercly burning the undead target. The target suffers great damage, and finds its movements and actions slowed. |
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Divine Outburst |
Energy Magic Tier 7 | 48 energy | 75 feet | Energetic/Radiant (immune 30) | Multiple enemies | Divine Outburst inflicts the status Held. This effect lasts for a duration of 1 minute 40 seconds. | Divine Outburst has the duration minimized on a successful save. | Divine Outburst blasts enemies in the area with the energy of the Gods, paralyzing weak-willed targets. |
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Cage of Force |
Energy Magic Tier 7 | 48 energy | 25 feet | Energetic/Force | Multiple enemies | Cage of Force inflicts the status Held. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Cage of Force has no effect on a successful save. | Bars of glowing force appear around enemies in the immediate area, trapping them in place. |
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Sunburst |
Energy Magic Tier 8 | 80 energy | 75 feet | Energetic/Radiant | Multiple enemies (Undead) | Sunburst hits for (1 to 450) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels. | Sunburst inflicts a penalty of -10 points, to statistics: Action Speed, Movement Speed. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Sunburst has the effect halved on a successful save. | Sunburst explodes into a burst of energy around the caster, bright as the sun itself, fiercely burning undead in the area. Targets suffer great damage, and find their movements and actions slowed. |
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Overwhelming Shout |
Energy Magic Tier 8 | 80 energy | 25 feet | Energetic/Force | Multiple enemies | Overwhelming Shout hits for (1 to 300) hit points of damage. | Overwhelming Shout inflicts the status Held. This effect lasts for a duration of 30 seconds. | Overwhelming Shout inflicts a penalty of -10 points, to statistics: Action Speed, Movement Speed. This effect lasts for a duration of 1 minute 40 seconds. | Overwhelming Shout has the effect halved on a successful save. | Overwhelming Shout fills the area with unrelenting noise, damaging and stunning nearby enemies. |
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Fire Storm |
Energy Magic Tier 8 | 80 energy | 75 feet | Energetic/Fire | Multiple enemies | Fire Storm hits for (1 to 450) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels. | Fire Storm has the effect halved on a successful save. | Fire Storm fills the area with blasts of incandescent fire, damaging all enemies in the area. |
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Meteor Swarm |
Energy Magic Tier 9 | 128 energy | 75 feet | Energetic/Force | Multiple enemies | Meteor Swarm hits for (1 to 255) + 127 hit points of damage. The damage increases by (1 to 15) + 5 per level, with a maximum of 10 levels. | Meteor Swarm has the effect halved on a successful save. | Meteor Swarm causes meteors to fall from the sky, causing devastation and damage to enemies in the area. |
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Fatigue |
Spirit Magic Tier 0 | 2 energy | 75 feet (touch) | Spiritual/Curse | One enemy | Fatigue inflicts a penalty of -2 points, to statistics: Strength, Agility. This effect lasts for a duration of 30 seconds. | Fatigue has no effect on a successful save. | Fatigue inflicts an aura of exhaustion on the target, giving a temporary penalty to Strength and Agility. |
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Fear |
Spirit Magic Tier 1 | 3 energy | 75 feet | Spiritual/Illusion (immune 10) | One enemy | Fear inflicts a penalty of -10 points, to statistics: Attack Bonus, Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 20 seconds. | Fear inflicts the status Fear. This effect lasts for a duration of 20 seconds. | Fear has the effect halved on a successful save. | Fear inflicts a feeling of terror on the target, preventing the target from attacking. |
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Color Spray |
Spirit Magic Tier 1 | 3 energy | 25 feet | Spiritual/Illusion (immune 10) | Multiple enemies | Color Spray inflicts a penalty of -10 points, to statistics: Defense Class. This effect lasts for a duration of 20 seconds. | Color Spray inflicts the status Held. This effect lasts for a duration of 10 seconds. | Color Spray has no effect on a successful save. | Color Spray causes a wild display of lights and flashes to emerge from the caster's hands, stunning nearby creatures. |
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Hypnotic Pattern |
Spirit Magic Tier 2 | 5 energy | 75 feet | Spiritual/Illusion (immune 13) | Multiple enemies | Hypnotic Pattern inflicts the status Charmed. This effect lasts for a duration of 20 seconds. | Hypnotic Pattern has no effect on a successful save. | Hypnotic Pattern allows the caster to conjure a fascinating pattern of lights and colors. Weak-willed enemies within range are charmed, causing them to take no actions for a short time, unless they are attacked. |
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Invisibility |
Spirit Magic Tier 2 | 5 energy | 25 feet | Spiritual | One ally | Invisibility grants a bonus of 50 points, to statistics: Stealth. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels. | Invisibility renders the target creature invisible, granting him a large bonus to Stealth for a few minutes. |
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Scare |
Spirit Magic Tier 2 | 5 energy | 75 feet | Spiritual/Illusion (immune 16) | One enemy | Scare inflicts a penalty of -10 points, to statistics: Attack Bonus, Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 30 seconds. | Scare inflicts the status Fear. This effect lasts for a duration of 30 seconds. | Scare has the duration minimized on a successful save. | Scare inflicts a feeling of terror on the target, preventing the target from attacking. |
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Blur |
Spirit Magic Tier 2 | 5 energy | 25 feet | Spiritual | One ally | Blur grants a bonus of 20 points, to statistics: Defense Class, Energetic. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels. | Blur causes the target to blur and shimmer for a few minutes. |
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Displacement |
Spirit Magic Tier 3 | 8 energy | caster | Spiritual | | Displacement grants a bonus of 50 points, to statistics: Defense Class. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Displacement causes the caster to appear 2 feet from his actual location, granting a significant bonus to Defense for a short time. |
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Invisibility Sphere |
Spirit Magic Tier 3 | 8 energy | 25 feet | Spiritual | Multiple allies | Invisibility Sphere grants a bonus of 50 points, to statistics: Stealth. This effect lasts for a duration of 5 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Invisibility Sphere renders nearby allies invisible, granting a large bonus to Stealth for a few minutes. |
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Greater Invisibility |
Spirit Magic Tier 4 | 12 energy | 25 feet | Spiritual | One ally | Greater Invisibility grants a bonus of 50 points, to statistics: Defense Class, Stealth. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Greater Invisibility renders the target creature invisible, granting him a large bonus to Stealth and Defense for a few minutes. |
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Panic |
Spirit Magic Tier 4 | 12 energy | 25 feet | Spiritual/Illusion | Multiple enemies | Panic inflicts a penalty of -10 points, to statistics: Attack Bonus, Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Panic inflicts the status Fear. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Panic has the duration minimized on a successful save. | Panic causes nearby enemies to cower in terror for a short time, preventing them from attacking and lowering their defenses. |
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Shadow |
Spirit Magic Tier 4 | 12 energy | 75 feet | | | Shadow summons a Shadow (Shadow 3), with an attitude of Friendly. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Shadow summons a sly Shadow to aid the caster. The Shadow will attack the enemies of the caster for a short time. |
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Rainbow Pattern |
Spirit Magic Tier 4 | 12 energy | 25 feet | Spiritual/Illusion (immune 23) | Multiple enemies | Rainbow Pattern inflicts the status Charmed. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Rainbow Pattern has no effect on a successful save. | Rainbow Pattern generates a wild pattern of shimmering, looping colors, causing targets of mediocre willpower to be charmed for a short time. Charmed targets take no actions, but the effect is broken if the charmed creature is attacked. |
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Nightmare |
Spirit Magic Tier 5 | 20 energy | 75 feet | Spiritual/Illusion | One enemy | Nightmare inflicts the status Held. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Nightmare hits for (1 to 100) hit points of damage. | Nightmare inflicts a penalty of -2 points, to statistics: Strength, Agility. This effect lasts indefinitely. | Nightmare has no effect on a successful save. | Nightmare sends a hideous nightmare into the mind of the target, putting him to sleep briefly, damages him, and reduces his Strength and Agility until he can rest. |
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Shadow Strike |
Spirit Magic Tier 5 | 20 energy | 75 feet | Spiritual/Illusion | One enemy | Shadow Strike hits for (1 to 150) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels. | Shadow Strike has the effect minimized on a successful save. | Shadow Strike creates the illusion of a Fire Bolt, causing damage to the target which, due to the belief of the target, is all too real. |
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Shadow Walk |
Spirit Magic Tier 6 | 32 energy | 75 feet | | | Shadow Walk teleports the party to a point within the caster's sight. | Shadow Walk causes the caster and his party to travel through the shadows, instantly appearing in a new location. |
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Symbol of Fear |
Spirit Magic Tier 6 | 32 energy | 25 feet | Spiritual/Illusion | Multiple enemies | Symbol of Fear inflicts the status Fear. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Symbol of Fear inflicts a penalty of -10 points, to statistics: Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Symbol of Fear has no effect on a successful save. | Symbol of Fear creates a strangely terrifying symbol in the air above the caster's head, causing nearby enemies to panic. |
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Greater Shadow |
Spirit Magic Tier 7 | 48 energy | 75 feet | | | Greater Shadow summons a Greater Shadow (Shadow 9), with an attitude of Friendly. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Greater Shadow summons a sly shadow to aid the caster. The Greater Shadow will attack the enemies of the caster for a short time. |
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Mass Invisibility |
Spirit Magic Tier 7 | 48 energy | 75 feet | Spiritual | Multiple allies | Mass Invisibility grants a bonus of 50 points, to statistics: Defense Class, Stealth. This effect lasts for a duration of 13 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Mass Invisibility renders nearby allies invisible, granting them a large bonus to Stealth and Defense for a few minutes. |
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Scintillating Pattern |
Spirit Magic Tier 8 | 80 energy | 25 feet | Spiritual/Illusion (immune 33) | Multiple enemies | Scintillating Pattern inflicts the status Held. This effect lasts for a duration of 30 seconds. | Scintillating Pattern inflicts the status Confused. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Scintillating Pattern does not allow a saving throw. | Scintillating Pattern summons a pattern of unimaginable lights and colors, causing all but the strongest willed nearby enemies to be rendered held and then confused. |
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Shadow Fireball |
Spirit Magic Tier 8 | 80 energy | 75 feet | Spiritual/Illusion | Multiple enemies | Shadow Fireball hits for (1 to 330) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels. | Shadow Fireball has the effect minimized on a successful save. | Shadow Storm produces an illusionary Fireball, apparently filling the area with blasts of fire. Enemies in the area suffer real damage if they believe the spell is real. |
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Nightshade |
Spirit Magic Tier 9 | 128 energy | 75 feet | | | Nightshade summons a Nightshade (Shadow 13), with an attitude of Friendly. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Nightshade summons the darkest of shadows, the Nightshade, to aid the caster. The Nightshade will attack the enemies of the caster for a short time. |
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Ray of Frost |
Elemental Magic Tier 0 | 2 energy | 75 feet (touch) | Energetic/Cold | One enemy | Ray of Frost hits for (1 to 15) hit points of damage. | Ray of Frost does not allow a saving throw. | Ray of Frost projects a ray of freezing air at an enemy. |
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Summon Surtr I |
Elemental Magic Tier 1 | 3 energy | 75 feet | | | Summon Surtr I summons a Small Surtr (Surtr 0), with an attitude of Party. This effect lasts for a duration of 10 seconds, increasing by 10 seconds per level, with a maximum of 5 levels. | Summon Surtr I summons a small fire elemental under the control of the caster. |
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Air Armor |
Elemental Magic Tier 1 | 3 energy | caster | | | Air Armor creates the item Air Armor. This effect lasts for a duration of 8 hours.
Air Armor |
Armor | 0 gold | 1 lbs (no drop) | | |
Armor Type: Light Armor
Defense Class: 20
Non-Proficient Attack Penalty: 0
Spellcasting Penalty: 0
This breastplate was created by the spell Air Armor, and will disappear when the spell expires. Air Armor is incredibly light, and gives no penalties for Agility or spellcasting, even for non-proficient wearers. |
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| Air Armor magically creates a breastplate of air, which will disappear when the spell expires. |
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Lightning Touch |
Elemental Magic Tier 1 | 3 energy | 25 feet (touch) | Energetic/Lightning | One enemy | Lightning Touch hits for (1 to 30) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 5 levels. | Lightning Touch does not allow a saving throw. | Sparks emanate from the hands of the caster, dangerous to those he touches. |
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Resist Cold |
Elemental Magic Tier 2 | 5 energy | 25 feet | Material | One ally | Resist Cold grants a bonus of 20 points, to statistics: Energetic/Cold. This effect lasts for a duration of 1 hour. | The target's skin gains a dusting of frost as he toughens against cold-based attacks. |
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Resist Lightning |
Elemental Magic Tier 2 | 5 energy | 25 feet | Material | One ally | Resist Lightning grants a bonus of 20 points, to statistics: Energetic/Lightning. This effect lasts for a duration of 1 hour. | The target's skin takes on a matte appearance as he toughens against lightning-based attacks. |
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Flame Arrow |
Elemental Magic Tier 2 | 5 energy | 75 feet (touch) | Energetic/Fire | One enemy | Flame Arrow hits for (1 to 40) hit points of damage. The damage increases by (1 to 10) per level, with a maximum of 8 levels. | Flame Arrow does not allow a saving throw. | Flame Arrow launches a fiery arrow at the target, burning him if it strikes. |
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Summon Norn I |
Elemental Magic Tier 2 | 5 energy | 75 feet | | | Summon Norn I summons a Small Norn (Norn 1), with an attitude of Party. This effect lasts for a duration of 30 seconds, increasing by 10 seconds per level, with a maximum of 8 levels. | Summon Norn I summons a small ice elemental under the control of the caster. |
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Acid Arrow |
Elemental Magic Tier 2 | 5 energy | 75 feet (touch) | Material/Acid | One enemy | Acid Arrow hits for (1 to 15) hit points of damage every 10 seconds. This effect lasts for a duration of 30 seconds, increasing by 10 seconds per level, with a maximum of 8 levels. | Acid Arrow does not allow a saving throw. | The caster launches a sickly green arrow at his enemy, spraying the target with caustic acid. |
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Resist Fire |
Elemental Magic Tier 2 | 5 energy | 25 feet | Material | One ally | Resist Fire grants a bonus of 20 points, to statistics: Energetic/Fire. This effect lasts for a duration of 1 hour. | The target's skin darkens slightly as he toughens against fire-based attacks. |
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Summon Surtr II |
Elemental Magic Tier 3 | 8 energy | 75 feet | | | Summon Surtr II summons a Medium Surtr (Surtr 2), with an attitude of Party. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Summon Surtr II summons a medium fire elemental under the control of the caster. |
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Icy Cloud |
Elemental Magic Tier 3 | 8 energy | 25 feet | Energetic/Cold | Multiple enemies | Icy Cloud inflicts the status Held. This effect lasts for a duration of 30 seconds. | Icy Cloud has no effect on a successful save. | Icy Cloud summons a cloud of incredibly cold air, which freezes nearby enemies for a short time. |
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Poison Ball |
Elemental Magic Tier 3 | 8 energy | 25 feet | Material/Poison | Multiple enemies | Poison Ball inflicts a penalty of -50 points, to statistics: Attack Bonus, Spellcasting. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Poison Ball has no effect on a successful save. | Poison Ball envelopes nearby enemies in a mist of poison, nauseating them to the point of uselessness. |
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Lightning Bolt |
Elemental Magic Tier 3 | 8 energy | 75 feet | Energetic/Lightning | One enemy | Lightning Bolt hits for (1 to 150) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels. | Lightning Bolt has the effect halved on a successful save. | A bolt of lightning lances out from the caster's hand at a hapless target. |
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Frost Shield |
Elemental Magic Tier 4 | 12 energy | caster | | | Frost Shield creates the item Magic Frost Shield. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Magic Frost Shield |
Shield | 0 gold | 5 lbs | | |
Armor Type: Shield
Defense Class: 5
Non-Proficient Attack Penalty: 0
Spellcasting Penalty: 0
Save Effect Type: Material
Grants a bonus to statistics: Energetic/Cold
Bonus Points: +20
Grants resistance +5 to spell type Energetic/Cold.
This shield was summoned by the spell Frost Shield, and will disappear when the spell expires. The Frost Shield provides protection against cold, and has no penalties for non-proficient wearers. |
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| Earth Shield magically creates a shield of frost, which will disappear when the spell expires. |
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Summon Norn II |
Elemental Magic Tier 4 | 12 energy | 75 feet | | | Summon Norn II summons a Medium Norn (Norn 3), with an attitude of Party. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Summon Norn II summons a medium ice elemental under the control of the caster. |
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Ice Storm |
Elemental Magic Tier 4 | 12 energy | 25 feet | Energetic/Cold | Multiple enemies | Ice Storm hits for (1 to 150) hit points of damage. | Ice Storm inflicts a penalty of -20 points, to statistics: Movement Speed. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Ice Storm has no effect on a successful save. | Ice Storm creates a storm of ice and cold, which damages and slows nearby enemies for a brief time. |
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Fire Shield |
Elemental Magic Tier 4 | 12 energy | caster | | | Fire Shield creates the item Magic Fire Shield. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Magic Fire Shield |
Shield | 0 gold | 5 lbs | | |
Armor Type: Shield
Defense Class: 5
Non-Proficient Attack Penalty: 0
Spellcasting Penalty: 0
Save Effect Type: Material
Grants a bonus to statistics: Energetic/Fire
Bonus Points: +20
Grants resistance +5 to spell type Energetic/Fire.
This shield was summoned by the spell Fire Shield, and will disappear when the spell expires. The Fire Shield provides protection against fire, and has no penalties for non-proficient wearers. |
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| Fire Shield magically creates a shield of fire, which will disappear when the spell expires. |
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Earth Shield |
Elemental Magic Tier 4 | 12 energy | caster | | | Earth Shield creates the item Magic Earth Shield. This effect lasts for a duration of 8 hours.
Magic Earth Shield |
Shield | 0 gold | 5 lbs (no drop) | | |
Armor Type: Shield
Defense Class: 25
Non-Proficient Attack Penalty: 0
Spellcasting Penalty: 0
This shield was summoned by the spell Earth Shield, and will disappear when the spell expires. The Earth Shield provides excellent protection, and has no penalties for non-proficient wearers. |
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| Earth Shield magically creates a shield of earth, which will disappear when the spell expires. |
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Burst of Cold |
Elemental Magic Tier 5 | 20 energy | 25 feet | Energetic/Cold | Multiple enemies | Burst of Cold hits for (1 to 270) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels. | Burst of Cold has the effect halved on a successful save. | Arctic blasts of cold burst from the caster, freezing nearby enemies. |
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Poison Cloud |
Elemental Magic Tier 5 | 20 energy | 25 feet | Material/Poison (immune 20) | Multiple enemies | Poison Cloud hits for 1000 hit points of damage. | Poison Cloud inflicts a penalty of -1 points, to statistics: Durability. This effect lasts indefinitely. | Poison Cloud has the effect minimized on a successful save. | Poison Cloud generates a cloud of poisoned gas around the caster, killing or damaging nearby enemies. |
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Summon Surtr III |
Elemental Magic Tier 5 | 20 energy | 75 feet | | | Summon Surtr III summons a Large Surtr (Surtr 5), with an attitude of Party. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Summon Surtr III summons a large fire elemental under the control of the caster. |
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Poison Fog |
Elemental Magic Tier 6 | 32 energy | 25 feet | Material/Poison | Multiple enemies | Poison Fog hits for (1 to 60) hit points of damage. | Poison Fog inflicts a penalty of -10 points, to statistics: Attack Bonus, Attack Damage, Action Speed, Movement Speed. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Poison Fog has the effect halved on a successful save. | Poison Fog creates a thick fog around nearby enemies, damaging them, slowing them, and penalizing their attacks. |
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Summon Norn III |
Elemental Magic Tier 6 | 32 energy | 75 feet | | | Summon Norn III summons a Large Norn (Norn 7), with an attitude of Party. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Summon Norn III summons a large ice elemental under the control of the caster. |
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Lightning |
Elemental Magic Tier 6 | 32 energy | 75 feet | Energetic/Lightning | Multiple enemies | Lightning hits for (1 to 330) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels. | Lightning has the effect halved on a successful save. | Lightning sends bolts of energy in all directions, damaging enemies in the area. |
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Summon Surtr IV |
Elemental Magic Tier 7 | 48 energy | 75 feet | | | Summon Surtr IV summons a Huge Surtr (Surtr 9), with an attitude of Party. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Summon Surtr IV summons a huge fire elemental under the control of the caster. |
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Acid Fog |
Elemental Magic Tier 7 | 48 energy | 25 feet | Material/Acid | Multiple enemies | Acid Fog hits for (1 to 15) hit points of damage every 10 seconds. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Acid Fog does not allow a saving throw. | Acid fills the air near the caster, drenching nearby enemies in corrosive acid. |
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Fiery Cloud |
Elemental Magic Tier 8 | 80 energy | 25 feet | Energetic/Fire | Multiple enemies | Fiery Cloud hits for (1 to 180) hit points of damage. | Fiery Cloud inflicts a penalty of -10 points, to statistics: Attack Bonus, Attack Damage, Action Speed, Movement Speed. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Fiery Cloud has the effect halved on a successful save. | Fiery Cloud invokes a burning cloud that surrounds nearby enemies, burning them and obscuring their vision. |
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Summon Norn IV |
Elemental Magic Tier 8 | 80 energy | 75 feet | | | Summon Norn IV summons a Elder Norn (Norn 11), with an attitude of Party. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Summon Norn IV summons an elder ice elemental, lady of the Norns, under the control of the caster. |
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Summon Surtr V |
Elemental Magic Tier 9 | 128 energy | 75 feet | | | Summon Surtr V summons a Elder Surtr (Surtr 13), with an attitude of Party. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Summon Surtr V summons an elder fire elemental, lord of the Surtrs, under the control of the caster. |
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Guidance |
Cosmic Magic Tier 0 | 2 energy | caster | Spiritual | | Guidance grants a bonus of 5 points, to statistics: Attack Bonus, Energetic, Material, Spiritual. This effect lasts for a duration of 10 seconds. | Guidance causes cosmic forces to guide the caster's hand on attacks or saves for the time of one attack. |
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Alertness |
Cosmic Magic Tier 1 | 3 energy | 25 feet | Spiritual | One ally | Alertness grants a bonus of 20 points, to statistics: Traps, Observation. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels. | Alertness opens the senses of one target to the realities of the cosmos, increasing his Observation and Traps. |
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True Strike |
Cosmic Magic Tier 1 | 3 energy | caster | Spiritual | | True Strike grants a bonus of 100 points, to statistics: Attack Bonus. This effect lasts for a duration of 10 seconds. | True Strike grants the caster an insight into the near future, allowing him to strike nearly perfectly for the time of one attack. |
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Find Traps |
Cosmic Magic Tier 2 | 5 energy | caster | Spiritual | | Find Traps grants a bonus of 100 points, to statistics: Traps. This effect lasts for a duration of 30 seconds, increasing by 10 seconds per level, with a maximum of 8 levels. | Find Traps grants the caster the ability to find and disable traps by granting a large bonus to his Traps special stat. |
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See Invisible |
Cosmic Magic Tier 2 | 5 energy | caster | Spiritual | | See Invisible grants a bonus of 100 points, to statistics: Observation. This effect lasts for a duration of 30 seconds, increasing by 10 seconds per level, with a maximum of 8 levels. | See Invisible gives the caster a large bonus to Observation, allowing him to see hidden and invisible creatures for a brief time. |
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Purge Illusions |
Cosmic Magic Tier 3 | 8 energy | 25 feet | | One ally | Purge Illusions dispels multiple penalty effects of type Spiritual/Illusion. | Purge Illusions dispels harmful illusions cast on a nearby ally. |
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Dimension Door |
Cosmic Magic Tier 3 | 8 energy | 75 feet | | | Dimension Door teleports the caster to a point within the caster's sight. | Dimension Door teleports the caster to a location within his sight. |
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Purge Blessing |
Cosmic Magic Tier 4 | 12 energy | 75 feet | | One enemy | Purge Blessing dispels one bonus effect of type Spiritual. | Purge Blessing does not allow a saving throw. | Purse Blessing dispels a blessing cast on an enemy. |
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Bind Skirmisher |
Cosmic Magic Tier 4 | 12 energy | 75 feet | | | Bind Skirmisher summons a Valkyrie Skirmisher (Aesir 4), with an attitude of Berserk. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Bind Skirmisher reaches out to Valhalla and binds a Valkyrie Skirmisher to the caster, transporting the enraged Aesir to a location near the caster. The angry Valkyrie attacks the nearest creature until the spell expires. |
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Magic Eye |
Cosmic Magic Tier 4 | 12 energy | 75 feet | | | Magic Eye summons a Magic Eye (Construct 0), with an attitude of Party. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Magic Eye summons a magic eye that can move out independently of the caster and investigate the local area. |
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Repulse |
Cosmic Magic Tier 4 | 12 energy | 25 feet | Spiritual/Curse | One enemy | Repulse repulses the enemy target. | Repulse has no effect on a successful save. | Repulse teleports the target enemy to a random point in the enemies' sight. |
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Teleport |
Cosmic Magic Tier 5 | 20 energy | 75 feet | | | Teleport teleports the party to a point within the caster's sight. | Teleport instantly moves the party to a location within the caster's sight. |
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Prying Eyes |
Cosmic Magic Tier 5 | 20 energy | 75 feet | | | Prying Eyes summons a Prying Eyes (Construct 9), with an attitude of Party. This effect lasts for a duration of 8 hours. | Prying Eyes summons a set of magic eyes that can move out independently of the caster and investigate the local area. The prying eyes are quite stealthy, but also very vulnerable to attacks. |
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Bind Maiden |
Cosmic Magic Tier 6 | 32 energy | 75 feet | | | Bind Maiden summons a Valkyrie Maiden (Aesir 8), with an attitude of Berserk. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Bind Maiden reaches out to Valhalla and binds a Valkyrie Maiden to the caster, transporting the enraged Aesir to a location near the caster. The angry Valkyrie attacks the nearest creature until the spell expires. |
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Truesight |
Cosmic Magic Tier 6 | 32 energy | 25 feet | | One ally | Truesight dispels multiple penalty effects of type Spiritual/Illusion. | Truesight grants a bonus of 100 points, to statistics: Observation. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Grants resistance +5 against spells of type Spiritual/Illusion. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Truesight grants the target great powers of observation, and resistance against Illusion magic. |
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Mass Repulse |
Cosmic Magic Tier 6 | 32 energy | 25 feet | Spiritual/Curse | Multiple enemies | Mass Repulse repulses the enemy target. | Mass Repulse has no effect on a successful save. | Mass Repulse teleports all nearby enemies enemy to a random point in the enemies' sight. |
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Wizard's Sword |
Cosmic Magic Tier 7 | 48 energy | 75 feet | | | Wizard's Sword summons a Wizard's Sword (Construct 9), with an attitude of Party. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Wizard's Sword creates, from thin air, a magic sword that attacks enemies of its own volition, until the spell expires. |
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Word of Recall |
Cosmic Magic Tier 7 | 48 energy | caster | | | Word of Recall teleports the party back to the area entry. | Word of Recall teleport the party back to the entrance of the current area. |
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Arcane Eye |
Cosmic Magic Tier 7 | 48 energy | 75 feet | | | Arcane Eye summons a Arcane Eye (Construct 13), with an attitude of Party. This effect lasts for a duration of 8 hours. | Arcane Eye conjures up a magic eye that can move out independently of the caster and investigate the local area. The Arcane Eye is very stealthy, very sharp-eyed, but very weak. |
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Bind Avenger |
Cosmic Magic Tier 8 | 80 energy | 75 feet | | | Bind Avenger summons a Valkyrie Avenger (Aesir 12), with an attitude of Berserk. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Bind Avenger reaches out to Valhalla and binds a Valkyrie Avenger to the caster, transporting the enraged Aesir to a location near the caster. The angry Valkyrie attacks the nearest creature until the spell expires. |
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Greater Arcane Eye |
Cosmic Magic Tier 8 | 80 energy | 75 feet | | | Greater Arcane Eye summons a Greater Arcane Eye (Construct 15), with an attitude of Party. This effect lasts for a duration of 8 hours. | Greater Arcane Eye conjures up a magic eye that can move out independently of the caster and investigate the local area. The Greater Arcane Eye is very stealthy, very sharp-eyed, can open most doors and disarm most traps, but is very weak. |
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Gate |
Cosmic Magic Tier 9 | 128 energy | 75 feet | | | Gate summons a Valkyrie Slayer (Aesir 14), with an attitude of Berserk. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Gate opens a magic gateway to Valhalla, and pulls forth a Valkyrie Slayer. The furious Aesir attacks the nearest creature until the spell expires. |
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Daze |
Life Magic Tier 0 | 2 energy | 75 feet | Spiritual/Charm (immune 10) | One enemy (Civilized, Savage) | Daze inflicts the status Held. This effect lasts for a duration of 10 seconds. | Daze has no effect on a successful save. | Daze clouds the mind of one civilized or savage target, preventing him from taking any action for a short time. |
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Bless |
Life Magic Tier 1 | 3 energy | 25 feet | Spiritual | Multiple allies | Bless grants a bonus of 5 points, to statistics: Attack Bonus, Spiritual. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels. | Bless fills the minds of allies with courage, granting a bonus on attacks and Spiritual saving throws. |
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Bane |
Life Magic Tier 1 | 3 energy | 25 feet | Spiritual/Charm | Multiple enemies | Bane inflicts a penalty of -5 points, to statistics: Attack Bonus, Spiritual. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels. | Bane has no effect on a successful save. | Bane fills the minds of enemies with doubt, inflicting a penalty on attacks and Spiritual saving throws. |
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Sleep |
Life Magic Tier 1 | 3 energy | 75 feet | Material/Stasis (immune 10) | One enemy | Sleep inflicts the status Held. This effect lasts for a duration of 10 seconds, increasing by 10 seconds per level, with a maximum of 5 levels. | Sleep has no effect on a successful save. | Sleep puts one creature to sleep for a short time, during which the target cannot attack, cast spells, or move. |
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Charm Person |
Life Magic Tier 1 | 3 energy | 75 feet | Spiritual/Charm | One enemy (Civilized, Savage) | Charm Person inflicts the status Charmed. This effect lasts for a duration of 1 hour. | Charm Person has no effect on a successful save. | Charm Person allows the caster to charm one humanoid creature, civilized or savage. A charmed creature does nothing, but if it is attacked, the charm is broken. |
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Strength |
Life Magic Tier 2 | 5 energy | 25 feet | Material | One ally | Strength grants a bonus of 4 points, to statistics: Strength. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels. | Strength raises the Strength of the target for several minutes. |
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Idiocy |
Life Magic Tier 2 | 5 energy | 25 feet (touch) | Spiritual/Curse | One enemy | Idiocy inflicts a penalty of - (1 to 6) points, to statistics: Intelligence, Personality. This effect lasts for a duration of 1 hour. | Idiocy has no effect on a successful save. | Idiocy reduces the mental capabilites of the target for an hour. |
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Daze Monster |
Life Magic Tier 2 | 5 energy | 75 feet | Spiritual/Charm (immune 15) | One enemy | Daze Monster inflicts the status Held. This effect lasts for a duration of 10 seconds. | Daze Monster has no effect on a successful save. | Daze Monster clouds the mind of one target, preventing him from taking any action for a short time. |
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Cure Poison |
Life Magic Tier 2 | 5 energy | 25 feet | | One ally | Cure Poison dispels one penalty effect of type Material/Poison. | Cure the target of a poison effect. |
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Remove Paralysis |
Life Magic Tier 2 | 5 energy | 25 feet | | Multiple allies | Remove Paralysis dispels multiple penalty effects of type Material/Stasis. | Remove Paralysis frees nearby target allies from paralysis effects. |
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Personality |
Life Magic Tier 2 | 5 energy | 25 feet | Material | One ally | Personality grants a bonus of 4 points, to statistics: Personality. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels. | Personality raises the Personality of the target for several minutes. |
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Intelligence |
Life Magic Tier 2 | 5 energy | 25 feet | Material | One ally | Intelligence grants a bonus of 4 points, to statistics: Intelligence. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels. | Intelligence raises the Intelligence of the target for several minutes. |
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Durability |
Life Magic Tier 2 | 5 energy | 25 feet | Material | One ally | Durability grants a bonus of 4 points, to statistics: Durability. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels. | Durability raises the Durability of the target for several minutes. |
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Agility |
Life Magic Tier 2 | 5 energy | 25 feet | Material | One ally | Agility grants a bonus of 4 points, to statistics: Agility. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels. | Agility raises the Agility of the target for several minutes. |
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Life Force |
Life Magic Tier 3 | 8 energy | 25 feet | Material | Multiple allies (not Undead) | Life Force grants a bonus of 5 points, to statistics: Attack Bonus, Attack Damage, Energetic, Material, Spiritual. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Life Force fills your nearby allies with positive life energy, aiding their attacks and saves for a short time. |
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Hold Person |
Life Magic Tier 3 | 8 energy | 75 feet | Material/Stasis | One enemy (Civilized, Savage) | Hold Person inflicts the status Held. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Hold Person has no effect on a successful save. | Hold Person paralyzes one target creature of type civilized or savage. The target cannot move or take actions for a short time. |
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Heroism |
Life Magic Tier 3 | 8 energy | 25 feet | Spiritual | One ally | Heroism grants a bonus of 10 points, to statistics: Attack Bonus, Energetic, Material, Spiritual. This effect lasts for a duration of 1 hour. | Grants resistance +5 against spells of type Spiritual/Illusion. This effect lasts for a duration of 1 hour. | Heroism grants great bravery to the target, giving a bonus to Attack and all saving throws. |
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Deep Sleep |
Life Magic Tier 3 | 8 energy | 75 feet | Material/Stasis (immune 23) | One enemy | Deep Sleep inflicts the status Held. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Deep Sleep has no effect on a successful save. | Deep Sleep puts one creature to sleep for a short time, during which the target cannot attack, cast spells, or move. |
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Neutralize Poison |
Life Magic Tier 4 | 12 energy | 25 feet | Material | One ally | Neutralize Poison dispels multiple penalty effects of type Material/Poison. | Grants immunity against spells of type Material/Poison. This effect lasts for a duration of 1 hour. | Neutralize Poison grants the target immunity against poison. |
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Despair |
Life Magic Tier 4 | 12 energy | 25 feet | Spiritual/Curse | Multiple enemies | Despair inflicts a penalty of -10 points, to statistics: Attack Bonus, Attack Damage, Energetic, Material, Spiritual. This effect lasts for a duration of 7 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Despair has no effect on a successful save. | Despair overwhelmes nearby enemies with a malaise of sadness, inflicting a penalty on attacks and saves for a few minutes. |
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Confusion |
Life Magic Tier 4 | 12 energy | 25 feet | Spiritual/Curse | Multiple enemies | Confusion inflicts the status Confused. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Confusion has no effect on a successful save. | Confusion sends nearby enemies into a quandry of insanity, causing them to run around wildly until the spell expires in a brief time. |
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Charm Monster |
Life Magic Tier 4 | 12 energy | 75 feet | Spiritual/Charm | One enemy | Charm Monster inflicts the status Charmed. This effect lasts for a duration of 1 hour. | Charm Monster has no effect on a successful save. | Charm Monster allows the caster to charm one creature of any type. A charmed creature does nothing, but if it is attacked, the charm is broken. |
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Remove Augmentation |
Life Magic Tier 4 | 12 energy | 75 feet | | One enemy | Remove Augmentation dispels one bonus effect of type Material. | Remove Augmentation does not allow a saving throw. | Remove Augmentation magically disables one bodily augmentation on a enemy. |
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Feeblemind |
Life Magic Tier 5 | 20 energy | 75 feet | Spiritual/Curse | One enemy | Feeblemind inflicts a penalty of -10 points, to statistics: Intelligence, Personality. This effect lasts indefinitely. | Feeblemind inflicts a penalty of -50 points, to statistics: Spellcasting. This effect lasts indefinitely. | Feeblemind has no effect on a successful save. | Feeblemind causes the target's intellect to be reduced to idiocy, inflicting a large penalty to Intelligence, Personality, and spellcasting. This effect lasts until the target rests. |
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Hold Monster |
Life Magic Tier 5 | 20 energy | 75 feet | Material/Stasis | One enemy | Hold Monster inflicts the status Held. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Hold Monster has no effect on a successful save. | Hold Monster paralyzes one target creature. The target cannot move or take actions for a short time. |
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Mind Fog |
Life Magic Tier 5 | 20 energy | 25 feet | Spiritual/Curse | Multiple enemies | Mind Fog inflicts a penalty of -10 points, to statistics: Personality, Spiritual. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Mind Fog has no effect on a successful save. | Mind Fog allows the caster to fog the minds of nearby enemies, giving a penalty to Personality and Spiritual saving throws for a short time. |
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Symbol of Sleep |
Life Magic Tier 5 | 20 energy | 25 feet | Material/Stasis (immune 23) | Multiple enemies | Symbol of Sleep inflicts the status Held. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Symbol of Sleep has no effect on a successful save. | Symbol of Sleep conjures a powerful magic symbol above the caster's head, putting weak-bodied enemies nearby to sleep for a short time. |
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Raise Dead |
Life Magic Tier 5 | 20 energy | caster | | | Raise Dead raises one dead party member, at the cost of one recovery for the target. | Raise Dead brings one of the caster's party members back from the dead. The newly raised person will have 1 hit point, and will appear nearby the caster. |
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Breath of Life |
Life Magic Tier 5 | 20 energy | 25 feet | | One ally | Breath of Life heals (1 to 200) + 45 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels. | Breath of Life dispels multiple penalty effects of type Material/Debility. | Breath of Life heals the target creature, and dispels Debility effects that are adversely affecting the target. |
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Dominate Person |
Life Magic Tier 5 | 20 energy | 75 feet | Spiritual/Charm | One enemy (Civilized, Savage) | Dominate Person inflicts the status Dominated. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Dominate Person has no effect on a successful save. | Dominate Person allows the caster to dominate the mind of a civilized or savage target. Dominated creatures attack their allies until the spell expires. |
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Mass Agility |
Life Magic Tier 6 | 32 energy | 75 feet | Material | Multiple allies | Mass Agility grants a bonus of 4 points, to statistics: Agility. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Mass Agility grants greater Agility to all allies in the area. |
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Mass Durability |
Life Magic Tier 6 | 32 energy | 75 feet | Material | Multiple allies | Mass Durability grants a bonus of 4 points, to statistics: Durability. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Mass Durability grants greater Durability to all allies in the area. |
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Mass Intelligence |
Life Magic Tier 6 | 32 energy | 75 feet | Material | Multiple allies | Mass Intelligence grants a bonus of 4 points, to statistics: Intelligence. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Mass Intelligence grants greater Intelligence to all allies in the area. |
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Mass Personality |
Life Magic Tier 6 | 32 energy | 75 feet | Material | Multiple allies | Mass Personality grants a bonus of 4 points, to statistics: Personality. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Mass Personality grants greater Personality to all allies in the area. |
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Block Enchantment |
Life Magic Tier 6 | 32 energy | 25 feet | Spiritual | One ally | Block Enchantment dispels multiple penalty effects of type Spiritual/Charm. | Grants immunity against spells of type Spiritual/Charm. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Block Enchantment renders the target immune to mind-bending charm spells. |
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Mass Strength |
Life Magic Tier 6 | 32 energy | 75 feet | Material | Multiple allies | Mass Strength grants a bonus of 4 points, to statistics: Strength. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Mass Strength grants greater Strength to all allies in the area. |
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Symbol of Persuasion |
Life Magic Tier 6 | 32 energy | 25 feet | Spiritual/Charm | Multiple enemies | Symbol of Persuasion inflicts the status Charmed. This effect lasts for a duration of 1 hour. | Symbol of Persuasion has no effect on a successful save. | Symbol of Persuasion invokes an arcane symbol above the head of the caster, causing nearby enemies to become charmed. Charmed enemies perform no actions, but the charm is broken if they are attacked. |
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Great Heroism |
Life Magic Tier 6 | 32 energy | 25 feet | Spiritual | One ally | Great Heroism grants a bonus of 20 points, to statistics: Attack Bonus, Energetic, Material. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Great Heroism grants a bonus of 40 points, to statistics: Spiritual. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Great Heroism dispels multiple penalty effects of type Spiritual/Illusion. | Grants immunity against spells of type Spiritual/Illusion. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Great Heroism inspires the target to great acts, removing fear and boosting his attack and saves. |
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Mass Hold Person |
Life Magic Tier 7 | 48 energy | 75 feet | Material/Stasis | Multiple enemies (Civilized, Savage) | Mass Hold Person inflicts the status Held. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Mass Hold Person has no effect on a successful save. | Mass Hold Person paralyzes every enemy creature of type civilized or savage, within the caster's area. The affected creatures cannot move or take actions for a short time. |
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Insanity |
Life Magic Tier 7 | 48 energy | 75 feet | Spiritual/Curse | One enemy | Insanity inflicts the status Confused. This effect lasts indefinitely. | Insanity has no effect on a successful save. | Insanity drives the target insane, causing him to run around randomly until the effect can be dispelled. |
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Power Word Halt |
Life Magic Tier 7 | 48 energy | 75 feet | Material/Stasis (immune 60) | One enemy | Power Word Halt inflicts the status Immobile. This effect lasts for a duration of 30 seconds. | Power Word Halt does not allow a saving throw. | Power Word Halt causes the target to halt in his tracks for a short time. The target can still take other actions but cannot move. |
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Resurrection |
Life Magic Tier 7 | 48 energy | caster | | | Resurrection raises one dead party member, healing all damage, at the cost of one recovery for the target. | Resurrection brings one of the caster's party members back from the dead. The newly raised person will be fully healed, and will appear nearby the caster. |
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Mass Charm Monster |
Life Magic Tier 8 | 80 energy | 75 feet | Spiritual/Charm | Multiple enemies | Mass Charm Monster inflicts the status Charmed. This effect lasts for a duration of 1 hour. | Mass Charm Monster has no effect on a successful save. | Mass Charm Monster charms all enemies in the area. Charmed creatures do nothing, but the charm is broken if the creature is attacked. |
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Power Word Stun |
Life Magic Tier 8 | 80 energy | 75 feet | Material/Stasis (immune 60) | One enemy | Power Word Stun inflicts the status Held. This effect lasts for a duration of 30 seconds. | Power Word Stun does not allow a saving throw. | Power Word Stun causes the target to be stunned, taking no actions for a short time. |
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Symbol of Insanity |
Life Magic Tier 8 | 80 energy | 25 feet | Spiritual/Curse | Multiple enemies | Symbol of Insanity inflicts the status Confused. This effect lasts indefinitely. | Symbol of Insanity has no effect on a successful save. | Symbol of Insanity draws a magic symbol in the air above the caster, driving all nearby enemies insane. Insane creatures run around randomly until the effect is cured. |
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Dominate Monster |
Life Magic Tier 9 | 128 energy | 75 feet | Spiritual/Charm | One enemy | Dominate Monster inflicts the status Dominated. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Dominate Monster has no effect on a successful save. | Dominate Monster allows the caster to dominate the mind of a target enemy. Dominated creatures attack their allies until the spell expires. |
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Mass Hold Monster |
Life Magic Tier 9 | 128 energy | 75 feet | Material/Stasis | Multiple enemies | Mass Hold Monster inflicts the status Held. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Mass Hold Monster has no effect on a successful save. | Mass Hold Monster paralyzes every enemy creature within the caster's area. The affected creatures cannot move or take actions for a short time. |
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Power Word Kill |
Life Magic Tier 9 | 128 energy | 75 feet | Material/Debility (immune 60) | One enemy | Power Word Kill hits for 1000 hit points of damage. | Power Word Kill does not allow a saving throw. | Power Word Kill causes the target to be instantly killed. |
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Resistance |
High Magic Tier 0 | 2 energy | 25 feet | Spiritual | One ally | Resistance grants a bonus of 5 points, to statistics: Energetic, Material, Spiritual. This effect lasts for a duration of 50 seconds. | Resistance grants the target a bonus to his saving throws. |
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Courage |
High Magic Tier 1 | 3 energy | 25 feet | Spiritual | Multiple allies | Courage grants a bonus of 20 points, to statistics: Spiritual/Illusion. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels. | Courage dispels one penalty effect of type Spiritual/Illusion. | Courage removes fear from the caster's allies, and grants a bonus to Spiritual saving throws. |
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Shield |
High Magic Tier 1 | 3 energy | caster | Spiritual | | Shield grants a bonus of 20 points, to statistics: Defense Class, Energetic/Force. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels. | Shield creates an invisible force field around the caster, defending against attacks. |
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Protection |
High Magic Tier 1 | 3 energy | 25 feet | Spiritual | One ally | Protection grants a bonus of 5 points, to statistics: Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels. | Grants resistance +5 against spells of type Spiritual/Charm. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels. | Protection grants the target a bonus against attacks and on saving throws. |
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Lesser Restoration |
High Magic Tier 2 | 5 energy | 25 feet | | One ally | Lesser Restoration dispels one penalty effect of type Material/Debility. | Lesser Restoration removes a Debility spell on a nearby ally. |
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Calm Emotions |
High Magic Tier 2 | 5 energy | 25 feet | | Multiple allies | Calm Emotions dispels multiple penalty effects of type Spiritual/Illusion. | Calm Emotions soothes the spirits of nearby allies. |
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Silence |
High Magic Tier 2 | 5 energy | 75 feet | Spiritual/Curse | One enemy | Silence inflicts a penalty of -50 points, to statistics: Spellcasting. This effect lasts for a duration of 30 seconds, increasing by 10 seconds per level, with a maximum of 8 levels. | Silence has no effect on a successful save. | Silence envelops the target in a shroud of silence, greatly reducing his ability to cast spells. |
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Dispel Curse |
High Magic Tier 3 | 8 energy | 75 feet | | One ally | Dispel Curse dispels one penalty effect of type Spiritual/Curse. | Dispel Curse dispels one spell penalty on a friendly target. |
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Dispel Blessing |
High Magic Tier 3 | 8 energy | 75 feet | | One enemy | Dispel Blessing dispels one bonus effect of type Spiritual. | Dispel Blessing does not allow a saving throw. | Dispel Blessing dispels one spell bonus of type Spiritual on an enemy target. |
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Lightning Protection |
High Magic Tier 3 | 8 energy | 25 feet | Material | One ally | Grants resistance +5 against spells of type Energetic/Lightning. This effect lasts for a duration of 1 hour. | The target takes on a glassy sheen, granting protection against lightning. |
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Cold Protection |
High Magic Tier 3 | 8 energy | 25 feet | Material | One ally | Grants resistance +5 against spells of type Energetic/Cold. This effect lasts for a duration of 1 hour. | A wisp of steam envelopes the target, granting protection against cold. |
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Fire Protection |
High Magic Tier 3 | 8 energy | 25 feet | Material | One ally | Grants resistance +5 against spells of type Energetic/Fire. This effect lasts for a duration of 1 hour. | A cold mist condenses on the target's skin, granting protection against fire. |
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Magic Circle |
High Magic Tier 3 | 8 energy | 25 feet | Spiritual | Multiple allies | Magic Circle grants a bonus of 10 points, to statistics: Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 1 hour. | Magic Circle grants nearby allies a bonus against attacks and on saving throws. |
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Dispel Augmentation |
High Magic Tier 3 | 8 energy | 75 feet | | One enemy | Dispel Augmentation dispels one bonus effect of type Material. | Dispel Augmentation does not allow a saving throw. | Dispel Blessing dispels one spell bonus of type Material on an enemy target. |
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Lesser Magic Globe |
High Magic Tier 4 | 12 energy | caster | Spiritual | | Lesser Magic Globe grants a bonus of 27 points, to statistics: Spell Nullification. The bonus increases by 3 points per level, with a maximum of 10 levels. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Lesser Magic Globe surrounds the caster with a shimmering globe that protects against magic, granting the caster defense against hostile spells. |
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Freedom |
High Magic Tier 4 | 12 energy | 25 feet | Material | One ally | Grants immunity against spells of type Material/Stasis. This effect lasts for a duration of 7 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Freedom dispels multiple penalty effects of type Material/Stasis. | Freedom allows the target to shake of movement-inhibiting effects, and resists further stasis effects for a short time. |
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Mageskin |
High Magic Tier 4 | 12 energy | 25 feet | Material | One ally | Mageskin grants a bonus of 20 points, to statistics: Defense Class. This effect lasts for a duration of 7 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Mageskin causes the target's skin to harden with magic protection, increasing defense for tens of minutes. |
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Restoration |
High Magic Tier 4 | 12 energy | 25 feet | Spiritual | Multiple allies | Restoration dispels multiple penalty effects of type Material/Debility, Material/Necrotic. | Restoration removes spells damaging the bodies of nearby allies. |
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Dismissal |
High Magic Tier 5 | 20 energy | 75 feet | Spiritual/Curse | One enemy (summon) | Dismissal hits for 1000 hit points of damage. | Dismissal has no effect on a successful save. | Dismissal sends a summoned creature back to the world it came from. |
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Spell Nullification |
High Magic Tier 5 | 20 energy | 25 feet | Spiritual | One ally | Spell Nullification grants a bonus of 27 points, to statistics: Spell Nullification. The bonus increases by 3 points per level, with a maximum of 10 levels. This effect lasts for a duration of 9 minutes, increasing by 1 minute per level, with a maximum of 10 levels. | Spell Nullification grants the target the ability to ignore hostile spells for a few minutes. |
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Break Enchantment |
High Magic Tier 5 | 20 energy | 75 feet | Spiritual | One ally | Break Enchantment dispels multiple penalty effects of type Spiritual/Charm. | Break Enchantment releases the target from enchantments. |
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Dispel Augmentation II |
High Magic Tier 6 | 32 energy | 75 feet | | One enemy | Dispel Augmentation II dispels multiple bonus effects of type Material. | Dispel Augmentation II does not allow a saving throw. | Greater Dispel Blessing dispels all spell bonuses of type Material on an enemy target. |
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Magic Globe |
High Magic Tier 6 | 32 energy | caster | Spiritual | | Magic Globe grants a bonus of 37 points, to statistics: Spell Nullification. The bonus increases by 3 points per level, with a maximum of 10 levels. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Magic Globe surrounds the caster with a shimmering globe that protects against magic, granting the caster defense against hostile spells. |
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Dispel Blessing II |
High Magic Tier 6 | 32 energy | 75 feet | | One enemy | Dispel Blessing II dispels multiple bonus effects of type Spiritual. | Dispel Blessing II does not allow a saving throw. | Greater Dispel Blessing dispels all spell bonuses of type Spiritual on an enemy target. |
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Dispel Curse II |
High Magic Tier 6 | 32 energy | 75 feet | | One ally | Dispel Curse II dispels multiple penalty effects of type Spiritual/Curse. | Greater Dispel Curse dispels all curses on a friendly target. |
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Limited Wish: Ally |
High Magic Tier 7 | 48 energy | 75 feet | | | Limited Wish: Ally summons a Magic Soldier (Construct 10), with an attitude of Friendly. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Limited Wish: Ally summons a shining warrior of pure magic to attack the enemies of the caster until the spell expires. |
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Limited Wish: Power |
High Magic Tier 7 | 48 energy | caster | Material | | Limited Wish: Power grants a bonus of 2 points, to statistics: Strength, Agility, Durability. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Limited Wish: Power grants a bonus of 5 points, to statistics: Attack Bonus, Defense Class, Material, Action Speed. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Limited Wish: Power grants the caster great combat abilities for a short time. |
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Limited Wish: Health |
High Magic Tier 7 | 48 energy | 75 feet | | Multiple allies | Limited Wish: Health heals (1 to 120) + 85 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels. | Limited Wish: Health dispels multiple penalty effects of type Material/Debility. | Limited Wish: Health heals wounds from the caster and allies in the area. |
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Banishment |
High Magic Tier 7 | 48 energy | 75 feet | Spiritual/Curse | Multiple enemies (summon) | Banishment hits for 1000 hit points of damage. | Banishment has no effect on a successful save. | Banishment sends summoned creatures in the area back to the world they came from. |
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Greater Restoration |
High Magic Tier 7 | 48 energy | 25 feet | Spiritual | Multiple allies | Greater Restoration dispels multiple penalty effects of type Material/Debility, Material/Necrotic, Spiritual/Curse, Material/Stasis. | Greater Restoration dispels many hostile effects on all nearby allies. |
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Mind Blank |
High Magic Tier 8 | 80 energy | 25 feet | Spiritual | One ally | Mind Blank dispels multiple penalty effects of type Spiritual. | Grants immunity against spells of type Spiritual. This effect lasts for a duration of 8 hours. | Mind Blank grants a nearby ally an unshakeable sense of peace and clear mindedness. |
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Aura of Magic |
High Magic Tier 8 | 80 energy | 25 feet | Spiritual | Multiple allies | Aura of Magic grants a bonus of 20 points, to statistics: Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Aura of Magic grants a bonus of 37 points, to statistics: Spell Nullification. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Aura of Magic surrounds nearby allies with a magic aura, protecting them from spells and attacks. |
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Spell Protection |
High Magic Tier 8 | 80 energy | 75 feet | Spiritual | Multiple allies | Spell Protection grants a bonus of 40 points, to statistics: Energetic, Material, Spiritual. This effect lasts for a duration of 8 hours. | Protection from Spells grants all allies a significant bonus to saving throws. |
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Wish: Ally |
High Magic Tier 9 | 128 energy | 75 feet | | | Wish: Ally summons a Magic Knight (Construct 14), with an attitude of Friendly. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Wish: Ally summons a shining warrior of pure magic to attack the enemies of the caster until the spell expires. |
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Wish: Power |
High Magic Tier 9 | 128 energy | caster | Material | | Wish: Power grants a bonus of 4 points, to statistics: Strength, Agility, Durability. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Wish: Power grants a bonus of 10 points, to statistics: Attack Bonus, Defense Class, Material, Action Speed. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels. | Wish: Power grants the caster great combat abilities for a short time. |
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Wish: Health |
High Magic Tier 9 | 128 energy | 75 feet | | Multiple allies | Wish: Health heals 1050 hit points, at the cost of one recovery for the target. The healing increases by 50 per level, with a maximum of 10 levels. | Wish: Health dispels multiple penalty effects of type Material/Debility, Material/Necrotic, Spiritual/Curse, Material/Stasis, Material/Poison. | Wish: Health heals massive wounds, and removes negative effects, from the caster and allies in the area. |
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Shield Wall 1 |
Shield Level 10 | 10 energy (ongoing) | caster | Power | | This power requires the actor to use style: Shield. | Shield Wall 1 grants a bonus of 10 points, to statistics: Defense Class. This effect lasts while maintained. | The actor forms a living wall with his shield. |
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Shield Wall 2 |
Shield Level 15 | 15 energy (ongoing) | caster | Power | | This power requires the actor to use style: Shield. | Shield Wall 2 grants a bonus of 15 points, to statistics: Defense Class. This effect lasts while maintained. | The actor forms a living wall with his shield. |
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Shield Wall 3 |
Shield Level 20 | 20 energy (ongoing) | caster | Power | | This power requires the actor to use style: Shield. | Shield Wall 3 grants a bonus of 20 points, to statistics: Defense Class. This effect lasts while maintained. | The actor forms a living wall with his shield. |
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Duelist Maneuver 1 |
Duelist Level 10 | 10 energy (ongoing) | caster | Power | | This power requires the actor to use style: Duelist. | Duelist Maneuver 1 grants a bonus of 10 points, to statistics: Defense Class. This effect lasts while maintained. | The actor maneuvers adroitly, making himself nearly impossible to strike. |
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Duelist Maneuver 2 |
Duelist Level 15 | 15 energy (ongoing) | caster | Power | | This power requires the actor to use style: Duelist. | Duelist Maneuver 2 grants a bonus of 15 points, to statistics: Defense Class. This effect lasts while maintained. | The actor maneuvers adroitly, making himself nearly impossible to strike. |
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Duelist Maneuver 3 |
Duelist Level 20 | 20 energy (ongoing) | caster | Power | | This power requires the actor to use style: Duelist. | Duelist Maneuver 3 grants a bonus of 20 points, to statistics: Defense Class. This effect lasts while maintained. | The actor maneuvers adroitly, making himself nearly impossible to strike. |
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Marksman Bullseye 1 |
Marksman Level 10 | 10 energy (ongoing) | caster | Power | | This power requires the actor to use style: Marksman. | Marksman Bullseye 1 grants a bonus of 10 points, to statistics: Attack Bonus. This effect lasts while maintained. | The actor targets the smallest chinks in his target's armor. |
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Marksman Bullseye 2 |
Marksman Level 15 | 15 energy (ongoing) | caster | Power | | This power requires the actor to use style: Marksman. | Marksman Bullseye 2 grants a bonus of 15 points, to statistics: Attack Bonus. This effect lasts while maintained. | The actor targets the smallest chinks in his target's armor. |
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Marksman Bullseye 3 |
Marksman Level 20 | 20 energy (ongoing) | caster | Power | | This power requires the actor to use style: Marksman. | Marksman Bullseye 3 grants a bonus of 20 points, to statistics: Attack Bonus. This effect lasts while maintained. | The actor targets the smallest chinks in his target's armor. |
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Two Handed Berserk 1 |
Two Handed Level 10 | 10 energy (ongoing) | caster | Power | | This power requires the actor to use style: Two Handed. | Two Handed Berserk 1 grants a bonus of 10 points, to statistics: Attack Damage. This effect lasts while maintained. | The actor wields his great weapon with a berserk rage. |
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Two Handed Berserk 2 |
Two Handed Level 15 | 15 energy (ongoing) | caster | Power | | This power requires the actor to use style: Two Handed. | Two Handed Berserk 2 grants a bonus of 15 points, to statistics: Attack Damage. This effect lasts while maintained. | The actor wields his great weapon with a berserk rage. |
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Two Handed Berserk 3 |
Two Handed Level 20 | 20 energy (ongoing) | caster | Power | | This power requires the actor to use style: Two Handed. | Two Handed Berserk 3 grants a bonus of 20 points, to statistics: Attack Damage. This effect lasts while maintained. | The actor wields his great weapon with a berserk rage. |
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Dual Wield Skirmish 1 |
Dual Wield Level 10 | 10 energy (ongoing) | caster | Power | | This power requires the actor to use style: Dual Wield. | Dual Wield Skirmish 1 grants a bonus of 10 points, to statistics: Attack Bonus. This effect lasts while maintained. | The actor darts and dances around his opponent, rendering his enemies' defenses futile. |
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Dual Wield Skirmish 2 |
Dual Wield Level 15 | 15 energy (ongoing) | caster | Power | | This power requires the actor to use style: Dual Wield. | Dual Wield Skirmish 2 grants a bonus of 15 points, to statistics: Attack Bonus. This effect lasts while maintained. | The actor darts and dances around his opponent, rendering his enemies' defenses futile. |
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Dual Wield Skirmish 3 |
Dual Wield Level 20 | 20 energy (ongoing) | caster | Power | | This power requires the actor to use style: Dual Wield. | Dual Wield Skirmish 3 grants a bonus of 20 points, to statistics: Attack Bonus. This effect lasts while maintained. | The actor darts and dances around his opponent, rendering his enemies' defenses futile. |
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Light Blade Lunge 1 |
Light Blade Mastery Level 10 | 10 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Light Blade. | Light Blade Lunge 1 grants a bonus of 10 points, to statistics: Attack Bonus. This effect lasts while maintained. | The actor attacks with a fearless lunge, effortlessly hitting his target. |
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Light Blade Lunge 2 |
Light Blade Mastery Level 15 | 15 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Light Blade. | Light Blade Lunge 2 grants a bonus of 15 points, to statistics: Attack Bonus. This effect lasts while maintained. | The actor attacks with a fearless lunge, effortlessly hitting his target. |
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Light Blade Lunge 3 |
Light Blade Mastery Level 20 | 20 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Light Blade. | Light Blade Lunge 3 grants a bonus of 20 points, to statistics: Attack Bonus. This effect lasts while maintained. | The actor attacks with a fearless lunge, effortlessly hitting his target. |
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Heavy Blade Precision 1 |
Heavy Blade Mastery Level 10 | 10 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Heavy Blade. | Heavy Blade Precision 1 grants a bonus of 10 points, to statistics: Attack Bonus. This effect lasts while maintained. | The actor concentrates on the weak points in his enemies' defense, striking with unerring precision. |
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Heavy Blade Precision 2 |
Heavy Blade Mastery Level 15 | 15 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Heavy Blade. | Heavy Blade Precision 2 grants a bonus of 15 points, to statistics: Attack Bonus. This effect lasts while maintained. | The actor concentrates on the weak points in his enemies' defense, striking with unerring precision. |
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Heavy Blade Precision 3 |
Heavy Blade Mastery Level 20 | 20 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Heavy Blade. | Heavy Blade Precision 3 grants a bonus of 20 points, to statistics: Attack Bonus. This effect lasts while maintained. | The actor concentrates on the weak points in his enemies' defense, striking with unerring precision. |
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Whirling Staff 1 |
Staff Mastery Level 10 | 10 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Staff. | Whirling Staff 1 grants a bonus of 10 points, to statistics: Defense Class. This effect lasts while maintained. | The actor whirls his staff in a vicious spin, rendering him nearly impossible to hit. |
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Whirling Staff 2 |
Staff Mastery Level 15 | 15 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Staff. | Whirling Staff 2 grants a bonus of 15 points, to statistics: Defense Class. This effect lasts while maintained. | The actor whirls his staff in a vicious spin, rendering him nearly impossible to hit. |
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Whirling Staff 3 |
Staff Mastery Level 20 | 20 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Staff. | Whirling Staff 3 grants a bonus of 20 points, to statistics: Defense Class. This effect lasts while maintained. | The actor whirls his staff in a vicious spin, rendering him nearly impossible to hit. |
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Bludgeon Repulsion 1 |
Bludgeon Mastery Level 10 | 10 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Bludgeon. | Bludgeon Repulsion 1 grants a bonus of 10 points, to statistics: Defense Class. This effect lasts while maintained. | The actor wards off his enemies with his bludgeon, brutally inhibiting their attacks. |
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Bludgeon Repulsion 2 |
Bludgeon Mastery Level 15 | 15 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Bludgeon. | Bludgeon Repulsion 2 grants a bonus of 15 points, to statistics: Defense Class. This effect lasts while maintained. | The actor wards off his enemies with his bludgeon, brutally inhibiting their attacks. |
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Bludgeon Repulsion 3 |
Bludgeon Mastery Level 20 | 20 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Bludgeon. | Bludgeon Repulsion 3 grants a bonus of 20 points, to statistics: Defense Class. This effect lasts while maintained. | The actor wards off his enemies with his bludgeon, brutally inhibiting their attacks. |
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Tremendous Axe Strike 1 |
Axe Mastery Level 10 | 10 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Axe. | Tremendous Axe Strike 1 grants a bonus of 10 points, to statistics: Attack Damage. This effect lasts while maintained. | The actor deals a tremendous blow with his axe, hewing through his enemies' armor. |
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Tremendous Axe Strike 2 |
Axe Mastery Level 15 | 15 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Axe. | Tremendous Axe Strike 2 grants a bonus of 15 points, to statistics: Attack Damage. This effect lasts while maintained. | The actor deals a tremendous blow with his axe, hewing through his enemies' armor. |
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Tremendous Axe Strike 3 |
Axe Mastery Level 20 | 20 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Axe. | Tremendous Axe Strike 3 grants a bonus of 20 points, to statistics: Attack Damage. This effect lasts while maintained. | The actor deals a tremendous blow with his axe, hewing through his enemies' armor. |
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Power Bowshot 1 |
Bow Mastery Level 10 | 10 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Bow. | Power Bowshot 1 grants a bonus of 10 points, to statistics: Attack Damage. This effect lasts while maintained. | The actor fires his bow with extra power, sending arrows with jarring velocity. |
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Power Bowshot 2 |
Bow Mastery Level 15 | 15 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Bow. | Power Bowshot 2 grants a bonus of 15 points, to statistics: Attack Damage. This effect lasts while maintained. | The actor fires his bow with extra power, sending arrows with jarring velocity. |
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Power Bowshot 3 |
Bow Mastery Level 20 | 20 energy (ongoing) | caster | Power | | This power requires the actor use a weapon of type: Bow. | Power Bowshot 3 grants a bonus of 20 points, to statistics: Attack Damage. This effect lasts while maintained. | The actor fires his bow with extra power, sending arrows with jarring velocity. |
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Song of Inspiration 1 |
Singing Level 0 | 1 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Inspiration 1 has a difficulty of 50. |
Song of Inspiration 1 grants a bonus of 5 points, to statistics: Attack Bonus, Defense Class. This effect lasts while maintained. | The actor sings a Song of Inspiration, driving his allies on to success in battle. |
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Song of Inspiration 2 |
Improved Singing Level 5 | 5 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Inspiration 2 has a difficulty of 75. |
Song of Inspiration 2 grants a bonus of 10 points, to statistics: Attack Bonus, Defense Class. This effect lasts while maintained. | The actor sings a Song of Inspiration, driving his allies on to success in battle. |
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Song of Inspiration 3 |
Masterful Singing Level 10 | 10 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Inspiration 3 has a difficulty of 100. |
Song of Inspiration 3 grants a bonus of 15 points, to statistics: Attack Bonus, Defense Class. This effect lasts while maintained. | The actor sings a Song of Inspiration, driving his allies on to success in battle. |
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Song of Inspiration 4 |
Masterful Singing Level 15 | 15 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Inspiration 4 has a difficulty of 125. |
Song of Inspiration 4 grants a bonus of 20 points, to statistics: Attack Bonus, Defense Class. This effect lasts while maintained. | The actor sings a Song of Inspiration, driving his allies on to success in battle. |
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Song of Inspiration 5 |
Masterful Singing Level 20 | 20 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Inspiration 5 has a difficulty of 150. |
Song of Inspiration 5 grants a bonus of 25 points, to statistics: Attack Bonus, Defense Class. This effect lasts while maintained. | The actor sings a Song of Inspiration, driving his allies on to success in battle. |
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Song of Endurance 1 |
Battle Music Level 5 | 5 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Endurance 1 has a difficulty of 75. |
Song of Endurance 1 grants a bonus of 2 points, to statistics: Durability. This effect lasts while maintained. | Song of Endurance 1 grants a bonus of 5 points, to statistics: Material. This effect lasts while maintained. | The actor sings a song of Endurance, propelling his allies to feats of incredible stamina. |
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Song of Rage 1 |
Battle Music Level 5 | 5 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Rage 1 has a difficulty of 75. |
Song of Rage 1 grants a bonus of 2 points, to statistics: Strength. This effect lasts while maintained. | Song of Rage 1 grants a bonus of 5 points, to statistics: Attack Damage. This effect lasts while maintained. | The actor sings a song of Rage, driving his allies into a fury against their enemies. |
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Song of Rage 2 |
Battle Music Level 10 | 10 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Rage 2 has a difficulty of 100. |
Song of Rage 2 grants a bonus of 4 points, to statistics: Strength. This effect lasts while maintained. | Song of Rage 2 grants a bonus of 10 points, to statistics: Attack Damage. This effect lasts while maintained. | The actor sings a song of Rage, driving his allies into a fury against their enemies. |
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Song of Endurance 2 |
Battle Music Level 10 | 10 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Endurance 2 has a difficulty of 100. |
Song of Endurance 2 grants a bonus of 4 points, to statistics: Durability. This effect lasts while maintained. | Song of Endurance 2 grants a bonus of 10 points, to statistics: Material. This effect lasts while maintained. | Grants resistance +5 against spells of type Material. This effect lasts while maintained. | The actor sings a song of Endurance, propelling his allies to feats of incredible stamina. |
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Song of Endurance 3 |
Battle Music Level 15 | 15 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Endurance 3 has a difficulty of 125. |
Song of Endurance 3 grants a bonus of 6 points, to statistics: Durability. This effect lasts while maintained. | Song of Endurance 3 grants a bonus of 15 points, to statistics: Material. This effect lasts while maintained. | Grants resistance +5 against spells of type Material. This effect lasts while maintained. | The actor sings a song of Endurance, propelling his allies to feats of incredible stamina. |
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Song of Rage 3 |
Battle Music Level 15 | 15 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Rage 3 has a difficulty of 125. |
Song of Rage 3 grants a bonus of 6 points, to statistics: Strength. This effect lasts while maintained. | Song of Rage 3 grants a bonus of 15 points, to statistics: Attack Damage. This effect lasts while maintained. | The actor sings a song of Rage, driving his allies into a fury against their enemies. |
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Song of Endurance 4 |
Battle Music Level 20 | 20 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Endurance 4 has a difficulty of 150. |
Song of Endurance 4 grants a bonus of 8 points, to statistics: Durability. This effect lasts while maintained. | Song of Endurance 4 grants a bonus of 20 points, to statistics: Material. This effect lasts while maintained. | Grants resistance +5 against spells of type Material. This effect lasts while maintained. | The actor sings a song of Endurance, propelling his allies to feats of incredible stamina. |
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Song of Rage 4 |
Battle Music Level 20 | 20 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Rage 4 has a difficulty of 150. |
Song of Rage 4 grants a bonus of 8 points, to statistics: Strength. This effect lasts while maintained. | Song of Rage 4 grants a bonus of 20 points, to statistics: Attack Damage. This effect lasts while maintained. | The actor sings a song of Rage, driving his allies into a fury against their enemies. |
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Song of Courage 1 |
Heroic Music Level 5 | 5 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Courage 1 has a difficulty of 75. |
Song of Courage 1 grants a bonus of 10 points, to statistics: Spiritual/Illusion. This effect lasts while maintained. | Grants resistance +5 against spells of type Spiritual/Illusion. This effect lasts while maintained. | Song of Courage 1 grants a bonus of 5 points, to statistics: Attack Bonus. This effect lasts while maintained. | Song of Courage 1 grants a bonus of 5 points, to statistics: Defense Class. This effect lasts while maintained. | The actor sings a song of Courage, granting his allies bravery in the face of danger. |
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Song of Persuasion 1 |
Heroic Music Level 5 | 5 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Persuasion 1 has a difficulty of 75. |
Song of Persuasion 1 grants a bonus of 2 points, to statistics: Personality. This effect lasts while maintained. | Song of Persuasion 1 grants a bonus of 25 points, to statistics: Diplomacy. This effect lasts while maintained. | The actor sings a song of Persuasion, granting his allies powerful charismatic abilities. |
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Song of Courage 2 |
Heroic Music Level 10 | 10 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Courage 2 has a difficulty of 100. |
Grants immunity against spells of type Spiritual/Illusion. This effect lasts while maintained. | Song of Courage 2 grants a bonus of 10 points, to statistics: Attack Bonus. This effect lasts while maintained. | Song of Courage 2 grants a bonus of 10 points, to statistics: Defense Class. This effect lasts while maintained. | The actor sings a song of Courage, granting his allies bravery in the face of danger. |
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Song of Persuasion 2 |
Heroic Music Level 10 | 10 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Persuasion 2 has a difficulty of 100. |
Song of Persuasion 2 grants a bonus of 4 points, to statistics: Personality. This effect lasts while maintained. | Song of Persuasion 2 grants a bonus of 50 points, to statistics: Diplomacy. This effect lasts while maintained. | The actor sings a song of Persuasion, granting his allies powerful charismatic abilities. |
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Song of Courage 3 |
Heroic Music Level 15 | 15 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Courage 3 has a difficulty of 125. |
Grants immunity against spells of type Spiritual/Illusion. This effect lasts while maintained. | Song of Courage 3 grants a bonus of 15 points, to statistics: Attack Bonus. This effect lasts while maintained. | Song of Courage 3 grants a bonus of 15 points, to statistics: Defense Class. This effect lasts while maintained. | The actor sings a song of Courage, granting his allies bravery in the face of danger. |
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Song of Persuasion 3 |
Heroic Music Level 15 | 15 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Persuasion 3 has a difficulty of 125. |
Song of Persuasion 3 grants a bonus of 6 points, to statistics: Personality. This effect lasts while maintained. | Song of Persuasion 3 grants a bonus of 75 points, to statistics: Diplomacy. This effect lasts while maintained. | The actor sings a song of Persuasion, granting his allies powerful charismatic abilities. |
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Song of Courage 4 |
Heroic Music Level 20 | 20 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Courage 4 has a difficulty of 150. |
Grants immunity against spells of type Spiritual/Illusion. This effect lasts while maintained. | Song of Courage 4 grants a bonus of 20 points, to statistics: Attack Bonus. This effect lasts while maintained. | Song of Courage 4 grants a bonus of 20 points, to statistics: Defense Class. This effect lasts while maintained. | The actor sings a song of Courage, granting his allies bravery in the face of danger. |
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Song of Persuasion 4 |
Heroic Music Level 20 | 20 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Persuasion 4 has a difficulty of 150. |
Song of Persuasion 4 grants a bonus of 8 points, to statistics: Personality. This effect lasts while maintained. | Song of Persuasion 4 grants a bonus of 100 points, to statistics: Diplomacy. This effect lasts while maintained. | The actor sings a song of Persuasion, granting his allies powerful charismatic abilities. |
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Song of Silence 1 |
Shadow Music Level 10 | 10 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Silence 1 has a difficulty of 100. |
Song of Silence 1 grants a bonus of 50 points, to statistics: Stealth. This effect lasts while maintained. | Song of Silence 1 grants a bonus of 20 points, to statistics: Defense Class. This effect lasts while maintained. | The actor sings a song of Silence, wrapping his allies in a shroud of secrecy. |
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Song of Cunning 1 |
Shadow Music Level 10 | 10 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Cunning 1 has a difficulty of 100. |
Song of Cunning 1 grants a bonus of 4 points, to statistics: Agility. This effect lasts while maintained. | Song of Cunning 1 grants a bonus of 10 points, to statistics: Energetic. This effect lasts while maintained. | Grants resistance +5 against spells of type Energetic. This effect lasts while maintained. | The actor sings a song of Cunning, and his allies gain elusiveness and trickery. |
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Song of Quickness 1 |
Shadow Music Level 10 | 10 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Quickness 1 has a difficulty of 100. |
Song of Quickness 1 grants a bonus of 4 points, to statistics: Agility. This effect lasts while maintained. | Song of Quickness 1 grants a bonus of 5 points, to statistics: Action Speed, Movement Speed. This effect lasts while maintained. | The actor sings a song of Quickness, and his allies move with increased speed and dexterity. |
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Song of Cunning 2 |
Shadow Music Level 15 | 15 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Cunning 2 has a difficulty of 125. |
Song of Cunning 2 grants a bonus of 6 points, to statistics: Agility. This effect lasts while maintained. | Song of Cunning 2 grants a bonus of 15 points, to statistics: Energetic. This effect lasts while maintained. | Grants resistance +5 against spells of type Energetic. This effect lasts while maintained. | The actor sings a song of Cunning, and his allies gain elusiveness and trickery. |
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Song of Silence 2 |
Shadow Music Level 15 | 15 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Silence 2 has a difficulty of 125. |
Song of Silence 2 grants a bonus of 75 points, to statistics: Stealth. This effect lasts while maintained. | Song of Silence 2 grants a bonus of 30 points, to statistics: Defense Class. This effect lasts while maintained. | The actor sings a song of Silence, wrapping his allies in a shroud of secrecy. |
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Song of Quickness 2 |
Shadow Music Level 15 | 15 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Quickness 2 has a difficulty of 125. |
Song of Quickness 2 grants a bonus of 6 points, to statistics: Agility. This effect lasts while maintained. | Song of Quickness 2 grants a bonus of 7 points, to statistics: Action Speed, Movement Speed. This effect lasts while maintained. | The actor sings a song of Quickness, and his allies move with increased speed and dexterity. |
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Song of Cunning 3 |
Shadow Music Level 20 | 20 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Cunning 3 has a difficulty of 150. |
Song of Cunning 3 grants a bonus of 8 points, to statistics: Agility. This effect lasts while maintained. | Song of Cunning 3 grants a bonus of 20 points, to statistics: Energetic. This effect lasts while maintained. | Grants resistance +5 against spells of type Energetic. This effect lasts while maintained. | The actor sings a song of Cunning, and his allies gain elusiveness and trickery. |
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Song of Silence 3 |
Shadow Music Level 20 | 20 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Silence 3 has a difficulty of 150. |
Song of Silence 3 grants a bonus of 100 points, to statistics: Stealth. This effect lasts while maintained. | Song of Silence 3 grants a bonus of 40 points, to statistics: Defense Class. This effect lasts while maintained. | The actor sings a song of Silence, wrapping his allies in a shroud of secrecy. |
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Song of Quickness 3 |
Shadow Music Level 20 | 20 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Quickness 3 has a difficulty of 150. |
Song of Quickness 3 grants a bonus of 8 points, to statistics: Agility. This effect lasts while maintained. | Song of Quickness 3 grants a bonus of 10 points, to statistics: Action Speed, Movement Speed. This effect lasts while maintained. | The actor sings a song of Quickness, and his allies move with increased speed and dexterity. |
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Song of Mysticism 1 |
Wondrous Music Level 10 | 10 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Mysticism 1 has a difficulty of 100. |
Song of Mysticism 1 grants a bonus of 4 points, to statistics: Personality. This effect lasts while maintained. | Song of Mysticism 1 grants a bonus of 10 points, to statistics: Spellcasting. This effect lasts while maintained. | The actor sings a song of Mysticism, and his allies have their magical abilities improved. |
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Song of Willpower 1 |
Wondrous Music Level 10 | 10 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Willpower 1 has a difficulty of 100. |
Song of Willpower 1 grants a bonus of 10 points, to statistics: Spiritual, Spiritual/Charm. This effect lasts while maintained. | Grants resistance +5 against spells of type Spiritual. This effect lasts while maintained. | Grants resistance +5 against spells of type Spiritual/Charm. This effect lasts while maintained. | The actor sings a song of Willpower, granting his allies indomitable control of their minds. |
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Song of Concentration 1 |
Wondrous Music Level 10 | 10 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Concentration 1 has a difficulty of 100. |
Song of Concentration 1 grants a bonus of 4 points, to statistics: Intelligence. This effect lasts while maintained. | Song of Concentration 1 grants a bonus of 50 points, to statistics: Locks. This effect lasts while maintained. | The actor sings a song of Concentration, and his allies have their mental facilities enhanced. |
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Song of Mysticism 2 |
Wondrous Music Level 15 | 15 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Mysticism 2 has a difficulty of 125. |
Song of Mysticism 2 grants a bonus of 6 points, to statistics: Personality. This effect lasts while maintained. | Song of Mysticism 2 grants a bonus of 15 points, to statistics: Spellcasting. This effect lasts while maintained. | The actor sings a song of Mysticism, and his allies have their magical abilities improved. |
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Song of Willpower 2 |
Wondrous Music Level 15 | 15 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Willpower 2 has a difficulty of 125. |
Song of Willpower 2 grants a bonus of 15 points, to statistics: Spiritual. This effect lasts while maintained. | Grants resistance +5 against spells of type Spiritual. This effect lasts while maintained. | Grants immunity against spells of type Spiritual/Charm. This effect lasts while maintained. | The actor sings a song of Willpower, granting his allies indomitable control of their minds. |
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Song of Concentration 2 |
Wondrous Music Level 15 | 15 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Concentration 2 has a difficulty of 125. |
Song of Concentration 2 grants a bonus of 6 points, to statistics: Intelligence. This effect lasts while maintained. | Song of Concentration 2 grants a bonus of 75 points, to statistics: Locks. This effect lasts while maintained. | The actor sings a song of Concentration, and his allies have their mental facilities enhanced. |
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Song of Mysticism 3 |
Wondrous Music Level 20 | 20 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Mysticism 3 has a difficulty of 150. |
Song of Mysticism 3 grants a bonus of 8 points, to statistics: Personality. This effect lasts while maintained. | Song of Mysticism 3 grants a bonus of 20 points, to statistics: Spellcasting. This effect lasts while maintained. | The actor sings a song of Mysticism, and his allies have their magical abilities improved. |
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Song of Willpower 3 |
Wondrous Music Level 20 | 20 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Willpower 3 has a difficulty of 150. |
Song of Willpower 3 grants a bonus of 20 points, to statistics: Spiritual. This effect lasts while maintained. | Grants resistance +5 against spells of type Spiritual. This effect lasts while maintained. | Grants immunity against spells of type Spiritual/Charm. This effect lasts while maintained. | The actor sings a song of Willpower, granting his allies indomitable control of their minds. |
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Song of Concentration 3 |
Wondrous Music Level 20 | 20 energy (ongoing) | 75 feet | Musical | Multiple allies | Song of Concentration 3 has a difficulty of 150. |
Song of Concentration 3 grants a bonus of 8 points, to statistics: Intelligence. This effect lasts while maintained. | Song of Concentration 3 grants a bonus of 100 points, to statistics: Locks. This effect lasts while maintained. | The actor sings a song of Concentration, and his allies have their mental facilities enhanced. |
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Stout Fortitude 1 |
Improved Material Level 10 | 10 energy (ongoing) | caster | Power | | Stout Fortitude 1 grants a bonus of 5 points, to statistics: Material. This effect lasts while maintained. | Grants resistance +10 against spells of type Material. This effect lasts while maintained. | The actor stands stout before the onslaught! |
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Stout Fortitude 2 |
Improved Material Level 15 | 15 energy (ongoing) | caster | Power | | Stout Fortitude 2 grants a bonus of 10 points, to statistics: Material. This effect lasts while maintained. | Grants resistance +10 against spells of type Material. This effect lasts while maintained. | The actor stands stout before the onslaught! |
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Stout Fortitude 3 |
Improved Material Level 20 | 20 energy (ongoing) | caster | Power | | Stout Fortitude 3 grants a bonus of 15 points, to statistics: Material. This effect lasts while maintained. | Grants resistance +10 against spells of type Material. This effect lasts while maintained. | The actor stands stout before the onslaught! |
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Acrobatic Escape 1 |
Improved Energetic Level 10 | 10 energy (ongoing) | caster | Power | | Acrobatic Escape 1 grants a bonus of 5 points, to statistics: Energetic. This effect lasts while maintained. | Grants resistance +10 against spells of type Energetic. This effect lasts while maintained. | The actor acrobats wildly around, weaving, bobbing and dodging in all directions. |
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Acrobatic Escape 2 |
Improved Energetic Level 15 | 15 energy (ongoing) | caster | Power | | Acrobatic Escape 2 grants a bonus of 10 points, to statistics: Energetic. This effect lasts while maintained. | Grants resistance +10 against spells of type Energetic. This effect lasts while maintained. | The actor acrobats wildly around, weaving, bobbing and dodging in all directions. |
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Acrobatic Escape 3 |
Improved Energetic Level 20 | 20 energy (ongoing) | caster | Power | | Acrobatic Escape 3 grants a bonus of 15 points, to statistics: Energetic. This effect lasts while maintained. | Grants resistance +10 against spells of type Energetic. This effect lasts while maintained. | The actor acrobats wildly around, weaving, bobbing and dodging in all directions. |
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Resolute Belief 1 |
Improved Spiritual Level 10 | 10 energy (ongoing) | caster | Power | | Resolute Belief 1 grants a bonus of 5 points, to statistics: Spiritual. This effect lasts while maintained. | Grants resistance +10 against spells of type Spiritual. This effect lasts while maintained. | The actor stays strong in his beliefs, resisting all attempts to affect his mind. |
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Resolute Belief 2 |
Improved Spiritual Level 15 | 15 energy (ongoing) | caster | Power | | Resolute Belief 2 grants a bonus of 10 points, to statistics: Spiritual. This effect lasts while maintained. | Grants resistance +10 against spells of type Spiritual. This effect lasts while maintained. | The actor stays strong in his beliefs, resisting all attempts to affect his mind. |
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Resolute Belief 3 |
Improved Spiritual Level 20 | 20 energy (ongoing) | caster | Power | | Resolute Belief 3 grants a bonus of 15 points, to statistics: Spiritual. This effect lasts while maintained. | Grants resistance +10 against spells of type Spiritual. This effect lasts while maintained. | The actor stays strong in his beliefs, resisting all attempts to affect his mind. |
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The Family |
The Family is a para-military organization that trains and hires out combat operatives, from simple security (caravan escorts, guards, etc) to private armies. Fighters are especially common, but they also have adventurers of various types, and even a few battlemages.
Rank 1 (Soldier)
Rank 2 (Veteran)
Rank 3 (Commander)
Rank 4 (Lord Commander)
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Church of the Mother |
The Mother is a major Goddess in the pantheon of the Northern Church of Angterra. The Northern Church is a conservative church, with strict religious rules, ceremonies, and hierarchies; the local branch is overseen by the Bishop of Stowsey in Lannock City. Worship of the Northern pantheon is the most common religion in the Timberhills region, though the independent-minded residents are not always interested in the rulings and practices of a Bishop they have never met. The Mother is the Goddess of fertility, farming, and the Earth. Followers of the Mother often specialize in healing and defensive magic.
Rank 1 (Acolyte)
Rank 2 (Priest/Priestess)
- Greater Dagger (Religion, Matter Magic Tier 3)
- Greater Quarterstaff (Religion, Matter Magic Tier 3)
- Greater Warhammer (Religion, Matter Magic Tier 3)
- Greater Shortbow (Religion, Matter Magic Tier 3)
- Magic Leather (Religion, Matter Magic Tier 3)
- Magic Platemail (Religion, Matter Magic Tier 3)
- Cure Serious (Religion, Matter Magic Tier 3)
- Cure Critical (Religion, Matter Magic Tier 4)
- Mass Cure Light (Religion, Matter Magic Tier 5)
- Hammer of Disruption (Religion, Matter Magic Tier 5)
- Heroism (Religion, Life Magic Tier 3)
- Life Force (Religion, Life Magic Tier 3)
- Confusion (Religion, Life Magic Tier 4)
- Remove Augmentation (Religion, Life Magic Tier 4)
- Neutralize Poison (Religion, Life Magic Tier 4)
- Breath of Life (Religion, Life Magic Tier 5)
- Symbol of Sleep (Religion, Life Magic Tier 5)
- Raise Dead (Religion, Life Magic Tier 5)
Rank 3 (Elder)
- Heal (Religion, Matter Magic Tier 6)
- Mass Cure Moderate (Religion, Matter Magic Tier 6)
- Mass Cure Serious (Religion, Matter Magic Tier 7)
- Incorporeal Body (Religion, Matter Magic Tier 7)
- Great Heroism (Religion, Life Magic Tier 6)
- Mass Strength (Religion, Life Magic Tier 6)
- Mass Agility (Religion, Life Magic Tier 6)
- Mass Durability (Religion, Life Magic Tier 6)
- Mass Intelligence (Religion, Life Magic Tier 6)
- Mass Personality (Religion, Life Magic Tier 6)
- Block Enchantment (Religion, Life Magic Tier 6)
- Power Word Halt (Religion, Life Magic Tier 7)
- Resurrection (Religion, Life Magic Tier 7)
- Whirling Staff 1 (Staff Mastery Level 10)
- Duelist Maneuver 1 (Duelist Level 10)
- Resolute Belief 1 (Improved Spiritual Level 10)
- Song of Courage 2 (Heroic Music Level 10)
Rank 4 (Bishop)
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Ye Order of Magicke Most Puissante |
A guild of local wizards, perhaps blessed with greater confidence than actual ability. The leaders have grand aspirations of wizarding schools and so forth, often viewed with bemusement by the rank and file (often more accomplished wizards than the leaders). Many wizards in the local area have nothing to do with this guild.
Rank 1 (Apprentice)
Rank 2 (Magician)
Rank 3 (Wizard/Wizardess)
Rank 4 (Mage)
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Sentinels of the Rising Moon |
The Sentinels of the Rising Moon are a loose affiliation of worthy folk who defend the Timberhills against evil that sometimes rises in the wilderness; goblins, bandits, and the like. Members tend to be woodsmen, hunters, or independent homesteaders, with livelihoods beyond guarding the region. There is little formal organization, though the older and more experienced Sentinels tend to be listened to.
Rank 1 (Lookout)
Rank 2 (Guard)
Rank 3 (Sentinel)
Rank 4 (Master Sentinel)
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Church of the Storm King |
The Storm King is a major God in the pantheon of the Northern Church of Angterra. The Northern Church is a conservative church, with strict religious rules, ceremonies, and hierarchies; the local branch is overseen by the Bishop of Stowsey in Lannock City. Worship of the Northern pantheon is the most common religion in the Timberhills region, though the independent-minded residents are not always interested in the rulings and practices of a Bishop they have never met. The Storm King is the God of storms, war, and destruction. His followers range from those who believe that war is a necessary force for cleansing and order, to those who embrace chaos and destruction in all forms. The Storm King counts battle priests among his common disciples, along with some warlords, berserkers, and barbarians.
Rank 1 (Acolyte)
Rank 2 (Priest/Priestess)
- Searing Light (Religion, Energy Magic Tier 3)
- Fire Bolt (Religion, Energy Magic Tier 3)
- Energize Self (Religion, Energy Magic Tier 4)
- Explosion (Religion, Energy Magic Tier 4)
- Flame Strike (Religion, Energy Magic Tier 5)
- Summon Surtr II (Religion, Elemental Magic Tier 3)
- Lightning Bolt (Religion, Elemental Magic Tier 3)
- Summon Norn II (Religion, Elemental Magic Tier 4)
- Earth Shield (Religion, Elemental Magic Tier 4)
- Summon Surtr III (Religion, Elemental Magic Tier 5)
Rank 3 (Elder)
Rank 4 (Bishop)
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Free Traders Association |
The Traders are an association of merchants and other commercial interests, ranging from upstanding citizens to sketchier operators; maybe not outright evil, but walking the line of brigandry and extortion.
Rank 1 (Apprentice Trader)
Rank 2 (Associate Trader)
Rank 3 (Trader)
Rank 4 (Master Trader)
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Church of the Traveler |
The Traveler is a major God in the pantheon of the Northern Church of Angterra. The Northern Church is a conservative church, with strict religious rules, ceremonies, and hierarchies; the local branch is overseen by the Bishop of Stowsey in Lannock City. Worship of the Northern pantheon is the most common religion in the Timberhills region, though the independent-minded residents are not always interested in the rulings and practices of a Bishop they have never met. The Traveler is the God of fate, luck, commerce and trade. Followers of the Traveler are often merchants, sometimes adventurers, and occasionally thieves or bandits. They have fatalistic attitudes, but are always willing to take a chance when the potential reward is big enough.
Rank 1 (Acolyte)
Rank 2 (Priest/Priestess)
- Invisibility Sphere (Religion, Spirit Magic Tier 3)
- Greater Invisibility (Religion, Spirit Magic Tier 4)
- Panic (Religion, Spirit Magic Tier 4)
- Nightmare (Religion, Spirit Magic Tier 5)
- Dimension Door (Religion, Cosmic Magic Tier 3)
- Purge Illusions (Religion, Cosmic Magic Tier 3)
- Bind Skirmisher (Religion, Cosmic Magic Tier 4)
- Purge Blessing (Religion, Cosmic Magic Tier 4)
- Repulse (Religion, Cosmic Magic Tier 4)
- Teleport (Religion, Cosmic Magic Tier 5)
Rank 3 (Elder)
Rank 4 (Bishop)
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