v11.13.19a

Mage


Starting Skills: Basic Martial Skill, Basic Arcane Skill

Lvl

Spikes

Spike Dmg

Powers

LP

CP

1

1

1

Bonus Power: Arcane Attunement

2

+2

2

1

1

Bonus cantrip: Cancel

2

+3

3

1

1

3

+2

4

2

1

3

+3

5

2

1

4

+2

6

2

1

4

+3

Spell Progression (Includes bonuses from Basic Arcane Skill)

Lvl

Spell-
slots

Prepared
Spells

Cantrips*

Spellbook Levels

Spellbook Levels

1

2/0/0/0

2

2

4

4

2

4/0/0/0

4

2

8

+4

3

6/0/0/0

6

3

14

+6

4

6/2/0/0

8

3

22

+8

5

6/4/0/0

10

3

32

+10

6

6/6/0/0

12

4

44

+12

*The Mage automatically knows Cancel in addition to other cantrips once she achieves 2nd level.

The Mage is truly a power to be reckoned with.  Her offensive magic is some of the most devastating power available and his defensive magic is effective and potent.  There are few classes that compare to a high level Mage and the Mage always command both fear and respect from their adversaries.  They are the disciples of power.

Mage comes from the Latin word “Magus,” which means magician. Originally, the term meant "learned man."  This was especially applied to the Persian scholars of the first century B.C.E.  These men were the most advanced scientists of the time and were revered for their wisdom and literacy.  Magi has also been used, in its learned or wise man sense, to speak of the kings that came to visit Christ at his birth.  It was J.R.R. Tolkien that gave the fantasy mage its real birth.  Although Arthurian legend has the strong character of Merlin, a half-fairy wizard of almost unlimited power, it is Gandalf that followed and who ultimately claimed the wizard's place in fantasy literature for all time.

The Mage is a strong addition to a team.  Mages have a number of enchantments and spells that can help add to a team's strength and effectiveness.  The Mage's power trade-off is tightly restricted weaponry and ever-diminishing armor in return for particularly potent offensive magic.  They tend to be back-line fighters, as their abilities rarely allow them the capability to stand up to well-armed and armored warrior classes. With the right warrior back-up though, the Mage can become a truly devastating force.

Wizards, Sorcerers, and Magicians are most often thought of in long robes inscribed with arcane symbols.  Flowing cloaks and robes are good garb for a Mage character and as for weapon choice, staff is always a good pick.

Mage is an Arcane spell-caster.  The Mage should choose a special symbol that is her caster-sigil and mark her spellbook and packets with it.

Mage Powers


Arcane Attunement

Incantation: None

Call: None

Target: Self                Duration: Instantaneous

Delivery: None                Refresh: Long Rest

Accent: None                Effect: Refresh.

The Mage can study and meditate to rebuild focus and refresh her spell slots.  This is a delicate procedure, and being the target of any spell, Effect, or damage while it is happening will disrupt the Power and it will need to be restarted.  Between Long Rests, the Mage can refresh a number of Arcane Novice spell-slots equal to three times her Mage-level.  She does this by spending five minutes studying her spell-book, making notes on spells, or just re-connecting with the weave of ley-lines that lay just beneath the fabric of reality.  Some battle-mages might even spend that time practicing their aim with materia packets and static targets.  While studying, the Mage can refresh an Arcane Intermediate spell-slot in the place of two Arcane Novice spell-slots.  Greater spell-slots take the place of three Novice spell-slots, and Master spell-slots take the place of four Novice spell-slots.

 Up to three times a day, if the Mage character spends those five minutes in an Arcane Font performing a personal ritual of attunement, she can refresh an additional Arcane Novice spell-slot.

At 4th level, the number of Arcane Novice spell-slots rises to four times her Mage level.  This rises to five times at 7th level.  At 10th level, this becomes to six times the Mage’s level.  

Mage Cantrips


Cancel [Cantrip]

Incantation: "I reclaim my power”

Call: None

Target: Packet (Spell-Ball), Self                Duration: Instantaneous

Delivery: Touch                        Refresh: Immediate

Accent: None                                Effect: Refresh

This minor cantrip takes the power out of a spell-ball (or multiple spell-balls) that has already been charged and returns that power to the caster.  The spell-ball becomes inert, and the caster refreshes the spell-slot that was used to charge the spell-ball.  If the spell charges more than one spell-ball, all the spell-balls must still be charged in order to cancel the spell.

Force Shield [Cantrip]

Incantation: "I call the power that is mine by right to shield myself from force.”

Call: “Protect

Target: Self                Duration: Short Rest or Until Used

Delivery: None                Refresh: Immediate

Accent: None                Effect: Grant Protection

The Mage throws up a shield of energy to protect herself from other Mages.  This gives the caster a Protect from Force that lasts until she completes a Short Rest or until the Protect is called.  The caster should call “Protect” when a source of damage is stopped.

Mage Bolt [Cantrip]

Incantation: "I call the power that is mine by right to summon a magebolt.”

Call: “1 Force”

Target: Individual                Duration: Instantaneous

Delivery: Packet (Spell-Packet)        Refresh: Immediate

Accent: Force                        Effect: None

This minor cantrip charges a packet of materia with an explosive burst which will do 1 point of Force damage to those it hits.

Magecast [Cantrip]

Incantation: "I call the power that is mine by right, by force of will and arcane might to come to me in times of need. Enchant my spells with lightning speed.”

Call: “Magecast”

Target: Self                Duration: Until used

Delivery: None                Refresh: Immediate

Accent: None                Effect: None

This cantrip can only be learned by characters with at least 6 levels of Mage.  When this spell is cast, it allows the character to cast one spell by substituting the word “Magecast” and the name of the spell for the entire incant.  Thus, to cast Lightning Aura, a spell that normally requires “I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to cloak myself with the storm’s fury”,  the Mage could instead say “Magecast Lightning Aura.”  The character may only have one Magecast active at a time; additional castings have no effect.  Magecast can only be used on spells that require an incantation to cast.

Magepower [Cantrip]

Incantation: "I call the power that is mine by right to enhance my gift.”

Call: None

Target: Self                Duration: Special, Short Rest

Delivery: None                Refresh: Immediate

Accent: Will                Effect: Grant Plus Damage

The Mage may either do +1 damage the next time they cast a damaging spell or expend a Spike while casting this cantrip in order to add their Spike damage to their next damaging spell.  This spell ends when the recipient completes a Short Rest, or casts a damaging spell (even if they forget to add the bonus).

See Magic [Cantrip]

Incantation: "I call the power that is mine by right to see the magic before me.”

Call: See below

Target: Individual        Duration: Instantaneous

Delivery: Verbal        Refresh: Immediate

Accent: Psychic        Effect: Divine

See Magic gives the Mage the ability to detect magical emanations from enchantments, active spells (including conjured armor) or magical items.  Once cast, the Mage can ask any or all of the following questions of as many targets as desired.  The Mage can do this until she casts another spell, says anything that is not one of the questions, takes damage, takes an Effect, or completes a Short Rest:
“[Name and Description] Divine: What spells do you currently have active on you?”
“[Name and Description] Divine: What items are you carrying that are magical?”

“[Name and Description] Divine: What was the last spell you cast?”

“[Name and Description] Divine: Are you a magical creature or construct?”

Stop [Cantrip]

Incantation: "I call the power that is mine by right to halt your steps.”

Call: “Root by Psychic, Quick 100”

Target: Individual                Duration: Quick 100

Delivery: Packet (Spell-Packet)        Refresh: Special

Accent: Psychic                Effect: Root

A creature stuck by the spell has her feet bound to the ground with momentary shackles of pure mental power.  The call for this spell is “Root by Psychic, Quick 100”.  This Power will refresh when the target moves her right foot for any reason including dissipating.  If the Mage does not witness the target coming free (or witness the target already free), the cantrip will refresh only when the Mage completes a Short Rest.

1st level Mage Spells


Decipher [Novice]

Incantation: I call the power that is mine by right, by force of will and arcane might to demand your secrets be revealed!”

Call: None

Target: One page                Duration: Permanent

Delivery: Touch                Refresh: Spell

Accent: None                        Effect: None

The Mage may, after casting this spell, understand one piece of written work regardless of the language it was written in, or any code that has been used to obfuscate the meaning.  The work to be deciphered may be no longer than one page of script.  Documents that can be deciphered in this way will have the translated text attached or accompanying it.  There will be some codes or even languages that are resistant to this spell and thus cannot be deciphered (any that lack the accompanying translation).  Once cast, the document is readable by anyone with the ability to read, but the original appearance of the page can be viewed too.

Forcebolt [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to summon a bolt of force."

Call:  “Wounding 3 Force.”

Target: Individual                Duration: Instantaneous

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: Force                        Effect: Wounding

A more powerful version of Mage Bolt, the Forcebolt unleashes 3 points of Force damage to the target.  If this spell is Prepared with an Intermediate spell-slot, it will do 5 Force damage instead, and if Prepared with a Greater spell-slot, it will do 10 Force damage.

Freeze [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to imprison you in ice."

Call: “Imprison by Ice, Quick 100.”

Target: Individual                Duration: Quick 100

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: Ice                        Effect: Imprison

When this spell is cast, it will charge two spell-balls at the same time.  The spell-balls must be thrown separately.  When struck by this spell, the target is immediately encased in ice.  For the duration, the block of ice will protect them, but will also stop all movement and use of Powers (as normal for Imprisoned).

Identify [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to scry your arcane lore”

Call: “Divine: What are the magical attributes of this item?”

Target: Non-relic special item                Duration: Instantaneous

Delivery: Touch                        Refresh: Spell

Accent: None                                Effect: Divine

By casting this spell on an item, the Mage may learn all of the magical properties of an item. Although it is easy for anyone to determine if an item is magical or special in nature, this spell will allow the player to look at the item card to know its exact properties.  If the card says “Relic” on the public portion, this spell will not function on it.  Only the caster will be allowed to read the properties, although if she chooses to, she can open the item card to make the properties discoverable to anyone.

Mageskin [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to summon armor of arcane force.”

Call: “Protect”

Target: Self                Duration: Long Rest

Delivery: None                Refresh: Spell

Accent: Force                Effect: Grant Armor, Grant Protection

Mageskin summons two points of Armor.  It also grants the wearer one Protect against Melee.

2nd level Mage Spells


Arcane Charge [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to charge this weapon with shocking power.”

Call: “Disable [limb] by Lightning until Short Rest”

Target: Individual        Duration: Short Rest

Delivery: Weapon        Refresh: Spell

Accent: Lightning        Effect: Disable

The caster can release a blast of power through a weapon that she is holding.  When the caster strikes  another creature or their equipment, she can release the energy, which will numb one of the creature’s limbs until that creature has completed a Short Rest.  If the spell is discharged on a held item, the arm holding that item must be targeted.  If the spell is discharged on a limb directly, that limb must be the one called.  If the spell is discharged on equipment that is attached to the torso, or the torso itself is struck, the caster may choose which limb to disable.  This spell will end when used, or upon completion of a Short Rest.

Doombolt [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might. I call the power of sky and land: Gather now within my hand, to open sky to fates that loom and bring about your final doom.”

Call: “Piercing [x] Thunder”

Target: Individual                Duration: Instantaneous

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: Thunder                Effect: Piercing

A more powerful version of Forcebolt, the Doombolt does Piercing damage to the target equal to the caster’s Mage class-level.

Ease Lock [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to aid in the opening.”, Special Focus

Call: Explanation

Target: Individual        Duration: Until Used or Short Rest

Delivery: Touch        Refresh: Spell

Accent: Will                Effect: Special

The Mage can allow the target character (who cannot be the Mage herself) to make one attempt on a magical lock.  The character must be holding a lockwand when the incantation is complete, and the Mage must Focus from the moment the incantation is completed until the target finishes her attempt (or gives up, puts down the wand, etc.).  Each casting will grant one attempt on the lock.  If the Mage’s Focus is interrupted, the magical lock must be immediately tripped (the lockwand should touch the wire).  The Mage may use “[Name and Description of lockwand-holder] Obey: Touch the lockwand to the wire.” if necessary.  Note that a character with a Power like Thief’s Touch might be able to continue on from that point anyway.

Enchant Weapon [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to hone this edge with the elements.”

Call: “Grant +1 Spike damage by Force until Short Rest.” and Explanation

Target: Individual        Duration: Until Short Rest

Delivery: Touch        Refresh: Spell

Accent: Force                Effect: Grant Plus Spike Damage, Grant Accent

The target can choose one weapon she is holding and add +1 damage to its Spike damage.  In addition, she can use the Force, Flame/Fire, Ice/Cold, Lightning, or Stone/Earth Accents as desired when doing Spike damage with that weapon.  This should then be described to the recipient of the spell.  The duration will end immediately if anyone else uses that weapon (other than the person holding it when the spell is cast).

Ghost Hand [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to form a ghostly hand.”

Call: “Insubstantial”, “Dispel Insubstantial” 

Target: Self                Duration: Slow Count of 15

Delivery: None                Refresh: Spell

Accent: Force                Effect: Grant Insubstantial, Dispel

The caster must immediately drop everything she is holding and will go insubstantial.  She then has a Slow Count of 15 to perform one action and return to the approximate spot where she completed the incant.  At the end of the Slow Count of 15 the caster must Dispel her Insubstantial Condition. The action must be one of the following: pushing a spot with one finger, picking up a small object (no larger than two fists) and placing it/throwing it, pulling on something with one hand, gesturing to another individual with one hand, or tapping a character on the shoulder (if the character has prior explicit consent only).  This spell can only be cast out of combat.

Harden Shield [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to brace this shield from foe’s assault.”

Call: “Grant Shield-Breaking Immunity until Short Rest”

Target: Shield                Duration: Special

Delivery: Touch        Refresh: Spell

Accent: Force                Effect: Grant Immunity Shield Breaking

A bolstered shield will not lose shield-points until the user takes a Short Rest.  The user should call “No Effect” when the shield is struck with Shield-Breaking damage.

MageMend [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to make this item whole again”

Call: “Mend Armor 3” or “Mend Shield 2”

Target: Individual                Duration: Instantaneous

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: Force                        Effect: Mend

Once the incantation is complete, the caster will return up to 3 Armor Points to a suit of armor, or 2 Shield-Points to a damaged shield.

Mask [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to mask your aura from others’ sight.”

Call: “Grant Divine and Discern Immunity by Illusion until Long Rest”

Target: Individual        Duration: Long Rest

Delivery: Touch        Refresh: Spell

Accent: Illusion                Effect: Grant Immunity Discern/Divine

The Mage may put a protective barrier around one individual, rendering that individual immune to divining and discerning Powers.  Mask can only be cast out of combat in a quiet and generally peaceful area and the effect must be explained clearly to the recipient.  In response to any Divine or Discern Powers, the masked character should respond "No Effect".

Revulsion [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to keep you at bay.”

Call: “Repel by Psychic until Short Rest”

Target: Individual                Duration: Short Rest

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: Psychic                Effect: Repel

The Mage may reaches out with her will, putting into others a deep compulsion to stay away.  Upon completion of the incantation, two spell-balls will be charged with the ability to Repel others.  If this spell is Prepared using an Intermediate spell-slot, four balls are charged.  If it is Prepared with a Greater spell-slot, it charges a single spell-packet, but gives the Mage the ability to continue casting the spell as if it were a cantrip until the next Short Rest.  Although multiple spell-balls are charged at once, they must be thrown one at a time.

3rd level Mage Spells


Cripple [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to disarm my foe”

Call: “Disable [limb] by Force Until Short Rest”

Target: Individual                Duration: Short Rest

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: Force                        Effect: Disable

When this spell is cast, it will charge two spell-balls at the same time.  The spell-balls must be thrown separately. The target feels their limb twisted and crushed by an invisible force.  An arm will become useless and will be forced to drop whatever that hand is holding.  A disabled leg is unable to hold weight.  When the packet strikes the target, the caster must choose limb and make the call.  If the packet appears to hit a specific limb, that limb must be called, even if it is already Disabled.

Dispel Protection [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to leave my foe vulnerable before me”

Call: “Dispel all Protections and Summoned Armor”

Target: Individual                Duration: Instantaneous

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: None                        Effect: Dispel

When this spell is cast, it will charge two spell-balls at the same time.  The spell-balls must be thrown separately.  This spell can be used to remove any Protections and unrepresented Armor (such as Mageskin) that the target has.  If the target Counters the Dispel Protection, the spell immediately refreshes the spell-slot used to cast it.

Lightning Bolt [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to summon a lightning bolt”

Call: “Wounding 5 Lightning”

Target: Individual                Duration: Instantaneous

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: Lightning                Effect: Wounding

Casting this spell, the Mage infuses the packet with the compressed fury of a lightning bolt.   The spell does 5 points of Lightning damage.

MageKey [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to end your imprisonment”

Call: “Dispel Imprisoned”

Target: Individual        Duration: Instantaneous

Delivery: Packet        Refresh: Spell

Accent: None                Effect: Dispel Imprisoned

MageKey allows the caster to end the Imprisoned Condition on one Individual.  This can be to save a friend or to end the protection on a foe.  

Physical Protection [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to grant you protection from weapons”

Call: “Grant Protection from Weapons by Force”

Target: Individual                Duration: Short Rest or until Discharged

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: Force                        Effect: Grant Protect

This spell allows the Mage to protect herself or another from damage from weapons.  This includes melee, projectile, and thrown weapons.  The recipient should call out “Protect” to counter the weapon attack they wish to ignore.

Rebuild [Novice]

Incant: "I call the power that is mine by right, by force of will and arcane might to make this item whole again.”

Call: “Rebuild [item]”

Target: Shattered Item        Duration: Instantaneous

Delivery: Touch        Refresh: Spell

Accent: None                Effect: Rebuild

The Mage can bring back to usefulness an item that has been Shattered or otherwise broken.  The majority of the item is required, so an item lost into lava, misplaced, etc., will not be rebuildable.  

Ruinous Curse [Novice]

Incantation: "I call the power that is mine by right, by force of will and arcane might to rob my enemies of their speed and strength

Call: “Slow by Psychic”, “Weakness by Psychic, Quick 100”

Target: Individual                Duration: Permanent, Quick 100

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: Psychic                Effect: Slow, Weakness

Ruinous Curse charges two spell-balls simultaneously.  One will Slow its target, the other will Weaken its target for a Quick Count of 100.  The spell-balls must be thrown separately.

4th level Mage spells


Arcane Bridge [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to create an arcane bridge.”

Call: None

Target: Special                        Duration: Special

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: Psychic                Effect: None

This spell must be cast upon a spell-ball that has been marked with a symbol that is special to the caster.  The packet is then thrown and once it comes to rest, the Mage can briefly touch the ground to create an ethereal, translucent bridge of pure magical power.  The bridge is taxing to maintain, and once two Individuals have passed over it, the magical force will dissipate. The bridge will likewise dissipate if the anchoring spell-ball is moved in any way.  This spell can be cast with a Greater magic spell-slot to allow six individuals across.  Severe changes in level between the two ends cause the bridge to dissipate immediately, so this spell cannot be used to help climb or descend more than about four stair-steps up or down.

Elemental Bolt [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to summon a bolt of [ice/fire/stone/lightning]”

Call: “Wounding 5 [Accent]”

Target: Individual                        Duration: Instantaneous

Delivery: Packet (Spell-Ball)                Refresh: Spell

Accent: Ice, Fire, Stone or Lightning        Effect: Wounding

Casting this spell, the Mage infuses the packet with elemental power.  The spell does 5 points of Ice, Fire, Stone or Lightning damage.

Lightning Aura [Intermediate]
Incantation: “I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to cloak myself with the storm’s fury”

Call: “[Name or Description] Wounding 3 Lightning”

Target: Self, Individual                    Duration: Short Rest, Instantaneous
Delivery: None, Verbal                  Refresh: Spell
Accent: Lightning          Effect: Grant Shielding, Grant Resistance, Wounding
The caster grants herself a special armor of pure lightning.  It gives 3 points of Shielding and grants Lightning Resistance while at least 1 point of Shielding remains.  Once, during the spell’s duration, when the protected caster takes melee damage that reduces the Shielding the character with the Aura may call a verbal attack of “[Name or Description] Wounding 3 Lightning” against that attacker.

Spirit Bolts [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to summon an ethereal bolt”

Call: “Piercing 3 and Drain, both to Insubstantial”

Target: Individual Insubstantial                        Duration: Instantaneous

Delivery: Packet (Spell-Ball)                Refresh: Spell

Accent: None                                Effect: Piercing, Drain

This blast of arcane energy passes outside the plane of the physical to harm creatures that are normally immune to such Powers.  The spell can be used to charge up to three spell-balls at one time.  The balls must be thrown separately.

Tracer [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to set a tracer upon my foes.”

Call: “Piercing 1 by Will”

Target: Individual, Self                        Duration: Immediate, Long Rest

Delivery: Packet (Spell-Ball)                Refresh: Spell

Accent: Will                                Effect: Piercing, Refresh

The caster can strike another with a spell-ball, causing minimal damage.  As long as the damage is not obviously Countered or misses, the caster gains the ability to sense the direction of, and general distance to, the target, as long as the target is on the same plane as the caster.  As soon a possible after using this spell, the caster should seek out an Arcane Font and activate the trace, informing Staff that a tracer has been placed and on whom.  At any time, the caster may ask Staff the direction and general distance (Immediate: Within 100 yards, Close: Within a mile.  Moderate: Within 20 miles.  Far: 20 miles to 100 miles.  Extreme: More than 100 miles away.) to the traced subject.  The caster may get an “Answer Unclear” answer if the Staff member does not know the details.  If the traced subject is on another plane, no answer will be available, although the spell remains active.  The caster may end the spell at any time by entering an Arcane Font and informing Staff.

        Upon casting this spell for the first time after a Long Rest, the caster can immediately refresh an expended spell-slot of Intermediate or Novice tier.  The caster can only have one active Tracer at any one time, regardless of the source (including items).

5th level Mage Spells


Disintegrate [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to summon the ravages of time.”

Call: “Shatter [item] by Time”

Target: Individual or Item        Duration: Instantaneous

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: Time                        Effect: Shatter

Disintegrate causes one named item to be shattered when struck by this spell.  If the spell-ball strikes a shield or weapon held by an Individual, then that shield or weapon must be targeted.  If the spell-ball strikes the Individual, the caster can choose from a held item, armor, or some other visible possession.  The target may be an unattended physical item.  Special items are generally immune and their holder may call out “No Effect” in these cases.

Dispel Magic [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to dispel magic.”

Call: See below

Target: Individual or Object        Duration:  Instantaneous

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: None                        Effect: Dispel

This powerful spell can be used to end the duration of many Spells or Powers, including Spells like Elemental Node or protective circles.  It can be used in one of the following ways:

By game-design, Dispel Magic may have other specific uses.

Elemental Survival [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to give the planar strength of [Fire/Water/Earth/Air]”

Call: Explanation

Target: Individual        Duration: Short Rest

Delivery: Touch        Refresh: Spell

Accent: None                Effect: Resistance

Elemental Survival must be cast targeting one of the Elemental Planes (Fire, Air, Water, Earth).  The target gains traits based on the plane chosen.  If this spell is cast with a Greater spell-slot, it will last until the character completes a Long Rest.  The character cannot be affected by this spell more than once at a time, even if a different plane is chosen.

Fire - Character has Resistance to Fire/Flame.  The character takes no damage from normal fire or heat, and can breathe and see normally in smoky environments.

Earth - Character has Resistance to Earth/Stone.  The character can pass through some rock and stone (the player can move through earth/stone walls where it is possible, as if Slowed).

Air - Character has Resistance to Wind/Lightning and is immune to Slow.  The character is unaffected by high winds, including natural tornadoes and the like.  The character is unaffected by natural lightning strikes and can see normally through cloud and the dust caused by weather.

Water - Character has Resistance to Water/Cold.  The character can walk normally on icy surfaces and can breathe normally underwater.  The character will suffer no ill effects from being in deep water and can see normally underwater, even in almost total darkness.

Firestorm [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to conjure a storm of fire upon my foes”

Call: “Wounding 5 Fire”

Target: Individual                Duration: Instantaneous

Delivery: Packet (Spell-ball)        Refresh: Spell

Accent: Fire                        Effect: Wounding

Firestorm charges three spell-balls with a dreadful arcane fire. These spell-balls will do 5 points of Fire damage each, and may be thrown without additional incant, although each spell-ball must be thrown separately.

Gift of Solitude [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to give the gift of solitude.”

Call: “Imbue Repel”, Explanation

Target: Individual        Duration: Short Rest or 3 Uses

Delivery: Touch        Refresh: Spell

Accent: None                Effect: Imbue Repel

The individual who is given the Gift of Solitude may, up to three times before completing a Short Rest, repel by voice, giving them room to breathe.  The target receives the following Power three times.

Incantation: None

Call: “By My Voice, Repel by Fear, Quick 100”

Target: Individuals        Duration: Quick 100

Delivery: Voice                Refresh: Immediate

Accent: Fear                Effect: Repel

The character can Call “By My Voice Repel by Fear Quick 100”.  Note that this will affect all who hear it, including allies and friends.  The Power can only be used until the next Short Rest is completed.  

Hush [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to bring forth silence.”

Call: “Silence, Quick 100

Target: Individual                Duration: Short Rest

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: None                        Effect: Silence

The target of this spell is rendered unable to make vocal noises for the duration, including casting (but not including out of game calls or responses).  Each time this spell is Countered or misses, it will immediately refresh the spell-slot used to cast it.

Improved Identification [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to reveal the secrets and portents of this item.”

Call: “Divine: What are all the magical properties of this item?”

Target: Any number of non-relic special items        Duration: Instantaneous

Delivery: Touch                                Refresh: Spell

Accent: None                                        Effect: Divine

By casting this spell inside an Arcane Font, the Mage may learn all of the magical properties of all non-relic items within the font. Although it is easy for anyone to determine if an item is magical or special in nature, this spell will allow the player to look at the item cards to know their exact properties.  If any card says “Relic” on the public portion, this spell will not function on it.  Only the caster will be allowed to read the properties, although if she chooses to, she can open each item card to make the properties discoverable to anyone.

6th level Mage Spells


Elemental Node [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to claim this place as a place of power.  I lay down this circle and draw from the weave arcane.”

Call: “Wounding 4 [Fire/Stone/Ice/Lightning]”

Target: Individual                                        Duration: Instantaneous

Delivery: Packet (Spell-Ball)                                Refresh: Spell

Accent:  Fire/Stone/Ice/Lightning                        Effect: Wounding

This spell must be cast while inside a white cord, rope, or the like that is no longer than 10 feet long that has been laid down to make a continuous shape (usually a circle).  At the completion of the Incantation, the lain rope cannot be purposefully moved until the caster picks it up.  This should be communicated to others trying to touch or manipulate it.  As long as the Mage has both feet inside the circle (regardless of whether she has remained in the circle), she can charge a spell-ball with elemental energy by calling “Spell-ball Charged”.  The ball will Cause 4 points of Fire/Stone/Ice/Lightning Damage.  There is no limit to the number of times that the Mage can charge a spell-ball.  The Mage can continue to do this until she completes a Short Rest or until the circle is moved, broken, or Dispelled.  Incidental/accidental movement of the circle will not disturb the spell (such as a foot moving the cord accidentally).

Betrayal [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to turn my enemies’ hatred against each other.”

Call: “Berserk by Psychic”

Target: Individual                Duration: Permanent

Delivery: Packet (Spell-Ball)        Refresh: Spell

Accent: Psychic                Effect: Berserk

The Mage charges a spell-ball with the energy of madness and pain.  The spell will cause an Individual to strike out at those around it, attempting to harm anyone they can reach.  A Berserked character will attack the nearest creature until she is slept or drops to 0 Life Points.  She will not use Powers, and will stop attacking a creature once it falls.

Breach Teleport [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to open a doorway through the ether.”

Call: “Insubstantial”  “Dispel Insubstantial”

Target: Self                Duration: Special

Delivery: None                Refresh: Spell

Accent: None                Effect: Grant Insubstantial, Cure

This spell must be cast upon a spell-ball that has been marked with a symbol that is special to the caster. The incantation charges the spell-ball which is then thrown.  As soon as it comes to rest, the Mage will become insubstantial (cannot be affected by most things, cannot block or be blocked by others) and must either walk as directly as possible to the spot where the spell-ball came to rest, or end the spell immediately.  She may not walk part way and then end the spell.  Once the Mage arrives at the appropriate spot, she should call loudly “Dispel Insubstantial”.  She can do nothing besides walk while insubstantial.  Note that if the spell-ball hits an individual, the caster should inform the struck person that the spell-ball has “No Effect”.

Dragonbolt [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to summon the breath of the dragon.”

Call: “Wounding 10 [Accent]”

Target: Individual                                Duration: Instantaneous

Delivery: Packet (Spell-Ball)                        Refresh: Spell

Accent: Fire, Acid, Lightning, Poison, or Ice        Effect: Wounding

Dragonbolt summons a blast of pure energy called from the very bowels of a living dragon.  The damage type can be chosen at the time of casting and can be Fire, Acid, Lightning, Poison, or Ice.  The spell causes 10 points of damage.

Prison [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to build a prison.”

Call: “Imprison by Psychic.”

Target: Individual                                Duration: Permanent

Delivery: Packet (Spell-Ball)                        Refresh: Spell

Accent: Psychic                                Effect: Imprison

Building bars of psychic energy, the Mage traps another inside a Prison from which there is no obvious release.  Although this spell is permanent, if the player wishes, she can take Spirit Form (as if she had died) and seek out Staff.  Staff will find a way to get her back into game, although there may be some cost or penalty.

Spell Absorption [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to let the magic that would strike me down instead add to my power.”

Call: None

Target: Self, Individual                        Duration: Short Rest, Instantaneous

Delivery: None, Packet (Spell-Ball)        Refresh: Spell

Accent: Force                                Effect: Grant Protect, Refresh, Wounding

This spell gives the Mage a limited ability to absorb magical power and use it herself.  She gains a Protect against Packets.  When the Protect is used, it will, as well as Countering the Packet-delivered Power, also absorb it and allow the Mage to use its power.  The amount of Power that can be used depends on the damage called with the Power.  If the Power does no damage, or if the Mage does not have a spell-ball in hand, the Mage can Refresh one exhausted Novice spell-slot.  If the Mage has a spell-ball in hand and the packet does damage, she can call “Spell-ball Charged!” and give the spell-ball the ability to do the same damage as the original Power, although whatever accent that Power had will be changed to Force.  The call for the charged spell-ball is “Wounding [Damage] Force.”

Verity [Intermediate]

Incantation: "I call the power that is mine by right, by force of will and arcane might.  I call the power of sky and land, gather now within my hand to require an answer truthful.”

Call: “Obey by Will, answer the next question I ask truthfully.”

Target: Individual        Duration: Until answered

Delivery: Touch        Refresh: Spell

Accent: Will                Effect: Obey

Verity is a powerful spell that compels its target to answer a question truthfully.  It can only be cast out of combat.  Verity is extremely taxing: after casting this spell, the Mage’s maximum Life Points drops by 1.  This effect lasts until the Mage completes a Long Rest.