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Utility Start-----------------------
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UtilitySkills: Arcana, Divine, Primal
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Utility magic covers all the minor things that we expect people to be able to do with magic, such as levitating a book, transmuting a pebble into a butterfly, detecting something magical nearby, summoning a ghostly light source to see in the dark, or making one's voice growl with distant thunder. Basically, these are all cool abilities with a minor benefit, but are more tricks than dangerous or powerful magics. That doesn't mean a player can't figure out how their character can use a utility spell to their best advantage - that's half the fun of being a spellcaster!

Utility magic doesn't have an equivalent action for structure encounters, since the effects are almost entirely narrative in nature. A check to cast a utility spell should always be Easy (1 difficulty). If that check seems too easy for what you want to accomplish, then what you want to do is probably eyond the scope of utility magic!
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Utility End-----------------------
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-------------------------------------Attack Start-----------------------
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ATTACKConcentration: No
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Skills: Arcana, Divine, Primal
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Magic attacks are combat checks, and they follow the normal rules for performing a combat check, on page 101 [ha ha funny], using the character's magic skill instead of a combat skill. There are some exceptions, however, which we detail here.

When making a magic attack, the character must select one target at short range (but not engaged). The default difficulty of the check is Easy (1 difficulty). The attack deals damage equal to the characteristic linked to the skill used to make the attack (so if the character uses Arcana, they would deal damage equal to their Intellect), plus 1 damage per uncancalled success. The attack has no set Critical Rating, so you may only inflict a Critical Injury with a triumph. Before making a magic attack check, choose any number of additional effects listed down below. These effects are added to the attack.

Before making a Attack check, choose any number of additional effects listed below. These effects are added to the check.
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Additional Effects:-------------------------------------------------------------------------------------------------------------
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BlastThe attack gains the Blast quality with a rating equal to your character's rank in Knowledge.1 Difficulty
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Close CombatMay select a target engaged with your character.1 Difficulty
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DeadlyThe attack gains a Critical Rating of 2. The attack also gains the Vicious quality with a rating equal to the character's rank in Knowledge.1 Difficulty
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FireThe attack gains the Burn quality with a rating equal to your characters' ranks in Knowledge. 1 Difficulty
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Holy/Unholy (Divine Only)When dealing damage to a target that the GM determines is the antithesis of the character's faith or deity, each success deals 2 damage instead of 1.1 Difficulty
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IceThe attack gains the Ensnare quality with a rating equal to the character's rank in Knowledge.1 Difficulty
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ImpactThe attack gains the Knockdown quality. The attack also gains the Disorient quality with a rating qual to the character's rank in Knowledge 1 Difficulty
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LightningThe attack gains the Stun quality with a rating equal to the character's rank in Knowledge. The attack also gains the Auto-Fire quality (You must increase the difficulty by one to use the Auto-Fire quality as normal)1 Difficulty
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Manipulative (Arcane Only)If the attack hits, you may spend 1 advantage to move the target up to one range band in any direction1 Difficulty
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Non Lethal (Primal Only)The attack gains the Stun Damage quality.1 Difficulty
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RangeIncrease the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.
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DestructiveThe attack gains the Sunder quality. The attack also gains the Pierce qualityh with a rating queal to the character's ranks in Knowledge. 2 Difficulty
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EmpoweredThe attack deals damage euqal to twice the characteristics linked to the skill2 Difficulty
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Poisonous If the attack deals damage, the target must immediately make a Hard (3 Difficulty) Resilience check or suffer wounds equal to the character's rank in Knowledge, and strain equal to the character's ranks in Knowledge. This counts as poison. 2 Difficulty
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-------------------------------------Attack End-----------------------
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-------------------------------------Augment Start-----------------------
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AUGMENTConcentration: Yes
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Skills: Divine, Primal
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This is using magic to enhance people. A character selects one target they are engaged with (which can be themself), then makes a Primal or Divine skill check. The default difficulty of the check is Average (2 difficulty). If the check is successful, until the end of your character's next turn, the target increases the ability of any skill checks they make by one (in effect, this means they add 1 ability die to their checks). A cheacter may not be affected by more than one Augment spell at the same time (so no stacking effects).

Before making an Augment check, choose any number of additional effects listed below. These effects are added to the check.
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Additional Effects:
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Divine Health (Divine Only)The target increases their wound treshold by a value equal to the character's rank in Knowledge for the duration of the spell.1 Difficulty
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HasteTargets affected by the spell can always perform a second maneuver during their turn without spending strain (They may still only perform two maneuvers a turn). 1 Difficulty
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Primal Fury (Primal Only)The target adds damage equal to the character's rank in Knowledge to unarmed combat checks, and their Critical Rating for unarmed combat checks becomes 3.1 Difficulty
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RangeIncrease the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. 1 Difficulty
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SwiftTargets affected by the spell ignore the effects of difficult terain and cannot be immobilized. 1 Difficulty
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Additional targetThe spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend 1 advantage to affect one additional target within range of the spell (and may trigger this multiple times, spending 1 advantage each time)2 Difficulty
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-------------------------------------Barrier Start-----------------------
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BARRIERConcentration: Yes
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Skills: Arcane, Divinie
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Both arcane and divine spellcaters have the power to create barriers of magical energy to protect themselves and their allies. The character selects one target they are engaged with (which can be themselv), then makes an Arcana or Divine skill check. The default difficulty of the check is Easy (1 difficulty). If the check is successful, until the end of the character's next turn, reduce the damage of all hits the target suffers by one, and further reduce it by one for every uncanceled 2 successess beyond the first.

Before making a Barrier check, choose any number of additional effects listed below. These effects are added to the check.
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Additional Effects:
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Additional targetThe spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend 1 advantage to affect one additional target within range of the spell (and may trigger this multiple times, spending 1 advantage each time)1 Difficulty..
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Rangeincrease the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. 1 Difficulty
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Add DefenseEach affected target gains ranged and melee defense equal to your ranks in Knowledge2 Difficulty
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EmpoweredThe barrier reduces damage equal to the number of uncancelled Successes instead of the normal effect.2 Difficulty
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Reflection (Arcane Only)If an opponent makes a magic attack against an affected target and generates 3 threat or 1 despair on the check, after the check is resolved, they suffer a hit dealing damage equal to the total damage of the attack2 Difficulty
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Sanctuary (Divine Only)Opponents the GM determines are the antithesis of the character's faith or diety automatically disengage from affected targets, and may not engage them for the duration of the spell. 2 Difficulty
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-------------------------------------Barrier End-----------------------
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-------------------------------------Curse Start-----------------------
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CURSEConcentration: Yes
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Skills: Arcane, Divine
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This action represents the combat use of curse magic. Your character selects one target within short range, then makes an Arcana or Divine skill check. The default difficulty of the check is Average (2 Difficulty). If it is successful, until the end of the character's next turn, the target decreases the ability of any skill checks they make by one (in effects, this means they remove 1 Ability from their checks)

Before making a Curse check, choose any number of additional effects listed below. These effects are added to the check.
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Additional Effects:
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EnervateIf a target suffers strain for any reason, they suffer 1 additional strain.1 Difficulty
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MisfortuneAfter the target makes a check, you may change one black die to a face displaying a failure.1 Difficulty
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RangeIncrease the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.1 Difficulty
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Additional TargetThe spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend 1 advantage to affect one additional target within range of the spell (and may trigger this multiple times, spending 1 advantage each time).1 Difficulty
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Despair (Divine Only)The target's strain and wound thresholds are reduced by an amount equal to the character's ranks in Knowledge. This effect may not be combined with the additional target effect.2 Difficulty
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DOOM (Arcana Only)After a target makes a check, you may change any one die in the pool not displaying a triumph or despair to a different face.2 Difficulty
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ParalyzedThe target is staggered for the duration of the spell. This effect may not be combined with the additional target effect.3 Difficulty
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-------------------------------------Curse End-----------------------
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-------------------------------------Conjure Start-----------------------
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CONJUREConcentration: Yes
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Skills: Arcana, Primal
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This action represents the ability of a spell caster to animate objects or create items (or even allies) out of thin air and aether. The character makes an Arcana or Primal skill check. The default difficulty is Easy (1 difficulty). If the check is successful, the character summons a simple tool with no moving parts (such as a shovel or pickaxe), a one-handed melee weapon with no moving parts (such as a sword or knife), or a minion no bigger than silhouette 1 (such as an animal, magical creature, elemental spirit, or even undead monstrosity). These appear engaged with the character. The summoned minion or item remains present until the end of the character's next turn.

If the characters summon a creature, the creature behaves in the best approximation of its natural instincts (as determined by the GM). It is not controlled by the characters, and may even be hostile to them. In a structured encounter, it takes its turn immediately after the character.

Before making a Conjure check, choose any number of additional effects listed below. These effects are added to the check.
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Additional Effects:-------------------------------------------------------------------------------------------------------------
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Additional SummonThe spell summons one additional item, weapon, or creature. In addition, after casting the spell, you may spend 2 advantage to summon one additional item, weapon or creature (and may trigger this multiple times, spending 2 advantage each time).1 Difficulty
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Medium SummonThe character may summon a more complicated tool with moving parts, a rival no larger than silhouette 1, or a two-handed melee weapon.1 Difficulty
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RangeIncrease the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.1 Difficulty
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Summon AllyThe creature the character summons is friendly to them and obeys their commands. The character may spend a manouver to direct the creature, allowing them to determine its action and maneuver. (If the character summons multiple creatures, the character may spend one maneuver on their turn to direct the turns of all summoned creatures.1 Difficulty
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Grand SummonThe character may summon a rival of up to silhouette 3.2 Difficulty
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-------------------------------------Conjure End
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-------------------------------------Dispel Start
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DISPELConcentration: No
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Skills: Arcana
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The ability to nullify magic is a strange and wonderous art that only certain arcane spellcasters posses. The character selects one target within short range that is under the effects of a spell, then makes an Arcane skill check. The default difficulty for the check is Hard (3 Difficulty). if the check is successful, the effect the target is under immediately end (if the spell affected multiple targets, the other target remain affected).

Before making a Dispel check, choose any number of additional effects listed below. These effects are added to the check.
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Additional Effects:-------------------------------------------------------------------------------------------------------------
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RangeIncrease the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.1 Difficulty
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Additional TargetThe spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend 1 Advantage to affect one additional target within range of the spell (and may trigger this multiple times, spending 1 Advantage each time).2 Difficulty
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-------------------------------------Dispel End-----------------------
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-------------------------------------Heal Start-----------------------
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HEALConcentration: No
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Skills: Divine, Primal
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Priests and other practitioners of divine magic are often known for their healing abilities. Often, those in touch with nature also posses s the capacity to heal wounds and illness. The character can use the Divine or Primal magic skill in place of a Medicine check in order to remove damage or heal Critical Injuries. When making the check the character selects one target they are engaged with who is not incapacitated. The default difficulty of the check is Easy (1 Difficulty), Upon success, the character heals 1 wound per uncanceled success, and 1 strain per uncanceled advantage.

Before making a Heal check, choose any number of additional effects listed below. These effects are added to the check.
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Additional Effects:-------------------------------------------------------------------------------------------------------------
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Additional TargetThe spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend 1 Advantage to affect one additional target within range of the spell (and may trigger this multiple times, spending 1 Advantage each time).1 Difficulty
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RangeIncrease the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.1 Difficulty
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RestorationSelect one ongoing status effect the target is suffering. This status effect immediately ends.1 Difficulty
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Heal CriticalSelect one Critical Injury the target is suffering. If the spell is successful, the Critical Injury is also healed.2 Difficulty
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Revive IncapacitatedThe character may select targets who are incapacited.2 Difficulty
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ResurrectionThe character may select a target who has died during this encounter. If the check is successful, the target is restored to life, suffering wounds equal to their wound threshold. If the check fails, no characters may attempt to resurrect the target again.4 Difficulty
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Heal End
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