General Magecraft

General Magecraft


These spells are a loose collection of spells that don't fit in any particular category and unlike classes and sub-classes, these spells do not have to be selected in order, but a mage can pick and chose any spells that appeal to him.

Magic 1

Featherfall
Cost: 1 Mana
Intelligence + Arcana + Magic
Casting Time: 1 immediate action
Range: 25 feet per Soul
Targets: 2 creatures per success
Duration: Until landing or 1 1 minute per Soul

The affected creatures or objects fall slowly. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a immediate action, allowing you to cast this spell even when it isn’t your turn. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Grease
Cost: 1 Mana
Intelligence + Arcana + Magic
Casting Time: 1 standard action
Range: 25 feet per Soul
Target or Area: One object or a 10-ft. square
Duration: 5 rounds per success

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a Dexterity + Athletics check. Tying means it can’t move that round, while failure means it falls. The spell can also be used to create a greasy coating on an item.

Mirror Image
Cost: 1 Mana
Range Self
Intelligence + Arcana + Magic
Duration: 1 Scene
Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.

Mirror image creates 2 images + 1 per success. These figments separate from you and remain in a cluster. Observers can’t use vision or hearing to tell which one is you and which the image. Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s defenses equal yours and they seem to react normally to area spells.

Mount
Cost: 1 Mana
Intelligence + Arcana + Magic
Casting Time: 1 round
Range: 50 feet per Soul
Effect: One mount per success
Duration: 12 hours per success

You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Obscuring Mist
Cost: 1 Mana
Intelligence + Arcana + Magic
Casting Time: 1 standard action
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 10 minutes per success

A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.

Magic 2

Acid Arrow
Cost: 2 Mana
Dexterity + Arcana + Magic
Range: 500 feet per Soul
Duration: 1 round + 1 round per Soul

A magical arrow of acid springs from your hand and speeds to its target. The arrow deals 1 lethal acid damage per 2 successes. For every additional Soul, the acid, unless somehow neutralized lasts for another round, dealing another point of damage per success in that round.

Glitterdust
Cost: 1 Mana
Intelligence + Arcana + Magic vs Dexterity + Athletics
Range: 100 feet per Soul
Area: Creatures and objects within 10-ft.-radius spread
Duration: 2 rounds per success

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust receives -10 dice to Stealth rolls.

Hideous Laughter
Cost: 2 Mana
Range: 30 feet
Manipulation + Arcana + Magic vs Resolve + Composure
Target: One creature
Duration: 1 round per success

This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives 2 bonus dice, because humor doesn’t “translate” well.

True Strike
Cost: 2 Mana + 1 Willpower
Intelligence + Arcana + Magic

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a number of automatic successes equal to your Soul. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Scorching Ray
Cost: 2 Mana
Intelligence + Archery + Magic
Range: 50 feet

You blast your enemies with fiery rays. You may fire one ray, plus one ray per two additional Soul beyond 1 (to a maximum of three rays at 5 Soul). Each ray requires an Intelligence + Archery + Magic roll and deals 1 point of lethal fire damage.per 2 successes. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

Spider Climb
Cost: 2 Mana
Intelligence + Arcana + Magic
Duration: 1 Hour per success

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 10 feet per Soul; furthermore, it need not make Dexterity + Athletics checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its defense while climbing, and opponents get no special bonus to their attacks against it. It cannot run while climbing.

Web
Cost: 2 Mana
Intelligence + Arcana + Magic
Range: 100 feet per Soul
Effect: Webs in a 20-ft.-radius spread
Duration: 1 hour per success

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.

Anyone in the effect’s area when the spell is cast must make a Dexterity + Athletics roll. If this roll succeeds, moving is more difficult than normal. If the roll fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Strength or Dexterity check. Once loose, a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new check. The creature moves at -2 speed for each success the caster got.

The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take fire damage from the flames.

Magic 3

Dispel Magic
Cost: 2 Mana
Intelligence + Arcana + Magic vs the number of successes for the orginal affect
Range: 100 feet per Soul
Target or Area: One spellcaster, creature, or object; or 30-foot area

You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

One object, creature, or spell is the target of the dispel magic spell. You make a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. You need to tie or beat the number of successes of the first caster. If you target an object or creature that is the effect of an ongoing spell, you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1 round per success, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword. Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself.

Dimensional Anchor
Cost: 2 Mana
Dexterity + Arcana + Magic
Range: 200 feet per Soul
Duration: 10 minutes per success

A green ray springs from your outstretched hand. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel.

Freezing Sphere
Cost: 4 Mana
Intelligence + Arcana + Magic
Range: 500 feet per Soul

Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1 points of cold damage per success to each creature in the area. An elemental (water) creature instead takes aggravated damage.

If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 500 square feet per success. This ice lasts for 1 minute per Soul. You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 5 round per soul, at the end of which time the freezing sphere bursts centered on you. Firing the globe in a later round is a standard action.

Haste
Cost: 3 Mana
Intelligence + Arcana + Magic
Targets: 2 creatures per Soul
Duration: 2 rounds per success

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When attacking, a hasted creature gains 1 bonus die. A hasted creature gains 1 bonus die to defense and 1 bonus die per successes on Dexterity + Athletics rolls. All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 5 per success.

Telekinesis
Cost: 3 Mana
Intelligence + Arcana + Magic
Range: 500 feet per Soul
Duration: Concentration, up to 1 minute per success

You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force - A sustained force moves an object weighing no more than 100 pounds per Soul up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Resolve + Composure roll. The weight can be moved vertically, horizontally, or in both directions. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.

Combat Maneuver - Alternatively, once per round, you can use telekinesis to perform a combat maneuver. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use Intelligence + Arcana + Magic.

Violent Thrust - Alternatively, the spell energy can be spent in a single round. You can hurl 2 objects or creatures per Soul that are within range and all within 10 feet of each other toward any target within 50 feet of all the objects.
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using Intelligence + Archery + Magic. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 3 points of damage per 25 pounds (for hard, dense objects).

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Resolve +Composure rolls to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet.

Wall of Fire
Cost: 3 Mana
Intelligence + Arcana + Magic
Range: 100 feet per Soul
Effect: Opaque sheet of flame up to 100 feet per success or a ring of fire with a radius of up to 10 feet per success; either form 20 ft. high
Duration: Concentration + 1 minute per success

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 1 points of fire damage per success to creatures within 10 feet and 1 point of fire damage per 2 successes to those past 10 feet but within 20 feet. Passing through the wall results in automatic damage equal to the number of successes rolled. The wall deals this damage when it appears and on your turn each round to all creatures in the area. The wall deals double damage to undead creatures.

Magic 4

Cloudkill
Cost: 4 Mana + 1 Willpower
Intelligence + Arcana + Magic vs Stamina + Soul
Range: 100 feet per Soul
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 5 minutes per success

This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 1 Soul or less. A living creature with 2 - 3 Soul is slain unless it succeeds on a Stamina + Soul roll, in which case it takes 1 aggravated damage per success each turn it remains in the cloud. A living creature with 4 or more Soul takes 1 aggravated damage per success each round while in the cloud Stamina + soul reduces this damage. Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.

Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

Feeblemind
Cost: 3 Mana + 1 Willpower
Intelligence + Arcana + Magic vs Resolve + Composure
Range: 100 feet
Target: One creature
Duration: Permanent

If the target creature gets fewer successes, its Intelligence and Presence scores each drop to 1. The affected creature is unable to use Intelligence or Presence based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow and even protect them. The subject is affected until this spell is removed.

Flesh to Stone
Cost: 3 Mana + 1 Willpower
Intellegence + Arcana + Soul vs Stamina + Soul
Range: 100 feet

The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells..

Prismatic Spray
Cost: 4 Mana + 1 Willpower
Dexterity + Arcana + Magic vs Dexterity + Athletics
Range: 60 ft.
Area: Cone

1d10 Color
of Beam Effect
1 Red 1 point of aggravated fire damage per 2 successes
2 Orange 1 point of lethal acid damage per success
3 Yellow 2 points of bashing lightning damage per success
4 Green 1 lethal poison damage per success
5 Blue Turned to stone (vs Stamina + Soul)
6 Indigo Insane (vs Resolve + Composure)
7 Violet Aged or regressed (determine randomly) 10 years/success (vs Stamina + Soul)
8-9 Struck by two rays; roll twice more, ignoring any “8 - 10” results.
10 Struck by three rays; roll 3 times, ignoring any “8 - 10” results.

This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.

Stone to Flesh
Cost: 3 Mana
Intelligence + Arcana + Magic
Range: 100 feet
Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long

This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a Stamina + Soul roll to survive the process. Any petrified creature, regardless of size, can be restored.

The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.

True Seeing
Cost: 2 Mana
Intelligence + Investigate + Magic
Range: Touch
Target: Creature touched
Duration: 10 minutes per success

You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects, invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

Magic 5

Power Word Kill
Cost: 3 Mana
Intelligence + Arcana + Magic
Target: One living creature with Soul 2 or less

You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not.

Time Stop
Cost: 5 Mana + 1 Willpower
Intelligence + Arcana + Magic
Duration: 1 round per 2 successes (minimum 1 round)

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for the duration. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

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