Basic Chromatic Dark Magic Void Mage Grey Magic Wizard Magus
Class Info
Mage
Mages specialize in using arcane magic. Most are trained by the Acedemy, but others are trained by personal tutors, or discover magic for themselves. Mages tend to be highly involved with the search for knowledge. Magic involves uses mental concentration and arcane formulae to bend the form of Aether. Magic is very difficult and dangerous and is skill few can master.
Preparing Scrolls Scrolls hold a a Charge of the Aethor Formula. More powerful scroll Charges might cost spell material to precious stones.
Incanting Spells to reduce a spell's danger to you and your allies, Mages have learned to Incant Arcanum. While incanting a Mage concentrates on calculating the final formulas for casting. This requires the use the voice and hands for chanelling the forms of the spell. This builds Arcanum, that will be used to cast the spell. If a Mage stops Incanting all stored Arcanum is Lost.
Casting Spells The Mage brings form and function to Aether briefly structuring it to thier machinactions.
Overcharge is the act of increasing the power of a spell, often at the cost making the Spell more dangerous.
Backlash are dangerous and uncontrolled conseqences of a spell. Mages Invented Arcanum to reduce the danger of backlash.
Prepared Spells Mages can Spend Time and sometimes resources, like Spell Materials (Cost), to Cast Spells written on Scrolls. After casting The spell loses a Prepared Charge.
Spell Materials Magical Creatures, and some Ore has higher concentrations of Aether, Mages use this to prepare Charges for more powerful spells.
Untrained: Schools of magic that the caster has not yet completed training in. Some Schools like Dark Magic and Void Magic take more to learn than just learning the spells.
Basic
Mage 1
Mage 2
Mage 3
Scholar (1 Level)
A Mage is someone who has learned the art of arcane manipulation, weaving the ether into powerful spells. In order to do this, Mages must not only be able to feel the ethereal flow around them but also understand, memorize, and manipulate the equations that can transform inert ether into forces that act on the physical world. In starting their practices, Mages require the study of scrolls which contain the equations to prime ether into a pre-transformation state which can be acted on in combat. Mages also begin to memorize their own spells, starting with the Ball of Light, which each Mage practices each night before bed, to more powerful Arcane Barriers and Missiles. Most Mages are trained in magic schools such as the Citadel of Arcadia, or else taught by private tutors.
Wild Mage 1
Wild Mage 2
Wild Mage 3
Survivialist (1 Level)
+
Spirit 2
Those who have a natural aptitude for magic that manifests without prior training are called Wild Mages. Wild Mages may spring up anywhere, and while they may have some understanding of the underlying arcane equations, they perform many of their spell through sheer force of will. For their memorized spells, instead of mastering the Arcane Barrier and Missile, Wild Mages make use of Wild Teleport and burst field of Arcane Blast.
Multiclass
Armiger of Awakening
Fighter 2 /1 + Mage 1/2
See Fighter.
Trickster 1
Rogue 2/1 + Mage 1/2 (Yellow)
See Rogue.
Magic Archer 1
Archer 2 + Mage 1
See Archer.
Spellsong 1
Bard 2/1 + Mage 1/2
See Bard.
Witch 1
Druid 2/1 + Mage 1/2
See Druid.
Death Knight 1
Fighter 3 + Mage 1 OR Morgeth
+
Paladin 1 (Fallen)
See Cleric.
Mage Advanced
Chromatic Affinity: As characters go farther down the mage path, they gain physiological changes based on their school of magic. Eyes glow in associated color, streaks of that color in hair, nails turn that color, etc.
Red Mage
Mage 3
+
(Red)
Pyromancer *
Scholar (Cosmological Studies 1)
The Pyromancer is a master of Red Magic, and can manipulate both light and flame. This manipulation can come in form of fireballs, streams of fire, and powerful explosions. Pyromancers are one of the most sought after mages to be used in large scale warfare as they can provide incredible damage if properly protected.
Blue Mage
Mage 3
+
(Blue)
Cyromancer *
Scholar (Cosmological Studies 1)
Cryomancers specialize in Blue Magic which is the manipulation of ice and water. Much like the magic they practice, they are often known for the cold demeanor as well of the crystalline beauty of their magic in practice. Cryomancers are capable of creating air bubbles to breath underwater, creating ice spikes and walls, and even calling down giant tidal waves.
Green Mage
Mage 3
+
(Green)
Geomancer *
Scholar (Social Studies 1)
Geomancers specialize in Green Magic, which is the manipulation of rocks and the earth as well as telekinesis. Geomancers often seek places of solitude, such as mountain tops or deep within the earth to practice their magic. Geomancers can move objects with their mind, raise rock walls, and create giant earthquakes.
Yellow Mage
Mage 3
+
(Yellow)
Aeromancer *
Scholar (Social Studies 1)
Aeromancers specialize in Yellow Magic, which is the manipulation air and lightning as well as telepathy. Being able to read minds, Aeromancers are often sought it to determine someone's secrets, and can be paid handsomely at royal courts for their services. Aeromances gain the ability to communicate telepathically, create gusts of wind, and use a variety of lighting based attacks against their enemies.
Purple Mage
Mage 3
+
(Purple)
Astromancer *
Scholar (Cosmological Studies 1)
Astromancers specialize in Purple Magic, which is manipulation of gravity and time. Of all the School of Chromatic Magic, Purple Magic is the most mysterious and few can be found who study it outside the major schools of magic. Astromancers may slow falling, create portals that launch the user or link two places, and even create fields that manipulate time.
Grey Mage
Mage 1
+
Scholar (4 Levels), Linquist(3 Languages)
Those who wish to master the art of knowledge are called Grey Mage. This school involves no arcane manipulation or magical effects, only the power of a keen and well studied mind. While typically a Grey Mage may works as a librarian or record keeper, they may also use their knowledge to contribute on the field. This includes finding magic items, giving helpful insight, and sometime applying things they learn to get out of tough situations.
* Note: Can only ever obtain one "-mancer" Class.
Mage Advanced
Dark Affinity: As characters go farther down the mage path, they gain physiological changes based on their school of magic. Eyes glow in dark/strange colors, streaks of that color in hair, nails turn black, etc.
Plague Mage
Mage 3
+
(Plague)
Plaguemancer *
Scholar (Nature Studies 1)
Plaguemancers specialize in the Plague Magic, which is manipulation of acid and vermin. Plaguemancers are particularly hated by civil society as they may use their dark arts to ruin a town or city with the misfortune of disease. In order to master Plague Magic, one must let their body become one with a host of vermin and sickness. Plaguemancers can communicate with rats and other vermin, spray poison, and create acid rain.
Blood Mage
Mage 3
+
(Blood)
Sanguimancer *
Scholar (Nature Studies 1) + Vampirism
Sanguimancers specialize in Blood Magic, which is used to manipulate both the blood of themselves and others to their own ends. While they practice a dark magic, Sanguimancers are sometimes sought out for the healing power they can provide, though they rarely do so. In order to master Blood Magic, once must typically give themselves to the disease of vampirism. Sanguimancers can drain energy from those they touch, pull the blood out of their foes, and create leaching blood mists.
Shadow Mage
Mage 3
+
(Shadow)
Umbramancer *
Scholar (Social Studies 1)
Umbramancers specialize in Shadow Magic, which is used to manipulate darkness and fear. Not only are Umbramancers able to manipulate which is shadowed from light, but also the shadows within an enemies mind. Umbramancers often make use of demon pacts to unlock the full power of their Drak Magic, and taking on demon aspect is a requirement for those who wish mastery over the shadows. Umbramancers may move through shadows, summon shadows to attack their foes, and create shadows forms of themselves.
Death Mage
Mage 3
+
(Death)
Necromancer *
Scholar (Nature Studies 1)
Necromancers specialize in the Death Magic, which is used to manipulate death and corpses. Necromancers are despised for their use of the dead, and often raid graveyards for the corpses they use in their experience. To master the art of necromancy, once must eventually become undead themselves. Necromancers can speak to the dead, animate zombies to use in combat, and even, within certain limits, bring the dead back to life.
Soul Mage
Mage 3
+
(Soul)
Phantomancer *
Scholar (Cosmological Studies 1)
Phantomancers specialize in Soul Magic, which is use to manipulate the dark energies of ghosts and sprits. Phantomancers often involve themselves in various dark plots, as their power is increased by each soul they collect. Phantomancers even begin to feed on the souls of the once living, making them abhorred by those who interact with them. Phantomancers may animate objects and skeletons, shoot bolts of dark energy, and even create a bride to the realm of souls.
* Note: Can only ever obtain one "-mancer" Class.
Mage Master
Sage
Elite Character
+
Grey Mage
+
Scholar (Complete)
+
Linguist (Complete)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
A Sage has forgotten more then most men have ever known. In addition to have encyclopedic knowledge of nearly all things, a lifetime of study has taught the Master Greymancer a deeper art hidden through the lore of the world, the are of True Naming. By knowing the True Name of person, item, or location, one is able to command it on a level as deep as the ether that runs through it. A Sage can this way, through intense study, produce portals, open the magic abilities of items, and even command and kill enemies.
Wizard
Elite Character
+
Red Mage
+
Blue Mage
+
Green Mage
+
Yellow Mage
+
Purple Mage
+
Scholar (Cosmolgical Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
A Wizard, or Chromomancer, is a Mage who is proficient in all the Chromatic schools of magic. This wide ranging experience gives them perspective and abilities others do not have, and they are highly sought after as teachers and advisors. Wizards have enhanced ability to cast multiple elements at once and even multiple spells at once via their Dual Cast ability.
Master Pyromancer
Elite Character
+
Pyromancer
+
Scholar (Cosmological Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Red Magic they become a Master Pyromancer. A Master Pyromancer can unleash streams of hot dragon breath and even burn down whole towns with a towering inferno.
Master Cyromancer
Elite Character
+
Cyromancer
+
Scholar (Cosmological Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Blue Magic they become a Master Cryomancer. A Master Cryomancer can freeze through powerful ice beams or summon a blizzard with the power to submerge a town in ice and snow.
Master Aeromancer
Elite Character
+
Aeromancer
+
Scholar (Social Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Yellow Magic they become a Master Aeromancer. A Master Aeromancer can turn invisible and pass through solid objects.
Master Geomancer
Elite Character
+
Geomancer
+
Scholar (Social Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Green Magic they become a Master Geomancer. A Master Geomancer can shatter the earth around them and rocks the size of houses with their mind to crush their foes.
Master Astromancer
Elite Character
+
Astromancer
+
Scholar (Cosmological Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Purple Magic they become a Master Astromancer. A Master Astromancer can create powerful gravity fields and even summon dangerous black holes.
Mage Master
Magus
Elite Character
+
Plague Mage
+
Blood Mage
+
Shadow Mage
+
Death Mage
+
Soul Mage
+
Scholar (Cosmolgical Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
Magus, sometimes called Darkmancers, are practitioners of all schools of Dark Magic. No other mage has the full grasp of the powers of darkness as a Magus, and they tend to operate from positions of great power and secrecy. They also tend to travel with pupils who wish to gain from them the secrets of the dark arts. A Magus may call upon Dark Spirits imbued with all facets of dark magic, and even cast multiple dark spells at once.
Master Plaguemancer
Elite Character
+
Plaguemancer
+
Scholar (Nature Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Plague Magic they become a Master Plaguemancer. A Master Plaguemancer can transform themselves into living swarms of vermin and summon greater swarms to devastate areas.
Master Sanguimancer
Elite Character
+
Sanguimancer
+
Scholar (Nature Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Blood Magic they become a Master Sanguinemancer. A Master Sanguinemancer can transform themselves into living blood or open vortexes of burning blood through the tears of the blood god.
Master Umbramancer
Elite Character
+
Umbramancer
+
Scholar (Social Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Shadow Magic they become a Master Umbramancer. A Master Umbramancer can attempt to directly control people through their shadows and open gateways to the realm of the demons.
Master Necromancer
Elite Character
+
Necromancer
+
Scholar (Nature Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Death Magic they become a Master Necromancer. A Master Necromancer becomes and undying lich and can experiment on corpses to create powerful and hideous corps abominations.
Master Phantomancer
Elite Character
+
Phantomancer
+
Scholar (Cosmological Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Soul Magic they become a Master Phantomancer. A Master Phantomancer may summon specters to into battle as well a bring about the devastating Caravan of Souls against their foes.
Arcane Schools
Grey: Is the school non-magical studies, including langauges, history, and logic. Chromatic Magic Chromatic Magic is the standard type of magic. Each has a school in the Citadel.
Red
Red Magic grants power over light and flames. This immense destructive potential makes Red Magic highly valued in large-scale warfare, capable of inflicting tremendous damage when supported effectively.
Blue
Blue Magic harness the power of ice and water. Blue Magic users harness a more supportive role, but can conjure up devastating attacks when pressed.
Green
Green Magic harnesses the primal forces of the earth and Telekinesis. Their magic allows them to manipulate objects, erect defensive barriers, and levitate objects.
Yellow
Yellow Magic wields the power of wind and lightning, using their abilities for both offense and strategic advantage. They can create gusts of wind, communicate telepathically, and cast spells that distract or damage enemies.
Purple
Purple Magic taps into the cosmic forces to manipulate gravity, time, and space. These mages can defy the natural laws, creating portals and manipulating the weight and movement of objects and themselves.
Dark Magic
The Dark Arts
Dark Magic is forbidden by the Citadel and assocaited with the power of Morgeth though it is said to offer increcible abilities. Sources are available to learn however for those interested...
Plague
Plague Magic, rooted in the dark and forbidden knowledge of disease and decay, harnesses the power of pestilence and rot.
Blood
Blood Magic, draws power from life's essence. Masters can manipulate their own and others' blood to perform powerful, often gruesome feats, healing or harming with equal ease.
Shadow
Shadow Magic, harnesses the power of darkness and shadows. Feared and revered, Shadow Magic can cloak allies, instill terror, and unleash demonic forces.
Death
Death Magic manipulates life and death itself. Can animate corpses, command the undead, and unleash devastating necrotic spells. Feared and respected, Death Magic allows the practitioner to raise armies of the dead, drain life, and even achieve a form of immortality.
Soul
Soul Magic, a dark and potent art, harnesses the power of souls for arcane and often sinister purposes. This feared magic allows the practitioner to control both the living and the dead, making them a formidable force.
Occult Magic
The Occult
There is a shroud of mystery around certain parts of reality. The deepest mysteries are those around something called the Occult. It is said they worship a strange alien God who is called Xythuul and those who look too far into these mysteries can have their sanity damaged.
Void
Void Magic delves into the forbidden realms of the occult, manipulating the very fabric of existence with its mastery over anti-matter and nothingness. Its practitioners, often shrouded in secrecy, it's a potent tool in the hands of those daring enough to wield it.
Basic
Mage 1
Basic
Can't use Abilities in Light/Medium/Heavy Armor
Prepare Spell
Downtime
Int
+
Spirit
+
Dex
Outdoors/rough environment:
6 Only
1S: Prepare a Spell.
Must spend cost if applicable.
Cantrips
Ball of Light
Challenge
Resist 1 Fatigue w/
Endr
.
Create Ball of Light 2 that lasts up to 30 Minutes.
Sense Arcane
Challenge
Int
Determine if any Arcane Magic is nearby and possibly it's nature.
Arcane Spellcasting
Arcanum
Arcane Magic requires a free hand, standing, speaking loudly, freedom of movement. Otherwise may make Incanting or Reducing Backlash
6 Only
or impossible.
Spell
Craft
Full
Incant
1
S
+
Int
+
Spirit
1S: +1 Arcanum.
May Move 1 Space OR Cast.
Cast Note: Typical 'safe' casting is 3 Arcanum per 1 Backlash.
Overcharge
May add Overcharge Effects and Backlash cost.
Resist
Roll Arcanum Dice.       Trained:
+
Dex
+
1
D
1S: -1 Backlash.
Per Backlash
2
D
Stamina Loss
+
1
D
Fatigue
+
Spell Backlash Effect.
Cast
See Spell's Effect.
Mage 2
Basic
Can't use Abilities in Light/Medium/Heavy Armor
Prepare Spell
Downtime
Int
+
Spirit
+
Dex
Outdoors/rough environment:
6 Only
1S: Prepare a Spell.
Must spend cost if applicable.
Cantrips
Ball of Light
Challenge
Resist 1 Fatigue w/
Endr
.
Create Ball of Light 2 that lasts up to 3 Hours. Can be put onto a Staff or similar.
Arcane Trick
Challenge
Int
+
Spirit
May do a simple magic trick. More Successes improves it.
Ex: Snuff Candle, Colored Sparkles, Small Gust of Wind, Write Temporary Arcane Glyph into Surface.
Sense Arcane
Challenge
Int
+
Sense
Determine if any Arcane Magic is nearby and possibly it's nature.
Arcane Spellcasting
Arcanum
Arcane Magic requires a free hand, standing, speaking loudly, freedom of movement. Otherwise may make Incanting or Reducing Backlash
6 Only
or impossible.
Spell
Craft
Full
Incant
1
S
+
Int
+
Spirit
+
1
D
1S: +1 Arcanum.
May Move 1 Space OR Cast.
Cast Note: Typical 'safe' casting is 3 Arcanum per 1 Backlash.
Overcharge
May add Overcharge Effects and Backlash cost.
Resist
Roll Arcanum Dice.       Trained:
+
Dex
+
1
D
1S: -1 Backlash.
Per Backlash
2
D
Stamina Loss
+
1
D
Fatigue
+
Spell Backlash Effect.
Cast
See Spell's Effect.
Trained Spells
Color Blast
1 Backlash
Proj 
Contest: 1
S
+
Spirit
+2
D
(you) vs.
Spirit
(target) 1S: +1 Dazed.
Dazed:
6 Only
and Pace 1. Remove Free w/
Fort
/
Spirit
Arcane Barrier
2 Backlash
Gain
DR
7
D
against an Energy Attack or
DR
5
D
against a non-Energy Attack for 1
S
+
Int
+
Spirit
Rounds.
Mage 3
Basic
Can't use Abilities in Light/Medium/Heavy Armor
Prepare Spell
Downtime
Int
+
Spirit
+
Dex
+
1
D
Outdoors/rough environment:
6 Only
1S: Prepare a Spell.
Must spend cost if applicable.
Cantrips
Ball of Light
Challenge
Resist 1 Fatigue w/
Endr
. Create Ball of Light 2. Lasts up to a 6 hours. Can be put onto a Staff or similar.
Arcane Trick
Challenge
Int
+
Spirit
+
1
D
May do simple magic trick. More Successes improves it.
Ex: Snuff Candle, Colored Sparkles, Small Gust of Wind, Write Temporary Arcane Glyph into Surface.
Sense Arcane
Challenge
Int
+
Sense
+
1
D
Determine if any Arcane Magic is nearby and possibly it's nature.
Arcane Spellcasting
Arcanum
Arcane Magic requires a free hand, standing, speaking loudly, freedom of movement. Otherwise may make Incanting or Reducing Backlash
6 Only
or impossible.
Spell
Craft
Full
Incant
1
S
+
Int
+
Spirit
+
2
D
1S: +1 Arcanum.
May Move 1 Space OR Cast.
Cast Note: Typical 'safe' casting is 3 Arcanum per 1 Backlash.
Overcharge
May add Overcharge Effects and Backlash cost.
Resist
Roll Arcanum Dice.       Trained:
+
Dex
+
1
D
1S: -1 Backlash.
Per Backlash
2
D
Stamina Loss
+
1
D
Fatigue
+
Spell Backlash Effect.
Cast
See Spell's Effect.
Trained Spells
Color Blast
1 Backlash
Proj 
Contest: 1
S
+
Spirit
+3
D
(you) vs.
Spirit
(target) 1S: +1 Dazed.
Dazed:
6 Only
and Pace 1. Remove Free w/
Fort
/
Spirit
Arcane Barrier
2 Backlash
Gain
DR
7
D
against an Energy Attack or
DR
5
D
against a non-Energy Attack for 1
S
+
Int
+
Spirit
Rounds.
Arcane Missile
3 Backlash
Backlash
3
3
D
Dmg to Casting Arm per Backlash
Effect
Strike 
1
S
+
Sense
+
3
D
1S:+
Energy
2
S
+
Int
+
3
D
Overcharge
+1 Backlash: Go around allies and corners.
+1 Backlash: +3
D
to Hit, +3
D
to Dmg.
Wild Mage 1 (Mage 1)
Basic
Can't use Abilities in Light/Medium/Heavy Armor
Prepare Spell
Downtime
Int
+
Spirit
+
Sense
Outdoors/rough environment:
6 Only
1S: Prepare a Spell.
Must spend cost if applicable.
Cantrips
Arcane Sparks
Active
Resist 1 Fatigue w/
Endr
+
1
D
.
Create Light 6 that lasts up to 1 Minute.
Sense Arcane
Challenge
Spirit
Determine if any Arcane Magic is nearby and possibly it's nature.
Arcane Spellcasting
Arcanum
Arcane Magic requires a free hand, standing, speaking loudly, freedom of movement. Otherwise may make Incanting or Reducing Backlash
6 Only
or impossible.
Spell
Craft
Full
Incant
1
S
+
Int
+
Spirit
1S: +1 Arcanum.
May Move 1 Space OR Cast.
Cast Note: Typical 'safe' casting is 3 Arcanum per 1 Backlash.
Overcharge
May add Overcharge Effects and Backlash cost.
Resist
Roll Arcanum Dice.       Trained:
+
Sense
+
1
D
1S: -1 Backlash.
Per Backlash
2
D
Stamina Loss
+
1
D
Fatigue
+
Spell Backlash Effect.
Cast
See Spell's Effect.
Wild Mage 2 (Mage 2)
Basic
Can't use Abilities in Light/Medium/Heavy Armor
Prepare Spell
Downtime
Int
+
Spirit
+
Sense
Outdoors/rough environment:
6 Only
1S: Prepare a Spell.
Must spend cost if applicable.
Cantrips
Arcane Sparks
Active
Resist 1 Fatigue w/
Endr
+
2
D
.
Create Light 9 that lasts up to 3 Minute.
Arcane Trick
Challenge
Int
+
Spirit
May do a simple magic trick. More Successes improves it.
Ex: Snuff Candle, Colored Sparkles, Small Gust of Wind, Write Temporary Arcane Glyph into Surface.
Sense Arcane
Challenge
Spirit
+
Sense
Determine if any Arcane Magic is nearby and possibly it's nature.
Arcane Spellcasting
Arcanum
Arcane Magic requires a free hand, standing, speaking loudly, freedom of movement. Otherwise may make Incanting or Reducing Backlash
6 Only
or impossible.
Spell
Craft
Full
Incant
1
S
+
Int
+
Spirit
+
1
D
1S: +1 Arcanum.
May Move 1 Space OR Cast.
Cast Note: Typical 'safe' casting is 3 Arcanum per 1 Backlash.
Overcharge
May add Overcharge Effects and Backlash cost.
Resist
Roll Arcanum Dice.       Trained:
+
Sense
+
1
D
1S: -1 Backlash.
Per Backlash
2
D
Stamina Loss
+
1
D
Fatigue
+
Spell Backlash Effect.
Cast
See Spell's Effect.
Trained Spells
Color Blast
1 Backlash
Proj 
Contest: 1
S
+
Spirit
+2
D
(you) vs.
Spirit
(target) 1S: +1 Dazed.
Dazed:
6 Only
and Pace 1. Remove Free w/
Fort
/
Spirit
Wild Teleport
2 Backlash
+
3
D
to Dodge, Teleport to a Random Space 4
D
Away.
Wild Mage 3 (Mage 3)
Basic
Can't use Abilities in Light/Medium/Heavy Armor
Prepare Spell
Downtime
Int
+
Spirit
+
Sense
+
1
D
Outdoors/rough environment:
6 Only
1S: Prepare a Spell.
Must spend cost if applicable.
Cantrips
Arcane Sparks
Active
Resist 1 Fatigue w/
Endr
+
3
D
.
Create Bright Light that lasts up to 5 Minutes.
Arcane Trick
Challenge
Int
+
Spirit
+
1
D
May do simple magic trick. More Successes improves it.
Ex: Snuff Candle, Colored Sparkles, Small Gust of Wind, Write Temporary Arcane Glyph into Surface.
Sense Arcane
Challenge
Spirit
+
Sense
+
1
D
Determine if any Arcane Magic is nearby and possibly it's nature.
Arcane Spellcasting
Arcanum
Arcane Magic requires a free hand, standing, speaking loudly, freedom of movement. Otherwise may make Incanting or Reducing Backlash
6 Only
or impossible.
Spell
Craft
Full
Incant
1
S
+
Int
+
Spirit
+
2
D
1S: +1 Arcanum.
May Move 1 Space OR Cast.
Cast Note: Typical 'safe' casting is 3 Arcanum per 1 Backlash.
Overcharge
May add Overcharge Effects and Backlash cost.
Resist
Roll Arcanum Dice.       Trained:
+
Sense
+
1
D
1S: -1 Backlash.
Per Backlash
2
D
Stamina Loss
+
1
D
Fatigue
+
Spell Backlash Effect.
Cast
See Spell's Effect.
Trained Spells
Color Blast
1 Backlash
Proj 
Contest: 1
S
+
Spirit
+3
D
(you) vs.
Spirit
(target) 1S: +1 Dazed.
Dazed:
6 Only
and Pace 1. Remove Free w/
Fort
/
Spirit
Wild Teleport 2 Backlash
+
3
D
to Dodge, Teleport to a Random Space 4
D
Away.
Arcane Blast
3 Backlash
Backlash
3
Increase Self Damage by 2
D
Effect
All in Circle 1
Take 2
S
+
3
D
Blast
Within in Circle 2
Take 1
S
+
3
D
Blast
Self
Take 1
S
+
3
D
Blast
Overcharge
+2 Backlash: +1 Circle Range
+1 Backlash: +2
D
to Dmg for Circles.
+1 Backlash: Allies take Take 1
S
+
2
D
Blast instead.
Chromatic Magic
Red Magic
Red Mage
Advanced
Red Magic Expert: -1 Red Epic Spell Backlash Cantrips Finger Fire: May start small fires (ex: camp fires).
Manipulate Flame: Manipulate shape and color of fire
Lesser Spells
Warming Aura
Gain Warming Aura Scroll. Does not require Prep. Has
+
1
D
.
Magic Lantern
Gain Magic Lantern Scroll. Does not require Prep. Create Light for 10 hours.
Spells
Spark
Gain Spark Scroll. Does not require Prep.
+
1
D
Burning.
Overcharge
+2 Backlash: +1 Dmg
Fireball
Gain Fire Ball Scroll. Does not require Prep.
+
1
D
to Hit.
Flare
Cost
1 Spell Material
Prepared
     /2
Backlash
3
You Resist Blind 1 per Backlash (Max 3) w/
Fort
/
Spirit
All in Circle 2 Resist Blind 2 w/
Fort
/
Spirit
. Allies can take an Active Action to gain
+
4
D
to Resist. Remove Blind (Free)
Spirit
/
Fort
Overcharge
+1 Backlash: +1 Blind. +1 Backlash: +1 Circle.
Pyromancer
Advanced
Red Magic Expert: -2 Red Epic Spell Backlash. Gain Nova Bomb Scroll. Cantrips Finger Fire: May start small fires (ex: camp fires).
Manipulate Flame: Manipulate shape and color of fire.
Provide Light: Provide Light 2 from hands.
Lesser Spells
Warming Aura
Gain Warming Aura Scroll. Does not require Prep. Has
+
2
D
.
Magic Lantern
Gain Magic Lantern Scroll. Does not require Prep. Create Light for 1 Day.
Spells
Spark
Gain Spark Scroll. Does not require Prep.
+
1
D
Burning.
Overcharge
+2 Backlash: +1 Dmg
Fireball
Gain Fire Ball Scroll. Does not require Prep.
+
1
D
to Hit.
+
1
D
to Dmg.
Flare
Cost
1 Spell Material
Prepared
     /2
Backlash
3
You Resist Blind 1 per Backlash (Max 3) w/
Fort
/
Spirit
All in Circle 2 Resist Blind 2
S
+
2
D
w/
Fort
/
Spirit
. Allies can take an Active Action to gain
+
4
D
to Resist. Remove Blind (Free)
Spirit
/
Fort
Overcharge
+1 Backlash: +1 Blind. +1 Backlash: +1 Circle.
+1 Backlash:: Add 1S+3D Blast Heat Dmg
Flame
Wall
Cost
1 Spell Material
Prepared
     /2
Backlash
3
Burning 1 to casting arm per Backlash (Max 2). 3 or more: 1
S
+
4
D
Dmg, Burning 2 to all in Circle 3.
Create 4 Continuous Fire Walls. Last until of combat. When anyone touches/moves through them, they do Blast 1
S
+
Int
+
2
D
Dmg Burning 1.
(Full
+
1
S
/Active):
2
S
+
Int
+
2
D
1S: May Move a Wall 1 Space (Must stay continuous).
Overcharge
+1 Backlash: +5 Walls +1 Backlash:
+
2
D
Dmg
Master Pyromancer Pyromaster
Master
Red Magic Expert: -4 Red Epic Spell Backlash. Gain Nova Bomb and Inferno Scrolls.
Chromatic Aura: DR3 against Fire based attacks. Take on the aspect of Fire (hair and eyes may seem enflamed, surrounded by fire).
Cantrips Finger Fire: May start small fires (ex: camp fires). Provide Light: Provide Light 2 from hands.
Manipulate Flame: Manipulate shape and color of fire.
Lesser Spells
Warming Aura
Gain Warming Aura Scroll. Does not require Prep. Has
+
2
D
.
Magic Lantern
Gain Magic Lantern Scroll. Does not require Prep. Create Light for 1 Day.
Spells
Spark
Gain Spark Scroll. Does not require Prep.
+
2
D
Burning.
Overcharge
+1 Backlash: +1 Dmg
Fireball
Gain Fire Ball Scroll. Does not require Prep.
+
1
D
to Hit.
+
1
D
to Dmg.
Flare
Cost
1 Spell Material
Prepared
     /2
Backlash
3
You Resist Blind 1 per Backlash (Max 3) w/
Fort
/
Spirit
All in Circle 2 Resist Blind 2
S
+
3
D
w/
Fort
/
Spirit
. Allies can take an Active Action to gain
+
4
D
to Resist. Remove Blind (Free)
Spirit
/
Fort
Overcharge
+1 Backlash: +1 Blind. +1 Backlash: +1 Circle.
+1 Backlash:: Add 1
S
+
4
D
Blast Heat Dmg
Flame
Wall
Cost
1 Spell Material
Prepared
     /2
Backlash
3
Burning 1 to casting arm per Backlash (Max 2). 3 or more: 1
S
+
4
D
Dmg, Burning 2 to all in Circle 3.
Create 4 Continuous Fire Walls. Last until of combat. When anyone touches/moves through them, they do Blast 1
S
+
Int
+
2
D
Dmg Burning 2.
(Full
+
1
S
/Active):
2
S
+
Int
+
2
D
1S: May Move a Wall 1 Space (Must stay continuous).
Overcharge
+1 Backlash: +5 Walls +1 Backlash:
+
2
D
Dmg
Dragon's
Breath
Backlash
4
1: Burning 2 to Casting Arm. 2: Backlash 1 + Burning 1 to Torso.
3: Backlash 2 + Blast: 1
S
+
4
D
Dmg, Burning 2 to all in Circle 3.
Cone 3
1
S
+
Sense
+
3
D
1S:
+
Fire
4
S
+
Int
+
Spirit
+
3
D
+
1
S
+
3
D
if 0 Range
Overcharge
+1 Backlash: Cone 4. +2 Backlash: Apply next Round.
Blue Mage
Blue Mage
Advanced
Blue Magic Expert: -1 Blue Epic Spell Backlash Cantrips Put Out Fire: Reduce Burning by 2
D
as Active Action.
Clean Item: Can clean things with a cleaning water.
Lesser Spells
Air Bubble
Gain Air Bubble Scroll. Does not require Prep.
Interim lasts 4 Hours. Full lasts 20 minutes.
Ice Sculpture
Gain Air Bubble Scroll. Does not require Prep.
+
1
D
to Check.
Spells
Water Jet
Gain Water Jet Scroll. Does not require Prep.
Goes
+
.
+
1
D
Knockdown. Removes
+
1
D
Burning.
Overcharge
+1 Backlash: May use to make up to 3 Spaces Difficult 2.
Ice Spike
Gain Water Jet Scroll. Does not require Prep.
+
1
D
to Hit.
+
1
D
to Pierce Dmg.
Ice Wall
Cost
1 Spell Material
Prepared
     /2
Backlash
3
1: Frozen 1 to Self.
2: Frozen 2 to Self.
3: Backlash 2 + Blast: 1S+4D Dmg, Frozen 2 to all in Circle 3.
Create 4 Continuous Ice Walls. Last until of combat. Each Wall can take 4 Dmg. When anyone touches them, they do Pierce
Int
+
1
D
Dmg Bleeding 1 (Full):
Int
+
Spirit
1S: Create Additional Wall. (8 Max)
Overcharge
+1 Backlash: +3 Walls +1 Backlash: Walls do Frozen 2 Resist w/
Spirit
/
Fort
Cryomancer
Advanced
Blue Magic Expert: -2 Blue Epic Spell Backlash. Gain Tidal Wave Scroll. Cantrips Put Out Fire: Reduce Burning by 2
D
as Active Action.
Clean Item: Can clean things with a cleaning water. Stay Cool:
+
1
D
to Resist Exposure
Lesser Spells
Air Bubble
Gain Air Bubble Scroll. Does not require Prep.
Interim lasts 8 Hours. Full lasts 1 hour.
Ice Sculpture
Gain Air Bubble Scroll. Does not require Prep.
+
2
D
to Check.
Spells
Water Jet
Gain Water Jet Scroll. Does not require Prep.
Goes
+
.
+
1
D
Knockdown. Removes Burning.
Overcharge
+1 Backlash: May use to make up to 3 Spaces Difficult 2.
Ice Spike
Gain Ice Spike Scroll. Does not require Prep.
+
1
D
to Hit.
+
2
D
to Pierce Dmg.
+
1
D
to Cold Dmg.
Ice Wall
Cost
1 Spell Material
Prepared
     /2
Backlash
3
1: Frozen 1 to Self.
2: Frozen 2 to Self.
3: Backlash 2 + Blast: 1S+4D Dmg, Frozen 2 to all in Circle 3.
Create 4 Continuous Ice Walls. Last until of combat. Each Wall can take 4 Dmg. When anyone touches them, they do Pierce
Int
+
1
D
Dmg Bleeding 1 (Full):
Int
+
Spirit
1S: Create Additional Wall. (10 Max)
Overcharge
+1 Backlash: +3 Walls +1 Backlash: Walls do Frozen 2 Resist w/
Spirit
/
Fort
Water
Form
Cost
1 Spell Material
Prepared
     /2
Backlash
3
+
2
D
Blast Dmg per Backlash
May stay in Water Form for 3 Rounds. While in Water Form: DR2, Can move through narrow spaces.
+
2
D
to Dodge.
+
1
S
+
3
D
Dmg to Water Jet Can't be Grappled.
Overcharge
+1 Backlash: +2 Rounds
Master Cryomancer Cryomaster
Master
Blue Magic Expert: -4 Blue Epic Spell Backlash. Gain Tidal Wave and Blizzard Scrolls.
Chromatic Aura: DR3 against Ice and Water based attacks. 2
D
to Resist Air Loss and Cold Exposure
Cantrips Put Out Fire: Reduce Burning by 2
D
as Active Action.
Clean Item: Can clean things with a cleaning water. Stay Cool:
+
1
D
to Resist Exposure
Lesser Spells
Air Bubble
Gain Air Bubble Scroll. Does not require Prep.
Interim lasts 12 Hours. Full lasts 2 hours.
Ice Sculpture
Gain Air Bubble Scroll. Does not require Prep.
+
3
D
to Check.
Spells
Water Jet
Gain Water Jet Scroll. Does not require Prep.
Goes
+
.
+
1
D
Knockdown. Removes
+
3
D
Burning.
Overcharge
+1 Backlash: May use to make up to 3 Spaces Difficult 2.
Ice Spike
Gain Ice Spike Scroll. Does not require Prep.
+
1
D
to Hit.
+
2
D
to Pierce Dmg.
+
1
D
to Cold Dmg.
Ice
Wall
Cost
1 Spell Material
Prepared
     /2
Backlash
3
Frozen 1 to self per Backlash (Max 2) 3: Cir 3:1
S
+
4
D
Dmg, Frozen 2
Create 5 Continuous Ice Walls. Last until of combat. Each Wall can take 5 Dmg. When anyone touches them, they do Pierce
Int
+
1
D
Dmg Bleeding 1
(Full):
Int
+
Spirit
1S: Create Additional Wall. (10 Max)
Overcharge
+1 Backlash: +5 Walls +1 Backlash: Walls do Frozen 2 Resist w/
Spirit
/
Fort
Water
Form
Cost
1 Spell Material
Prepared
     /2
Backlash
3
+
2
D
Blast Dmg per Backlash
May stay in Water Form for 3 Rounds. While in Water Form: DR2, Can move through narrow spaces.
+
4
D
to Dodge.
+
1
S
+
4
D
Dmg to Water Jet Can't be Grappled.
Overcharge
+1 Backlash: +2 Rounds
Ice
Beam
Backlash
5
Frozen 1 to self per Backlash (Max 2) 3: Cir 3:1
S
+
4
D
Dmg, Frozen 2
Create 2R line of Ice (Each takes 5 Dmg) Every Character inside is Frozen 4
S
+
Int
+
Spirit
.
Overcharge
+1 Backlash: Line is 2 Spaces Wide. +1 Backlash: Line is 2R Longer.
+1 Backlash: +3 Frozen, add Blast Cold 2
S
+
3
D
Dmg.
Green Mage
Green Mage
Advanced
Green Magic Expert: -1 Green Epic Spell Backlash Cantrips Move Object: May move something small with your mind.
Magical Compass: Get direction of magnetic north or of an object nearby.
Lesser Spells
Ward
Gain Ward Scroll. Does not require Prep. Has
+
1
D
.
Seek
Gain Seek Scroll. Does not require Prep. Has
+
1
D
.
Spells
Telekinesis
Gain Telekinesis Scroll. Does not require Prep.
+
1
D
to Hit.
+
1
D
to Dmg.
Overcharge
+1 Backlash: May use to make up to 4 Spaces within Difficult 1
Rock Wall
Gain Rock Wall Scroll. Does not require Prep. Walls
+
1
D
to Dmg and +1 Knockdown. Walls do
+
1
D
Dmg if doing 2nd +2 Backlash.
Geomagnetic Field
Cost
1 Spell Material
Prepared
     /2
Backlash
3
1
D
Head Dmg per 2 Backlash (Round down)
Gain 10 TK points.
May use 1 TK as Free Action, 3 as Active, or 5 as Full.
1 TK Pelt: Hit 2R 1
S
+
Sense
+
1
D
Bash:1
S
+
Int

1 TK Block: Reduce Hit within 2R by 2
D
.
1 TK Push: Push/Pull Target 1
S
+
Int
Space (Resist w/
Str
)
1 TK Impede: Space becomes Slow 2.
Overcharge
+1 Backlash: +3 TK
+1 Backlash: May do 2 as Free, 4 as Active, 6 as Full
Geomancer
Advanced
Green Magic Expert: -2 Green Epic Spell Backlash. Gain Earthquake Scroll. Cantrips Move Object: May move something small with your mind.
Magical Compass: Get direction of magnetic north or of an object nearby.
Sonar: Sense information about areas beyond vision.
Lesser Spells
Ward
Gain Ward Scroll. Does not require Prep. Has
+
2
D
.
Seek
Gain Seek Scroll. Does not require Prep. Has
+
2
D
.
Spells
Telekinesis
Gain Telekinesis Scroll. Does not require Prep.
+
1
D
to Hit.
+
2
D
to Dmg.
+
1
D
to Bleeding if sharp.
Overcharge
+1 Backlash: May use to make up to 4 Spaces within Difficult 1
Rock Wall
Gain Rock Wall Scroll. Does not require Prep. Walls
+
1
D
to Dmg and +1 Knockdown. Walls do
+
2
D
Dmg if doing 2nd +2 Backlash.
Geo-
mag-
netic
Field
Cost
1 Spell Material
Prepared
     /2
Backlash
3
1
D
Head Dmg per 2 Backlash (Round down)
Gain 12 TK points. May use 1 TK as Free Action, 3 as Active, or 5 as Full.
1 TK Pelt: Hit 2R 1
S
+
Sense
+
2
D
Bash:1
S
+
Int
  1 TK Block: Reduce Hit within 2R by 3
D
.
1 TK Push: Push/Pull Target 1
S
+
Int
+
1
D
Space (Resist w/
Str
)
1 TK Impede: Space becomes Slow 2
S
+
1
D
.
Overcharge
+1 Backlash: +3 TK +1 Backlash: May do 2 as Free, 4 as Active, 6 as Full
Quick-
sand
Cost
1 Spell Material
Prepared
     /2
Backlash
2
1: Quicksand of Circle Sink 2 appears around randomly 3 Spaces away.
2: Quicksand of Sink 1 appears in your Space.
3: Quicksand of Circle Sink 2 appears around you.
Up to 3R away create Circle 2 of Quicksand. Quicksand has Slow 2. Those in Quicksand gain 3 Sink per Round. 2 Sink: Can't Move. 4 Sink: Resist 3 Air Loss w/ Endr per Round.
Escape Quicksand (Free/Active:+1
S
/Full:+2
S
) Endr+Str: 1
S
: -1 Sink
Assistance (Full) +2
S
+Str (Must be outside Quicksand)
Overcharge
+1 Backlash: Quicksand has +1 Sink per Round. +1 Backlash: Circle 3
Master Geomancer Geomaster
Master
Green Magic Expert: -4 Green Epic Spell Backlash. Gain Earthquake and Geo Storm Scroll.
Chromatic Aura: DR2 against dmg from collisions/earth. Rocks/geo energy float around you.
Cantrips Move Object: Move small item with mind. Sonar: Sense information about areas beyond vision.
Magical Compass: Get direction of magnetic north or of an object nearby.
Lesser Spells
Ward
Gain Ward Scroll. Does not require Prep. Has
+
3
D
.
Seek
Gain Seek Scroll. Does not require Prep. Has
+
3
D
.
Spells
Telekinesis
Gain Telekinesis Scroll. Does not require Prep.
+
2
D
to Hit.
+
2
D
to Dmg.
+
1
D
to Bleeding if sharp.
Overcharge
+1 Backlash: May use to make up to 4 Spaces within Difficult 1
Rock Wall
Gain Rock Wall Scroll. Does not require Prep. Walls
+
1
D
to Dmg and +1 Knockdown. Walls do
+
3
D
Dmg if doing 2nd +2 Backlash.
Geo-
mag-
netic
Field
Cost
1 Spell Material
Prepared
/2
Backlash
3
1
D
Head Dmg per 2 Backlash (Round down)
Gain 15 TK points. May use 1 TK as Free Action, 3 as Active, or 5 as Full.
1TK Pelt: Hit 2R 1
S
+
Sense
+
2
D
Bash:1
S
+
Int
 1TK Block: Reduce Hit within 2R by 3
D
.
1TK Push: Move Target 1
S
+
Int
+
1
D
Space, Resist w/
Str
 1TK Impede: Space is Slow 2
S
+1
D
Overcharge
+1 Backlash: +4 TK +1 Backlash: May do 2 as Free, 4 as Active, 6 as Full
Quick-
sand
Cost
1 Spell Material
Prepared
/2
Backlash
2
1: Quicksand Circle Sink 2 appears around randomly 3 Spaces away.
2: Quicksand Sink 1 in your Space. 3: Quicksand Circle Sink 2 around you.
Up to 3R away create Circle 2 of Quicksand. Quicksand has Slow 2. Those in Quicksand gain 3 Sink per Round. 2 Sink: Can't Move. 4 Sink: Resist 3 Air Loss w/ Endr per Round.
Escape Quicksand (Free/Active:+1
S
/Full:+2
S
) Endr+Str: 1
S
: -1 Sink
Assistance (Full) +2
S
+Str (Must be outside Quicksand)
Overcharge
+1 Backlash: Quicksand has +1 Sink per Round. +1 Backlash: Circle 3
Shatt-
ered
Earth
Cost
1 Spell Material
Prepared
/2
Backlash
2
1/2/3: Create Random Ravine 5'(1)/10'(2)/15'(3) Deep 3: Includes own space
Within 4R Circle: All Resist Knockdown 2 w/ Str/Agl Create a Spike with Circle 1. All in Circle 1 take Blast 3S+Spirit+1D Dmg and Resist 5 Knockdown w/ Str/Agl Middle is Elevated 3 Spaces. Create a 3R Ravine 2 Spaces wide. Area is 3 Spaces Lower. All inside Fall 15'
Overcharge
+1 Backlash: +1
S
to all Dmg +1 Backlash: Increase size of effect area by .
Yellow Mage
Yellow Mage
Advanced
Yellow Magic Expert: -1 Yellow Epic Spell Backlash Cantrips Telepathy: May whisper telepathically to nearby allies.
Gust of Wind: Create small gusts of wind.
Lesser Spells
Distraction
Gain Distraction Scroll. Does not require Prep. Has
+
1
D
.
Mind Link
Gain Mind Link Scroll. Does not require Prep. Has
+
1
D
.
Spells
Wind Blast
Gain Wind Blast Scroll. Does not require Prep.
+
1
D
Knockdown.
Overcharge
+1 Backlash: +2 Bleeding
Lightning Bolt
Gain Lightning Bolt Scroll. Does not require Prep.
+
1
D
Dazed. Backlash effect does
+
1
D
to Hit and Dazed.
Whirlwind
Cost
1 Spell Material
Prepared
     /2
Backlash
2
1: Whirlwind is
6 Only
to control and goes away 2 Rounds after you stop controlling it.
2: Backlash 1 Effect + appears 2 spaces away in random direction.
3: Backlash 1 Effect + appears in your space.
Up to 3R away create Circle 1 Whirlwind. Anyone in Whirlwind is blown up 1
S
+
4
D
Spaces then next Round blown 3
S
+
6
D
in random direction (Collision 2
S
+
3
D
,
+
2
D
per space blown upwards).
Control Whirlwind (Full/Active
6 Only
): (
Spirit
+
1
D
)
    2S: Whirlwind goes 2 Spaces in chosen direction.
    1S: Whirlwind goes 1 Spaces in chosen direction.
    0S: Whirlwind goes 2 Spaces in random direction.
Whirlwind goes away 1 Round after you stop controlling it.
Overcharge
+1 Backlash:
+
1
S
Push Dist,
+
1
S
Collision Dmg
Aeromancer
Advanced
Yellow Magic Expert: -2 Yellow Epic Spell Backlash. Gain Lightning Ball Scroll. Cantrips Telepathy: May whisper telepathically to nearby allies. Gust of Wind: Create small gusts of wind.
Screen: Create a temporary small flat image with text/images on
Lesser Spells
Distraction
Gain Distraction Scroll. Does not require Prep. Has
+
2
D
. May do as Active Action.
Mind Link
Gain Mind Link Scroll. Does not require Prep. Has
+
2
D
.
Spells
Wind Blast
Gain Wind Blast Scroll. Does not require Prep.
+
2
D
Knockdown.
Overcharge
+1 Backlash: +2 Bleeding
Lightning Bolt
Gain Lightning Bolt Scroll. Does not require Prep.
+
1
D
Dazed. Backlash effect does
+
1
D
to Hit, Dmg, and Dazed.
Whirl-
wind
Cost
1 Spell Material
Prepared
     /2
Backlash
3
1:
6 Only
to control Whirlwind and goes away 2 Rounds after not controlled.
2: Backlash 1 Effect + appears 2 spaces away in random direction.
3: Backlash 1 Effect + appears in your space.
Up to 3R away create Circle 1 Whirlwind. Anyone in Whirlwind is blown up 1
S
+
5
D
Spaces then next Round blown 4
S
+
7
D
in random direction (Collision 2
S
+
4
D
,
+
2
D
per space blown upwards). Whirlwind goes away 1 Round after you stop controlling it.
Control Whirlwind (Full/Active
6 Only
): (
Spirit
+
1
D
)
    2S: Goes 2 Spaces in chosen direction.     1S: Goes 1 Spaces in chosen direction.
    0S: Goes 2 Spaces in random direction.
Overcharge
+1 Backlash:
+
1
S
+
1
D
Push Dist,
+
1
S
Collision Dmg
Thunderclap
Cost
1 Spell Material
Prepared
     /2
Backlash
2
You Resist Stun Backlash Dazed (Max 3) w/
Fort
/
Spirit
All in Circle 2 Resist Stun 2 w/
Fort
/
Spirit
.
Overcharge
+1 Backlash: +1 Circle. +1 Backlash: +1 Stun
+1 Backlash: All allies may Resist w/
Fort
/
Spirit
Master Aeromancer Aeromancer
Master
Yellow Magic Expert: -4 Yellow Epic Spell Backlash. Gain Lightning Ball and Ethereal Form Scroll.
Chromatic Aura: DR2 vs falling/lighting/wind. Resist Push 3. Lighting and wind often around you.
Cantrips Telepathy: May whisper telepathically to nearby allies. Gust of Wind: Create small gusts of wind.
Screen: Create a temporary small flat image with text/images on
Lesser Spells
Distraction
Gain Distraction Scroll. Does not require Prep. Has
+
3
D
. May do as Active Action.
Mind Link
Gain Mind Link Scroll. Does not require Prep. Has
+
3
D
.
Spells
Wind Blast
Gain Wind Blast Scroll. Does not require Prep.
+
1
D
Knockdown.
Overcharge
+1 Backlash: +2 Bleeding
Lightning Bolt
Gain Lightning Bolt Scroll. Does not require Prep.
+
1
D
Dazed. Backlash effect does
+
1
D
to Hit, Dmg and Dazed.
Whirl-
wind
Cost
1 Spell Material
Prepared
/2
Backlash
3
1:
6 Only
to control Whirlwind and goes away 2 Rounds after not controlled.
2: 1 + appears 2 spaces in random direction. 3: 1 + appears in your space.
Up to 3R away create Circle 1 Whirlwind. Anyone in Whirlwind is blown up 1
S
+
6
D
Spaces then next Round blown 4
S
+
8
D
in random direction (Collision 2
S
+
5
D
,
+
2
D
per space blown upwards). Whirlwind goes away 1 Round after you stop controlling it.
Control Whirlwind (Full/Active
6 Only
): (
Spirit
+
1
D
)
2S: Move 2 Spaces.  1S: Move 1 Spaces.  0S: Move 2 Spaces in random direction.
Overcharge
+1 Backlash:
+
1
S
+
2
D
Push Dist,
+
1
S
+
1
D
Collision Dmg
Thun-
der-
clap
Cost
1 Spell Material
Prepared
/2
Backlash
2
You Resist Stun Backlash Dazed (Max 3) w/
Fort
/
Spirit
All in Circle 2 Resist Stun 4 w/
Fort
/
Spirit
.
Overcharge
+1 Backlash: +1 Circle.
/
+1 Stun
/
Allies Resist w/ 1
S
+
Fort
/
Spirit
Invisibility
Cost
1 Spell Material
Prepared
/2
Backlash
2
Gain 1
D
Stress per Backlash
Become Invisible for 3 Rounds. Only those that know you are there can try to attack you. They have
6 Only
to Hit and you have
Success 4/5/6
to Dodges.
Overcharge
+2 Backlash: Apply Invisibility to someone else.
+2 Backlash: May become Intangible for a single round while Invisible (can pass through porous spaces and cannot be hit.)
Purple Mage
Purple Mage
Advanced
Purple Magic Expert: -1 Purple Epic Spell Backlash Cantrips Lighter Load: +2 Capacity.
Light Fall:
+
1
D
to Landing Checks.
Lesser Spells
Feather Fall
Gain Feather Fall Scroll. Does not require Prep.
+
1
D
to Check.
Investigate Past
Gain Investigate Past Scroll. Does not require Prep.
+
1
D
to Check.
Spells
Gravity Sling
Gain Gravity Sling Scroll. Does not require Prep. Goes 2
D
Spaces.
Overcharge
+1 Backlash: Create 2 Slings
Gravity Wave
Gain Gravity Wave Scroll. Does not require Prep.
+
1
D
to Contest and
+
1
D
to Collision Dmg.
Portal
Cost
1 Spell Material
Prepared
     /2
Backlash
2
Portal will take you to 1
D
in random direction when entered per Backlash.
Create 2 way Portal (Up to 1 Space in size, 1 Space away) that leads to any area you can see up to 4R away. You may close portal as an Active Action.
Overcharge
+1 Backlash: Portal may lead up to 3R Spaces away.
+1 Backlash: Create additional Portal (may lead to same or different place.)
Astromancer
Advanced
Purple Magic Expert: -2 Purple Epic Spell Backlash. Gain Spatial Rift Scroll. Cantrips Lighter Load: +2 Capacity. Light Fall:
+
1
D
to Landing Checks.
Levitation: May levitate yourself or small objects about 1’ above the ground.
Lesser Spells
Feather Fall
Gain Feather Fall Scroll. Does not require Prep.
+
2
D
to Check.
Investigate Past
Gain Investigate Past Scroll. Does not require Prep.
+
2
D
to Check.
Spells
Gravity Sling
Gain Gravity Sling Scroll. Does not require Prep. Goes 2
D
Spaces.
Overcharge
+1 Backlash: Create 2 Slings
Gravity Wave
Gain Gravity Wave Scroll. Does not require Prep.
+
2
D
to Contest and
+
2
D
to Collision Dmg.
Portal
Cost
1 Spell Material
Prepared
     /2
Backlash
3
Portal will take you to 1
D
in random direction when entered per Backlash.
Create 2 way Portal (Up to 1 Space in size, 1 Space away) that leads to any area you can see up to 4R away. You may close portal as an Active Action.
Overcharge
+2 Backlash: Portal may lead up to 3R Spaces away.
+2 Backlash: Create 2 additional Portals (may lead to same or different place.)
Time
Field
Cost
1 Spell Material
Prepared
     /2
Backlash
8
1: Roll 5
D
:
4S A Time Specter is spawned in the time field and attacks all. For each over 1 add
+
1
D
.
Create Circle 3 Area up to 2R away. Time Field lasts 5 Rounds.
Inside: Foes have Pace -1 (Min 1) and
6 Only
on Defend. Allies have +1 Pace and
+
3
D
to Hit.
Overcharge
+5 Backlash: May allow all Allies in Time Field to attempt an additional Action on their turn.
+10 Backlash: (May do at any time while Time Field is Active): Reverse action of previous Round for all in Time Field.
Master Astromancer Astromaster
Master
Purple Magic Expert: -4 Purple Epic Spell Backlash. Gain Spatial Rift and Black Hole Scroll.
Chromatic Aura: -3 Push. 1
D
:
1S:Move to where you were in previous round. Warp gravity nearby.
Cantrips Lighter Load: +2 Capacity. Light Fall:
+
1
D
to Landing Checks.
Levitation: May levitate yourself or small objects about 1’ above the ground.
Lesser Spells
Feather Fall
Gain Feather Fall Scroll. Does not require Prep.
+
2
D
to Check.
Investigate Past
Gain Investigate Past Scroll. Does not require Prep.
+
2
D
to Check.
Spells
Gravity Sling
Gain Gravity Sling Scroll. Does not require Prep. Goes 2
D
Spaces. May apply Backlash effect twice.
Overcharge
+2 Backlash: Create 2 Slings
Gravity Wave
Gain Gravity Wave Scroll. Does not require Prep.
+
2
D
to Contest and
+
2
D
to Collision Dmg.
Portal
Cost
1 Spell Material
Prepared
/2
Backlash
2
Portal will take you to 1
D
in random direction when entered per Backlash.
Create 2 way Portal (Up to 1 Space in size, 1 Space away) that leads to any area you can see up to 4R away. You may close portal as an Active Action.
Overcharge
+2 Backlash: Portal may lead up to 3R Spaces away.
+2 Backlash: Create +2 Portals, may lead to same or different place
Time
Field
Cost
1 Spell Material
Prepared
/2
Backlash
4
1: Roll 5
D
:
4S A Time Specter is spawned and attacks all. +1:
+
1
D
.
Create Circle 3 Area up to 2R away. Time Field lasts 5 Rounds.
Inside: Foes have Pace -1 (Min 1) and
6 Only
on Defend. Allies have +1 Pace and
+
3
D
to Hit.
Overcharge
+2 Backlash: Allies inside may attempt an additional Action on their turn.
+5 Backlash: (May do at any time while Time Field is Active): Reverse action of previous Round for all in Time Field.
Grav-
ity
Field
Cost
1 Spell Material
Prepared
/2
Backlash
4
Thrown 1
D
in Random direction per Backlash (Collison 1
D
per Backlash)
Create 2R Circle anywhere within 4R for 5 Rounds. In Field all have Slow 2. Resist 2 Knockdown w/
Str
/
Fort
If Prone: Take Blast 3
S
+
4
D
Dmg.
Flip Gravity (Active): Change field direction. All in thrown 5
S
+
7
D
in direction Coll. 3
S
+
6
D

Strengthen (Full) Increase Knockdown by
Int
and Dmg by 1
S
+
Int
Overcharge
+1 Backlash: Change effect size to any continuous combination of 10 Spaces.
Dark Magic
Plague Mage
Plague Mage
Advanced
Plague Magic Expert: -1 Plague Epic Spell Backlash Cantrips Talk to Vermin: Can communicate as if you spoke your language.
Sense Illness: Sense if people or areas have diseases.
Lesser Spells
Stink Bomb
Gain Stink Bomb Scroll. Does not require Prep.
+
1
D
to Check.
Vermin Scouts
Gain Vermin Scouts Scroll. Does not require Prep.
+
1
D
to Check.
Spells
Poison Breath
Gain Poison Breath Scroll. Does not require Prep.
Overcharge
+1 Backlash: Make Effect Circle 1
Acid Spray
Gain Acid Spray Scroll. Does not require Prep.
+
1
D
to Acid Dmg, additional
+
1
D
Dmg if Head Hit. Backlash Effect does
+
1
D
.
Summon
Swarm
Cost
1 Spell Material
Prepared
     /2
Backlash
4
Gain 1
D
Hunger per Backlash.
Summon Swarm Lord in any Adjacent Space. Shadow Spawn is controlled as an Active Action. You gain 2 Stress if the Swarm Lord is destroyed.
Overcharge
+2 Backlash: Summon 2 Swarm Lords.
+1 Backlash: Swam Lord is controlled as a Free Action.
Plaguemancer
Advanced
Plague Magic Expert: -2 Plague Epic Spell Backlash. Gain Acid Rain Scroll. Cantrips Talk to Vermin: Can communicate as if you spoke your language.
Sense Illness: Sense if people or areas have diseases.
Bug Resistance: Ignore negative effects of small bugs.
Transformation Immune to Illness, Infection, Poison Can eat Raw and Disgusting Foods with no negative effects. Unarmed Attacks do +1 Bleeding and +1 Poison (Resist w/
Fort
) People who see face are revolted. Best to keep covered.
Vermin Host Active
Vermin Host: (Rats, Snakes, Bugs) Powers up spells/lowers effects. Requires +1 Food every 3 Days to be active.
Lesser Spells
Stink Bomb
Gain Stink Bomb Scroll. Does not require Prep.
+
2
D
to Check.
Vermin Host:
+
1
S
Vermin Scouts
Gain Vermin Scouts Scroll. Does not require Prep.
+
2
D
to Check.
Vermin Host:
+
1
S
Spells
Poison Breath
Gain Poison Breath Scroll. Does not require Prep.
Vermin Host:
+
2
D
Poison
Overcharge
+1 Backlash: Make Effect Circle 1
Acid Spray
Gain Acid Spray Scroll. Does not require Prep.
+
1
D
to Acid Dmg, additional
+
1
D
Dmg if Head Hit. Backlash Effect does
+
1
D
.
Vermin Host:
+
1
D
Dmg and
+
1
D
Blind.
Summon
Swarm
Cost
1 Spell Material
Prepared
     /2
Backlash
4 Vermin Host: 3
Gain 1
D
Hunger per Backlash.
Summon Swarm Lord in any Adjacent Space. Shadow Spawn is controlled as an Active Action. You gain 2 Stress if the Swarm Lord is destroyed.
Overcharge
+2 Backlash: Summon 2 Swarm Lords.
+2 Backlash: Swam Lord is controlled as a Free Action.
Miasma
Cost
1 Spell Material
Prepared
     /2
Backlash
2 Vermin Host: 1
Gain 1
D
Hunger per Backlash.
Create Circle 1 Area up to away. All Inside must Resist 2 Poison w/
Fort
.
Overcharge
+2 Backlash: Circle 2 +1 Backlash: Up to 4R Away
+1 Backlash: +1 Poison
Master Plaguemancer Plaguemaster
Master
Plague Magic Expert: -4 Plague Epic Spell Backlash. Gain Acid Rain and Living Swam Scroll. Cantrips Talk to Vermin: Can communicate as if you spoke your language.
Sense Illness: Sense if people or areas have diseases.
Bug Resistance: Ignore negative effects of small bugs.
Transformation Immune to Illness, Infection, Poison Can eat Raw and Disgusting Foods with no negative effects. Unarmed Attacks do +1 Bleeding and +1 Poison (Resist w/
Fort
) People who see face are revolted. Best to keep covered.
Master Transformation: DR1 Acid Dmg. Limbs regrow at 1
D
per Rest (10 Needed). Vermin like features, blood has greenish hew and does 2
D
Acid Dmg.
Vermin Host Active
Vermin Host: (Rats, Snakes, Bugs) Powers up spells/lowers effects. Requires +1 Food every 3 Days to be active.
Lesser Spells
Stink Bomb
Gain Stink Bomb Scroll. Does not require Prep.
+
2
D
to Check.
Vermin Host:
+
1
S
Vermin Scouts
Gain Vermin Scouts Scroll. Does not require Prep.
+
2
D
to Check.
Vermin Host:
+
1
S
Spells
Poison
Breath
Gain Poison Breath Scroll. Does not require Prep. Vermin Host:
+
2
D
Poison
Overcharge
+1 Backlash: Make Effect Circle 1
Acid Spray
Gain Acid Spray Scroll. Does not require Prep.
+
1
D
to Acid Dmg, additional
+
1
D
Dmg if Head Hit. Backlash Effect does
+
1
D
.
Vermin Host:
+
1
D
Dmg and
+
1
D
Blind.
Summon
Swarm
Cost
1 Spell Material
Prepared
     /2
Backlash
4, Vermin Host: 3
Gain 1
D
Hunger per Backlash.
Summon Swarm Lord in any Adjacent Space. Shadow Spawn is controlled as an Active Action. You gain 2 Stress if the Swarm Lord is destroyed.
Overcharge
+2 Backlash: Summon 2 Swarm Lords.
+1 Backlash: Swam Lord is controlled as a Free Action.
Miasma
Cost
1 Spell Material
Prepared
     /2
Backlash
2, Vermin Host: 1
Gain 1
D
Hunger per Backlash.
Create Circle 1 Area up to away. All Inside must Resist 2 Poison w/
Fort
.
Overcharge
+2 Backlash: Circle 2 +1 Backlash: Up to 4R Away +1 Backlash: +1 Poison
Become
The
Swarm
Cost
1 Spell Material
Prepared
     /2
Backlash
3, Vermin Host Required
Gain 1
D
Hunger per Backlash.
Gain all Abilities of Swarm Lord until end of Combat. For each Dmg applied to Swarm Lord apply 1
D
to Vitals after Combat. If Swarm Lord would be defeated remove it.
Overcharge
+2 Backlash: Become 2 Swarm Lords (Take average of Dmg after combat.)
+3 Backlash: Become 3 Swarm Lords (Take average of Dmg after combat.)
Blood Mage
Blood Mage
Advanced
Blood Magic Expert: -1 Blood Epic Spell Backlash Cantrips Blood Sense: Sense if living creatures are nearby. May also see body heat.
Find By Blood: Know who and where someone is if you find their blood.
Lesser Spells
Draining Caress
Gain Draining Caress Scroll. Does not require Prep. Lose
+
1
D
additional Hunger/Thirst/Fatigue.
Transfusion
Gain Transfusion Scroll. Does not require Prep. Remove
+
1
D
Wound.
Spells
Blood Mist
Gain Blood Mist Scroll. Does not require Prep.
Overcharge
+1 Backlash: While in Mist may move to anywhere within it as a Move Action and
+
1
D
to Dodge.
+2 Backlash: Circle 2 instead.
Leech Life
Gain Leech Life Scroll. Does not require Prep.
+
1
D
to Hit and Dmg. Backlash Effect does
+
1
D
Dmg.
Hemorrhage
Cost
1 Spell Material prepares 3
Prepared
     /6
Backlash
1
Gain
+
1
D
Dmg to any Body Area per point of Backlash.
1
S
+
Int
+
Spirit
1S: Target that is Resisting Bleeding must Resist +1 additional Bleeding.
Overcharge
+2 Backlash: Each point of Unresisted Blood Loss may be used as Arcanum for next Round.
Sanguimancer
Advanced
Blood Magic Expert: -2 Blood Epic Spell Backlash. Gain Blood Rite Scroll. Cantrips Blood Sense: Sense if living creatures are nearby. May also see body heat.
Find By Blood: Know who and where someone is if you find their blood.
Blood Arcane: Can apply Blood Loss to charge spell.
Transformation Vampirism: Must become a vampire. Can store blood to use for spells. 1 Blood:
+
2
D
Arcane.
Lesser Spells
Draining Caress
Gain Draining Caress Scroll. Does not require Prep. Lose
+
2
D
additional Hunger/Thirst/Fatigue.
Transfusion
Gain Transfusion Scroll. Does not require Prep. Remove
+
1
D
Wound.
Spells
Blood
Mist
Gain Blood Mist Scroll. Does not require Prep. May expand to Circle 2. Removes 3
D
Blood Harm when Bloodloss is applied.
Overcharge
+1 Backlash: While in Mist may move to anywhere within it as a Move Action and
+
1
D
to Dodge.
+1 Backlash: Circle 2 instead.
Leech Life
Gain Leech Life Scroll. Does not require Prep.
+
1
D
to Hit.
+
1
D
to Dmg. Backlash Effect does
+
2
D
Dmg.
Hemor-
rhage
Cost
1 Spell Material prepares 3
Prepared
     /6
Backlash
1
Gain
+
1
D
Dmg to any Body Area per point of Backlash.
1
S
+
Int
+
Spirit
+
1
D
1S: Target Resisting Bleeding must Resist +1 additional Bleeding.
Overcharge
+2 Backlash: Each point of Unresisted Blood Loss may be used as Arcanum for next Round.
+1 Backlash: For each point of Blood Loss apply +1 Burning to Body Area (max 3).
Blood
Iron
Blade
Cost
1 Spell Material
Prepared
     /2
Backlash
3
Resist
+
1
D
Bloodloss per Overcharge
Create a Blade within 3 Spaces. Size is 3 Space triangle. Lasts 2
S
+
Int
+
Spirit
Rounds.
2S to Hit Blade, DR2, Can take 3 Dmg.
To anyone within those 3 Spaces: Hit: 1
S
+
6
D
Dmg: 2
S
+
4
D
Bleed 2
You move this Blade around as a Action Free: Move 2
S
+
Spirit
or Active: 3
S
+
Spirit
Full: Move 3
S
+
Spirit
and
+
Sense
to Hit.
Overcharge
+1 Backlash: Blade lasts
+
2
S
Round and does
+
2
D
Dmg.
Master Sanguimancer Blood Master
Advanced
Blood Magic Expert: -4 Blood Epic Spell Backlash. Gain Blood Rite+Tears of the Blood God Scroll. Cantrips Blood Sense: Sense living beings. See body heat. Blood Arcane: Blood Loss from prev round applies 1
D
to Incant.
Find By Blood: Know who/where someone is if finding their blood.
Transformation Vampirism: Must become a vampire. Can store blood to use for spells. 1 Blood:
+
2
D
Arcane.
Master Transformation:
+
1
D
to Resist Blood loss of yourself or anyone within 1 Space. May have globs of blood float around you to be used in our spells.
Lesser Spells
Draining Caress
Gain Draining Caress Scroll. No prep required. Lose
+
2
D
Hunger/Thirst/Fatigue.
Transfusion
Gain Transfusion Scroll. No prep required. Remove
+
1
D
Wound.
Spells
Blood
Mist
Gain Blood Mist Scroll. No prep required. Circle 2. Bloodloss removes 3
D
Harm.
Overcharge
+1 Backlash: Inide may move to anywhere within as Move.
+
1
D
to Dodge.
+1 Backlash: Circle 2 instead.
Leech Life
Gain Leech Life Scroll. Does not require Prep.
+
1
D
to Hit/Dmg. Backlash has
+
2
D
Dmg.
Hemor-
rhage
Cost
1 Spell Material prepares 3
Prepared
     /6
Backlash
1
Gain
+
1
D
Dmg to any Body Area per point of Backlash.
1
S
+
Int
+
Spirit
+
2
D
1S: Target about Resisting Bleeding Resists +1 Bleeding.
Over-
charge
+2 Backlash: Can use unresisted Blood Loss for 2
D
next Round.
+1 Backlash: For each point of Blood Loss apply +1 Burning to Body Area (max 3).
Blood
Iron
Blade
Cost
1 Spell Material
Prepared
     /2
Backlash
3
Resist
+
1
D
Bloodloss per Overcharge
Create Blade within 3 Spaces. Size is 3 Space triangle. Lasts 3
S
+
Int
+
Spirit
+
1
D
Rounds.
2S to Hit Blade, DR2, Can take 5 Dmg.
To anyone within those 3 Spaces: Hit: 1
S
+
6
D
Dmg: 2
S
+
4
D
Bleed 2
You move this Blade around as a Action Free: Move 2
S
+
Spirit
+
2
D

or Active: 3
S
+
Spirit
+
2
D
Full: Move 3
S
+
Spirit
+
2
D
and
+
Sense
+
1
D
to Hit.
Overcharge
+1 Backlash: Blade lasts
+
2
S
Round and does
+
2
D
Dmg.
+2 Backlash: Create additional Blade.
Blood
Form
Cost
1 Spell Material
Prepared
     /2
Backlash
3
+
1
D
Dmg per Backlash to any Body Area
Change to Blood Form for 3
S
+
Spirit
+
Fort
+
1
D
Rounds. In Blood Form you have DR1
+
Spirit
and +1 Pace and may move through narrow spaces.
Blood Control (Active) Range , Challenge:
Spirit
+
Int
+
Fort
+
Str
,
+
1
S
for each unresisted Bleeding,
+
1
D
for each Resisted Bleeding
Win: Control Target for Combat. Tie:
6 Only
to Target. Lose: Target loses 1 Stamina.
If Controlling Target appear up to 3 Spaces away when Blood Form ends.
Overcharge
+2 Backlash:
+
1
S
to Blood Control Challenges
+1 Backlash: Lasts +2 Rounds, may move along surfaces
Shadow Mage
Shadow Mage
Advanced
Shadow Magic Expert: -1 Shadow Epic Spell Backlash Cantrips Manipulate Shadow: May change the shape or size of a shadow.
Night Vision: Can see fine in complete darkness.
Lesser Spells
Shadow Passage
Gain Shadow Passage Scroll. Does not require Prep.
Deepen Darkness
Gain Deepen Darkness Scroll. Does not require Prep.
+
1
D
to Check.
Spells
Shadow Puppet
Gain Shadow Puppet Scroll. Does not require Prep.
Overcharge
+1 Backlash: All Resist 2 Blindness w/
Spirit
+
1
D
, Remove (Free)
Spirit
Shadow Spawn
Gain Shadow Spawn Scroll. Does not require Prep. -1 Backlahs to produce 2 Shadow Spawn.
Shadow Form
Cost
1 Spell Material
Prepared
     /2
Backlash
2
1
D
Dmg to any Boyd Area per Backlash
Stay in Shadow Form for 2
S
+
Spirit
+
Fort
Rounds.
Shadow Form: All shadows may act as portal. (At night have a pace of 6) May move across Surface and through narrow areas.
+
2
S
to Escape Grapple
Shadow Dodge (Defend-Free) Reduce Hit by
Agl
+
3
D
.
Overcharge
+1 Backlash: Shadow Form lasts +3 Rounds.
Umbramancer
Advanced
Shadow Magic Expert: -2 Shadow Epic Spell Backlash. Gain Shadow Clone Scroll. Cantrips Manipulate Shadow: May change the shape or size of a shadow.
Night Vision: Can see fine in complete darkness.
Demon Sense: Can sense demons.
Transformation Demon Pact: May attempt Challegne to ask help from a demon.
Demon Form: DR2
D
, Can Float or Glide, +2 Pace, +1
Agl
/
Str
/
Fort
. Last 5 Rounds. Afterwards Resist 4 Fatigue w/
Spirit
+
Fort
.
Lesser Spells
Shadow Passage
Gain Shadow Passage Scroll. Does not require Prep.
Deepen Darkness
Gain Deepen Darkness Scroll. Does not require Prep.
+
2
D
to Check.
Spells
Shadow Puppet
Gain Shadow Puppet Scroll. Does not require Prep.
Overcharge
+1 Backlash: All Resist 2 Blindness w/
Spirit
+
1
D
, Remove (Free)
Spirit
Shadow Spawn
Gain Shadow Spawn Scroll. Does not require Prep. -1 Backlahs to produce 2 Shadow Spawn.
Shadow Form
Cost
1 Spell Material
Prepared
     /2
Backlash
2
1
D
Dmg to any Boyd Area per Backlash
Stay in Shadow Form for 2
S
+
Spirit
+
Fort
+
1
D
Rounds.
Shadow Form: All shadows may act as portal. (At night have a pace of 6.) May move across Surface and through narrow areas.
+
2
S
+
2
D
to Escape Grapple
Shadow Dodge (Defend-Free) Reduce Hit by
Agl
+
3
D
.
Overcharge
+1 Backlash: Shadow Form lasts +3 Rounds.
Shadow Seize
Cost
1 Spell Material
Prepared
     /2
Backlash
2
Resist
+
1
D
Stress per Backlash
Within
:
Challenge Target w/ 1
S
+
Spirit
+
Int
vs
Spirit
+
Int

Win: Control Target's Shadow for a Round (Target's Shadow has all the same abilities they do.)
Lose: Target Loses 1 Stamina.
Overcharge
+2 Backlash: Apply
+
1
S
to Challenge or Control Shadow for additional 1
S
+
Sense
+
1
D
Rounds.
Master Umbramancer Shadow Master
Master
Shadow Magic Expert: -4 Shadow Epic Spell Backlash. Gain Shadow Clone + Demon Gate Scrolls. Cantrips Manipulate Shadow: May change the shape or size of a shadow.
Night Vision: Can see fine in complete darkness. Demon Sense: Can sense demons.
Demon Pact: May attempt Challegne to ask help from a demon.
Demon Form: DR2
D
, Can Float or Glide, +2 Pace, +1
Agl
/
Str
/
Fort
. Last 5 Rounds. Afterwards Resist 4 Fatigue w/
Spirit
+
Fort

Demon Takeover: DR 1, Can Fly (3, Ascend 2), +2 Pace, +2
Agl
/
Str
/
Fort
, +1 in all other Stats Afterwards Resist 7 Fatigue w/
Spirit
+
Fort
You are controlled by the demon, will do whatever he wants for as long as he wants
Demon Servant: The demon will command you to follow its wishes. If you don’t it can give you up to 3 Con Points.
Lesser Spells
Shadow Passage
Gain Shadow Passage Scroll. Does not require Prep.
Deepen Darkness
Gain Deepen Darkness Scroll. No Prep required.
+
Sense
+
1
D
to Check.
Spells
Shadow
Puppet
Gain Shadow Puppet Scroll. Does not require Prep. Create Shadow Puppet within .
Overcharge
+1 Backlash: All Resist 2 Blindness w/
Spirit
+
1
D
, Remove (Free)
Spirit
Shadow Spawn
Gain Shadow Spawn Scroll. Does not require Prep. -1 Backlash to produce 2 Shadow Spawn. May do this up to three times.
Shadow
Form
Cost
1 Spell Material
Prepared
     /2
Backlash
2
1
D
Dmg to any Boyd Area per Backlash
Stay in Shadow Form for 2
S
+
Spirit
+
Fort
+
2
D
Rounds.
Shadow Form: All shadows may act as portal. (At night have a pace of 6.) May move across Surface and through narrow areas.
+
2
S
+
2
D
to Escape Grapple
Shadow Dodge (Defend-Free) Reduce Hit by
Agl
+
3
D
.
Overcharge
+1 Backlash: Shadow Form lasts +3 Rounds.
Shadow
Seize
Cost
1 Spell Material
Prepared
     /2
Backlash
2
Resist
+
1
D
Stress per Backlash
Within
:
Challenge Target w/ 1
S
+
Spirit
+
Int
vs
Spirit
+
Int

Win: Control Target's Shadow for a Round (Target's shadow the same abilities they do.)
Lose: Target Loses 1 Stamina.
Overcharge
+2 Backlash: Apply
+
1
S
to Challenge or Control Shadow for additional 1
S
+
Sense
+
2
D
Rounds.
Night-
mare
Zone
Cost
1 Spell Material
Prepared
     /2
Backlash
3
Resist
+
1
D
Stress per Backlash
Create Circle Shadow Sphere.
Shadow Sphere: All but you have Visilbity 1 inside. All but you Resist 2 Terror w/
Spirit
per Round when inside. Shadow Sphere lasts 2
S
+
Int
+
Spirit
+
1
D
Rounds.
Overcharge
+1 Backlash: Allies must only Resist 1 Terror w/
Spirit
per Round inside.
Death Mage
Death Mage
Advanced
Death Magic Expert: -1 Death Epic Spell Backlash Cantrips Sense Undead: Can sense undead around him.
Control Undead: May attempt to control or lower effectiveness of undead encountered.
Lesser Spells
Fake Death
Gain Fake Death Scroll. Does not require Prep.
+
1
D
to Check.
Corpse Whispers
Gain Corpse Whispers Scroll. Does not require Prep.
+
1
D
to Check.
Spells
Decrepify
Gain Decrepify Scroll. Does not require Prep. Decrepify does
+
1
D
Dmg.
Overcharge
+1 Backlash: Increase Range to .
Animate Dead
Gain Animate Dead Scroll. Does not require Prep.
+
1
D
to Challenge.
Corpse Explosion
Cost
1 Spell Material
Prepared
     /3
Backlash
2
For each backlash gain
+
1
D
Dmg.
Corpse within 2R explodes.
All within 3 take: Blast 3
S
+
Int
+
Spirit
Dmg Bleed 2.
All within 0 take:
+
1
S
+
3
D
Dmg.
Overcharge
+1 Backlash:
+
1
S
+
2
D
Dmg.
Necromancer
Advanced
Death Magic Expert: -2 Death Epic Spell Backlash. Gain Resurrection Scroll. Cantrips Sense Undead: Can sense undead around him.
Control Undead: May attempt to control or lower effectiveness of undead encountered.
Animate Small Body Part: Make a small dead body part move around on its own.
Transformation Undead: Immune: to Bleeding, Air Loss. Severed Limbs can be reattached. Can’t die of Exhaustion.
6 Only
to remove all Wounds.
If Dmg would go into Critical, instead of Critical Effect, Wound becomes Destroyed (X over Wound). If all Limb is Destroyed: Limb is gone. If all Vital Destroyed: Dead. Destroyed gets removed like Wounds, and becomes a when removed Wound. Note: These effects can stack with the Undeath and Zombification.
Lesser Spells
Fake Death
Gain Fake Death Scroll. Does not require Prep.
+
2
D
to Check.
Corpse Whispers
Gain Corpse Whispers Scroll. Does not require Prep.
+
2
D
to Check.
Spells
Decrepify
Gain Decrepify Scroll. Does not require Prep. Decrepify does
+
1
D
Dmg.
Overcharge
+1 Backlash: Increase Range to .
Animate Dead
Gain Animate Dead Scroll. Does not require Prep.
+
2
D
to Challenge.
Corpse Explosion
Cost
1 Spell Material
Prepared
     /4
Backlash
2
For each backlash gain
+
1
D
Dmg.
Corpse within 2R explodes.
All within 3 take: Blast 3
S
+
Int
+
Spirit
+
1
D
Dmg Bleed 2.
All within 0 take:
+
1
S
+
4
D
Dmg.
Overcharge
+1 Backlash:
+
1
S
+
5
D
Acid Dmg.
Zombification
Cost
1 Spell Material
Prepared
     /3
Backlash
3May do as an Interim w/o Backlash
+
1
D
Stress per Backlash.
Zombify dead humanoid corpse. May have up to 3 Zombies.
If Fresh: Zombie or Ghoul
If almost completely decomposed: Decrepit Zombie
If Drowned: Drowned
Master Necromancer Death Master
Master
Death Magic Expert: -4 Death Epic Spell Backlash. Gain Resurrection + Corpse Abomination Scroll Cantrips Sense Undead: Can sense undead around him.
Control Undead: May attempt to control or lower effectiveness of undead encountered.
Animate Small Body Part: Make a small dead body part move around on its own.
Transformation Undead: Immune: to Bleeding, Air Loss. Severed Limbs can be reattached. Can’t die of Exhaustion.
6 Only
to remove all Wounds.
If Dmg would go into Critical, instead of Critical Effect, Wound becomes Destroyed (X over Wound). If all Limb is Destroyed: Limb is gone. If all Vital Destroyed: Dead. Destroyed gets removed like Wounds, and becomes a when removed Wound. Note: These effects can stack with the Undeath and Zombification.
Final Transformation (Lich): DR1
D
May disintegrate corpses to give
+
2
D
to Remove Wound/Destroyed or
+
1
S
to prepare a spell. May lose skin and become more skeletal.
Lesser Spells
Fake Death
Gain Fake Death Scroll. Does not require Prep.
+
2
D
to Check.
Corpse Whispers
Gain Corpse Whispers Scroll. Does not require Prep.
+
2
D
to Check.
Spells
Decrepify
Gain Decrepify Scroll. Does not require Prep. Decrepify does
+
1
D
Dmg.
Overcharge
+1 Backlash: Increase Range to .
Animate Dead
Gain Animate Dead Scroll. Does not require Prep.
+
2
D
to Challenge.
Corpse Explosion
Cost
1 Spell Material
Prepared
     /4
Backlash
2
For each backlash gain
+
1
D
Dmg.
Corpse within 2R explodes.
All within 3 take: Blast 3
S
+
Int
+
Spirit
+
1
D
Dmg Bleed 2.
All within 0 take:
+
1
S
+
4
D
Dmg.
Overcharge
+1 Backlash:
+
1
S
+
5
D
Acid Dmg.
Zombification
Cost
1 Spell Material
Prepared
     /3
Backlash
3May do as an Interim w/o Backlash
+
1
D
Stress per Backlash.
Zombify dead humanoid corpse. May have up to 3 Zombies.
If Fresh: Zombie or Ghoul. If Drowned: Drowned.
If almost completely decomposed: Decrepit Zombie.
Corpse
Experiment
Interim
Cost
1 Spell Material
Prepared
     /3
Int
+
Spirit
0S: Zombie attacks you.
Zombie gains:
Knife Hand: (Req Knife) May attack with Knife. (With two, may do twice per Round.)
Putrefy: (Req Acid/Pollution): Zombie becomes Tar-Zombie.
Additional Limbs: (Req Extra Limb):
+
1
D
on Grapple Checks. (May do up to 5 times.)
Metal Skin: (Req Metal): +1DR to Body Area.
Razor Bite: (Req Metal):
+
2
D
Dmg to Bites.
Soul Mage
Soul Mage
Advanced
Soul Magic Expert: -1 Soul Epic Spell Backlash Cantrips See Spirits: May see and possibly communicate with lost souls and ghosts whenever they’re nearby.
Sense Soul: May sense some information about someone’s character and possibly religion.
Lesser Spells
Disguise Self
Gain Disguise Self Scroll. Does not require Prep.
+
1
D
to Check.
Astral
Body
Gain Astral Body Scroll. Does not require Prep.
+
1
D
to Check.
Enter
another body
Spirit
+
Cha
(you) vs
1
S
+
Int
+
Spirit
(target)
Win: Can see through their eyes and attempt to control them to do minor actions with additional challenges.
Spells
Soul Barrier
Gain Soul Barrier Scroll. Does not require Prep.
+
1
D
to Check.
Overcharge
+1 Backlash:
+
2
S
.
Animate Object
Gain Animate Object Scroll. -1 to all Backlash.
Dark Lighting
Cost
1 Spell Material
Prepared
     /3
Backlash
2
1
D
Dmg to Casting Arm per Backlash
Shoot
1
S
+
Sense
+
3
D
Dark Energy
2
S
+
Int
+
Spirit
+
1
D
Overcharge
+1 Backlash: May do an additional Round.
+1 Backlash: Range is . +1 Backlash:
+
1
S
+
2
D
Dmg.
Phantomancer
Advanced
Soul Magic Expert: -2 Soul Epic Spell Backlash. Gain Soul Bridge Scroll. Cantrips See Spirits: May see and possibly communicate with lost souls and ghosts whenever they’re nearby.
Sense Soul: May sense some information about someone’s character and possibly religion.
Soul Flash: May make souls around you temporarily visible to others.
Transformation Soul Eater: Souls can be collected and stored, Soul Consume Action. Souls can be used in spells. 1 Soul:
+
4
D
Arcane.
1 Week without Soul Consumed: +1 Con Point 2 Week without Soul Consumed: +2 Con Point Eat 10 Souls: Increase all by stats by 1 Revive by spending 50 Souls
Lesser Spells
Disguise Self
Gain Disguise Self Scroll. Does not require Prep.
+
2
D
to Check.
Astral
Body
Gain Astral Body Scroll. Does not require Prep.
+
1
D
to Check.
Enter
another body
Spirit
+
Cha
+
1
D
(you) vs
1
S
+
Int
+
Spirit
(target)
Win: Can see through their eyes and attempt to control them to do minor actions with additional challenges.
Spells
Soul Barrier
Gain Soul Barrier Scroll. Does not require Prep.
+
2
D
to Check.
Overcharge
+1 Backlash:
+
2
S
.
Animate Object
Gain Animate Object Scroll Animate 2 Object. -1 to all Backlash. May use Backlash to make Large or Weapon more than once.
Dark Lighting
Cost
1 Spell Material
Prepared
     /4
Backlash
2
1
D
Dmg to Casting Arm per Backlash
Shoot
1
S
+
Sense
+
3
D
Dark Energy
2
S
+
Int
+
Spirit
+
1
D
Overcharge
+1 Backlash: May do an additional Round.
+1 Backlash: Range is . +1 Backlash:
+
1
S
+
3
D
Dmg.
+1 Backlash: Apply as Cone
Raise Skeleton
Cost
1 Spell Material
Prepared
     /2
Backlash
3May do as an Interim w/o Backlash
1
D
Stress per Backlash
Req Dead Humanoid. Create Skeleton Fighter/Archer (Req: 2 Souls) Can have 2 Skeletons
Master Phantomancer Phantomaster
Master
Soul Magic Expert: -4 Soul Epic Spell Backlash. Gain Soul Bridge and Caravan of Souls Scroll. Cantrips See Spirits: May see and possibly communicate with lost souls and ghosts whenever they’re nearby.
Sense Soul: May sense some information about someone’s character and possibly religion.
Soul Flash: May make souls around you temporarily visible to others.
Transformation Soul Eater: Souls can be collected and stored, Soul Consume Action. Souls can be used in spells.
1 Soul:
+
4
D
Arcane.
1 Week without Soul Consumed: +1 Con Point 2 Week without Soul Consumed: +2 Con Point
Eat 10 Souls: Increase all by stats by 1 Revive by spending 50 Souls
Final Transformation (Phylactery): Place soul inside an object. If you would die, soul is still alive and may take on form of a Wraith but can cast spells. Soul Bridge may be used to gain a new Body. If Phylactery is destroyed, your soul may retreat to your body. If both are destroyed you are dead.
Lesser Spells
Disguise Self
Gain Disguise Self Scroll. Does not require Prep.
+
Sense
+
1
D
to Check.
Astral
Body
Gain Astral Body Scroll. Does not require Prep.
+
Sense
+
1
D
to Check.
Enter
another body
Spirit
+
Cha
+
1
D
(you) vs
1
S
+
Int
+
Spirit
(target)
Win: Can see through their eyes and attempt to control them to do minor actions with additional challenges.
Spells
Soul Barrier
Gain Soul Barrier Scroll. Does not require Prep.
+
2
D
to Check.
Overcharge
+1 Backlash:
+
2
S
.
Animate Object
Gain Animate Object Scroll Animate 2 Object. -1 to all Backlash. May use Backlash to make Large or Weapon more than once. May animate addtional item using Backlash.
Dark
Lighting
Cost
1 Spell Material
Prepared
     /4
Backlash
2
1
D
Dmg to Casting Arm per Backlash
Shoot
1
S
+
Sense
+
3
D
Dark Energy
2
S
+
Int
+
Spirit
+
2
D
Overcharge
+1 Backlash: May do an additional Round.
+1 Backlash: Range is . +1 Backlash:
+
1
S
+
4
D
Dmg.
+1 Backlash: Apply as Cone
Raise
Skeleton
Cost
1 Spell Material
Prepared
     /2
Backlash
3 May do as an Interim w/o Backlash
1
D
Stress per Backlash
Req Dead Humanoid. Create Skeleton Fighter/Archer (Req: 2 Souls) Max 4 Skeletons
Spectral
Summon
Cost
1 Spell Material
Prepared
     /2
Backlash
4
For each Backlash roll 1
D
3S Summon will attack you as well and last til defeated or you escape.
Gain 3
S
+
Int
+
Spirit
Spectral Summon Points. Summon lasts til end of Combat. Wraith: 3 Points Spirit: 2 Points Shade: 4 Points Banshee: 5 Points Revenant: 7 Points
Overcharge
+2 Backlash: +3 Spectral Summon Points
Occult Magic
Void Mage
Void Mage
Advanced
Void Magic Expert: -1 Void Epic Spell Backlash Cantrips Dimensional Pocket: Store or remove 1E from your sub-dimensional space.
Minor Disintegration: Turn a small object in his hand into dust.
Lesser Spells
Memory Wipe
Gain Memory Wipe Scroll. Does not require Prep.
+
1
D
to Check.
Dimensional Pocket
Gain Dimensional Pocket Scroll. Does not require Prep. Can hold up to 5E. Can use as Full Action.
Spells
Phase
Gain Phase Scroll. Does not require Prep.
+
1
D
to Check.
Overcharge
+1 Backlash:
+
4
D
.
Disintegration
Gain Disintegration Scroll.
+
1
D
to all Dmg, ArPen, and Backlash Effects.
Subspace
Zone
Cost
1 Spell Material
Prepared
     /2
Backlash
2
1
D
Stress per Backlash. 3+: Abomination appears inside Zone.
Create additional area of 10 Spaces. You may arrange it in any formation. It appears anywhere you desire within 2R. It may connect to up to 2 Spaces within 2R. It lasts until the end of combat.
Overcharge
+1 Backlash: +5 Spaces (may do twice)
+1 Backlash: Area inside may have a different direction of Gravity.
      (Full): Change direction of gravity inside.
Voidmancer
Advanced
Void Magic Expert: -2 Void Epic Spell Backlash. Gain Reality Collapse Scroll. Cantrips Dimensional Pocket: Store or remove 1E from your sub-dimensional space.
Minor Disintegration: Turn a small object in his hand into dust.
Desolation: Show flash of a terrible alternate world.
Transformation Eye of Xythuul: Gain an eye that can open on any part of you, can be used to give people terror Perhaps learn information about them by staring into their souls. Can see through walls up to 2 Spaces. Can stare into possible futures. Lesser Spells
Memory Wipe
Gain Memory Wipe Scroll. Does not require Prep.
+
2
D
to Check.
Dimensional Pocket
Gain Dimensional Pocket Scroll. Does not require Prep. Can hold up to 10E. Can use as Full Action.
Spells
Phase
Gain Phase Scroll. Does not require Prep.
+
2
D
to Check.
Overcharge
+1 Backlash:
+
5
D
.
Disintegration
Gain Disintegration Scroll.
+
2
D
to all Dmg, ArPen, and Backlash Effects.
Subspace
Zone
Cost
1 Spell Material
Prepared
     /2
Backlash
2
1
D
Stress per Backlash. 3+: Abomination appears inside Zone.
Create additional area of 10 Spaces. You may arrange it in any formation. It appears anywhere you desire within 2R. It may connect to up to 2 Spaces within 2R. It lasts until the end of combat.
Overcharge
+1 Backlash: +5 Spaces (may do twice)
+1 Backlash: Area inside may have a different direction of Gravity.
      (Full): Change direction of gravity inside.
+2 Backlash: May Shatter Zone (Full) All who were inside zone disappear for 1
S
+
6
D
Rounds. When they reappear they take Blast 3
S
+
7
D
Null Dmg and Resist 3
S
+
8
D
Dread w/
Spirit
.
Abyssal
Maw
Cost
1 Spell Material
Prepared
     /2
Backlash
3
1
D
Stress per Backlash.
2x2 Spaces of Ground become Abyssal Maw creature for 3
S
+
Int
+
Spirit
Rounds.
Overcharge
+1 Backlash: Lasts an Additional 3 Rounds.
+1 Backlash: 4x4 Spaces instead.
Master Voidmancer Voidmaster
Master
Void Magic Expert: -4 Void Epic Spell Backlash. Gain Reality Collapse and Timeline Collapse Scroll. Cantrips Dimensional Pocket: Store or remove 1E from your sub-dimensional space.
Minor Disintegration: Turn a small object in his hand into dust.
Desolation: Show flash of a terrible alternate world.
Transformation Eye of Xythuul: Gain an eye that can open on any part of you, can be used to give people terror Perhaps learn information about them by staring into their souls. Can see through walls up to 2 Spaces. Can stare into possible futures.
Final Transformation (Living Tear): Anything he touches may take 4
D
(ArPen 2
S
+
4
D
) Disintegration Dmg. Same is applied as Dmg Back. Anything within 1 Space takes 2
D
(ArPen 1
S
+
2
D
) Disintegration Dmg.
Lesser Spells
Memory Wipe
Gain Memory Wipe Scroll. Does not require Prep.
+
Sense
+
1
D
to Check.
Dimensional Pocket
Gain Dimensional Pocket Scroll. Does not require Prep. Can hold up to 10E. Can use as Full Action.
Spells
Phase
Gain Phase Scroll. Does not require Prep.
+
2
D
to Check.
Overcharge
+1 Backlash:
+
5
D
.
Disintegration
Gain Disintegration Scroll.
+
2
D
to all Dmg, ArPen, and Backlash Effects.
Sub-
space
Zone
Cost
1 Spell Material
Prepared
     /2
Backlash
2
1
D
Stress per Backlash. 3+: Abomination appears inside Zone.
Create additional area of 10 Spaces. You may arrange it in any formation. It appears anywhere you desire within 2R. It may connect to up to 2 Spaces within 2R. It lasts until the end of combat.
Over-
charge
+1 Backlash: +5 Spaces (may do twice)
+1 Backlash: Area inside may have a different direction of Gravity. (Full): Change direction of gravity inside.
+2 Backlash: May Shatter Zone (Full) All who were inside zone disappear for 1
S
+
6
D
Rounds. When they reappear they take Blast 3
S
+
7
D
Null Dmg and Resist 3
S
+
8
D
Dread w/
Spirit
.
Abyssal
Maw
Cost
1 Spell Material
Prepared
     /2
Backlash
3
1
D
Stress per Backlash.
2x2 Spaces of Ground become Abyssal Maw creature for 3
S
+
Int
+
Spirit
+
1
D
Rounds.
Overcharge
+1 Backlash: Lasts additional 3 Rounds. +1 Backlash: 4x4 Spaces instead.
Void
Sphere
Cost
1 Spell Material
Prepared
     /2
Backlash
5
1: Appears within 4 2: Appears within 2. 3: Appears where you are.
Void Sphere is created within . Each Round it grows 1
S
3
D
Spaces. Inside and within 3 movement is Difficult 1. After 3
S
+
4
D
Rounds it Implode.
      All thigs Inside take Blast 5
S
+
6
D
Null Dmg.
      Typically material objects are just completely erased.
Overcharge
+1 Backlash: Area is Difficult. +2 Backlash: Choose 3 to 7 rounds.
+1 Backlash: You may move it 1S+Spirit as an Active Action.
Extra
Grey Magic
Grey Mage
Advanced
Magic Items Magic Discovery: When you gain this Class, you have knolwedge of an obtainable Magic Item that should be nearby.
Magic Item
Knowledge
Challenge
Int
+
Sense
Challenge to know information about magic items. Ex: Where they are, how they work.
Magic Item
Research
Challenge
1
D
Must be reading a book that might have knowledge of magic items. 1S: Discover where a magic item would be.
Knowledge Fast Reader:
+
5
D
to Read Books.
Encyclopedic Mind: Can look at most GM resources. Ex: Monsters, regions, etc.
Scholarly Correspondence: May gain 2
S
+
Cha
+
3
D
Money per week from correspondence.
Arcane Knowledge
Challenge
Int
+
Int
Know something about almost anything.
Applied Knowledge
Challenge
Int
+
Sense
May find ways to influence situation (including combat) using your knowledge of almost everything.
Esoteric Advice
Challenge
Int
+
Cha
Attempt to manifest inspiration out of nowhere for yourself or others. (Once a week.)
Observational Help
Observation
Full
Sense
1S:
+
2
D
on Next Observation Guidance Check.
Observational
Guidance
Active
Target must agree. Only once per type of Check per combat. May choose Helpful or Very Helpful before rolling.
Int
+
Cha
Helpful: Within 1S: They gain
+
2
D
. 0S: They have
6 Only
.
Very Helpful: Within 1S: They gain 1
S
+
3
D
. 0S: They fail.
Sage
Master
True Naming
Name Points
True Tongue: Can communicate with anything that can communicate.
Research
True Name
Downtime
Int
Requires access to rare books, papers, etc.
1S: +1 Name Point.
Magic Item
Research
Challenge
Int
Must be reading a book that might have knowledge of magic items. 1S: Discover where a magic item would be.
TNE Points
Speak
Creature's
True Name
Full
Int
+
Cha
1S: +1 True Name Effect (TNE) Point. May do effect as well. Must be within of Target.
      -1 TNE, -2 Name: Know their actions a head of time. (
+
2
D
to Defend to you or ally.)
      -3 TNE, -3 Name: Control them for a Round.
      -5 TNE, -6 Name: Turn Target to Stone.
      -5 TNE, -8 Name: Disintegrate Target.
Speak
Location's
True Name
Downtime
Int
+
Sense
1S:May do effect as well. Must be within location.
      -5 Name: Gain all it's secrets.
      -10 Name: Create Portal to there. Portals are all connected to a hub location of your choice.
Speak
Item's
True Name
Downtime
Int
+
Spirit
1S:May do effect as well. Must be holding item.
      -2 Name: Know past and location of item.
      -12 Name: Create Magic Item or raise Magic Item Level.
Wizard
Wizard
Master
Chromatic Master Chromatic Magic Expert: -4 All Chromatic Epic Spell Backlash.
Split Cast: When casting a spell may split the Arcanum and cast two different spells. (Roll to Resist Backlash separately for each.)
Dual Cast: When casting a spell may use the Arcanum amount to cast two different spells, each starting with that amount. (Roll to Resist Backlash separately for each.)
Gain Student
Downtime
Cha
+
1
D
1S: Gain Student (Chrmatic Mage) as Follower (Max 1). They can cast all Chromatic scrolls given.
Chromatic Master
Chromatic
Blast
2 Backlash
Proj 
1
S
+
Sense
+
1
D
Dmg
1
S
+
Int
+
Spirit
Contest: 1
S
+
Spirit
+3
D
(you) vs.
Spirit
(target) 1S: +1 Dazed.
Dazed:
6 Only
and Pace 1. Remove Free w/
Fort
/
Spirit
Chromatic
Barrier
2 Backlash
Gain
DR
1
S
+
6
D
against an Energy Attack or
DR
1
S
+
5
D
against a non-Energy Attack for 1
S
+
Int
+
Spirit
Rounds.
If Energy hits, remove 2
D
Stamina Loss if attacked by non-Dark energy effects.
Chromatic
Missile
3 Backlash
Backlash
3
3
D
Dmg to Casting Arm per Backlash
Effect
Strike 
1
S
+
Sense
+
3
D
1S:+
Energy
2
S
+
Int
+
3
D
Overcharge
+1 Backlash: Go around allies and corners.
+1 Backlash: +3
D
to Hit, +3
D
to Dmg.
+1 Backlash: Add Burning 2.       +1 Backlash: Add Frozen 2.
+1 Backlash: Add Dazed 2.
+1 Backlash: Add Push 2 in any direction (Resist w/
Str
)
+1 Backlash: Slow 2 for 1
S
+
3
D
Rounds.
Elemental
Wall
Cost
1 Spell Material
Prepared
     /2
Backlash
3
For each Backlash of these happen (randomly chosen)
1: Burning 1 to Casting Arm 2: Frozen 1. 3: Push self 2
S
+
2
D
in random direction (Collision: 1
S
+
3
D
Dmg) 4: Daze 3 to self. 5: Can't move/Act next round.
Create 1 Fire Wall: When anyone touches/moves through them, they do Blast 1
S
+
Int
+
2
D
Dmg Burning 1
Create 1 Ice Wall: When anyone touches them, they do Pierce
Int
+
2
D
Dmg Bleeding 1
Create 1 Rock Wall: Can take 5 Dmg and have DR 2 and increase Range by .
Create 1 Wind Wall: Blows up 1
S
+
5
D
Spaces then next Round blown (Resist w/
Str
)
Create 1 Time Wall: Anyone passing through 2
D
1S: Appear back on other side of wall.
Overcharge
+2 Backlash: +2 of each Wall.
Magus
Magus
Master
Chromatic Master Chromatic Magic Expert: -4 All Dark Epic Spell Backlash.
Split Cast: When casting a spell may split the Arcanum and cast two different spells. (Roll to Resist Backlash separately for each.)
Dual Cast: When casting a spell may use the Arcanum amount to cast two different spells, each starting with that amount. (Roll to Resist Backlash separately for each.)
Gain Student
Downtime
Cha
+
1
D
1S: Gain Student (Dark Mage) as Follower (Max 1). They can cast all Dark scrolls given.
Chromatic Master
Dark
Blast
2 Backlash
Proj 
1
S
+
Sense
+
1
D
Dmg
1
S
+
Int
+
Spirit
Contest: 1
S
+
Spirit
+3
D
(you) vs.
Spirit
(target) 1S: +1 Dazed.
Dazed:
6 Only
and Pace 1. Remove Free w/
Fort
/
Spirit
Dark
Barrier
2 Backlash
Gain
DR
1
S
+
6
D
against an Energy Attack or
DR
1
S
+
5
D
against a non-Energy Attack for 1
S
+
Int
+
Spirit
Rounds.
If Energy hits, remove 2
D
Stamina Loss if attacked by Dark energy effects.
Dark
Missile
3 Backlash
Backlash
3
3
D
Dmg to Casting Arm per Backlash
Effect
Strike 
1
S
+
Sense
+
3
D
1S:+
Energy
2
S
+
Int
+
3
D
Overcharge
+1 Backlash: Go around allies and corners.
+1 Backlash: +3
D
to Hit, +3
D
to Dmg.
+1 Backlash: Remove 1
S
+
3
D
Stamina Loss/Harm from self.
+1 Backlash: Terror 3 (Resist w/
Spirit
)
+1 Backlash: Add Poison 3 (Resist w/
Fort
).
+1 Backlash: Control corpse within for 2
S
+
2
D
Rounds.
+1 Backlash:
Spirit
+
Cha
+
1
D
vs.
Spirit
+
Cha
1S: Control Target for 1 Round. (Can't hurt self.)
Elemental
Wall
Cost
1 Spell Material
Prepared
     /2
Backlash
3
For each Backlash of these happen (randomly chosen)
1: Gain 2 Poison. 2: Gain 2 Terror. 3: Bleeding 2. 4: 1 Acid Dmg to Limb. 5: I Acid Dmg to Head.
Create 1 Plague Spirit: Dmg /4, Defend 3
D
, Attack: 1
S
+
3
D
, Dmg: Acid 1
S
+
1
D
Poison 2 (Resist w/
Fort
)
Create 1 Blood Spirit: Dmg /4, Defend 3
D
, Attack: 1
S
+
3
D
, Dmg: 1
S
+
3
D
, for each Dmg applied, Remove 1 Harm/Stamina Loss.
Create 1 Shadow Spirit: Dmg /4, Defend 5
D
, Attack: 1
S
+
3
D
, Dmg: Target has
6 Only
this Round.
Create 1 Death Spirit: Dmg /6, Defend 2
D
, Attack: 1
S
+
3
D
, If touches corpse, gain control of it till end of combat.
Create 1 Soul Spirit: Dmg /4, Defend 3
D
, Attack: 4
D
vs
Spirit
. Win: Gain control of Target next round.
Overcharge
+3 Backlash: +2 of each spirit.