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SpellsExpand / Collapse
So you want to cast magic, eh? If so, your character can choose the number of spells that his or her race and IN bonuses allow for each level from the list of spells below. A character can choose a spell that is equal to or lower than their character's level. So for example, a first level humanoid character with an IN of 8 can choose three spells from level one (Humanoids get 1 spell per level naturally, and the IN score of 8 gives them an extra 2 spells to choose per level). A second level character of the same stats can choose a total of three spells from levels one or two. A third level character can choose a total of three spells from levels one, two, or three, and so on.

A high intuition will give bonuses to the number of spells available to a character, as will certain races.

Just as the Humanoid race is designed to be a cover-all for any races not readily available, magic will be designed as a cover-all for any abilities or powers not covered by the rest of the Dark Pines RPG. Any super-power can be mimicked by a spell. You want your character to be a superhero with the ability to shoot force blasts from their eyes? Simply choose a couple of force spells, and use their description as a guide for your super-power. With the magic spells available, you should be able to create any kind of character you want.

If the game is missing a power/spell that you need for your character, simply contact the administrators and they'll be happy to add it in for you (though you may not like what level they put the spell at).
SpellLevelDamageSpell CounterStat Modifer(s)Action Modifer(s)
Light : Starburst
All friends and enemies are blinded; -4 str/par/dod. Can also be used to light a room. Use just like a strike/dodge. Lasts for 3 rounds.
 Dark : Darkness  Avoid: -4
Deflect: -4
Hit: -4 
Repel
Automatic Breakaway; pushes a character away from the caster; d(level *10) + 5 ft. away.Roll under AG to check for knockdown.1d8 damage if the opponent is knocked into something, such as a wall or another character.
1d8
Damage Per Level 
Gravity   
Open
Open any lock, untie any knot, or unbar a way into a place otherwise blocked off (this spell will not remove heavy objects that have been put in the way of a path)
 Seal   
Noise : Silence
Creates an area that is completely devoid of any noise whatsoever. Any spells reliant on speaking the incantation will not work. Lasts for 10 rounds or 10 minutes.
 Noise : Boom   
Earth : Quake
Creates a minor earthquake in the area; roll under AG to check for knockdown, except the caster who is unaffected.
 Seal   
Water : Haze
Creates an area of light fog, obscuring vision. All characters in area HAD -2.Lasts for 20 rounds or 20 minutes.
 Sense : Sight  Avoid: -2
Deflect: -2
Hit: -2 
Fire : Ignite
target object spouts a flame or is hit for 1 damage; useful for starting campfires. May only light non-living objects.
1d1 Dark : Darkness   
Ice : Chill
This magic allows a character to manipulate mild sub-zero temperatures. It can be used to freeze water, to cool off overheated characters or objects, etc. It can also be used to inflict up to 1 point of damage, or counter the after-effects of heat-based damage. For example, it cannot counter the spell Fireball, but it can negate the damage inflicted for the several rounds afterwards where the character is considered to be on fire.
1d1 Fire : Ignite   
Electric : Zap
small jolt of electricty shot at opponent. Does d2 damage
1d2 Earth : Rock Block   
Fire : Warm
Warms a character who is suffering from frostbite, or who is just chilly. Will keep a character warm for up to fifteen minutes, and can counter after-effects of cold-based magic, but cannot counter the full spell. For example, this spell does not counter Arctic Spear, but will counter the d2 points of cold damage for the ten rounds afterwards.
 Ice: Cool   
Life : Fleshbind
allows caster to seal wounds and stop bleeding, internal or external, of target. Target suffers a cumalitve -2 to HAD for 5 rounds while in combat. Also heals 2hp. This spell may not be cast on someone unwilling.
   Avoid: -2
Deflect: -2
Hit: -2 
Sense : Eagle Sight
The ability to see clearly from very far distances; range is about 1 mile. At one mile, the character can make out fine print if necessary. Lasts for 10 rounds or 10 minutes.
 Light : Blind   
Illusion: Simple
This spell creates a minor illusion, anything the spellcaster wishes. However, it retains no physical properties of what it represents. For example, a simple illusion of a wall may keep someone from going down an alley, but if they walk up to it, they will be able to walk right through it.The spell is very simple and can be kept in place for quite some time. Duration is equal to IN x Level of Experience in days. So a mage of second level with an 8 IN could make the spell last for 16 days.
 Dispel Illusion   
Shield
Creates a shield of whatever variety the spell caster desires. It may be force, ice, fire, or whatever... while the material may be different for each shield, the effects and results are the same. The shield will take 10 points of damage before shattering. It lasts for 3 rounds. Any damage done beyond the 10 points (or whatever is left) continues on to hit the spell caster. The spell is created in a 360 degree radius around the spell caster, effectively enveloping the spell caster in a sphere of whatever material is chosen. The spell caster can magically sense what is happening outside the sphere, regardless of whether the material blocks his line of sight or not.
 Repel   
Spoil
This spell will make food and other perishables go rotten immediately.
 Maintain   
Mind : Soothe
This spell causes combatants in the area to hesitate, and generally feel more relaxed, and less likely to continue fighting. Characters must roll against their WP attribute. If they succeed, no effect. If they fail, they are likely to stop fighting entirely. Defensive rolls are not penalized, but offensive rolls are penalized with -15.
 Mind : Ire   
Spike
The caster shoots out a shard at any one enemy.
1d6 Shield   
Scatter Spike
A spell that shoots out several shards indiscriminately. All players in combat must roll under their AG to avoid being hit. If they fail, they take spell damage x d3
2d3 Repel   
Noise : Banshee
This spell effects everyone within combat range of the caster. Characters are -2 HAD for 3 rounds.
1d4 Noise : Silence   
Force: Blast
A beam of force that issues from caster, knocking opponent back (20%). Damage is d4 per level
1d4
Damage Per Level 
Force : Sheild   
Force: Arc
Similar to Force: Blast, but allows to attack up to three other targets simultaneously, doing knockback of 40%. Damage increases at d2 per level.
1d2
Damage Per Level 
Force : Sheild   
Force : Sheild
Surrounds caster with a type of force field, whether square, circular, all around, or directional, preventing ranged attacks from damaging caster and physical damage is halved. Natural Damage reduction is disregarded if damage is granted. Caster may sheild a number of people equal to their level.
 Force: Blast   
Dark : Shadow Walk
Allows caster to leap from one shadow to another. Range increases for 1 mile for every level.
 Dark: Shadow Bind   
Ice: Cool
slowly lower the temperature of a warm or hot object safetly, preventing shattering or warping. Also good for healing fevers and keeping food from spoiling.
 Fire : Warm   
Dark: Shadow Bind
Causes the shadows below target to rise up and bind and slow the target, where percentage of effectability increases 5% per level, starting at %20.
 Dark : Shadow Walk   
Metal Skin
Caster's flesh turns to metal or metal plate or metal something, preventing d5 damage per level.
 Rust   
Claws
Caster can form claws from their feet or hands, wrists, or even knees that do standard claw damage depending on caster size. Claws may be made from any material or even energy if the caster deems, but they still do standard damage. Special Note: Can only be cast if area where claws are sprouted is not covered by armor stronger than leather, and leather armor or less suffers durabilty and must be repaired or fall apart in 10 days.
 Revert   
Shapeshift
Caster can shift their form by one attribute per level. Minor alterations like color, length of hair, iris form, etc, are concidered arbitrary changes.I.E. - grow cat ears lvl 1, tail lvl 2, paws lvl 3, fur lvl 4, shrink to full cat 5
 Revert   
Hover
Caster can float a few inches to a few feet above the ground at will, and move at walking speed. User can also float upwards, making climbing easier.
 Gravity   
Teleport
Caster may disappear and reappear 10 feet per level from current position, up, down, forward, back, wherever.Note: Teleporting into a stone wall will kill you.
 Barrier   
Barrier
Like a force field, it errects a barrier that prevents movement through the path that is chosen, magical included.
 Phase   
Phase
Like teleport, save that caster can move through 10 feet per level of anything as if a ghost.Note: Unphazing into a stonewall will kill you....
 Barrier   
Construct
Allows caster to create various objects and displays that may be used to do d3 damage per level, hold 30 lbs per level. Any weapons created as thus are not subject to bonuses.
 Demolish   
Demolish
Allows caster to release raw magical energy at something, breaking down constructs, destroying bonds slowly. Does d5 damage to inanimate objects and can counter Construct damage delt.
 Construct   
Mind : Psychic Force
Allows caster to do d3 damage to target per level, and must be line of sight. Negates defenses of armor.
1d3 Mind : Mind Shield   
Mind : Mind Shield
Prevents d3 damage per level from magical attacks of the Mind category.
 Mind : Psychic Force   
Life: Regen
Caster may naturally regenerate d10 hitpoints per level after a fight.
 Death : Drain   
Death : Drain
Caster must roll to strike with this spell.Upon successful strike, user drains d 5 hitpoints per level from target. Hit points gotten this way heal caster and can only be done once per target per day. Hitpoint loss to target is only to current hitpoints and not maximum.
 Life: Regen   
Mind: Telepathy
This allows a character to talk to another character mind-to-mind. It is not two directional; a character can only transmit, not receive, unless the person also has telepathy.
 Mind : Mind Shield   
Redirect
A spell similar to empathy, Redirect allows the caster to send a magical spell directed at them towards another target, but suffers d2 per level of spell redirected. Also, redirect may only be used on spells of caster's level or lower. (i.e. - a level 9 mage cannot redirect a level 10 spell)
    
Stretch
Caster is able to stretch their limbs and body, increasing their range to 2 feet per level. Most effective to grabbing or reaching areas out of place, but could be used for combat as well. Duration of effect is 2 rounds per level, and gives user +1 defense bonus per level and +2 strike per level with melee weapons.
    
Dense
Caster gains mass and cannot be knocked down. Caster gains +2 damage per level to melee and +3 damage reduction per level during combat. Caster also gets a -2 Speed bonus per level, and duration is 3 rounds per level.
 Stretch   
Mind : Aura
Caster grants +2 strike /+2 defense /+2 damage bonus to allies per level while caster continues the spell. Duration is always 1, so caster must continually keep the spell running to be effective.
 Mind : Fear   
Mind : Fear
Caster grants -4 strike bonus and -2 defense bonus to enemy per level but gives enemey +5 breakaway bonus per level. Duration is always 1, so caster must continually cast spell for it to be effective.
 Mind : Aura   
Sense : X-ray
Caster is capable of seeing through 1 layer or 1 foot of material per level.
 Light : Blind   
Sense : Vision
Caster is able to see an extra 20 feet per level without difficulty of distance. Light, shadows, haze still affect perception.
 Light : Blind   
Sense : Hearing
Caster is able to hear sounds an extra 20 feet per level as if it was right next to them. Whispers, twigs broken, flies buzzing become magnified.
 Noise : Boom   
Sense : Taste
Caster is able to detect ingredients or possible poisons without being affected by ill effects. Caster may consume 1 bite/sip per level of the same food or water source.
 Waste   
Sense : Touch
Caster is able to detect traps that are activated by touching them without setting them off. Caster is allowed one reroll per level of this spell to keep from setting a trap off.
 Intangible   
Intangible
Caster is able to become a ghost like wraith form for 1 round per level, allowing caster to breakaway from combat or automatically succeed from melee and ranged combat that are not magical. Unlike Phase, caster cannot go through things - Things go through caster.
 Dense   
Clean
Caster is able to magically remove dirt or residue from targets, inanimate and living. Useful for cleaning, removing blood, keeping that holier-than-though-look.
 Smudge   
Smudge
Caster is able to make target dirty, covered in a light dust to heavy globs of mud, whatever is around, instantly. Great for hiding treasures and gives better chance of not being spotted...or lying about where you've really been.
 Clean   
Sense : Invisibility
Caster is able to remain invisible as long as they don't move.
 Sense : Reveal   
Sense : Reveal
Caster is able to reveal invisible targets around them within a 20 foot radius.
 Sense : Invisibility   
Mimic
The caster is able to attempt to mimic a spell or skill they have just previously witnessed. After casting the spell, the caster must make a roll against their INT at a -5 to difficulty. (I.E. - if INT is 9, they must roll a 4 or better to make this roll.) The difficulty decreases by 1 for each level of the caster, and even gives bonuses to learning at higher levels.
    
Mind : Telekenesis
Caster may move, force, push, shove, lift 15 lbs per level of material, living or dead, with their mind. Also, an extra 15 lbs per bonus of the INT score (i.e. - INT of 10 is a +4...so that's 15 + 60 = 75 lbs at lvl 1)
 Mind : Telekenesis   
Light : Will O' Wisps
Sprites that attack an enemy for 3 rounds doing d5 per round
3d5    
Noise : Boom
Creates a sonic shock that temporarily deafens people in the area; -2 initiative to others if used right before combat.
 Noise : Silence   
Mind : Ire
Incite wrath or anger in a target; forces target to attack the appearance of the spellcaster. It is a visually molded spell, based on the appearance of the spellcaster.
 Mind : Calm   
Dark : Darkness
Creates an area of darkness. All characters (except for the spell caster) in the area -5 HAD. Characters with enhanced night vision will be unaffected. Lasts for 10 rounds or 10 minutes. Effects a 30 ft sphere around the spell caster or a 30 x 30 foot area of the spell caster's choice (within eyesight).
 Light : Starburst   
Sense : Sight
The user can see in any form of sight; X-ray, thermal, magnetic, see the invisable, see auras, see magic, etc. If it exists the caster can see it. Lasts 1 round or 1 minute.
 Light : Blind   
Life : Heal
Heals d10 hit points.
 Death : Pain   
Death : Pain
Causes target serious pain; 40% chance of falling to the ground in pain and losing next action.
2d5 Life : Heal  Avoid: -1
Deflect: -1 
Fire : Imbue Flame
target inanimate object becomes surrounded with magical flames / weapons do an additional d3 damage. Lasts for 5 rounds.
1d3 Dark : Darkness   
Ice : Freeze
Higher form of Chill with range.
1d3 Fire : Ignite   
Earth : Rock Block
the earth juts up and forms a temporary shield to protect from 20 physical damage for one turn.
 Open   
Earth : Gaia's Spikes
stalamites rise from the ground at a terrible speed beneath target doing d6 damage, extra d3 damage if done to prone opponent. Can only target ground based targets.
1d6 Flight   
Earth : Encase
Magical rock forms around opponents upper and lower body, completely encasing them in rock, preventing movement. The rock may be broken by someone from the inside with a ST of 10 or higher, provided they can roll under their ST. The rock cannot be shattered from the outside.Lasts 3 rounds.
 Open   
Electric : Charge
bearer imbues weapon or self with electricity and gives attacks d3 bonus damage, but takes double damage from water and ice attacks. Lasts for 5 rounds.
1d3 Earth : Encase   
Detect Magic
This spell will enable a spellcaster to detect any magic in the near-immediate area. Effect is generally limited to one object/item per casting.
 Conceal Magic   
Wind : Smoke
Caster is able to generate magical smoke from a designated area around caster to enhance chances of breaking away or avoiding being hit. Duration is 2 rounds.
 Wind : Wind  Avoid: +5 
Wind : Wind
Caster is able to call wind from any direction to disperse dirt or smoke or even scent.
 Wind : Smoke   
Slick
Caster is able to cover a surface with a highly slippery substance, making it difficult to hold onto or run across. If running across a slick surface or catch a slick object, difficulty to AG check is +5. If trying to hold onto something, ST check is increased by +3.
 Grip  Breakaway: +10 
Grip
Caster is able to hold onto objects or targets or run across slick surfaces better, lowering difficulty of AG checks by 5 and lowering ST checks by 3.
 Slick   
Sense : Glow
Caster is able to illuminate a target with a soft magical glow,allowing it to be seen better by all around. Glow casts no light.
 Sense : Shadow   
Sense : Shadow
Caster is able to surround target or object in shadows, making it difficult to see, and completely invisible in the dark, barring light sources directly shone upon target.
 Sense : Glow   
Light : Blind
Target gets -5 str/par/dod. Lasts 2 rounds.
 Sense : Sight  Avoid: -5
Deflect: -5
Hit: -5 
Seal
Lock a door, box, or close off a path to those who would follow
 Open   
Ice : Iceblast
Surrounds target with a thin sheen of ice, preventing movement; needs a strength of 5 or greater to break.
 Fire : Fireball   
Gravity
Creates a well of gravity on a target, forcing them to the ground for 5 rounds. Need a ST of 15 to beat the spell, and even then speed is halved. If not broken by ST, the person or target it affects is forced to their knees. They can stand up but cannot move from the spot, or stay on their knees and suffer the penalties as if from knockdown.
 Repel   
Strength
Give the caster +10 to their strength stat for 5 rounds or 5 minutes.
 Weak ST (Strength): +10  
Speed
Gives caster +30 to their speed stat for 5 rounds or 5 minutes.
 Gravity SP (Speed): +30  
Agile
Gives the caster +10 to their agilty stat for 5 rounds or 5 minutes.
 Clumsy AG (Agility): +10  
Weak
Gives a target -10 to their ST stat for 3 rounds.
 Strength   
Clumsy
Gives a target -10 to their HAD roll for 3 rounds.
 Clumsy  Avoid: -10
Deflect: -10
Hit: -10 
Erosion
strength is drawn out from opponent, for 3 rounds
 Strength ST (Strength): -10  
Earth : Rupture
small earthquake near opponent that shatters the ground and explodes it upwards doing d10 damage and 50% knockdown
1d10 Gravity   
Light : Daylight
Gives area a source of light as if on a bright sunny day. Does damage only to vampires and other creatures effected by daylight. The ball of light will float directly above the magician for roughly 2 minutes, and effects a 10 foot radius around the magician.
1d10 Dark : Midnight   
Sense : Stealth
sounds from caster are not heard by anyone nearby, and caster is invisible as long as caster does not go faster than a walk. Lasts until caster dispells or takes an action.
 Sense : Sight   
Detect Traps
This spell enables the caster to tell whether or not there are any man-made areas of danger in the vicinity. It generally covers a 20 foot radius around the spell caster.
 Sense : Hide   
Dispel Illusion
A spell designed specifically to counter simple illusory magics.
 Illusion: Simple   
Evergrip
A spell cast upon inanimate objects that allows the object to stick to anything regardless of the surface. Only caster may release object by a word that caster selects.
 Remove Magic   
Remove Magic
Allows caster to remove incantations cast upon inanimate objects. Spell being removed must be no higher in level than caster.
 Noise : Silence   
Mind : Interpret
This spell allows the caster to speak and understand all languages. Lasts for 1 day per level of spell caster.
 Mind : Muddle   
Maintain
The item will never corrode or wither, nor suffer from usual wear or elemental tear. Swords will not rust nor need to be sharpened. When this item is cast in combination with Imbue, on something like, say, a bag or satchel, the contents inside said item will not decay, wither, or otherwise spoil. Food will stay fresh, potions will stay potent, etc.
 Spoil   
Sense : Hide
Allows caster to hide a trap in plain sight, magic obscuring it's actual wearabouts to others.
 Sense : Sight   
Leap
Caster is able to jump 5 extra feet per level of caster without difficulty. Duration is 3 rounds.
 Gravity   
Flight
Allows caster to fly at their rate of SP. Lasts for 30 minutes, 30 rounds. If Caster enters a body of water (river, ocean, lake), the spell is canceled.
 Gravity   
Fire : Fireball
A ball of fire is released; roll as normal strike
2d8 Ice : Iceblast   
Elemental Shield
Blocks one magical or effect from an elemental type spell (i.e. - fireball, iceblast, etc) until next turn. First come first defended against effect.
 Open   
Mind : Empathy
Any damage the target inflicts the target's next successful attack does, it suffers as well. Elemental based damage applies (i.e. - casting Empathy on a fire elemental would heal it should it hit you)
 Life : Heal   
Ice : Hail Daggers
three shards of ice that fly towards target (not homing), each doing d3 damage and freezes opponent for 2 rounds if maximum damage achieved
3d3 Fire : Flame Wave   
Water : Mist
a magical hazy fog forms around area giving caster a stealth bonus and increases defence as well as avoiding hits. Lasts for 5 rounds.
 Wind : Wind Blast  Avoid: +2
Deflect: +2
Initiative: +4 
Water : Gush
a stream of water jets out from caster doing 5d3 based damage and blinds opponent for 1 round
5d3 Wind : Shear   
Wind: Air Blade
streams of air race towards opponent, slipping through cracks in armor and clothing (gets direct to hit point regardless of armor, unless the armor is magically created)
2d3 Mind : Calm   
Wind : Shear
a cold stream of wind that freezes the air around an opponents area, making it harder to breathe. d6 damage for 2 rounds.
2d6 Repel   
Electric : Bolt
a higher form of Zap that does d6+1 damage and can bounce to next target if more than one doing 3d damage.
1d6 Earth : Rock Block   
Vulnerability
When cast, the caster must make a successful strike attempt against the opponent. Upon touch, the opponent loses it's DU bonus for 3 rounds.
 Impervious DU (Durability): -10  
Impervious
When cast, the caster or designated target gains +10 DU for 5 rounds. The caster does not get the additional hit points, but -does- get the bonus to damage reduction.
 Vulnerability DU (Durability): +10  
Death : Acid
Caster is able to create an acid that will eat through metal at 10 hp per round, or cause d6 damage to targets on successful ranged strike. An additional d4 damage occurs for 2 more rounds unless doused in some form of water.
1d6 Water : Water   
Water : Water
Caster is able to create a pure drinkable source of water from magic. Caster should have something to hold the water in else it'll just fall to the floor.
 Waste   
Death : Poison
Caster is able to create a poison of various effects, to be dipped by arrows or even poured into a drink. Target will suffer d10 damage per hour. If targets life reaches below half their maximum hitpoints, target will faint.
 Life : Antidote   
Life : Antidote
Caster is able to create antidotes for various illnesses and poisons as long as caster knows what to cure, whether by a sample of the poison itself or knowing who or what created it.
 Death : Poison   
Store
Caster is able to place objects within a container magically, providing object is no more than 5 times the size of the container. Caster may also place spells in a container to be cast later as traps or other uses.
 Breach   
Trigger
Caster is able to cast a spell on an object and activate with but a word or action if prepared for in advance. Caster may store up to a number of spells equal to their level this way as long as the level of the spells does not exceed the caster's level. (i.e. -a caster may store a level 2 and a level 3 spell to be triggered later if caster is a level 5, or five level 1 spells, etc.)Caster may choose situation in which trigger is activated (searched clothing, fainting, etc.) Special Note: GM's must be notified of all Trigger'd spells before they can be used in game.
 Cancel   
Cancel
Caster is able to cancel the effects of a spell they just cast, whether to prevent an unneccesary action or triggered spell from going off. Concider it a second chance to prevent you from frying your turkey. This is one of the few spells that only a caster my make on themself and is always autosuccesful.
 Cancel   
Food
Caster is able to create enough food for a number of people equal to caster's level. Caster may choose whatever may be served, but spell may only be cast once per day.
 Waste   
Waste
Caster is able to cause whole stores of food to become spoiled and infested with insects.
 Maintain   
Mind : Calm
Make tranquil and natural or human situation. Calms storms after d5 minutes, or stop area combat for 3 rounds. No one may attack; if the caster attacks the spell is broken.
 Mind : Ire   
Fire : Burning Armor
prevents damage from ice attacks up to a total of 20 damage for 4 rounds, prevents slowness in cold, and does 3 damage to attacker if using hand to hand
 Breach   
Fire: Flame Spout
a snake of rolling fire issues from caster for d7 damage, with 2 damage for 3 rounds unless target puts self out
1d7 Water : Gush   
Fire : Seal of Flame
magical incantation set over a target or ground that explodes upon contact or proximity by anyone but the caster itself. If not countered, d40 damage from eruption and knockback, and possible damage to area or target (i.e. - if seal is placed on a book, possible that book may be destroyed if set off)
1d40 Ice : Ice Lock   
Ice : Frozen Plate
caster's gear becomes encased in a magical sheet of ice preventing damage from a Fire source for 4 rounds / prevents 20 damage
 Breach   
Breach
higher form of Open with range to prevent traps from hurting caster. This spell will negate any effects of a trap, effectively making it inert.
 Seal   
Ice : Ice Lock
rune of ice that explodes if not countered by spell or successful 90% pick lock skill (must roll 1-10 on a 100 to succeed: skills give bonus, lock picks 5%, and bonus based on Agility stat)d30 amage + 5d per round continual freezing damage until near heat source
1d30 Fire : Seal of Flame   
Water : Hard Rain
a dark rain falls from the sky, causing grounds to become slippery for all opponents, flight is impossible, and also causing wounds from bladed objects to an additional 2d damage until rain clears. Lasts 6 rounds.
 Mind : Calm  Avoid: -2
Deflect: +2
Hit: -3 
Earth : Stone Bracers
caster's garments become encased in magical rock preventing phyiscal damage for 3 rounds
 Erosion: Water   
Earth : Earth Tear
a rift races towards opponent or opens the ground between to allow escape. 30% knockdown. If rift reaches opponent, d10 damage + d10 damage if opponent fails balance check
1d10 Seal   
Earth : Grounded Bands
caster's gear takes on an dull sheen preventing 10 damage for 4 rounds, gives bearer Electrify to weapons, and allows bearer a speed bonus
 Breach SP (Speed): +5  
Electric : Lockdown
magical incantation set over a target or ground that explodes upon contact or proximity by anyone but the caster itself. If not countered, d40 damage from eruption and 50% chance of stun. If full damage occurs, target becomes unconscious.
1d40 Earth : Grounded Bands   
Mind : Muddle
This spell makes the target unable to communicate intelligibly with anyone for 10 minutes or ten rounds. Hand gestures, telepathy, written signs... nothing makes sense that the target says, nor can the target make any sense of anyone trying to communicate to them. Target cannot engage in cluster combat, cannot cast spells, and suffers -3 H.A.D. and Initiative for their inability to read combat situations.
 Mind : Interpret  Avoid: -3
Deflect: -3
Hit: -3
Initiative: -3 
Rust
Metal objects become affected in age and immediately lose half their hit points. Weapons do half damage. Should a weapon do it's full damage, it shatters.
 Maintain   
Sense : Disorient
The caster is able to give a target vertigo as well as misdirection, making it harder to strike, tell where they are going, and even run or stand up. Duration of this spell is 5 rounds.
  AG (Agility): -3 Hit: -5 
Noise : Amplify
Caster is able to make their own voice louder, as if yelling in a theatre, or sounds around a specific target increase so that they are unable to hear things correctly from a distance.
 Noise : Silence   
Release
Caster is able to remove bonds between two targets, magical or phyiscal, as well as break holds placed upon themselves.
 Evergrip   
Life : Sanctuary
Caster is able to give support to allies and themselves by projecting an aura around them, enabling a better chance of not being hit. The duration is 5 rounds, and unlike Aura, does not need to be constantly cast to maintain. Also, placing this spell around one's camp may prevent minor nusiances like critters stealing food, snakes, and whatnot.
 Death : Taint  Avoid: +6
Deflect: +6 
Death : Taint
Caster is able to instill a chaotic rush in their allies, causing better chances of striking and speed. Also, can be cast upon inanimate objects and twist their nature to the caster's design, with minor additions of the Fear spell.
 Life : Sanctuary  Breakaway: +6
Hit: +6
Initiative: +6 
Mind : Truth
Caster is able to decern the truth from another PC or NPC via WP roll (roll WP or below) or make other's believe that their words are nothing but the truth (roll under WP at -2) for 5 minutes.
 Mind : Lie   
Mind : Lie
Caster is able to make other's believe what they hear is a lie. Caster must pick a target, and the people listening to the target must roll under their WP at a -2 to believe the target.)
 Mind : Truth   
Conceal Magic
The next spell, and only the next spell, not cluster,the caster uses becomes invisible and soundless if it can be seen or heard.
 Detect Magic   
Electric : Lightning
A bolt of lightning is called from the sky, doing d30 damage
5d6 Dark : Darkness   
Fire : Flame Wave
waves of flame arc out from the caster towards the opponent while racing along the ground striking target
3d4 Earth : Earth Tear   
Erosion: Wind
(special case: only 1 spell of Erosion: may be learned in any mages life)(touch effect)Durability of stone and wood becomes halved, doing d10 damage to wearer when destroyed
1d10 Counter Erosion : Wind   
Erosion: Water
(special case: only 1 spell of Erosion: may be learned in any mages life)(touch effect)Durability of leather and clothes becomes halved, doing d10 damage to wearer when destroyed
1d10 Counter Erosion : Water   
Erosion: Fire
(special case: only 1 spell of Erosion: may be learned in any mages life)(touch effect)Durability of armor becomes halved, doing d10 damage to wearer when destroyed
1d10 Counter Erosion : Fire   
Erosion: Earth
(special case: only 1 spell of Erosion: may be learned in any mages life)(touch effect)Durability of weapons becomes halved, doing d10 damage to bearer when destoyed
1d10 Counter Eroison : Earth   
Erosion: Time
(special case: only 1 spell of Erosion: may be learned in any mages life)(touch effect)Durability of non-magical object becomes halved, doing d10 damage. If cast upon a living creature, creature suffers d10 damage and damage is doubled for 3 rounds.Special Note: Only spell that counters Anti-Magic Cloud.
1d10 Counter Erosion : Time   
Dark : Midnight
A higher form of the Darkness spell that darkens all areas from all sources of light, magic or not. Lasts 10 rounds.
 Light : Daylight   
Shift
A spell similar to Shapeshift, but Caster is able to move wounds, adjust their looks (big nose, small nose, more pouty lips, shrink waste, grow muscles) of themselves or others. The effects cannot be detected by magical means, but target will notice things happening.Side Note: Great spell to make money off the Royalty..if you know what I mean)
 Revert   
Revert
Caster is able to revert to their true form or others to their true form, undoing all changes magically created.
 Shift   
Accuracy
Caster gives themselves a better chance of hitting targets or deflecting blows for 5 rounds as well as an AG bonus of 4.
 Miss AG (Agility): +4 Deflect: +10
Hit: +10 
Miss
Caster is able to give target a lesser chance of hitting the caster for 10 rounds.
 Accuracy  Hit: -10 
Mind : Admire
Caster is able to cast a type of animal magnetism upon a target. Other's encountering the target must make a WP roll at a -3 or feel as if the target is their friend or even hero.
 Mind : Hate   
Mind : Hate
Caster is able to cast an almost anti-animal magnetism upon a target, as well as giving the target an Mind: Ire spell upon them to all around. Targets around chosen target must make a normal WP roll or else want to strike the target the spell was cast upon.
 Mind : Admire   
Conseal
Caster is able to hide objects up to twice the caster's height and twice the caster's width upon their person magically, i.e. - the old under the sleeve trick.
 Drop   
Drop
Caster is able to force objects upon a target to slip out of consealed hooks and pouches within an instant. A thieve's must have, as the caster may limit to what is dropped, else everything that is merely hooked or belted becomes loose and falls. (straps come undone, bodices fly open, bullets slip out of belts, etc)
 Conseal   
Counter Eroison : Earth
Caster is able to undo the effects of the Eroision : Earth spell or objects effected by erosion by natural earth wear and tear.
 Erosion: Earth   
Counter Erosion : Fire
Caster is able to counter the effects of the Erosion : Fire spell or effects done to objects by natural fire (i.e. - burning tapetries become unburnt, burnt food may be made raw again, etc.
 Erosion: Fire   
Counter Erosion : Wind
Caster may counter the effects of the Erosion : Wind spell or targets that have been naturally eroded by wind and sunlight (i.e. - maps, keeps food fresher longer. ) Also has the ability to stop winds from blowing around caster at a 30 foot radius.
 Erosion: Wind   
Counter Erosion : Water
Caster is able to counter the effects of Erosion : Water or targets eroded by water (i.e. - rust upon ancient locks, water logged tapestries or documents, magical ingridents or rituals rained upon). Also, erects a small field aura around caster to prevent rain or water from touching caster.
 Erosion: Water   
Counter Erosion : Time
Caster is able to remove the effects of Erosion : Time if done within one week. Other effects include ability to double the durability of objects only once per target.
 Erosion: Time   
Water: Pressure
A force of water with typhoon power rises around opponent attempting to drown them, doing d15 damage, and +2 damage due to suffication until countered or opponent makes successful breakaway roll
1d15 Wind : Vaccum   
Wind : Wind Blast
Heavy force of wind thrusts itself at opponent from caster's direction, giving knockback. Creatures of greater 10ST recieve d15damage. Flying creatures will be knocked out of the air unless proper magic save is made.
3d10 Wind : Vaccum   
Wind : Vaccum
a reverse knockback that causes opponents are objects to fly towards caster doing d10 damage as well as causing confusion for 3 rounds.
1d10 Gravity  Avoid: -5
Deflect: -5
Hit: -5 
Ruin
Completely destroys human-sized inanimate objects such as armor, small carts, wheelbarrows, doors, etc.Larger objects will suffer 5d50 damage, bypassing any DU bonuses for damage reduction.
 Seal   
Life : Deadspeak
Caster is able to communicate with the spirit of a corpse as long as the head remains intact. Caster must not be bothered for a few rounds while this occurs.
 Death : Decompose   
Death : Decompose
Caster is able to destroy a corpse in any fashion they see fit, the end result making the corpse disappear or become totally useless as to finding out who or what it belonged to.
 Life : Deadspeak   
Sense : Witness
Caster is able to see the events through a targets eyes if a memory is recalled as well as see what target sees as if the caster was the target. Spell's duration is 1 hour per point of INT.
 Sense : Invision   
Sense : Invision
Caster is able to fill target's mind with a memory or distort what they are seeing to something the caster prefers for an hour per point of INT.
 Sense : Witness   
Wind : Vortex
Caster is able to push target through a magical gate and place them 10 miles for every point of INT. Target may make a ST roll to resist at -4.
 Wind : Gateway   
Wind : Gateway
Caster is able to create a portal from a place they have been that is 10 miles for every point of INT from their current destination. Portal will stay open for 10 rounds.
 Wind : Vortex   
Fire : Fireshower
Caster is able to cause the skies to rain with fire or molten rock for 6 rounds. Characters must make an AG roll or suffer 3d6 damage per round.
3d6 Ice : Hail   
Ice : Hail
Caster is able to cause frozen water to fall from the sky and pelt down around the caster, while the caster is completely safe. Targets around caster suffer -5 to hit and 2d4 damage for 5 rounds. Prone targets suffer 4d4 damage.
2d4 Fire : Fireshower  Hit: -5 
Bomb
Caster is able to create a magical explosive that may be tossed and explode upon contact with target or placed upon something and have it explode within 6 rounds at Caster's wish, else explosive goes off, dealing 3d15 to nearest target, and 1d15 to those 10 feet away.
3d15 Diffuse   
Diffuse
Magical explosives as well as normal explosives become inert. Also, burning substances like oil and tar snuff out and harden. Burning objects around caster are instantly put out.
 Bomb   
Dragon Spirits
A higher form of the Will o' Wisps spell, spirits of a dragon terrorize target, giving them -4 to their AG, -5 to hit, and attack target for 1d10 for 3 rounds.
1d10 Banish AG (Agility): -4 Hit: -5 
Banish
Caster is able to remove magical constructs or summons from this plane, sending them back to where they were summoned from. When cast upon a door or entrance, may prevent whomever the caster wishes not to go through said entrance. Spell is extremely specific.
 Cancel   
Golem : Fire
Caster creates a temporary living creature that they control composed of fire. Golom has 90 HP and takes double damage from water and ice spells, none from fire spells, and half from any other form of attack. The Golom may attack during the Caster's turn OR be used as defense, where all attacks towards Golom are Auto successful. Golom deals out 2d10 damage.
 Erosion: Water   
Golem : Water
Caster creates a temporary living creature that they control composed of water. Golom has 120 HP and takes double damage from firespells, none from water spells, and half from any other form of attack. The Golom may attack during the Caster's turn OR be used as defense, where all attacks towards Golom are Auto successful. Golom deals out 2d8 damage, and can knockdown opponents on a roll strike roll of 10 or better.
 Erosion: Fire   
Golem : Earth
Caster creates a temporary living creature that they control composed of rock. Golom has 50 HP and takes damage from water spells, none from earth spells, and half from any other form of attack. The Golom may attack during the Caster's turn OR be used as defense, where all attacks towards Golom are Auto successful. Golom deals out 3d10 damage and has a natural resistance to attacks of -5.
 Erosion: Wind   
Golem : Wind
Caster creates a temporary living creature that they control composed of Wind. Golom has 200 HP and takes double damage from earth spells, none from wind spells, and normal from any other form of attack. Ranged attacks will not hurt the Wind Golem. The Golem may attack during the Caster's turn OR be used as defense, where all attacks towards Golom are Auto successful. Golom deals out 1d10 damage plus auto knockdown.
 Erosion: Earth   
Wind :Tornado
Creates a massive funnel cloud that lasts for 3 rounds. 90% knockdown, 90% breakaway for everyone, d30 + 30 damage to all in the area.
1d30 Mind : Calm   
Fire : Fireblast
a higher form of the fireball with burning after effects / objects around target also ignite if possibled20 damage + additional d5 damage (continual until put out)
1d20 Ice : Frost   
Ice : Frost Sphere
frozen orb that barrels towards opponent doing d9 damage + d5 physical + 50% chance of stun if connected
1d9 Fire: Flame Spout   
Ice : Frost
higher form of IceBlast that does d30 damage, slows opponent and makes magical and non-magical cloth/leather armors brittle (chance of shattering 30%)
1d30 Fire : Fireblast   
Riot
Caster is able to instill mass choas within a crowd. Similar to Ire in it's aspects, save that Caster may target muliple opponents up to caster's level.
 Guardian   
Guardian
Caster is able to impose a kind of comraderie amongst various targets, up to half caster's level, and targets will defend Caster with their lives for 5 rounds before coming out of the effects of the spell.
    
Collapse
Caster uses magical force to pull down a target area upon itself (such as a house or hovel, or even a cave top) causing a collapse. Spell may be delay for 3 rounds by a spell of force.
 Reinforce   
Reinforce
Caster may magically increase the ability of a structure to stay up, keeping it sturdy during quakes or explosions until twice it's HP are depleted.
 Collapse   
Float
Caster may swim over water without previous training or even just float and move at Caster's will through water or any other liquid for 30 rounds.
 Submerge   
Submerge
Caster may go underwater and move as if on dry land for 30 rounds or even swim as if Flight were cast under water.
 Float   
Control
Caster imposes will over target (target must roll WP check -4) and target must obey caster's commands that do not directly kill the target for a number of hours equal to Caster's INT bonus X caster's level.)
 Refute   
Refute
This spell allows a target to be released from mind control or suggestions by another person, whether good or bad.
 Control   
Merge
Caster is able to merge a weapon or piece of armor into their own body or another target, gaining it's temporary hitpoints (which cannot be healed, nor pierced for half damage), or a weapons's damage to hand to hand damage or bite damage.
 Split   
Split
Caster is able to seperate magically grafted weapons or armor from targets as well as physically send two targets in opposite directions of each other at INT X d5.
 Merge   
Switch
A tricky spell which partners with Switchback for full effectiveness. Caster is able to switch places with another target within line of sight instantly.
 Switchback   
Switchback
A compliment of Switch, this spell allows a caster to be placed back where they were if they were magically moved (i.e. - Switch, force knockdown, vortex, gateway, etc).
 Switch   
Grow
Caster is able to make themselves grow a30 feet larger and in proportion.
 Shrink AG (Agility): -10
DU (Durability): +10
SP (Speed): -10
ST (Strength): +10 
 
Shrink
The opposite of Grow, this allows a user to shrink down to the size of a mouse or insect, proportionally.
 Grow AG (Agility): +10
DU (Durability): -8
SP (Speed): +20
ST (Strength): -10 
 
Sporos' Way
Caster is able to feel the magic of the planet and heal 3d20 hp to a target, Calm upon 50 foot radius around the caster, and Stealth to allies.
 AtrĂ´tha's Wrath   
AtrĂ´tha's Wrath
Caster is able to feel the magic of the planet and cause 4d10 damage to a target, Gravity to targets except caster, and Muddle.
 Sporos' Way   
Fire : Solar Guard
character's form projects protective armor that prevents ice spells from damaging caster, prevents slowness by cold, creates light, and sustaining warmth up to 15 feet around player. Lasts 10 rounds.
 Shatter   
Ice : Subzero Suit
caster's body is surrounded by a chilling aura that prevents damage from magical fire spells and natural fire, 10 damage reduction to physical hits, 3d bonus damage , 5d counter damage to attackers, 15 foot radius around character may slow enemies or friends. Last 10 rounds.
 Shatter   
Shatter
higher form of Breach with ability, at caster's discretion, to completely destroy a magical construct of mage's level or lower. Non-magical objects are treated as if Ruin had been cast.
 Seal   
Electric : Bolt Armor
Bearer is surrounded by electrical currents, preventing damage from lightening spells and abilities. Opponents are knocked back a few feet if they successfully strike the caster and take d10 damage. Light is provided. Lasts 10 rounds.
1d10 Shatter   
Mind : Clairvoyance
This spell allows a character a brief glimpse into a possible future. How accurate it is will obviously depend entirely on the Game Master.
 Light : Blind   
Fire : Nova Spear
highly damaging lance-like fire projectile that burns through rock and inflicts d50 damage with an additional d10 by cauterizing the wound
10 5d10 Ice : Arctic Lance   
Ice : Arctic Lance
an icy form of the Nova Spear with absolute zero temperatures bonus d2 damage for 10 rounds (or until near a flame)
10 5d10 Fire : Nova Spear   
Petrified Gear
Caster becomes encased in a thin rock form, giving damage reduction of 20, additional strength and durability at cost of speed and agility, 20 magical hitpoints are also present until spell is canceled/released (sidenote: should HP go below 0 when spell is over, caster becomes unconscious and may die with next successful strike). Lasts for 10 rounds.
10  Erosion: Wind AG (Agility): -5
DU (Durability): +5
SP (Speed): -5
ST (Strength): +5