Predefined Arcane Spells
While a Caster can choose any effect within the domains of the Arcane, below is a list of predefined spells with predefined Augmentation Modifiers making it easier for Players and DMs; they can both be used exactly as-is, or used to judge modifiers by comparison.
Across all Schools, the Fundamental Arcane Spell takes 2 AP and 1 FP to cast, with Base DC 15 (or contested if higher), and range based on your Influence Range.
Some typical Augmentations for each are combined to form the Minimal Augmentation Modifier; do note that every single spell can be Augmented by Range, which is the most common Augmentation; so that will not be included.
Conjuration
The Conjuration Fundamental Arcane Spell can be used to create between 1-10L of simple, homogeneous, inorganic matter of a simple material (dirt, gravel, sand, weak rocks), in a space unoccupied (by solid matter or Beings), arranged in a vaguely, imprecise, contiguous, convex spherical blob (or to fill an existing hole). Any fluid matter in the location will be displaced (therefore matter cannot be created in hermetically sealed containers).
The Caster must be familiar with the material being conjured; we can assume all Heroes are familiar with simple materials, water or other common matter. However, certain spells might require the Caster to have familiarity with the specific matter being created.
- Conjure Water: Conjures 1L of pure water in an unoccupied space.
- Rock Smash: Conjures a medium-sized boulder of weak rock above the target, which can be used as a Mind Attack against Body Defense to avoid being hit by the falling debris and receiving 1 VP of damage.
- Conjure Debris: Conjures loose weak rocks, pebbles and/or gravel over an area, causing it to count as Difficult Terrain. Each Hex of debris can be cleared gradually with 4 AP worth of actions.
- Poison Cloud: Conjures a cloud of Noxious Gas over an area. The area can be occupied by other creatures or objects, as the gas will be created around them. As the gas disperses, it lose its potency after 3 rounds. Creating more gas on the same space will just dislodge the excess poison around.
Evocation
The Evocation Fundamental Arcane Spell can be used to create a small amount of energy of a simple type (light, fire), in a space unoccupied (by solid matter or Beings; though it can be adjacent to inanimate objects, for example, it can set fire to a torch). The energy will dissipate over time (depending on the type of energy), and will spread/behave in its natural way (e.g. fire will spread to adjacent flammable objects, light will illuminate the area, etc.), but not otherwise move.
- Evoke Light: Evokes a harmless fist-sized ball of light, which will float in the air illuminating a 9 Hexes radius around it, lasting for around 1 hour (as it slowly fades). The Light is ethereal, and cannot be manipulated by physical means, though passing your hand through it will result in a slightly warm sensation. The Light can be moved and control with Telekinesis.
- Blinding Light: Evokes a momentary flash of bright light at a point, potentially affecting any seeing creatures within a 6 Hexes radius. The Caster and any creatures that were made aware of what was about to happen can avert their gaze; other creatures must succeed an Agility Check against the Spell DC to do so. Creatures who were unable to avert their gaze take the Blinded condition until the end of their next turn.
- Evoke Flames: Evokes a small flame, which can be used to ignite flammable objects, lasting for around 1 turn. While energy cannot be evoked within the same space as solid matter, it can be done so close enough as to cause it to ignite. This can also be done offensively as a Special Attack against Evasiveness to cause VP damage.
Transmutation
The Transmutation Fundamental Arcane Spell can be used to change the state of a small amount of matter, between 1-10L. The matter can be changed from one simple material to another (e.g. dirt to sand, gravel to pebbles), or be modified in its shape or properties. Changing the physical state (solid, liquid, gas) is a more complex proposition. Other augmentations can be at play if trying to change specific parts, detailed aspects, or complex materials.
- Mud Feet: Transmutes a small patch of ground underneath a target's feet into slimy mud. The target must resists with Evasiveness or become Off-Guard. A Shift will cause the target to become Prone instead.
- Mend Object: Mends a small tear in a simple solid object made of a simple material (e.g. a piece cloth or garment, a parchment or book, etc).
Telekinesis
The Telekinesis Fundamental Arcane Spell can be used to impart motion up to 2kg of matter within range consistently but at moderate speeds (the object can be thrown outside the range but control is lost at that point). Telekinesis can be used to manipulate objects, such as doors or levers, but the required level of dexterity or strength required will add some Augmentation.
While Beings cannot be directly imparted energy, the Caster can control the air around them to push or shove, in a however less effective and precise manner.
- Mage Hand: While but the most studious Arcanists know why this spell is commonly referred to as "Mage Hand", all do know that this is in fact not any form of spectral hand at all, but rather a simple application of Telekinesis to manipulate small objects within the Caster's range. It can be used to open doors, move items up to
2kg
, or pet a dog. Anything more dextrous or arduous will warrant Augmentations. - Control Flames: Telekinetically controls flames, potentially extinguishing very small fires, spreading to nearby materials, or propelling them. Must target an existing flame. If hurling towards a target, it can be used as a Special Attack against Evasiveness to cause VP damage.
- Magic Shove: Telekinetically controls a gust of wind towards a target, shoving them back by 1 Hex. The target can resist with a Stance check. Shifts can be used to push the target further back, make them Prone, or deal VP damage.
Transfiguration
The Transfiguration Fundamental Arcane Spell can be used to change the body of a Being. The basic spell can cause superficial changes (e.g. changing hair color, creating calluses, deformities, or other minor changes), and anything more complex changes will require Augmentations. The changes are always temporary, and require Concentration to maintain. The target can choose wether to resist or not as they feel an external force molding their body.
- Harden Fists: Transfigures a target's fists to be harder than normal, giving them a
+3
bonus to their Unarmed Body Attacks. Can be resisted with a Toughness check. - Harden Skin: Transfigures a target's skin to be harder than normal, giving them a
+6
bonus to their Shrug Off Toughness Checks. Can be resisted with a Toughness check. - Disguise Being: Transfigures the facial appearance and body features of a Being, applying some physical deformations on an attempt to make them unrecognizable (making them look like someone else specifically would be much more difficult; also, they probably won't end up prettier than what they started as). The target can resist with a Toughness Check. Creatures unaware of the disguise will need to roll an Awareness Check (or Perception if they have reason to doubt) against the Spell Check to recognize a person they are familiar with (they can get circumstantial modifiers depending on how well they know the target).
- Hideous Visage: Transfigures a desired surface-level aspect of a target's appearance, making it hideous and slightly repulsive. The target can resist the transformation itself with a Toughness Check. If successful, the target then must resist again with a Tenacity check or take 1 SP and become Demoralized while transformed. Regardless of their self-perception, they will get a
-6
CM to any Presence Checks.
Command
The Command Fundamental Arcane Spell can be used to mentally tax a sentient Being's focus or spirit, working as a Mind Attack; or to try to control simple beasts and plants. More Augmented casts can try to issue specific commands, and forcing them to do something fundamentally against their nature will warrant a very high DC.
- Confuse Mind: Command random thoughts and distracting words into a target's mind, to be used as a Mind Attack against Mind Defense.
- Erode Will: Command self-deprecating thoughts into a target's mind, to be used as a Mind Attack against Soul Defense.
- Message Being: Command a small (few words) message into a target's mind. The target can resist with a Resolve Check if desired. If they fail, they will hear the message as a command, but will not feel compelled to follow it. The DM will adjudicate the complexity of the message and apply the appropriate circumstantial modifiers (min:
-3
for a "single-word" message; words are just being used as a proxy for complexity; DM has the final say). - Guide Animal: Nudge a non-sentient animal or beast to do something within their nature. The target can resist with a Resolve Check. Non-sentient creatures cannot use language, do any information processing, or do actions not within their nature. The command will be infused as ideas in their mind, and not as words. As a rule of thumb, you can call out primal emotions such as hunger, anger, calm, or fear.
- Command Being: Command a simple edict directly into a target's mind. The target can resist with a Resolve Check; if they fail, they will feel compelled to follow the command.
Predefined Arcane Spells List
- Blinding Light: Evokes a momentary flash of bright light at a point, potentially affecting any seeing creatures within a 6 Hexes radius. The Caster and any creatures that were made aware of what was about to happen can avert their gaze; other creatures must succeed an Agility Check against the Spell DC to do so. Creatures who were unable to avert their gaze take the Blinded condition until the end of their next turn.
- Command Being: Command a simple edict directly into a target's mind. The target can resist with a Resolve Check; if they fail, they will feel compelled to follow the command.
- Confuse Mind: Command random thoughts and distracting words into a target's mind, to be used as a Mind Attack against Mind Defense.
- Conjure Debris: Conjures loose weak rocks, pebbles and/or gravel over an area, causing it to count as Difficult Terrain. Each Hex of debris can be cleared gradually with 4 AP worth of actions.
- Conjure Water: Conjures 1L of pure water in an unoccupied space.
- Control Flames: Telekinetically controls flames, potentially extinguishing very small fires, spreading to nearby materials, or propelling them. Must target an existing flame. If hurling towards a target, it can be used as a Special Attack against Evasiveness to cause VP damage.
- Disguise Being: Transfigures the facial appearance and body features of a Being, applying some physical deformations on an attempt to make them unrecognizable (making them look like someone else specifically would be much more difficult; also, they probably won't end up prettier than what they started as). The target can resist with a Toughness Check. Creatures unaware of the disguise will need to roll an Awareness Check (or Perception if they have reason to doubt) against the Spell Check to recognize a person they are familiar with (they can get circumstantial modifiers depending on how well they know the target).
- Erode Will: Command self-deprecating thoughts into a target's mind, to be used as a Mind Attack against Soul Defense.
- Evoke Flames: Evokes a small flame, which can be used to ignite flammable objects, lasting for around 1 turn. While energy cannot be evoked within the same space as solid matter, it can be done so close enough as to cause it to ignite. This can also be done offensively as a Special Attack against Evasiveness to cause VP damage.
- Evoke Light: Evokes a harmless fist-sized ball of light, which will float in the air illuminating a 9 Hexes radius around it, lasting for around 1 hour (as it slowly fades). The Light is ethereal, and cannot be manipulated by physical means, though passing your hand through it will result in a slightly warm sensation. The Light can be moved and control with Telekinesis.
- Guide Animal: Nudge a non-sentient animal or beast to do something within their nature. The target can resist with a Resolve Check. Non-sentient creatures cannot use language, do any information processing, or do actions not within their nature. The command will be infused as ideas in their mind, and not as words. As a rule of thumb, you can call out primal emotions such as hunger, anger, calm, or fear.
- Harden Fists: Transfigures a target's fists to be harder than normal, giving them a
+3
bonus to their Unarmed Body Attacks. Can be resisted with a Toughness check. - Harden Skin: Transfigures a target's skin to be harder than normal, giving them a
+6
bonus to their Shrug Off Toughness Checks. Can be resisted with a Toughness check. - Hideous Visage: Transfigures a desired surface-level aspect of a target's appearance, making it hideous and slightly repulsive. The target can resist the transformation itself with a Toughness Check. If successful, the target then must resist again with a Tenacity check or take 1 SP and become Demoralized while transformed. Regardless of their self-perception, they will get a
-6
CM to any Presence Checks. - Mage Hand: While but the most studious Arcanists know why this spell is commonly referred to as "Mage Hand", all do know that this is in fact not any form of spectral hand at all, but rather a simple application of Telekinesis to manipulate small objects within the Caster's range. It can be used to open doors, move items up to
2kg
, or pet a dog. Anything more dextrous or arduous will warrant Augmentations. - Magic Shove: Telekinetically controls a gust of wind towards a target, shoving them back by 1 Hex. The target can resist with a Stance check. Shifts can be used to push the target further back, make them Prone, or deal VP damage.
- Mend Object: Mends a small tear in a simple solid object made of a simple material (e.g. a piece cloth or garment, a parchment or book, etc).
- Message Being: Command a small (few words) message into a target's mind. The target can resist with a Resolve Check if desired. If they fail, they will hear the message as a command, but will not feel compelled to follow it. The DM will adjudicate the complexity of the message and apply the appropriate circumstantial modifiers (min:
-3
for a "single-word" message; words are just being used as a proxy for complexity; DM has the final say). - Mud Feet: Transmutes a small patch of ground underneath a target's feet into slimy mud. The target must resists with Evasiveness or become Off-Guard. A Shift will cause the target to become Prone instead.
- Poison Cloud: Conjures a cloud of Noxious Gas over an area. The area can be occupied by other creatures or objects, as the gas will be created around them. As the gas disperses, it lose its potency after 3 rounds. Creating more gas on the same space will just dislodge the excess poison around.
- Rock Smash: Conjures a medium-sized boulder of weak rock above the target, which can be used as a Mind Attack against Body Defense to avoid being hit by the falling debris and receiving 1 VP of damage.