Magic

Magic has its own unique mechanics and rules. Each Wizard can use one elemental magic and one manifold magic. Tier 1 and 2 Spells are purchased like abilities, which can be used a limited amount of times. Tier 3 spells are purchased like skills, which can be used once per rank owned, per quest. Tier 1 and 2 magic refreshes at the end of every encounter (unlike abilities).

Much like Abilities, a player must work their way up to higher tiers of magic:

  • In order to gain access to the second tier of a magic type, a player must have a R1 Spell of the first tier of that magic type.

  • In order to gain access to the third tier of a magic type, the player must have spent 30 XP in that type of magic.

 

Tomes are an equippable “weapon” that typically enhance a player’s magic of a specific type:

  • A Tier 1 tome allows the player to cast R1, Tier 1 Spells of that type infinitely.

  • A Tier 2 tome allows the player to refresh all of their Tier 2 Spells after focusing for 30 uninterrupted seconds. 

  • Other tomes exist that may have different effects, but they are not standard and thereby cannot be started with, or purchased from regular vendors.

Elemental

Hydromancy

Tier I

Stance

Can switch between types of hydromancy after channeling for 30 uninterrupted seconds. 

Hydro-bolt

  • (Rank I) 2 damage, 2 casts 30-second stance change.
  • (Rank II) 3 damage, 2 casts 20-second stance change.
  • (Rank III) 5 damage, 2 casts 5-second stance change.

Tier II

Evaporate

The caster evaporates into a cloud of mist preventing them from being hit or using items other than tomes, and can move through non-airtight objects.

 

  • (Rank I) Lasts for 5 seconds and can cast 1 hydromancy spell during the spell. 
  • (Rank II) Lasts for 15 seconds and can cast 2 hydromancy spells during the spell.
  • (Rank III) Lasts for 45 seconds and can cast 3 hydromancy spells during the spell.

Frostbite

Pins one foot to the ground, normal pin rules and times apply.

  • (Rank I) Pins for 15 uninterrupted seconds. The target can take 3 damage to HP to remove the pin early.
  • (Rank II) Pins for 30 uninterrupted seconds. The target can take 5 damage to HP to remove the pin. 
  • (Rank III) Pins for 60 uninterrupted seconds. The target can take 8 damage to HP to remove the pin.

Tide

Can either push or pull a target.

  • (Rank I) 5 feet.
  • (Rank II) 10 feet.
  • (Rank III) 10 feet and Knockdown.

Ice Armor

Gives a target ice armor that can take 3 damage. The target can stand still (not moving, attacking, or defending) for 5 seconds to refresh the armor.

  • (Rank I) Can be refreshed 2 times.
  • (Rank II) Can be refreshed 4 times.
  • (Rank III) Can be refreshed for the encounter.

Vapor’s Edge

The player cannot cast Vapor’s Edge on themselves. The effect is applied to the allies next 3 swings 

  • (Rank I) Damage is increased by 2.
  • (Rank II) Damage is increased by 3.
  • (Rank III) Damage is increased by 4.

Water Whip

3 uses per cast. Can consume a use of the spell as a block if hit on either of their arms.

  • (Rank I) Does 1 damage .
  • (Rank II) Does 2 damage.
  • (Rank III) Does 4 damage.

Cloaking Haze

The caster may choose one of the effects to apply per cast.

  • (Rank I) Effects a single target.
    • Gives a chosen R1 environmental resistance for the encounter.
    • Can ignore the next instance of fall damage.
    • Can escape from the next grab or feed.
  • (Rank II) Effects all targets in a 5’ AoE. 
    • Gives a chosen R1 environmental resistance for the encounter.
    • Negates the next instance of fall damage.
    • Negates the next grab or feed.
    • Can vaporize a Rank 2 elixir to give everyone the Rank 1 effect.
  • (Rank III)  Effects targets in a 5’ AoE.
    • Gives a chosen R2 environmental resistance for the encounter.
    • Negates the next instance of fall damage or negates the next grab or feed whichever happens first.

    • Can vaporize a Rank 2 or 3 elixir to give everyone the Rank below its effect.

Frozen Shield

Ability that gives you a DC until you are hit with CC. It ignores that instance of CC then the effect ends. 

  • (Rank I) DC 8.
  • (Rank II) DC 6.
  • (Rank III) DC 4.

Wave Slash

Allows the player to swing their arm, causing damage and a stumble effect to any enemy with no target between them and the caster in the direction of the player’s swing.

  • (Rank I) 1 damage.
  • (Rank II) 2 damage.
  • (Rank III) 4 damage.

Tier III

Dense Fog

After channeling for 3 minutes a cloud of mist rolls over the encounter granting the following effects.

  • Reduces all enemy vision in the encounter.
  • Gets a sensory pulse of the encounter.
  • Reduces Stance change time by 10 seconds (20, 10, 0).

 

  • Eye of the Storm 
  • Rapidly condenses fog to the caster removing passive effects of Dense Fog. If Dense Fog has not been cast, Eye of the Storm is cast a rank below your purchased rank.
    • (Rank I) Creates a projectile nullifying field in a 5’ Radius from caster, last as long as the caster focuses.

    • (Rank II) Creates a  projectile nullifying field in a 5’ Radius from caster, all   Enemies in the encounter take a 5 second shaken effect.

    • (Rank III) Creates a projectile nullifying field in a 5’  Radius from caster, every enemy in the encounter takes a 5 second shaken effect. 

      • Maelstrom - Can be called to end all effects of the spell and pull all enemies to the caster.

Freeze

  • (Rank I) 5’ AoE around the caster that freezes everyone in the area including the caster, making them non-intractable but preventing them from moving at all. Lasts 30 seconds but the caster must focus for those 30 seconds. They can focus while frozen. 
  • (Rank II) 5’ AoE around a thrown spell packet that freezes everyone in the area including the caster, making them non-intractable but preventing them from moving at all. Lasts 30 seconds but the caster must focus for those 30 seconds. They can focus while frozen.
  • (Rank III) Freezes everyone in the encounter not including the caster, making them non-intractable but preventing them from moving at all. Lasts as long as the caster focuses. They can choose to unfreeze their allies or their enemies but must unfreeze all allies or enemies at once, not individuals.

Tsunami

  • (Rank I) Pushes all targets directly in front of the caster 10 feet back, knocks them down, and does 5 damage. Damage is doubled if a target hits something.
  • (Rank II) Pushes all targets within 180 degrees in front of the caster 10 feet back, knocks them down, and does 5 damage. Damage is doubled if a target hits something.
  • (Rank III) Pushes all enemies in an encounter 10 feet back and knocks them down in the direction the caster motions. Does 5 damage. Damage is doubled if the enemy hits something. Increases caster’s hydromancy damage by 1 for the rest of the encounter.

Kairomancy

Tier I

Lightning 

  • (Rank I) 2 damage, 2 casts.

  • (Rank II) 3 damage, 3 casts.

  • (Rank III) 4 damage, 3 casts.

Tier II

Arc

The player can’t move while casting. Can point-cast 1 damage and stumble of lightning to anyone within 5’ of the caster. If the caster moves, they lose the rest of the casts for that spell purchase. Melee weapon shotgun rules apply, 1 second in between casts on a single target only.

  • (Rank I) 2 casts.
  • (Rank II) 3 casts.
  • (Rank III) 5 casts.

Chain lightning

Every time you hit a unique target it adds 1 damage to your remaining casts. No damaging spells can be used during this spell. Starts at 2 damage.

  • (Rank I) 3 casts.
  • (Rank II) 4 casts.
  • (Rank III) 5 casts.

Phase Shift

Allows the player to shoot into the sky as a bolt of lightning making them untargetable and unable to use items other than tomes, after a time they will shoot back down to the ground causing a CC effect within a 5’ radius.

  • (Rank I) Lasts up to 5 seconds, moving within a 5’ radius of where it was cast. All targets take a stumble effect upon reappearing. Can cast 1 Kairomancy spell during the spell.
  • (Rank II) Lasts up to 15 seconds, moving within a 10’ radius of where it was cast. All targets take a stumble effect upon reappearing. Can cast 2 Kairomancy spell during the spell.
  • (Rank III) Lasts up to 45 seconds, moving within a 20’ radius of where it was cast. All targets take a knockdown effect upon reappearing. Can cast 3 Kairomancy spell during the spell.

Tier III

Blinding Light

  • (Rank I) Blinds a target for 5 seconds.
  • (Rank II) Blinds in a 5’ AoE for 10 seconds.
  • (Rank III) Blinds everyone in the encounter for 10 seconds.

Discharge

Straight to health damage.

  • (Rank I) Every time the caster hits a unique target with a kairomancy spell, the caster gains 1 stack of charge to a maximum of 5. The caster can call “discharge” at any amount of charge and cast for the amount of charge held.
  • (Rank II) Every time the caster hits a unique target with a kairomancy spell, the caster gains 1 stack of charge to a maximum of 7. The caster can call “discharge” at any amount of charge and cast for the amount of charge held.
  • (Rank III) Every time the caster hits a unique target with a kairomancy spell, the caster gains 2 stacks of charge. The caster can call “discharge” at any amount of charge and cast for the amount of charge held.

Ionize

  • (Rank I) The caster focuses for 10 seconds while gathering electricity. The caster’s next single-target Kairomancy cast of a spell is now a point-cast.
  • (Rank II) The caster focuses for 10 seconds while gathering electricity. The caster’s next 2 single-target Kairomancy casts of spells are now point-casts. 
  • (Rank III) The caster focuses for 5 seconds while gathering electricity. The caster’s next 3 single-target Kairomancy casts of spells are now point-casts.

Pyromancy

Tier I

Fireball

  • (Rank I) 2 damage, 2 casts.
  • (Rank II) 4 damage, 2 casts.
  • (Rank III) 6 damage, 2 casts. 

Tier II

Ember

  • (Rank I) Adds 2 damage to the next single-target fire spell or weapon swing.
  • (Rank II) Adds 4 damage to the next single-target fire spell or weapon swing.
  • (Rank III) Adds 6 damage to the next single-target fire spell or weapon swing.

Fire Breath

The player must catch their breath for 3 seconds after using.

  • (Rank I) Shoots a 5-foot long conical flame in front of the player for 2 points of damage.

  • (Rank II) Shoots a 5-foot long conical flame in front of the player for 4 points of damage.

  • (Rank III) Shoots a 5-foot long conical flame in front of the player for 8 points of damage.

Incinerate

The player can only cast on targets within touch-cast range and must cooldown for 2 seconds before casting again.

  • (Rank I) Does 2 damage and causes the enemy to stumble backwards.
  • (Rank II) Does 3 damage and causes the enemy to stumble backwards.
  • (Rank III) Does 6 damage and causes the enemy to stumble backwards.

Tier III

Building Flame

The caster must hit any spell to use this ability. This ability can stack.

  • (Rank I) After successfully hitting 5 spells, single-target fire damage goes up by 1 for the encounter.
  • (Rank II) After successfully hitting 3 spells, single-target fire damage goes up by 1 for the encounter.
  • (Rank III) After successfully hitting 2 spell, single-target fire damage goes up by 1 for the encounter.

Immolate

Can keep throwing spell balls until the target is switched. Can cast other spells while casting this spell but must be stationary while casting. Must re-focus for 3 seconds if the caster moves. Base damage for this spell cannot go above 8. Damage starts at 1.

  • (Rank I) When you hit the same target 3 times the spell damage increases by 1.
  • (Rank II) When you hit the same target 2 times the spell damage increases by 1.
  • (Rank III) When you hit the same target the spell damage increases by 1.

Inferno

A fiery explosion that makes the target(s) stumble backward dealing 4 damage in a 5’ radius. At higher levels, more spell balls are thrown. If the radii overlap damage is taken from each packet.

  • (Rank I) 1 packet is thrown.
  • (Rank II) 2 packets are thrown.
  • (Rank III) 3 packets are thrown. 

Manifold

Kinesiomancy

Tier I

Surge

  • (Rank I) 2 damage, 2 casts.
  • (Rank II) 3 damage and stumble, 2 casts.
  • (Rank III) 5 damage and knockdown, 2 casts.

Tier II

Ethereal

Puts the caster into an Ethereal state making them unable to receive damage but can still receive talent and item effects.

  • (Rank I) Lasts for 15 seconds. Can cast 2 non-damaging spells. 
  • (Rank II) Lasts for 30 seconds. Can cast 4 non-damaging spells.
  • (Rank III) Lasts for 60 seconds. Can cast 6 non-damaging spells.

Phantom Arsenal

Summons a phantom melee weapon. The weapon is dispelled if it leaves the caster’s possession or is broken. 

  • (Rank I) The weapon swings for 1 and has a breakpoint of 6.
  • (Rank II) The weapon swings for 2 and has a breakpoint of 8.
  • (Rank III) The weapon swings for 3 and has a breakpoint of 10.

Teleportation

The player must charge for 5 seconds before teleporting.

  • (Rank I) The player teleports to wherever a spell packet is thrown.
  • (Rank II) The player can teleport anywhere in sight.
  • (Rank III) The player may teleport anywhere in sight with 10 or fewer people who are within touch range. All players must charge for 5 uninterrupted seconds before teleporting.

Tier III

Phantom Armor

Summons phantom armor. Forms over any worn armor.

  • (Rank I) Protects for 5.
  • (Rank II) Protects for 10.
  • (Rank III) Protects for 10 and DR 1.

Pulse

Creates a pulse of energy from the caster that pushes targets within 5 feet back.

  • (Rank I) Pushes all targets 5 feet away from the caster (cone or full circle). 
  • (Rank II) Pushes all targets 10 feet away from the caster (cone or full circle).
  • (Rank III) Pushes all targets 20 feet away from the caster (cone or full circle).

Telekinesis

The caster if choosing to hold an enemy or friend must focus for that amount of time without being interrupted. 

The caster can throw the target in a chosen direction or hold them in place. If the target or caster takes damage or an effect, or the caster moves, the effect ends.

  • (Rank I) The player can throw an enemy up to 5’ in any direction, or hold them for 5 seconds in the air uninterrupted. 

  • (Rank II) The player can throw an enemy up to 10’ in any direction, or hold them for 10 seconds in the air uninterrupted.

  • (Rank III) The player can throw an enemy up to 20’ in any direction, or hold them for 20 seconds in the air uninterrupted.

Avlomancy

Tier I

Life Syphon 

  • (Rank I) 2 damage, and heal for 0, 2 casts.
  • (Rank II) 2 damage and heal 2, 2 casts.
  • (Rank III) 3 damage and heal 3, 2 casts.

Tier II

Energy Carom

Once activated, the caster can do 1 damage to an enemy to get a stack. They can continuously stack but cannot use anything else until this spell is complete. The caster can consume the stacks to either do damage through a spell ball or heal themselves for that number. They can also heal others by spending 2 stacks for every 1 point of healing. There is a cap of 24 stacks on all levels. Once an enemy is hit by the final damage of this spell, the caster heals 1 point extra from avlomancy against that enemy for the rest of the encounter. This does not stack on single targets

  • (Rank I) Hitting an enemy creates 1 stack.
  • (Rank II) Hitting an enemy for the first time creates 2 stacks, all subsequent hits are 1 stack.
  • (Rank III) Hitting an enemy for the first time creates 3 stacks, all subsequent hits are 1 stack.

Rise

Raises a recently killed target to aid the caster. Can only have one risen target active at a time.

  • (Rank I) The risen has 5 HP and swings for 1. The risen crumbles after the encounter or when they are killed.
  • (Rank II) The risen has 10 HP and swings for 2. The risen crumbles after the encounter or when killed.
  • (Rank III) The risen has 20 HP and swings for 3. The risen crumbles after the encounter or when killed.

 

Syphoning Strike

This effect goes to a player. It only heals for base swing damage, and the HP is only replenishable for the encounter the spell is used. This spell is self-stackable.

  • (Rank I) The target’s next attack heals them for the amount of damage dealt by their next successful base damage attack. Cannot heal over maximum health.

  • (Rank II) The target's next attack gives the target 2 temporary HP.

  • (Rank III) The target's next attack gives the target 3 temporary HP.

Tier III

Inundate

The caster point-casts to a 0 HP target and calls “Inundate” counting down out loud from 3. This prevents the target from receiving a born anew this encounter. 

  • (Rank I) The explosion does 4 physical damage in a 5’ AoE.
  • (Rank II) The explosion does 8 physical damage in a 5’ AoE.
  • (Rank III) The explosion does either 16 physical damage in a 5’ AoE or 8 damage in a 10’ AoE.

Revenant

Raises a recently killed target to aid the caster with all of their equipment, including unbroken armor. The revenant also fights with the same level of awareness, dies if the caster dies, can only be healed by avlomancy, can’t speak, can be dispelled, and PCs can refuse it. At the end of the quest, or when an NPC revenant drops to 0 HP, the revenant crumbles to dust. When a PC revenant is dropped to 0 HP, they cannot be Born Anewed until the next encounter, but max health is halved until the PC rests.

  • (Rank I) The revenant has 10 HP and can use any remaining R1 talents.
  • (Rank II) The revenant has 15 HP and refreshes and can use R1 talents.
  • (Rank III) The revenant has 20 HP and refreshes and can use all their talents.

Stagnation

The effect lasts until the end of the encounter or until the death of the caster.

  • (Rank I) Prevents interplanar healing & mending.
  • (Rank II) Prevents Potions. Any Avlomancy healing gained from the target is +1  Any Avlomancy damage to a target is +1. If used on self same effect minus the extra damage.
  • (Rank III) Prevents poisons if used on an ally, or Elixirs if used on an enemy. Any Avlomancy healing gained from the target is +2. Any Avlomancy damage to a target is +2. If used on self healing is only buffed by +1.

Neuromancy

Every time a Neuromancy spell is purchased, it increases the player’s Mental Fortitude by 1. Mental Fortitude is required to use all Tier 2 and 3 neuromantic spells and is refreshed every encounter.

Tier I

Migraine

  • (Rank I) 2 damage, 2 casts.
  • (Rank II) 2 damage and shaken for 5 seconds, 2 casts.
  • (Rank III) 3 damage and shaken for 10 seconds, 2 casts.

Tier II

All spells in this tier cost mental fortitude to use. Mental Fortitude cost is indicated by the number in parentheses.

Spells in Tier 2 and 3: The player may choose to purchase 1 of 2 Spells in a set as a Rank 1. When the player purchases the Rank 2 of a set, they may choose to either increase the rank of whichever ability they have already purchased from a Rank 1 to a Rank 2, or get the Rank 1 of the other options. When the player purchases the Rank 3 of a set, they may upgrade both spells to Rank 2, or upgrade a Rank 1 ability to Rank 3 and leave the other at Rank 1, or upgrade an ability to Rank 3 and purchase the other in the set’s Rank 1.

Myopia

  • (Rank I) (1) The player makes themself invisible to 1 target after hitting them with a spell packet.
  • (Rank II) (2) The player makes themself invisible to 1 target by pointing to the target. The player can also make 1 additional person invisible to that same target, so long as they have a hand on the additional person’s shoulder.
  • (Rank III) (3) The player makes themself invisible to 1 target by pointing to the target. The player can also make any number of people invisible to that same target, so long as they maintain physical contact with them.

Visage

  • (Rank I) (1) The player makes the target see something that is not there.
  • (Rank II) (3) The player makes everything the target sees completely change and can make the target perceive something that is not there with all five of their senses.
  • (Rank III) (5) The player makes what all chosen targets see completely change and can make them perceive something that is not there with all five of their senses.

Nightmare

  • (Rank I) (1) The player places an image or occurrence into a target’s dream.
  • (Rank II) (2) The player fully manipulates a target’s dream.
  • (Rank III) (4) The player fully manipulates a target’s dream, and all effects that take place in the dream are taken by the target in real life.

Sleep

  • (Rank I) (1) Causes a calm target to sleep instantly. The target wakes up after 30 seconds or upon physical contact.
  • (Rank II) (1) Causes a calm target to sleep instantly. The target can be woken by any physical contact.
  • (Rank III) (3) Causes a calm target to sleep instantly. The target can only be woken by receiving damage of 5 or more.

Emotions

  • (Rank I) (1) The player manipulates one of the following emotions in the target: anger, love, fear, and happiness.
  • (Rank II) (2) The player manipulates any emotion in the target.
  • (Rank III) (3) The player completely overwhelms or removes any emotion in a target.

Gathering Pain

  • (Rank I) (2) Causes a target to frenzy, attacking the closest thing for 5 seconds.
  • (Rank II) (4) Causes a target to frenzy, attacking the closest thing for 15 seconds.
  • (Rank III) (6) Causes a target to frenzy, attacking the closest thing for 30 seconds and adding 1 to the target’s base swing.

Tier III

All spells in this tier cost Mental Fortitude to use.

Amnesia

  • (Rank I) (1) Makes a target forget the last 15 seconds. 
  • (Rank II)  (3) Makes all selected targets forget the last 15 seconds.
  • (Rank III)  (4) Makes a target forget their identity, become only defensive, and become incapable of coming to, unless voided. Lasts until the end of the encounter.

Mind Read

  • (Rank I) (1) Allows the caster to read a target’s intentions.
  • (Rank II) (2) Allows caster to read a target's current thoughts.
  • (Rank III) (3) Allows caster to read a target's recent memory and current thoughts.

Aphasia

Lasts until the end of the encounter or until the player dispels the effect.

  • (Rank I) (1) Speech is incoherent.
  • (Rank II) (2) Speech is muted.
  • (Rank III) (5) Forces target to switch their native tongue to a language chosen by the caster.

Equilibrium

  • (Rank I) (2) Forces the target to stumble in a direction indicated by the caster.
  • (Rank II) (3) Forces the target to fall in a direction specified by the caster.
  • (Rank III) (6) Forces the target to disarm all items in hand and fall in a direction specified by the caster.

Charm

  • (Rank I) (2) Allows the player to force a target to do any single non-damaging action for a max of 15 seconds, so long as they stay within 15 feet of the initial hit location.
  • (Rank II) (4) Allows the player to force a target to do any action that is not directly offensive and does not involve self-harm for 30 seconds, so long as they stay within 20 feet of the initial hit location.
  • (Rank III) (8) Allows the player to force a target to do any action not involving self-harm for 60 seconds, so long as they stay within 30 feet of the initial hit location.

Will Control

The caster must hit the target with a spell packet. If successful, the caster takes a knee. The spell packet must be placed at the foot of the caster as the caster’s corporeal representation. The caster follows the target to give commands. The connection is terminated when one of the following happens: damage is done to the caster, the target drops to 0 HP, the caster voluntarily releases the target, or time runs out.

  • (Rank I) (3) Can control a target for 30 seconds.
  • (Rank II) (4) Can control a target for 2 minutes.
  • (Rank III) (8) Can control a target indefinitely.