Magic

Magic has its own unique mechanics and rules. Each Wizard can use one elemental magic and one manifold magic. Tier II spells are purchased like abilities, which can be used a limited amount of times. Tier I and III spells are purchased like skills, which either act like passives or can be refreshed per quest. Tier II 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 Tier II of a magic type, a player must have the Rank I of the Tier I of that magic type.
  • In order to gain access to the Tier III of a magic type, the player must have spent 30 XP in that type of magic.

 

All Tier I and III spells are purchased as skills. The player will only be able to use their highest Rank of Tier III spell. The player must choose one of the two Tier III spells in each of their magic types and will only have access to that one Tier III of that magic. Think of it like a baby "faction" choice for that school of magic.

 

All spells can be cast with a spell ball or through an organic weapon unless otherwise specified. All spells used on allies can be touch cast, cast with a spell ball, or cast through an organic weapon unless otherwise specified. Spells cannot be cast if the player is wearing inorganic armor.

Tomes

Tomes are an equippable “weapon” that typically enhance a player’s magic of a specific type. A player can only have 1 tome active per encounter.

 

Bolt Tomes

A Bolt Tome allows the player to cast one of their types of magic as a bolt. Bolts are thrown as a spell packet that deals 3 damage.

Elemental

  • Hydromancy: The player gets +1 bolt damage in stormy and underwater environments.
  • Kairomancy: The player gets +1 bolt damage when at ½ or more charge stacks.
  • Pyromancy: The player gets +1 bolt damage from Building Flame.

Manifold

  • Avlomancy: The player gets +1 bolt damage to the next bolt used against an enemy that was just hit by a Life Linked target.
  • Kinesiomancy: The player gets +2 bolt damage to the next bolt used against a target affected by forced movement.
  • Neuromancy: The player gets +2 bolt damage to the next bolt used against an enemy that is affected by a Neuromancy spell.

 

Defense Tome

In order to focus and use the refreshed spells, the player must only have the Defense Tome equipped. Additionally, if the player chooses to deal damage or put away the tome, the effect will cease and all refreshed Tier II spells will no longer be usable. The Defense Tome’s effects reset at a new encounter.

  • A Defense Tome allows the player to focus for 30 seconds to refresh all their Tier II spells.
  • The player may focus again during the same encounter to refresh all Tier II spells at the Rank II and below.
  • The player may focus a third or more times during the same encounter to refresh all Tier II spells at Rank I only.

 

Enhanced Tome

An Enhanced Tome will enhance or alter the player’s Tier I spell in some way, specified by the type of magic.

Elemental

  • Hydromancy: The stance change time is decreased by half or 5 seconds (whichever is greater).
  • Kairomancy: If the player is at full charge stacks, they will only lose half of their stacks on use.
  • Pyromancy: The building flame stack requirement is reduced by 1 and the cap is increased by 2.

Manifold

  • Avlomancy: The player can life link to one additional target, and once per encounter they can immediately link to a new target.
  • Kinesiomancy: Surge also does 3 damage.
  • Neuromancy: The player gets 3 additional Mental Fortitude. They can spend 1 + the rank number of Mental Fortitude to cast a spell the player has without spending the spell.

 

Other Tomes

Other tomes exist that have different effects, but they are not standard and cannot be starting items or purchased from regular vendors. Go find them!

 

Elemental

Hydromancy

Tier I

 

Stance

The player can change between one of three stances: Ice, Water, and Mist. The player selects which stance they are in when leaving town and may instantly switch between encounters.

  • (Rank I) Changing stances during combat requires a 60 second focus.
  • (Rank II) Changing stances during combat requires a 20 second focus.
  • (Rank III) Changing stances during combat requires a 5 second focus.

Tier II

Stun

Cloaking Mist - Mist Stance

  • (Rank I) The player prevents the next stun effect the target receives.
  • (Rank II) The player prevents the next two stun effects the target receives.
  • (Rank III) The player can prevent the next stun effect for each target in a 5’ AoE.

Tide - Water Stance

Can either push or pull a target.

  • (Rank I) 5 feet.
  • (Rank II) 10 feet.
  • (Rank III) 20 feet.

Frostbite - Ice Stance

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

  • (Rank I) Pins for 5 seconds.
  • (Rank II) Pins for 10 seconds.
  • (Rank III) Pins for 20 seconds.

Augment

Vapor’s Edge - Mist Stance

 

The effect is applied to the ally target’s next 3 single-target attacks.

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

Water Whip - Water Stance

The player can consume a strike of Water Whip to negate a hit on either of their arms to deal 2 damage and cause a stumble effect. The player can only have one Water Whip active at a time.

  • (Rank I) The player gets 2 strikes.
  • (Rank II) The player gets 3 strikes.
  • (Rank III) The player gets 5 strikes.

Frozen Shield - Ice Stance

In addition to the DC, the target may reduce 1 instance of damage by 5 when they choose.

  • (Rank I) The target has a DC 8.
  • (Rank II) The target has a DC 6.
  • (Rank III) The target has a DC 4.

Utility

Evaporate - Mist Stance

The caster selects themselves or an ally target to evaporate into a cloud of mist, preventing them from being hit, using items, attacking, or using other talents. The target of the spell can move through non-airtight objects

  • (Rank I) The effect lasts for 5 seconds.
  • (Rank II) The effect lasts for 10 seconds.
  • (Rank III) The effect lasts for 20 seconds.

Wave Slash - Water Stance

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

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

  •  

Ice Armor - Ice Stance 

The player gives a target a Shell of Ice Armor that can take 3 damage. The target can focus for 5 seconds to refresh the Shell.

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

Tier III

Storm

Storm can be used once per quest.

The player gains additional uses of spells. These additional uses do not change if the player changes stances, but are still usable during other stances. All effects of Storm go away at the end of the encounter.

  • (Rank I) +1 Rank I use for any talent the player has the Rank I of.
  • (Rank II) +1 Rank I use for any talent the player has the Rank I of. +1 Rank II use for any talent the player has the Rank II of.
  • (Rank III) +1 spell use at each Rank that the player has purchased.

 

Any spell that you gain from the use of Storm gains the following effect:

  • Dense Fog - Mist Stance : Storm spells can be point cast.
  • Rainstorm - Water Stance : Storm spells also cause a knockdown effect.
  • Blizzard - Ice Stance : After using a Storm spell, the player can cast a Shell of 2 on a target.

Disaster

Disaster can be used once per quest.

Tempest - Mist Stance 

The player is enveloped in a swirling pillar of mist. All allies may choose to call “Evaporate” when tempest is called and go to the player. The Evaporate effect automatically happens on any unconscious allies. Any ally that is within 5’ of the player gains +1 damage and a DR 3 while in the radius.

  • (Rank I) The player must focus to maintain the effect for up to 15 seconds.
  • (Rank II) The player must focus to maintain the effect for up to 30 seconds.
  • (Rank III) The player must focus to maintain the effect for up to 60 seconds.

Tsunami - Water Stance 

  • (Rank I) Pushes all enemies in an encounter 5 feet back and knocks them down in the direction the caster motions.
  • (Rank II) Pushes all enemies in an encounter 10 feet back and knocks them down in the direction the caster motions.
  • (Rank III) Pushes all enemies in an encounter 20 feet back and knocks them down in the direction the caster motions.

Freeze - Ice Stance 

The caster is aware and can still speak while frozen.

  • (Rank I) All enemies or allies in the encounter freeze, including the caster, making them non-intractable and preventing them from moving at all. Lasts as long as the player chooses up to 15 seconds.
  • (Rank II) All enemies or allies in the encounter freeze, including the caster, making them non-intractable and preventing them from moving at all. Lasts as long as the player chooses up to 30 seconds.
  • (Rank III) All enemies or allies in the encounter freeze, including the caster, making them non-intractable and preventing them from moving at all. Lasts as long as the player chooses up to 60 seconds.

 

Kairomancy

Tier I

Charge

To use Charge, the player adds the prefix “Charged” to the spell and calls the total damage.

  • (Rank I) When the player lands 3 attacks they gain 1 Charge. The player can have a max of 4 Charges and may add all of their acquired Charges to any single target damaging Kairomancy spell.
  • (Rank II) When the player lands 2 attacks they gain 1 Charge. The player can have a max of 6 Charges and may add all of their acquired Charges to any single target damaging Kairomancy spell.
  • (Rank III) When the player lands an attack they gain 1 Charge. The player can have a max of 12 Charges and may add all of their acquired Charges to any single target damaging Kairomancy spell.

Tier II

Arc

The player damages and causes a stumble effect to all enemies within a 5’ radius of the caster. Can be used during a Bolt.

  • (Rank I) 1 damage
  • (Rank II) 3 damage
  • (Rank III) 5 damage

Bolt

The player becomes untargetable, turning into a bolt of lightning. The player must walk or run in a line but can turn every 5 seconds. Any enemies in touch cast or weapon range are struck for 2 damage. Enemies can only be struck once per every 5 seconds.

  • (Rank I) The player may Bolt for 5 seconds.
  • (Rank II) The player may Bolt for 10 seconds.
  • (Rank III) The player may Bolt for 20 seconds.

Chain Lightning

The player casts 2damage a number of times in succession. Every time the player hits an enemy they add 1 damage to their remaining hits left in Chain Lightning. No other damaging spells can be used during this spell.

  • (Rank I) The player has 3 strikes.
  • (Rank II) The player has 4 strikes.
  • (Rank III) The player has 5 strikes.

Tier III

Thunderstorm

Thunderstorm can be used once per quest.

 

The player ascends into the sky, morphing into an untargetable thundercloud. While in this form the player must stay within a 10’ radius of the initial cast, but may recenter the radius if they have and use the spell Bolt to move. The player may stay in this form for up to 60 seconds or until they are out of Thunderstorm damage.The player may use any other Kairomancy spells of the equivalent rank and below the rank of Thunderstorm used.

On reentry, call Thunderstomp, knocking down all enemies in a 5' radius.

  • (Rank I) The player has a pool of 5 damage they may use in denominations of 5 or less.
  • (Rank II) The player has a pool of 15 damage they may use in denominations of 5 or less.
  • (Rank III) The player has a pool of 40 damage they may use in denominations of 10 or less.

Ionize

The player must focus for 15 seconds before each use of Ionize. This focus is reduced by 5 seconds per unique enemy hit between each instance of Ionize. Once Ionize is ready the player may point cast 5 Ionize damage a number of times, depending on rank, per quest. Alternatively, once ready the player may use Ionize to point cast one strike of damage from any Chain Lightning they cast.

  • (Rank I) The player can point cast 5 Ionize damage 1 time.
  • (Rank II) The player can point cast 5 Ionize damage 3 times.
  • (Rank III) The player can point cast 5 Ionize damage 6 times.

 

 

Pyromancy

Tier I

Building Flame

The player gains a stack of building flame after 6 successful attacks against enemies. This increases the player’s Pyromancy damage by 1 per stack of Building Flame for the duration of the encounter.

  • (Rank I) Building Flame can increase damage by a max of 1.
  • (Rank II) Building Flame can increase damage by a max of 2.
  • (Rank III) Building Flame can increase damage by a max of 3.

Tier II

Ember

Adds +1 damage to the next attacks. Attacks also benefit from Building Flame increases. Successful hits each count as an additional (total of 2, one for the attack one for the spell) successful attack for building flame.

  • (Rank I) Lasts for 1 attack.
  • (Rank II) Lasts for 2 attacks.
  • (Rank III) Lasts for 4 attacks.

Fire Breath

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

  • (Rank I) The player shoots a 5-foot long conical flame in front of themselves for 2 points of damage to all enemies in the cone.
  • (Rank II) The player shoots a 5-foot long conical flame in front of themselves for 4 points of damage to all enemies in the cone.
  • (Rank III) The player shoots a 5-foot long conical flame in front of themselves for 6 points of damage to all enemies in the cone.

Incinerate

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

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

Tier III

Immolate

The player must focus for 5 seconds to summon a ring of heated ground with a 5’ radius. As long as the player remains in that ring they may cast Immolate as often as they would like. While in the ring the player may focus to use Immolate at a higher damage, increasing by 1 damage per second of focus to a max of 8 damage. The damage amount resets after a cast. If the player leaves the ring it dissipates and they must focus for 5 seconds to summon a new ring. Additional damage from Building Flame can only be added when Immolate reaches 8 damage.

  • (Rank I) The damage starts at 0.
  • (Rank II) The damage starts at 2.
  • (Rank III) The damage starts at 5.

Inferno

Inferno can be used once per quest.

 

A fiery explosion erupts from the player, dealing damage to all enemies in the encounter.

  • (Rank I) The player deals 4 damage.
  • (Rank II) The player deals 8 damage. Damage from Building Flame is doubled.
  • (Rank III) The player deals 12 damage. Damage from Building Flame is tripled.

 

 

Manifold

Kinesiomancy

Tier I

Surge

After using a Kinesiomancy spell, the player can cause a stun effect through a weapon or spell packet.

  • (Rank I) After using any Kinesiomancy spell the player may cast a stumble.

  • (Rank II) After using any Rank I Kinesiomancy spell the player may cast a stumble. After using a Rank II they may cast a 5’ knockback.

  • (Rank III) After using any Rank I or Rank II Kinesiomancy spell the player may either cast a 5’ knockback or a stumble. After using a Rank III spell they may cast either a 10’ knockback or a knock down.

Tier II

Bind

The player pins targets for 5 seconds at all ranks.

  • (Rank I) Pins a target within touch cast.
  • (Rank II) Pins all enemies within a 5’ cone.
  • (Rank III) Pins all enemies within a 5’ radius around the target.

Barrier

Using Barrier again before using the damage increase cancels the damage increase. The player can choose to remove the shell early to receive the damage increase sooner.

  • (Rank I) The player gains a Shell of 2 and gains +1 to their next 2 attacks after the Shell breaks.
  • (Rank II) The player gains a Shell of 4 and gains +2 to their next 2 attacks after the Shell breaks.
  • (Rank III) The player gains a Shell of 6 and gains +3 to their next 2 attacks after the Shell breaks.

Teleportation

The player must focus for 5 seconds before teleporting.

  • (Rank I) The player throws a spell packet after focusing and teleports to it.
  • (Rank II) The player can teleport anywhere in sight.
  • (Rank III) The player may teleport anywhere in sight with 10 or fewer targets who are within touch range. All players must focus for 5 seconds before teleporting.

Tier III

Phantom Arsenal

The player can summon a Phantom Armor, a Phantom Weapon, and/or a Phantom shield.

The first time during a quest that a weapon, shield, or armor is summoned it is instantaneous. Armor points are refreshed at the beginning and end of a quest. The player can summon the armor, shield, and weapon separately. The player may call Phantom Armor to summon the armor whenever they choose, but they must shed the armor they’re currently wearing. The player may call Phantom Weapon to summon the weapon and/or shield whenever they choose. If the weapon or shield is broken it must be resummoned to be used. If the weapon or shield is disarmed, the player may choose to pick it back up or resummon it by focusing for 15 seconds. If an ally target uses the weapon, it will behave as a weapon wielded without weapon dexterity by the target. The player may apply modification points in any configuration.

 

Default Stats:

The Phantom Weapon swings for 2, has a stun point of 6, and has a breakpoint of 8.

The Phantom Shield has stun point of 6 and break point of 8.

The Phantom Armor protects for 12 AP. The Phantom Weapon comes with the shockproof modification.

  • (Rank I) The player can use 1 modification slot.
  • (Rank II) The player can use 2 modification slots.
  • (Rank III) The player can use 4 modification slots.

 

Phantom Arsenal Modifications

The player can only apply unique modifications once per summoned item, or per item pair in the case of dual wielding. If the modification slot’s active effect is used on one of a paired summoned weapon it is consumed for both and can be used by either. The player may change what modifications they have on their weapons while out of combat, provided the modification slot effect is unused in the case of limited-usage modifications (i.e. Wieldy, Reinforced Rim, Swift Summon, etc.). Modifications are listed below: 

 

Weapons

  • Wieldy - The first two spells called that don't activate due to this weapon not hitting as required (i.e. the player missed after calling surge) is not expended.

  • Environmental Absorption - The base weapon damage is increased by 1 underwater or in any environment that requires resistance to function normally.

  • Case Hardening - The weapon’s breakpoint is increased by 4 and stun point by 2.

  • Sharpened - The weapon’s base damage is increased by 1.

  • Precision Crafted - The weapon’s damage can only be reduced by the wielder.

  • Multi-function - The weapon can be shaped in such a way as to be used effectively as another type of tool. Options: Pickaxe, trowel, hammer.

  • Rigid - After using a spell, this weapon does +1 base damage to the next attack.

  • Swift Summon - The player can resummon the weapon once instantaneously. Subsequent resummoning of the weapon takes 10 seconds.

Armor

  • Hardened - DR 1 is added to the armor.

  • Annealed - DC 5 is added to the armor.

  • Durable - 6 durability is added to the armor.

  • Rebound - Anytime the player receives a melee-forced movement stun effect the player can point cast it back to the target that dealt it. The player still receives the effect.

  • Unstable Collapse - When each section of armor breaks the player can push all enemies within 5’ in a cone or circle around the player 10’ away.

  • Environmental Resistance - The player gains 1 level of additive environmental resistance of their choice.

Shield

  • Reinforced Rim - If the shield is broken, hits to the shield count as hits to that arm, but with an additive DR 2.

  • Shock-Absorbing Cover - Halves the length (rounding up) of the stun effect incurred when this shield’s stun point is reached.

  • Custom Bracing - Can change the stun effect of a shield to a different shield stun effect.

Telekinesis

The player may use each of the listed effects once per quest.

(Rank I)

  • The player can gather up to 2 enemies and throw them 10’ in a direction and knock them down.
  • The player can grab a human-sized/weighted object and manipulate it or throw it.
  • The player can move an ally up to 10’.

(Rank II)

  • The player can gather up to 5 enemies together and throw them 10’ in a direction and knock them down.
  • The player can grab a large object and manipulate it or throw it.
  • The player can move an ally up to 10’ twice per quest.

(Rank III)

  • The player can gather all enemies in the encounter together and throw them 10’ in a direction and knock them down.
  • The player can grab a massive object and manipulate it or throw it.
  • The player can move an ally up to 10’ four times per quest.

Avlomancy

Tier I

Life Link

The player can link to an ally for bonus effects on Tier II spells. Between encounters the player can unlink and relink instantaneously. During combat the player can unlink instantaneously, but to link to a new ally both the player and ally must remain focused for 30 seconds.

  • (Rank I) The player can link to 1 ally.

  • (Rank II) The player can link to 2 allies.

  • (Rank III) The player can link to 3 allies.

Tier II

Energy Drain

The player uses a spell packet to select an enemy for Energy Drain. The spell rank must be chosen at this time and if the packet misses, the spell is consumed. Once an enemy is selected, the player can touch cast Energy Drain onto an ally target. When cast, the player must focus and countdown out loud while pointing to the selected enemy target. Effect lasts for 5 seconds, or 10 for seconds to Life Linked targets.

  • (Rank I) The enemy target’s swing is reduced by 1. The ally target gets +1 damage on all single target attacks.
  • (Rank II) The enemy target’s swing is reduced by 2. The ally target gets +2 damage on all single target attacks.
  • (Rank III) The enemy target’s swing is reduced by 3. The ally target gets +3 damage on all single target attacks.

Undying

The player may use Undying on an ally target within touch cast range before they drop to 0. The player can point cast Undying onto Life Linked targets. The effect lasts for 10 seconds at all ranks for non-life linked allies; for Life Linked allies the effect lasts for 20 seconds instead. The player can select an enemy target for Undying by hitting them with a spell packet or weapon at or before dropping to 0; if the player misses or the attack blocked, the spell is still consumed. Spell rank is chosen when choosing the target. The player can point cast the effect onto the selected enemy target when they drop to 0. Enemies that are dropped to 0 frenzy and cannot be dropped back to 0 while the frenzy is active. The enemy drops to 0 again once the frenzy ends.

  • (Rank I) If used on an ally target, the target is shaken upon reaching 0. If used on an enemy target they frenzy Rank I.
  • (Rank II) If used on an ally target, the target may fight without using any talents upon reaching 0. If used on an enemy target they frenzy Rank II.
  • (Rank III) If used on an ally target, the target may fight as normal upon reaching 0. If used on an enemy target they frenzy Rank III.

 

Syphoning Strike

If the target is Life Linked, the target may choose when to use the Syphoning Strike, and its effect is doubled.

  • (Rank I) The target’s next single target attack heals or mends themselves for 1 and does +1 damage.
  • (Rank II) The target’s next single target attack heals or mends themselves for 2 and does +2 damage.
  • (Rank III) The target’s next single target attack heals or mends themselves for 3 and does +3 damage.

Tier III

Revenant

The player may only have one Revenant at a time. The player raises a target that has been recently knocked unconscious to aid the caster as their Revenant. The Revenant fights with the same level of awareness as they had before dropping, can only be healed by Avlomancy, only responds, and can be dispelled. Revenant PCs can refuse direction from the player. The player has points depending on rank that they may use to empower their revenant:

 

  • (Rank I) The player has 4 points per quest.
  • (Rank II) The player has 8 points per quest.
  • (Rank III) The player has 14 points per quest.

 

Each Revenant costs 1 point to raise and is raised with base stats of 5 HP with a swing of 1.

  • Increase HP by 5 (Point cost: 1)
  • Increase swing by 1 (Point cost: 2 (Max of 4 swing))
  • When the Revenant reaches 0 HP it explodes, calling “Inundate” and dealing damage (Point cost: 2 damage per 1 point)
  • The Revenant can use a talent they had access to before being knocked unconscious
    • Rank I (Point cost: 1)
    • Rank II (Point cost: 2)
    • Rank III (Point cost: 3)

 

Energy Carom

This spell is always active and stacks go away between encounters. The player can earn and spend stacks of Energy Carom for various effects.

 

The player earns stacks when:

  • A target uses an Avlomancy spell that the player gave them
  • The player witnesses a target being dropped to 0 HP
  • A Life Linked target has a talent used against them by an enemy

 

The target may consume their stacks in the following ways depending on rank:

  • (Rank I) The player may consume 6 stacks of Energy Carom for the following effect
    • Mending or Healing for 4 points
  • (Rank II) The player may consume 5 stacks of Energy Carom for one of the following effects
    • Shell of 5
    • Mending or Healing for 4 points
    • Remedy
  • (Rank III) The player may consume 3 stacks of Energy Carom for one of the following effects
    • Shell of 5
    • Born Anew
    • Mending or Healing for 4 points
    • Remedy
    • Reuse a Rank I/Rankless talent

Neuromancy

A player will select to be either a combat-focused Neuromancer or a non-combat focused Neuromancer.

The player will only have access to the corresponding version of their Tier II and Tier III spells.

 

Mental Fortitude can be used with Elasticity, Neuromancy Tomes, or Tier III modifications as indicated.

Mental Fortitude is gained through Elasticity or Neuromancy Tomes only.

Tier I

Elasticity

The player may spend 1 Mental Fortitude to convert any Tier II Neuromancy spell into another Tier II Neuromancy spell of the equivalent rank. Mental Fortitude refreshes every quest or over rests during a quest.

  • (Rank I) The player can cast a spell they own as the Rank I of the alternative version (non-combat or combat). The player may spend higher than a Rank I of the spell as the alternate version, but the alternate version will have the Rank I effect.
    The player has 3 Mental Fortitude.
  • (Rank II) The player can cast up to the Rank II of a spell that they own as the alternative version (non-combat or combat). The player may spend a Rank III of the spell as the alternate version, but the alternate version will have the Rank II effect.
    The player has 6 Mental Fortitude.
  • (Rank III) The player can use up to the Rank III of a spell that they own as the alternative version (non-combat or combat).
    The player has 12 Mental Fortitude.

Tier II

If any non-combat version of a Tier II Neuromancy spell causes a target to become alerted or combative, the spell’s effect will end.

Vision

Decoy - Combat 

The effect breaks early if the neuromancer damages the target.

  • (Rank I) The player negates a non-talent attack and makes themself invisible and inaudible to 1 target for 5 seconds.
  • (Rank II) The player negates a non-talent attack and makes themself invisible and inaudible to 1 target for 10 seconds.
  • (Rank III) The player negates a non-talent attack and makes themself invisible and inaudible to 1 target for 20 seconds.

Visage - Non-Combat 

Visage lasts as long as the target is within sight of the caster.

  • (Rank I) The player makes a target see and hear something that fits into a 6’ cube and lacks detail. The player cannot change what the Visage is doing once cast.
  • (Rank II) The player makes a target see and hear up to 6 things that each fit into a 6’ cube and lack detail. These areas can be combined for a larger illusion or can be condensed into one object with detail that would fool the average person without close inspection. The player can change what the Visage(s) is doing once.
  • (Rank III) The player makes a target see and hear as many things as they want that lack detail, or can make one object that is as detailed as the player can imagine. The player can freely manipulate the Visage.

Exhaustion

Narcosis - Combat 

The player causes an alerted target to be overcome with weariness. The target keeps their eyes open but cannot act.

  • (Rank I) The target rouses after 5 seconds or upon physical contact or damage.
  • (Rank II) The target rouses after 10 seconds or upon physical contact or damage.
  • (Rank III) The target rouses after 20 seconds or upon physical contact or damage.

Sleep - Non-Combat

The player causes a calm target to sleep instantly.

  • (Rank I) The target wakes up after a loud noise or upon physical contact.
  • (Rank II) The target wakes up upon physical contact.
  • (Rank III) The target wakes up after falling, receiving a non-Neuromancy effect, or taking damage.

Ebullition

Fury - Combat

The frenzying target will fight their way toward the specified target but will not ignore others in their path.

  • (Rank I) Causes an enemy to frenzy toward a specified ally for 5 seconds.
  • (Rank II) Causes an enemy to frenzy toward a specified ally for 10 seconds.
  • (Rank III) Causes an enemy to frenzy toward a specified ally for 20 seconds.

Emotions - Non-Combat

For the Rank II and III, the player may maintain this effect as long as they do not receive damage or a stun effect.

  • (Rank I) The player causes an emotion to swell for an instant.
  • (Rank II) The player causes an emotion to swell in response to a specific topic or for 60 seconds.
  • (Rank III) The player can freely manipulate a target's emotions as long as the player does not lose sight of the target.

Tier III

The player gets unique uses of both the combat and non-combat versions of their Tier III spell.

Dominate

Charm - Combat

Allows the player to issue a command to an enemy that they must obey. These commands can only be “Defend a person/area for 60 seconds,” or “Attack a person for 30 seconds.” If an ally attacks the Charmed enemy the spell ends. The player may use one Mental Fortitude to command a Charmed enemy to “Use a talent”; if the Charmed enemy does not have a talent to use, the Mental Fortitude isn’t consumed. Some light communication is allowed, as the Charmed enemy sees the player as an ally while Charmed. The player can only Charm one enemy at a time. The player can only Charm an individual enemy once per encounter. The player may use 3 Mental Fortitude to Charm an additional enemy.

  • (Rank I) The player can charm one enemy per quest.
  • (Rank II) The player can charm two enemies per quest.
  • (Rank III) The player can charm four enemies per quest.

 

Will Control - Non-Combat

Will Control can be used once per quest.

 

The player must hit the enemy with a spell ball and the enemy must not be alerted otherwise. If successful, the player takes a knee. The spell ball must be placed at the foot of the player as the player’s corporeal representation; the player follows the enemy to give commands. The connection is terminated when one of the following happens: damage is done to the player or the enemy, the enemy is put into immediate danger (i.e. near a cliff or in the path of a deadly object), the player voluntarily releases the enemy, or time runs out. The player may use a Mental Fortitude to extend the Will Control for an additional 30 seconds or to tell the controlled person to act with their own knowledge in their normal manner. For example, the player can ask the Will Controlled enemy to open a safe that the enemy knows the password for or to greet a coworker in a way that avoids suspicion. However, telling the Will Controlled enemy to write down the password wouldn’t work.

  • (Rank I) The player can control an enemy for 1 minute.
  • (Rank II) The player can control an enemy for 3 minutes.
  • (Rank III) The player can control an enemy for the encounter.

 

Alternatively the player can use the spell to latch onto a target’s consciousness. The player remains conscious and acts as normal but can spend a Mental Fortitude to tune in and observe through the Will Controlled target’s senses for 30 seconds. The Will Control effect lasts an in-game day, and while it is active the player cannot use Will Control on anyone else.

  • (Rank I) The player can spend 1 Mental Fortitude to observe for 30 seconds.
  • (Rank II) The player chooses 1 cue word. The player will be aware whenever the Will Controlled target uses the cue word.
  • (Rank III) The player chooses a cue action or topic. The player will become aware whenever the Will Controlled target does the action or engages with the topic in a manner of the player’s choosing.

Hysteria

Mass Hysteria - Combat 

Once per quest, the player causes every enemy in the encounter to be affected by one of these stun effects: Blind, Pin, Shaken, Knockdown, or Disarm. The player calls “Mass [chosen stun effect] [X] seconds” to use the talent.

  • (Rank I) The stun effect lasts 5 seconds.
  • (Rank II) The stun effect lasts 10 seconds.
  • (Rank III) The stun effect lasts 20 seconds.

Mass Hysteria - Non-Combat 

Once per quest, the player chooses one Rank I effect of a Tier II Neuromancy spell to affect all chosen targets in a large area. 3 Mental Fortitude may be used to convert any Tier II Neuromancy spell into an additional use of this spell. The player calls “Mass [chosen spell] [X] foot radius”

  • (Rank I) The effect covers a 5’ radius.
  • (Rank II) The effect covers a 10’ radius.
  • (Rank III) The effect covers an enclosed area or an approximately 50’ radius.