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Dec 16th, 2016
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  1. ELEMENTAL
  2. Fire - Manipulation of fire and heat.
  3. Level 1: Fire Ward- You imbue a protective shield over an area, object or group of people, rendering them immune to flames and cold.
  4. Fireball- You conjure a massive, roiling fireball, hurling it at a location
  5. Heatwave - You smite a large swath of land with a sudden increase in temperature.
  6. Solar Recharge - You and your companions are invigorated by the raw power of the shining sun, washing away fatigue and supercharging spellcasting.
  7. Level 2: Mass Fireball - You conjure several smaller fireballs and hurl them at designated areas.
  8. Fire Wall - You conjure a massive, scorching wall of flames.
  9. Superheat Metal - You flash-heat a large volume of metal, potentially rendering weapons unsueable and baking soldiers in their armor.
  10. Mass Scorching Rays - You direct several dozen Scorching Rays wherever you see fit.
  11. Level 3: Firestorm - You bring into being a temporary storm of fire and heat over a modest area.
  12. Sunbolt - You smite a single target with the fiery power of the sun itsself, dealing massive damage and blasting the surrounding area.
  13. Magma Crash - This highly taxing spell conjures a roiling tidal wave of magma and volcanic rock that annihilates all in its path.
  14. Volcanism - You incite a small volcanic event, or kickstart a full eruption in an active volcano.
  15.  
  16. Air - Manipulation of wind and storm.
  17. Level 1: Wind Wall - You conjure a whirling wall of wind that hinders movement and deflects projectiles.
  18. Jetstream - You put the wind to your back, increasing travel speed significantly.
  19. Overcast - You blot out the sun and sky with a thick grey cloud cover.
  20. Hasten Projectiles - You increase the velocity and damage of a number of physical projectiles.
  21. Level 2: Ricochet - You deflect an oncoming number of projectiles, either harmlessly to the side or back at the firer.
  22. Thunderstorm - You create a strong thunderstorm in your vicinity.
  23. Downdraft - You manipulate air currents to create a vicious downdraft, hampering projectiles and sending flying creatures to the ground.
  24. Airburst - You create a concussive blast of air that knocks victims aside and sends flying creatures into a tailspin.
  25. Level 3: Tornado - You create a tornado of varying intensity and concentrate to control its movement.
  26. Magefog - You create a thick, magically impenetrable fog over a wide area that supernaturally dampens senses for your foes.
  27. Razorwind - You unleash a devastating high-speed wind current that can carve through stone.
  28. Vacuum - You completely deprive a certain area of all air, asphyxiating those within.
  29.  
  30. Water - Manipulation of water.
  31. Level 1: High Tide - You increase the volume of a nearby body of water.
  32. Mass Waterwalk - You empower many individuals with the ability to walk on water.
  33. Bring The Rain - You conjure an impromptu rainstorm or snowstorm.
  34. Ride The Waves - You and your companions travel at high speed along a body of water.
  35. Level 2: Osmosis - You and your companions passively rehydrate and refresh themselves using moisture in the environment.
  36. Greater Waterbending - You can complete control over a large volume of water.
  37. Mass Waterbreathing - You empower many individuals with the ability to breathe water.
  38. Water Wall - You conjure a rushing wall of water.
  39. Level 3: Tidal Wave - You conjure a crushing wave of water to roll over the chosen area.
  40. Floodwaters - You drastically increase the volume of a nearby body of water, flooding it and empowering Water spells.
  41. Dehydrate - You instantly drain the water from a small number of living things.
  42. Waterspout - You conjure a whirling funnel of water and concentrate to direct it.
  43.  
  44. Ice - Manipulation of ice and cold.
  45. Level 1: Cold Ward - You erect an icy shield over a group, building or area, rendering them immune to cold and flame.
  46. Ice Bolt - You launch a swirling lance of freezing energy at a targeted location.
  47. Frozen Hearts - You chill the bodies of many individuals, numbing them to pain and fear.
  48. Cold Counter - You conjure a stunning blast of cold to neutralize an oncoming Elemental spell or wave of projectiles.
  49. Level 2: Flash Freeze - You snap freeze a large area, harming living things within.
  50. Rime Ramparts - You reinforce existing barricades and walls with a thick coating of preternaturally hard ice.
  51. Ice Wall - You conjure an incredibly thick wall of ice.
  52. Hailstorm - You create a localized hailstorm, damaging everything it passes over.
  53. Level 3: Absolute Zero - You reduce one object or creature to absolute zero for the briefest of instants, flash freezing its surroundings and dealing extreme damage.
  54. Glacier Drop - You rip the moisture from the air to conjure a floating iceberg, which falls upon a predetermined area in an explosion of ice magic.
  55. Living Frost - You create a patch of living frost that voraciously consumes and freezes anything in its path.
  56. Hoarfrost Armor - You reinforce many creatures' existing armoring with thick elemental ice, protecting them from elemental magic and physical harm.
  57.  
  58. Lightning - Manipulation of electricity.
  59. Level 1: Spark - You blast a modest area with electricity.
  60. Electrify - You empower the weapons and ammunition of many creatures with electric currents.
  61. Grounding - You render a small group or area completely immune to the effects of lightning magic and partially protect them from other magic.
  62. Lightning Bolt - You conjure a lightning bolt that blasts everything in a long line.
  63. Level 2: Chain Lightning - You blast a target with lightning and suffuse everything around that target with weaker bolts.
  64. Lightning Rod - You charge one object with magical and electric force, forcing all Lightning spells and many other spells to target it.
  65. Volt Wall - You conjure a crackling wall of electric currents and lightning.
  66. White Lightning - You smite a target with a powerful blast of lightning charged with positive energy, severely damaging the unholy and profane.
  67. Level 3: Ride The Lightning - You transmute yourself into a living lightning bolt, moving at incredible speeds and blasting all in your path.
  68. Thor's Fist - You conjure a particularly devastating lightning bolt from the sky, annihilating a building or area.
  69. Crackling Animation - You animate multiple objects together, such as rocks or body parts or discarded weapons, into multiple powerful temporary golems.
  70. Defibrillate - You suffuse a recently deceased, relatively intact target with white lightning, either bringing them back to life or purifying their corpse.
  71.  
  72. Earth - Manipulation of dirt and stone.
  73. Level 1: Earthen Armor - You enhance the armor of many individuals with rock and dirt.
  74. Earth-to-Mud - You transmute a large area of solid earth or stone into sticky mud.
  75. Call The Ore - You warp stone and dirt to bring several seams of ore to the surface.
  76. Stability - You imbue many subjects with a 'bond' to the earth, allowing them to resist effects that would otherwise knock them over.
  77. Level 2: Call The Gem - You warp stone and dirt to bring many precious or semi-precious gems to the surface.
  78. Mass Earthbending - You temporarily gain incredible control of stone and dirt.
  79. Wall of Stone - You erect a massive wall of solid rock.
  80. Deadly Dust - You spread a lethal dust of razor-sharp rocks and fine particles over an area.
  81. Level 3: Fissure - You create a small, localized fissure that traps creatures within and kills them when it re-seals.
  82. Stonefury - You utterly annihilate a small area by erecting multiple pillars, spikes and protrusions of grinding stone. Unlike most Earth spells, this one is permanent.
  83. Fault Zone - You manipulate an existing faultline to create a massive earthquake.
  84. Sinkholes - You create multiple spontaneous sinkholes in the earth, destroying buildings and entrapping creatures.
  85.  
  86. Metal - Manipulation of metal and magnetism.
  87. Level 1: Honing Stone - You give preternatural sharpness to all weapons held by a large group of creatures.
  88. Polarize Projectiles - You magnetically charge multiple metal projectiles to increase their accuracy.
  89. Quench - You instantly end all enhancing effects applied to enemy arms and armor, and temporarily supress Artificing powers.
  90. Masterwork - You effortlessly create a masterwork metal object of the highest quality.
  91. Level 2: Polarity Field - You create a shifting field of magnetism that prevents the passage of any metal from one or both ways.
  92. Body Bucket - You instantly constrict and crush the armor of a group of individuals, or crush a large volume of un-worn metal objects.
  93. Reinforcement - You imbue a number of metal objects with incredible tensile strength and hardness.
  94. Wall of Iron - You conjure a wall of solid iron.
  95. Level 3: Living Metal - You imbue multiple metal objects with the ability to self-repair.
  96. Grand Polarity - You designate one point in space that then becomes the center of a magnetic polarity, drawing all metal towards it.
  97. Shatterpoint - You utterly destroy a magical metal item or a large number of mundane metal items.
  98. No Alloy Too Great - You temporarily become capable of working magical metals and can create new alloys with ease. Your mundane metalworks are of supreme quality and you cannot fail in crafting them.
  99.  
  100. ALIGNED
  101. Light - Magic centered around light, truth, and determination.
  102. Level 1: Undying Light- You conjure a bright, permanent light over an area.
  103. Warning Light - You conjure a floating mote of dim red light that ascends to the sky and lights up white when instructed.
  104. Stoicism - You imbue many individuals with determination and vigor, allowing them to overcome the effects of fear and pain.
  105. Greater Strobe - You create many violently strobing, pulsating lights, disorienting your foes.
  106. Level 2: Scouring Ray - You conjure a ray of pure light that is exceptionally harmful to unholy and evil creatures.
  107. Deception's Death - You make it impossible to tell a lie or bend the truth within a certain area.
  108. Corona - You imbue many objects with a pale, flickering light, warding away harmful magical effects for a short time.
  109. Falling Star - You call down a twisting projectile of light from the heavens onto a designated area.
  110. Level 3: Radiance - You let loose a surge of light energy that inspires your allies and terrifies your foes.
  111. Purifying Light - You and your companions are suffused in impossibly bright light that protects against attacks and spells from unwholesome creatures.
  112. Prismatic Beam - You direct a beam of utterly damaging light in a medium-range cone.
  113. Guiding Light - You conjure a mote of twinkling lights that only you can see, leading you onwards towards an object, person or location, visible even through magical effects.
  114.  
  115. Shadow - Magic centered around darkness, denial, and skullduggery.
  116. Level 1: Flicker - You wrap shadow energy around yourself and your companions, protecting you from missile fire and glancing blows.
  117. Hide The Passing - You call upon shadow energy to hide any tracks left by a large group of individuals.
  118. Night Action - You and your companions merge with the shadows of the night, granting you swiftness and stealth.
  119. Shadow Trap - You conjure a large, hidden pit that immobilizes and constricts passersby.
  120. Level 2: Obfuscate - You and your companions are completely hidden from mundane senses.
  121. Scryer's Bane - You tenuously connect an area to the Shadow Plane, allowing you to sense-- and harm-- anyone attempting to scry you.
  122. Misdirection - You foil attempts to divine, scry or otherwise puzzle out your location and motives for a period of time.
  123. Umbral Artillery - You tear open a temporary portal to the Shadow Plane, letting loose a deluge of shadow energy and negatively charged power upon an area.
  124. Level 3: Shadow Jaunt - You take yourself and your companions through the Shadow Plane to a desired location, protected from all harm.
  125. Loose The Void - You temporarily merge a tract of land with the Shadow Plane, hindering mundane senses and many forms of spellcasting, subjecting all to the dangers of the plane.
  126. Kill The Lights - You send out a wave of shadow energy that nullifies and supresses Light magic, and induces terror in mortal targets.
  127. Hollow Heart - You imbue many subjects with shadow energy, rendering them completely compliant and utterly immune to fear, pain or doubt.
  128.  
  129. Necromancy - Magic centered around the raising of the dead, the manipulation of dead flesh, and the binding of spirits.
  130. Level 1: Mass Reanimation - You reanimate many corpses as undead servants for a short time.
  131. Take The Reins - You temporarily wrest control of a number of undead. This control is permanent if they have no will or master.
  132. Munitio Mortis - You pour necromantic energy into a number of undead, healing them and reinforcing them.
  133. Wailing Wall - You conjure a screaming wall of ravenous, angry souls.
  134. Level 2: Empowered Mass Reanimation - You reanimate many corpses, or the corpses of particularly powerful creatures, as permanent undead servants.
  135. Dead Men's Tales - You force a spirit from the afterlife to manifest before you and answer 3 questions.
  136. Posse Mortis - You pour necromantic energy into a number of undead, greatly strengthening them and their powers.
  137. Drain The Dead - You leech power from a number of undead, rendering them inert or destroying them outright.
  138. Level 3: Shred The Veil - This powerful spell removes the "Veil," the barrier between the material world and the afterlife, to render a swath of land barren, haunted and suffused with dark energy.
  139. Jabberwock - You reanimate a large number of corpses into a Jabberwock, an immensely powerful amalgamation of corpses and souls.
  140. Soul Harvest - You tear the souls of the dead and dying from their bodies and drain the life force of living targets.
  141. Create Phylactery - This highly obscure spell allows you to create a Phylactery, a recepticle for your soul and the first step in becoming a lich.
  142.  
  143. Demonic - Magic empowered by the great and terrible Demons of the Abyss, focusing around destruction, chaos and conjuring demonic hosts.
  144. Level 1: Summon Demonic Rabble - You summon a large number of lesser demons and tortured souls to fight for you.
  145. Infernal Wave - You unleash a wave of corrosive demonic energy to wash over an area.
  146. Chaos Hammer - You blast a group of foes with raw chaotic power.
  147. Deal With The Devil - You conjure a demonic spirit to help you in a specific task or endeavor... for a price. You do not need to know Demonic magic to cast this spell. You must cast this spell and agree to the terms given by the Devil that treats with you before you can use Demonic magic, but doing so gives you the first level free.
  148. Level 2: Summon Demonic Warriors - You summon a large number of demons to fight for you.
  149. Abyssal Pit - You bring into being a massive, seething pit of brimstone, foulness and demonic energy, killing those within it and blighting the land nearby.
  150. Unhallowed Ground - You permanently desecrate a tract of land with demonic energy.
  151. Ashen Winds - You putrefy the winds and clouds in your local area, spreading demonic corruption and interfering with enemy spells.
  152. Level 3: Summon Greater Demons - You summon numerous Greater Demons and similar hellish beasts to fight for you.
  153. Balor's Grasp - You conjure a temporary portal to the darkest depths of the Abyss, from which an almighty Balor attempts to drag any and all to hell with it.
  154. Hell's Bells - You let the infernal ringing and screaming of the Abyss' torturous pits to be heard throughout the land, inciting hysteria, bloodlust and mortal fear into the hearts of the living.
  155. Unholy Fury - You instill a terrifying rage into a large group of individuals, greatly increasing their physical and supernatural prowess in battle.
  156.  
  157. Holy - Magic empowered by the good and neutral Gods, focusing around virtue, support and healing.
  158. Level 1: Banishment - You disrupt the bonds keeping outsiders present on the material plane, sending them back where they came from.
  159. Succor - You provide refreshment and reinvigoration to a mass of individuals, granting them the nutrition of a hearty meal and the rest of a night's sleep.
  160. Mass Smite - You unleash a wave of holy power, scouring the evil and unholy and leaving those good of heart untouched.
  161. Aqua Deus - You imbue a large volume of water with holy power, turning it into a more potent form of Holy Water.
  162. Level 2: Sanctify Weapons - You temporarily imbue the weapons of a large number of individuals with holy power.
  163. Hallowed Ground - You permanently consecrate a tract of land, ensuring that unholy creatures cannot pass into it and that evil spells are disrupted.
  164. Heaven's Hymns - You let the soothing hymns of heaven be heard across the land, instilling courage and hope in mortal listeners and revulsion in unnatural victims.
  165. Taste Of Elysium - You allow one sentient being, not yourself, to feel the rapturious feeling of ascending to Heaven.
  166. Level 3: Lesser Miracle - You call down a lesser miracle from your deity, subject to their approval.
  167. Divine Fury - You instill a righteous rage into a large group of individuals, greatly increasing their physical and supernatural prowess in battle.
  168. Angelic Relief - You bathe a small group of individuals in holy energy, freeing them of any ongoing non-beneficial spell effects and restoring them to health.
  169. Ride Of The Nephilim - You call down a war-host of angels to fight on your behalf.
  170.  
  171. Eldritch - Magic empowered by the strange and terrible horrors known as the Old Gods.
  172. Level 1: Starlit Pact - You make contact with a loathsome representative of an Old God to help accomplish a certain goal. You do not need to know Eldritch to cast this spell. Casting this spell without being proficient in Eldritch magic -may- allow you to acquire the first rank of Eldritch free... if you're lucky.
  173. Flesh-To-Flesh - You merge and warp the flesh of many willing or semi-willing subjects, changing their forms to benefit you.
  174. Crawling Corruption - You blight the land with subtle Eldritch corruption that spreads on its own and infects organic things.
  175. Revelation - You use your horrible insight to speak a terrible fact about the universe, fraying the minds of those who listen and possibly convincing the mentally weak of certain things.
  176. Level 2: Abyssal Artillery - You tear open a portal to the unknown, from which terrible tentacles and energies batter a designated area.
  177. Entropic Wall - You erect a wall of loathsome, enigmatic energy that unmakes or irreparably changes those that touch it.
  178. Glimpse The In-Between - You temporarily slip a tract of land into the Outside, forcing all to bear witness to the unspeakable terrors within.
  179. Whispering Hunger - You infect a number of individuals with a horrible craving for living flesh and perverse acts.
  180. Level 3: Know This - You speak aloud a mind-shattering secret about the universe, killing those weak of will and rendering others comatose.
  181. Refashion Them - You forcefully warp the forms of many living or unliving creatures to suit your needs, transforming them into unspeakable terrors or perhaps simply turning them into piles of bile and meat.
  182. Breach - You tear open a permanent portal to the Outside, letting a thing(s) slip through. Use at your own risk, mortal.
  183. Mortal Coil - This powerful, unholy ritual sacrifices many lives to transform you into a lesser image of your unknowable Eldritch deity.
  184.  
  185.  
  186. PRIMAL
  187. Blood - Magic revolving around the manipulation and mystical powers of blood.
  188. Level 1: Taste of Vitae - You sip the blood of a creature and learn what species they are, their name, and one of their qualities.
  189. Blood Loyalty - You feed another being a measure of your blood, ensuring absolute loyalty (in animals) or a good disposition towards you.
  190. Sanguine Vigor - You empower a large number of beings with increased strength and stamina.
  191. Coagulate - You stop bleeding, no matter how severe, in multiple targets; or cause their blood to clot in their veins.
  192. Level 2: Dragon's Blood - You imbue you and your companions' blood with the properties of that of a Dragon, making it supernaturally hot and instilling you with a measure of spell resistance.
  193. Troll's Blood - You imbue you and your companions' blood with the properties of that of a Troll, giving you fantastic regenerative powers.
  194. Siphon The Wounded - You tear away blood and life energy from the injured and dying in a large area, empowering you.
  195. Bloodbond - You force a subject to be absolutely loyal to you, and only you.
  196. Level 3: Amaranth - You consume a victim's blood and very soul in one, magnifying your own power at a cost...
  197. Siphon The Healthy - You tear blood out of many living subjects, forcing it through orifices and pores to empower you.
  198. Sanguine Stasis - You put yourself or another individual into a torpid state of rest that requires no nourishment or healing for a predetermined amount of time.
  199. Vampiric Infusion - You imbue a group of individuals with a famiscile of the vampire curse, increasing their strength and allowing them to drain blood through their very skin at the cost of their higher brain functions.
  200.  
  201. Hearth - Magic empowered by the strange, otherworldly lords of Arcadia, the Fae, revolving around myriad blessings, conjuring capriciuous fae allies, and empowering agreements and pacts.
  202. Level 1: Safe Sojourn - You make a pact with faeries that ensures that you will encounter no incidental harm on your way to a location. This doesn't protect against those actively seeking to hurt you.
  203. Satyr's Vigor - You imbue a large number of individuals with supernatural stamina and agility.
  204. Year And A Day - You make a pledge or promise to do something for a whole year and one day, endearing you to the fae folk and granting you bonuses to fulfilling your pledge.
  205. Luck - You bargain with the fae to grant yourself some small measure of luck. ((In game terms you gain a +5 to all actions for the turn Luck is used and for one action on the turn thereafter. This bonus stacks if you stack actions. Abusing luck will not end well for you.))
  206. Level 2: Binding Pact - You and a willing participant enter a supernaturally bound pact, with severe consequences if either party reneges on their deal or agreement. ((You and another NPC or player commit to an agreement. Unless both parties completely agree, the spell will not work. If either party reneges or fails to keep to their word-- willingly or not-- then they suffer roll penalties. The penalties are not as steep if they are kept from abiding by the Pact unwillingly, and woe be unto he that tries to actively sabotage the other participant into failing to uphold the pact...))
  207. Geas - In a delicate ritual you force another being to carry out a specific (non-lethal) task, and they find themselves sickened if they do not do so. ((This power cannot be used on player characters unless the player tells me they agree to it. If they don't, then the spell fails and you are refunded your action and Dust.))
  208. Call The Fair Folk - You summon a number of fae who are inclined, but not obliged, to fight on your behalf.
  209. Nymph's Allure - You imbue yourself with the supernatural beauty and attractiveness of a nymph, regardless of your gender.
  210. Level 3: Wyld Hunt - You designate a target and call down the Wyld Hunt upon them, summoning waves of arcadian huntsmen and warriors to kill them or drag them off to arcadia.
  211. Want Of A Nail - You force bad luck and ruin upon another being, but ensure that you will suffer worse in the future. ((You force another player or NPC to suffer the effects of a Natural 1 on that turn, on an action of your choosing. You will be subject to another Natural 1 at any point in the future at my discretion, with exceedingly harsh consequences. You will know pain if you roll a 1 and you have yet to had Want Of A Nail befall you.))
  212. Arcadian Infusion - You empower a large group of beings with Arcadian energy, increasing their vigor and martial prowess for a time.
  213. Slip Into The Hedge - You enter the Hedge, the metaphysical barrier between the material world and arcadia, to "shortcut" across the world or treat with the lords of Fae.
  214.  
  215. Nature - Magic revolving around the natural world and the energies therein.
  216. Level 1: Forest Stride - You empower a large number of individuals with the ability to effortlessly move through wilderness terrain.
  217. Nature's Bounty - You summon and gather enough food and supplies to feed a small village.
  218. Ear Of The Forests - You spend some time in contemplation with the trees and grasses, learning what events have transpired there.
  219. Endure Elements - You empower a large number of individuals with the ability to endure environmental extremes.
  220. Level 2: Invasive Growth - You summon unnatural plant growths to attack and disrupt a specific area.
  221. Nature's Allies - You call multiple natural and natural-aligned creatures to fight on your behalf.
  222. Rebuke The Unnatural - You disrupt and harm undead/demonic/eldritch/angelic creatures in a wide area, hindering associated spells.
  223. Regrowth - You imbue the powers of regeneration and recovery onto yourself and your companions, or rapidly restore plant life to health.
  224. Level 3: Gaia's Breath - You breathe life into the land, counteracting the influence of land-affecting spells.
  225. Natural Savagery - You empower a large number of individuals with raw bestial fury, enhancing their battle prowess.
  226. Nature's Legends - You call several extremely powerful natural beasts and guardians to fight by your side.
  227. Return To Nature - You cause rapid natural growth and expansion to overtake farmlands, towns and cities, erasing the touch of civilization from the land.
  228.  
  229. Runic - Ancient magic revolving around the imbuement of markings with great power.
  230. Level 1: Rune of Blinding - This rune, when read, permanently blinds the victim.
  231. Owl's Mark - You create an invisible runic sigil that records and relays all in sight.
  232. Read The Wyrdsign - Upon casting this spell you become capable of discerning the telltale traces of Wyrdsigns, giving you insight on neighbors, foes or individuals that have them.
  233. Rune of Exhaustion - This rune, when passed over or read, activates to continually sap the energy of those present, rendering them weak.
  234. Level 2: Wall Rune - This rune erects a wall of glittering glyphs when activated, preventing passage.
  235. Imbuement Rune - You scribe a rune that is charged with another type of magic, one that can discharge up to Level 1 spells.
  236. Rune of Marking - This permanent rune brands a person, object or area, imparting a message or feeling upon all those that lay eyes upon it.
  237. Rune of Dedication - This rune permanently binds an object to the inscriber. If lost, or stolen, it returns to them within the hour.
  238. Level 3: Greater Imbuement Rune - This rune acts as an empowered version of Imbuement Rune that can discharge up to Level 2 spells, or non-Aligned Level 1 spells that the user does not know.
  239. Elder Sign - This potent rune seals, dispels and completely protects against Eldritch entities and powers.
  240. Rune of Siphoning - This rune, when activated, siphons magical energy, rendering an enemy spellcaster unable to use their powers or rapidly draining the potency of an ongoing spell.
  241. Rune of Death - This rune kills the first living thing to look upon it. The original writer is immune to the effect, but only for a minute after inscribing it.
  242.  
  243. Rot - The magic of decay, filth and disease.
  244. Level 1: Controlled Rot - You induce a temporary form of controlled decay in a large number of living things, rendering them immune to nausea or pain.
  245. Carrion's Kiss - You rapidly rot a large number of inanimate corpses, stripping them to dust and bodily fluids in moments.
  246. Wave of Mold - You incite the growth of a voracious tide of mold, killing off plant matter and harming the living.
  247. Vulture's Gullet - You empower a large number of individuals with the ability to gorge themselves on just about anything, without consequence.
  248. Level 2: Mass Rot - You inflict a sudden, spontaneous rotting of flesh and skin in a large number of individuals.
  249. Plaguebolt - You conjure a putrid bolt of pure filth that decays anything it touches and spreads virulence upon impact.
  250. Rustwave - You kickstart a wave of rapid oxidation, decaying and destroying non-magical metals.
  251. Mage Rot - You release a virulent pathogen that displays symptoms in magic users only, leaving them hemorrhaging and unable to effectively cast.
  252. Level 3: Breath of the Nuckelavee - You exhale a withering cloud of rot and plague, killing plant life and infecting other creatures with the dreaded plague of mortasheen.
  253. Vector - You temporarily increase the virulence of a specific disease by an exponential amount, all but ensuring an epidemic outbreak.
  254. Entropic Embrace - You touch one object or creature that immediately begins to crumble into nonexistance.
  255. Putrefy - You spread a wave of rot and corrosion that smites the living but utterly obliterates the undead.
  256.  
  257. Healing - Magic revolving around healing living things.
  258. Level 1: Mass Healing - You heal a number of individuals, reversing injuries and harm.
  259. Purge Filth - You purge an area, water source, or crowd of plague and infection.
  260. Milk of the Poppy - You fortify a number of individuals against discomfort or pain.
  261. Lasting Health - You imbue a subject with healthiness, ensuring that they do not fall prey to disease or illness save for those of supernatural origin.
  262. Level 2: Greater Mass Healing - You heal a large number of individuals, reversing major injuries and harm.
  263. Revivify - You immediately return one subject to life. They must have died within the last hour, have not expired of old age, and be reasonably intact.
  264. Regenerate - You and your companions gain incredible regenerative powers, capable of healing organs and limbs.
  265. Azoth - You distill healing energy into the mystical fire-like substance of Azoth, which can heal any injury or virulence or power fantastical healing objects.
  266. Level 3: Ressurection - You return to life any one subject, requiring only a piece of their corpse and for them to have not died of old age.
  267. Mass Revivify - You immediately return to life a number of people who have died within the last 5 minutes. They must be reasonably intact, untainted by Eldritch energies, and have not died of old age.
  268. Recovery Wave - You conjure a wave of healing energy that sweeps across a designated area, restoring the injured and fatigued to health and stabilizing even the most grievously wounded.
  269. Return To Health - You reverse the effects of Eldritch or Demonic corruption, counteract the plague of Mortesheen, or end some similar effect that cannot be otherwise undone.
  270.  
  271. PRINCIPAL
  272. Force - Magic revolving around the simple act of raw destruction and kinetic force.
  273. Level 1: Magic Missile Volley - You send out a large wave of magic missiles to either strike one singular target or unerringly hit multiple targets.
  274. Ragdoll - You release gravity's hold on a small number of targets, causing them to float and move about freely.
  275. Inertial Counter - You counter an oncoming offensive spell, especially Force spells.
  276. Destabilization - You collapse a building or existing structure.
  277. Level 2: Explosion - You create an explosion of raw force that devastates a designated area.
  278. Wall of Force - You erect a shimmering wall of pure kinetic force that prevents passage and physical projectiles.
  279. Spellbreaker - You apply arcane force to utterly destroy a wall, rune or magical construction.
  280. Mass Telekinesis - You gain telekinetic control of many smaller objects or a handful of massive objects.
  281. Level 3: Mage Cannon - You direct a terrifying sphere of raw force towards a singular point; the sphere punches through obstacles before exploding at the designated target.
  282. Arcane Artillery - You unleash a devastating torrent of kinetic force from above, blasting a designated area.
  283. Telekinetic Wave - You extend a wave of telekinetic force outward, manipulating objects and creatures as you see fit.
  284. Crushing Force - You bring down a punishing pillar of pure force in a condensed area, slamming all things within several feet into the ground below.
  285.  
  286. Warding - Magic revolving around erecting wards or barriers to keep things in or out.
  287. Level 1: Ghost Ward - You erect a barrier that prevents the passage of restless spirits and undead.
  288. Eldritch Ward - You erect a barrier that prevents the passage of Eldritch entities and creatures that bear their corruption.
  289. Spellshield - You erect a personal ward against oncoming spell effects.
  290. Blind Spot - You safeguard an area against scrying and other forms of magical observation: attempts simply show a black screen.
  291. Level 2: Spell Turning - You erect a personal field of magic-reflecting energy, turning spells back upon the caster.
  292. Demonic Ward - You erect a barrier that prevents the passage of Demonic entities and their servants.
  293. Holy Ward - You erect a barrier that prevents the passage of Holy entities and their servants.
  294. Imprisonment - You erect a long-lasting prison of magical force around a singular target or entity, keeping them held there as long as you concentrate upon the spell.
  295. Level 3: Absolute Barrier - You erect a large shield that cannot be penetrated by any means on both sides. This requires complete concentration and is rapidly draining on the caster.
  296. Anti-Magic Field - You cause all spells within an area to fail. Nothing within that area can be affected by a spell, and nothing animated-- or brought onto the plane-- by magic can enter.
  297. Sanctuary - By concentrating, you render an area a place of peace and stability. Violence and aggressiveness are impossible within a Sanctuary.
  298. Invincibility - You make yourself and your companions completely invulnerable to physical harm for a short amount of time.
  299.  
  300. Divination - Magic revolving around the interpretation of Fate and chance.
  301. Level 1: Instinct - You gain a "gut feeling" about a particular course of action.
  302. Peek Backward - You can observe a relatively clear vision of the past as pertains to a particular object or place.
  303. Legend Lore - You gain insight into one creature or entity.
  304. Fetter - This spell allows you to get a rough approximation of a being's location if you possess something important to them. This spell works both ways but not for certain objects, like phylacteries.
  305. Level 2: Peek Forward - You can observe a very approximate vision of the near future of an object or place.
  306. Scrying - By concentrating, you can directly observe the events of a place you have been or someone you know. If you scry someone who is in an unfamiliar place, you will see them and other people, not their surroundings.
  307. Roll of the Dice - You petition Fate for a chance of greater success in an endeavor, at the risk of disaster. ((In game-terms, you can petition the GM to reroll a dice on one action in the next three turns for you, but you're stuck with the result.))
  308. Fatalism - You temporarily gain a lesser version of the fabled Second Sight, allowing you to view people and objects that will have great importance in the future, and a marginal amount of context to go with.
  309. Level 3: Divine Eye - Your "third eye" opens, allowing you to pierce illusions and magical misdirection and to easier implement Divination spells.
  310. Read The Roadsign - You can see the most likely events of a particular action you are about to undertake, letting you see which path you should undergo. ((In game terms I tell your stupid ass the full possible ramifications of an action you plan on taking in the turn immediately after you use Read The Roadsign. This power is only useable once per course of action.))
  311. Absolute Truth - You gain complete understanding of another entity and know what lies they may have told, what secrets they may keep. You must be within line of sight to use this power.
  312. Foresight - You gain prescience into the future for a short time, letting you see a clear image of what may likely be.
  313.  
  314. Illusion - Magic that concerns illusions, falsehoods, and the skewering of perception.
  315. Level 1: Illusory Legions - You conjure large numbers of illusory soldiers, who are intangible and, on close examination, mostly featureless.
  316. Iron Facade - You hide the visible wounds and effects of fatigue from a large number of individuals, giving them a false impression of invulnerability.
  317. Blissful Ignorance - You hide the appearance and signs of Eldritch, Unholy, Holy, or Demonic magic from view and detection over a wide area.
  318. Skew Scrying - You glamour an area to give a predetermined vision when scrying as opposed to the actual events
  319. Level 2: Mass Invisibility - You hide a large number of individuals from view. This invisiblity is not perfect; water and certain spells can betray their presence.
  320. Hard Illusions - You create numerous illusions that are tangible and can cause physical harm.
  321. Nothing Scarier - You summon a large number of nondescript but utterly terrifying illusions that can either perpetually "haunt" a wide area or be directed to confuse and harass a group of individuals.
  322. Hide Magic - You hide all magical auras and energies from view and detection. This doesn't hide the effects of magical corruption or influence, but does make them seem "mundane."
  323. Level 3: Phantasmal Killer - You conjure a small number of phantasms so horrifying that they quite literally scare victims to death. (When used upon Leaders this power can only target the Leader and nothing else, and the player is entitled to a roll to avoid instant death)
  324. Reweaving - This highly taxing spell creates a persistent, permanent illusion with full functionality. An illusory feast resembles and nourishes as a feast wood, an illusory castle functions as a castle. Illusions cast by reweaving are reversible only via an Antimagic Field.
  325. Vertigo - You hideously skew the senses of a large number of individuals, inciting extreme nausea and disorientation. Only functions on living targets.
  326. Fool Me Once - You create a sort of double-illusion: once the first "illusion" is detected and dispelled, the second one kicks in. Absolutely nothing can detect this second illusion's presence or activation until it is too late.
  327.  
  328. Artificing - A rare and powerful subset of magic that concerns the imbuement of mundane objects with magical powers. Artificing is almost useless without other forms of magic; when using artificing, select a magical category to use. Demonic, Holy, Hearth, Eldritch, and Nature magic cannot be used with Artificing; magical objects from those schools must be obtained by the magical benefactors themselves.
  329. Level 1: Mass Support Talen - You enchant multiple objects that give one-use beneficial effects.
  330. Temporary Artifice - You instill many weapons or armors with temporary arcane energy. These objects do not count as magical weapons and are subject to any spell that targets mundane weapons.
  331. Distill Potion - You concentrate magical energies into consumeable potions or appliable oils. Note that certain spells, when distilled, may have time limits.
  332. Lesser Gem Infusion - You infuse a semi-precious gemstone with arcane powers, allowing you to draw upon it in times of need to power a spell, cast a spell, or serve a specific purpose.
  333. Level 2: Mass Assault Talen - You enchant multiple objects that give one-use offensive effects.
  334. Enchant Object - You infuse an object with permanent arcane energy, making that object into a magical item.
  335. Greater Gem Infusion - You infuse a precious gemstone with resonant arcane powers, allowing you to draw upon it more reliably and more often than a lesser gemstone.
  336. Scribe Scroll - You inscribe a spell or a particular magical discharge into a written scroll, one that can be used by anyone to unleash that particular spell or effect. Certain powerful spells are not scribeable.
  337. Level 3: Awaken The Metal - This potent spell allows you to awaken a metal and imbue it with magical properties, creating several ingots of magical metal. Iron becomes Cold Iron; Silver becomes Mithril; Steel becomes Adamantine; Gold becomes Orichalcum; Lead becomes Soulsteel; Meteoric Iron becomes Starsteel; Bronze becomes Chronoton.
  338. Greater Enchant Object - You infuse an object with high amounts of permanent arcane energy, making that object into a powerful magical item with possibly multiple effects.
  339. Enchant Living Being - You infuse a living being with magical powers, temporarily granting them strange and sometimes surprising effects.
  340. Sundering - This dreaded spell instantly catalyzes the magical energies within a magical item or an item of magical ore, utterly destroying it. This is one of the very few ways to break a magical item.
  341.  
  342. Transmutation - A rare and powerful subset of magic that concerns the change of one form of matter or material into another. Transmutation has no "free" use, except for temporarily transmuting man-sized or smaller objects for fluff purposes. Every time it is used, you must pay the Dust cost. You cannot transmute transmuted substances.
  343. Level 1: Wood to Stone - You transmute wood into mundane stone.
  344. Stone to Tin - You transmute mundane stone into common ores, like tin or copper.
  345. Wood to Food - You transmute wood into grain, rice or similar foodstuffs.
  346. Wood to Coal - You transmute wood into coal or peat.
  347. Level 2: Rocks to Opals - You transmute mundane rocks into semi-precious gemstones.
  348. Coal to Food - You transmute coal into meat, vegetables and other foodstuffs.
  349. Dust to Powder - You transmute a measure of Arcane Dust into high-quality Gunpowder.
  350. Copper to Wood - You transmute common ores into any variety of mundane wood.
  351. Level 3: Lead to Gold - You transmute common ores into precious ores.
  352. Battle Transmutation - This transmutation spell is useable in the heat of battle, turning shafts into lead, weapons into soft wood, shields into ceramics, et cetera.
  353. Philosopher's Stone - You create a Philosopher's Stone, a concentrated nexus of transmutative energy that bypasses the normal limits of transmutation.
  354. Aqua Regia - You distill a measure of magical aqua regia, a short-lived, incredibly caustic liquid capable of breaking down almost anything into component parts.
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