| A | B | C | D | E | F | |
|---|---|---|---|---|---|---|
1 | Spell Name | Rank | Strain | Strain | Duration | Description |
2 | Perception spells | |||||
3 | Combat Precognition | Basic | 8 | May be cast up to (Potency) minutes before combat. Adds a bonus to the caster’s initiative equal to (Potency / 2, rounded up). This spell ends at the end of combat. | ||
4 | Advance | 12 | May be cast up to (Potency) minutes before combat. Adds a bonus to the caster’s initiative equal to (Potency) | |||
5 | Expert | 16 | May be cast up to (Potency*10) minutes before combat. As advanced, but the caster goes first, regardless of initiative roll. | |||
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7 | Detect Magic | This spell creates an aura only the caster can see outlining sources of magical energy, including spells and enchanted objects. A successful Science skill check may allow the caster to read the aura, determining the general strength and nature of the magic. This will, for example, tell the caster which spell vocation a spell effect is from, and what level (basic, advanced or expert) at which the spell was cast. | ||||
8 | Basic | 10 + 1 per turn | Range is (Potency) * (Perception) in feet. Can only detect auras of objects in plain sight. | |||
9 | Advanced | 15 + 1 per turn | Range is (Potency) * (Perception) in yards. Can detect any auras within the area of effect. | |||
10 | Detect Others | This spell creates an aura only the caster can see outlining potential targets. This aura becomes red if the target is hostile. | ||||
11 | Basic | 10 + 2 per turn | Range is (Potency) * (Perception) in yards. Can only detect auras of targets who are not actively hiding and would be partially in an unblocked line of sight. | |||
12 | Advance | 15 + 2 per turn | Range is (Potency) * (Perception * 10) in yards. Can detect any auras within the area of effect, even if fully behind walls or other obstructions. Can detect targets attempting to hide using an opposed Science check, with a bonus equal to double the caster’s Perception, against the target’s Sneak skill check. | |||
13 | Expert | 25 + 2 per turn | Range is (Potency) * (Perception *100) yards. Can detect any auras within the area of effect, even if actively concealed by illusionary magics. If a target is actively concealed by illusionary magics, the caster must make an opposed Science check, with a bonus equal to double the caster’s Perception, against the opposing caster’s Science skill check with a bonus equal to double that caster’s Potency | |||
14 | Heightened Senses | Basic | 5 | Duration of (Potency * 10) minutes. You gain a bonus equal to (Potency / 2, rounded up) to your Perception with a single basic sense (sight, hearing, smell, taste or touch) for the duration. This bonus also affects skill rolls for Perception-based skills if an appropriate sense is chosen. | ||
15 | Advance | 10 | Duration of (Potency) hours. As the basic version, but you gain the bonus with (Versatility / 2, rounded up) basic senses (sight, hearing, smell, taste or touch) for the duration. | |||
16 | Expert | 20 | Duration of (Potency) hours. You gain a bonus equal to (Potency) to your Perception with (Versatility) senses for the duration. Senses enhanced may include extraordinary senses. This bonus also affects skill rolls for Perception-based skills if an appropriate sense is chosen | |||
17 | Locate Item | When taking this spell, the caster chooses a type of object (for example: gemstones, bullets, clean water). This spell allows the caster to locate the target object(s) within the spells range with a successful Survival skill check. If the location of the target object(s) are within the caster’s line of sight, the location will be illuminated by a glow only the caster can see and no check is required. Creatures attempting to remain hidden from this spell may do so with a successful Sneak check at a penalty equal to the caster’s (Potency * 3) | ||||
18 | Basic | 5 + 1 per minute | Detection range is (Versatility * 10) yards | |||
19 | Advance | 5 + 2 per 10 minutes | Detection range is (Versatility * 100) yards. The caster can sense the specific type and amount of the target object(s) located. | |||
20 | Expert | 5 + 5 per hour | As per the advanced version of the spell, but the detection range is (Versatility * 1000) yards. | |||
21 | Night Vision | Basic | 5 | Duration of (Potency) minutes. You can see in the dark (penalties halved) and your Perception is temporarily improved by 1 point in dim or dark conditions. You receive a -1 penalty to Perception in well-lit conditions | ||
22 | Advance | 10 | Duration of (Potency) hours. You can see in the dark clear as day (no penalties for darkness), and Perception is temporarily improved by 2 points in dim or dark conditions. You receive a -1 penalty to Perception in well-lit conditions | |||
23 | Expert | 15 | As per Advanced, but you may cast this spell on others with a range of touch and there is no longer a penalty in well-lit conditions. | |||
24 | Shared Sense | Shared Sense allows the caster to perceive through the senses of another biological creature. The caster chooses whether the sense effected will be sight, hearing, smell and taste (combined), touch or a specific special sense. The caster must make a successful Science skill check and any unaware or unwilling target creature may make an Endurance check to negate the spell. If the caster also possesses the shared sense, the sensory input will be overlayed. In the case of sight, hearing or touch, this effect causes extreme disorientation and a -20 to all skill checks unless the caster should takes measures to dampen her own sensory input first (such as with a blindfold or earplugs) | ||||
25 | Basic | 10 | Duration is for (Potency) turns or until the target moves more than (Versatility * 10) yards from the caster. The casting range of the spell is touch. | |||
26 | Advance | 20 | Duration is for (Potency) minutes or until the target moves more than (Versatility * 100) yards from the caster. The casting range of the spell is short. | |||
27 | Expert | 30 | Duration is for (Potency * 10) minutes or until the target moves more than (Versatility * 1000) yards from the caster. The casting range of the spell is medium. | |||
28 | Telepathy | Telepathy allows the caster to read the surface thoughts of a target and communicate with them through thought. The caster must touch her horn to the forehead of the target (or the horn, if the target is also a unicorn) to initiate the spell. In addition to other benefits, telepathically connected targets may use combat synchronization which allows the caster and target to act on the highest initiative between them. | ||||
29 | Basic | 10 | Duration is for the length of time the caster’s horn continues to touch the target’s forehead. | |||
30 | Advance | 20 | Duration as above plus (Potency) minutes afterwards. | |||
31 | Expert | 30 | Duration as above plus (Potency * 10) minutes afterwards. | Can be cast on up to (Versatility) targets by touching their foreheads one after the other over the course of a single turn. | ||
32 | Magic Mirror | Magic Mirror allows the caster to use a mirror or other reflective surface as a visual and auditory window to another location. The range is unlimited but the caster must have personal familiarity with the location, and the location must also contain a reflective surface. | ||||
33 | Advance | 20 + 5 per minute after the first | Duration is concentration | |||
34 | Expert | 40 + 5 per minute after the first | As advanced, but the spell now allows a pseudo-telepathic communication with a single target within the viewed area. The target will see the caster’s visage in one or more nearby reflective surfaces of the caster’s choice. The target may resist this communication with a successful Endurance check | |||
35 | Mind Probe | Mind Probe allows the caster to delve into the memories of a target. If the caster is attempting to find a specific memory, the caster must succeed on a Perception check. The caster may attempt one such check every minute until successful or the target breaks the spell The caster must touch her horn to the forehead of the target to initiate the spell. | ||||
36 | Advance | 20 + 5 per minute after the first | Duration is for the length of time the caster’s horn continues to touch the target’s forehead | A resisting target may attempt to mentally break the spell each minute after the first with a successful Endurance check at a penalty of -1. | ||
37 | Expert | 40 + 5 per minute after the first | Duration as above plus (Potency) minutes afterwards. | A resisting target may attempt to mentally break the spell with a successful Endurance check at a penalty of -3. | ||
38 | Magic Trace | Magic Trace allows the caster to track another caster’s spell back to that caster, providing the caster with the location that the traced spell’s caster occupied at the end of casting the spell. The caster may treat the location as “familiar” for the duration of Magic Trace | ||||
39 | Expert | 30 | Duration (Potency) minutes | The caster may trace a spell that was cast within (Potency * 10) minutes. Range is point blank. | ||
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