RULEBOOK

Spells

Spells are effects produced by releasing energy stored in a physical item. The same phenomenon at different intensities — not ten different fire spells, but one fire effect at four power levels. This page catalogs all ten effects. For how to create sealed items in the first place, see Channeling. For AP costs, multi-round release, and interruption during combat, see Combat Magic.

All numeric values on this page are playtesting values and may be adjusted.

Magic bypasses armor but not Physical Toughness . A sealed item is single-use. Releasing a spell destroys the item.

All spells have a range of 30 squares and require line of sight to the target. This is universal — there are no range variations between spells.

Single-Energy Effects

Six effects, each requiring one energy type and one corresponding material. The tier is determined by how much energy was channeled into the item at creation. Higher tiers are the same spell — just more of it.

Searing

Energy: Fire · Material: Iron

Raw thermal energy. At low levels, a flash of heat. At high levels, a torrent that ignites everything nearby. Burns continue dealing damage after the spell ends unless the target spends 1 Action Points to extinguish them.

Tier 1 · Spell Level 1 Energy Cost 1 Fire Effect 15 points damage to single target. May ignite flammable objects on contact (GM discretion). Tier 2 · Spell Level 3 Energy Cost 3 Fire Effect 80 points damage to single target. Target’s clothing or gear may catch fire — 10 points damage at end of each of the next 2 rounds unless extinguished (1 AP). Tier 3 · Spell Level 5 Energy Cost 5 Fire Effect 140 points damage to single target, 40 points damage to all others within 2 squares of target. Burns persist: 20 points per round for 4 rounds unless extinguished. Tier 4 · Spell Level 8 Energy Cost 8 Fire Effect 240 points damage to single target, 80 points damage within 4 squares. Burns persist: 30 points per round for 6 rounds. Area set ablaze.

Bran had been holding the iron ingot for three rounds before Tilly pointed out that someone had already enchanted it. He released it anyway. The target was on fire. Bran considered this a success. The target had a different opinion, expressed at volume, for approximately two more rounds. Tilly had already moved on. She had four iron ingots in her coat that she definitely had not stolen from the same crate.

Arcing

Energy: Electricity · Material: Silver

Electrical discharge that leaps to the target and, at higher tiers, jumps to anyone standing nearby. The AP denial makes it dangerous against clustered enemies — and clustered allies.

Tier 1 · Spell Level 1 Energy Cost 1 Electricity Effect 15 points damage to single target. Target loses 1 AP next round (muscle spasm). Tier 2 · Spell Level 3 Energy Cost 3 Electricity Effect 70 points damage to single target. Target loses 2 AP next round. Arcs to 1 additional target within 2 squares for 30 points damage. Tier 3 · Spell Level 5 Energy Cost 5 Electricity Effect 120 points damage to primary target. Target loses all AP next round (stunned). Arcs to up to 2 additional targets within 4 squares for 50 points each. Tier 4 · Spell Level 8 Energy Cost 8 Electricity Effect 200 points damage to primary target. Arcs to up to 3 additional targets within 6 squares for 80 points each. All hit targets lose all AP next round.

Impact

Energy: Force · Material: Copper

Concussive force. At low levels, a shove. At high levels, it shatters stone and hurls everything in a line off its feet. Standing up from prone costs 1 AP.

Tier 1 · Spell Level 1 Energy Cost 1 Force Effect 10 points damage to single target. Target is pushed 1 square in a direction of caster’s choice. Tier 2 · Spell Level 3 Energy Cost 3 Force Effect 60 points damage to single target. Target is pushed 6 squares and knocked prone (standing up costs 1 AP). Tier 3 · Spell Level 5 Energy Cost 5 Force Effect 110 points damage to single target. Target is pushed 10 squares, knocked prone, and stunned (loses all AP next round). Can target objects — shatters wooden doors, cracks stone walls. Tier 4 · Spell Level 8 Energy Cost 8 Force Effect 180 points damage to all targets in a 4-square-wide line, 10 squares long from caster. Everything in the path is hurled backward. Structural damage to buildings.

Fiera had explained, twice, that the copper fitting was a tier-3 impact item. Tharis released it anyway, directly in front of the door they needed intact. The door was no longer a factor. Neither was the wall beside it. Tharis found this genuinely surprising. Fiera found it expensive, and began itemizing the replacement cost before the dust had settled.

Draining

Energy: Void · Material: Lead

Draws heat, energy, and vitality from the target. The cold numbs the body at low tiers; at higher tiers it reaches the mind. Penalties apply to all skill checks, not just physical ones.

Tier 1 · Spell Level 1 Energy Cost 1 Void Effect 10 points damage to single target. Target suffers −1 to all physical skill checks next round (numbing cold). Tier 2 · Spell Level 3 Energy Cost 3 Void Effect 60 points damage to single target. Target suffers −2 to all physical skill checks for 4 rounds. Free movement reduced by 1 square for 4 rounds. Tier 3 · Spell Level 5 Energy Cost 5 Void Effect 110 points damage to single target. Target suffers −3 to all skill checks for 6 rounds (not just physical — the cold reaches the mind). Free movement reduced by 2 squares. Tier 4 · Spell Level 8 Energy Cost 8 Void Effect 180 points damage to all within 4 squares of target point. All affected suffer −3 to all checks for 6 rounds. Area becomes freezing for 6 rounds — anyone entering or starting their round there takes 20 points damage.

Mending

Energy: Restoration · Material: Crystal

The only effect that restores health. Restoration energy does not interact with the damage pipeline — it simply adds health percentage back to a living, stable patient.

Stabilization required. Mending only works on a stabilized patient. A dying character (below 0 points health) must be stabilized with the Medicine skill first — this stops the bleeding and sets health to 0 points. Only then can Mending restore health above 0 points.

Using Mending on an unstabilized dying character does not help. The energy forces the patient back to consciousness but does not stop the bleeding. They wake up in agony, fully aware of their wounds, and continue losing 5 points health per round. The healing is immediately consumed by the blood loss. This is medically useless.

The correct sequence: (1) Medicine check to stabilize — stops bleeding, sets health to 0 points. (2) Mending to restore health above 0 points.

Historically, the incorrect sequence has been used as a torture method. A skilled healer carries both Medicine training and a crystal item. Mending without Medicine is an expensive way to make things worse.

Tier 1 · Spell Level 1 Energy Cost 1 Restoration Effect Restore 15 points health to a single stabilized target. Cannot bring a character above 100 points. Has no useful effect on an unstabilized dying character. Tier 2 · Spell Level 3 Energy Cost 3 Restoration Effect Restore 80 points health to a single stabilized target. Tier 3 · Spell Level 5 Energy Cost 5 Restoration Effect Restore 140 points health to a single stabilized target. Can bring an unconscious (0 points) patient to full health and conscious. Tier 4 · Spell Level 8 Energy Cost 8 Restoration Effect Restore 200 points health to a single stabilized target. Enough to bring a patient stabilized near death — even at −99 points — to full health. Clears all condition band penalties immediately. Cannot revive the dead (−100 points).

Tharis stabilized the merchant — bandaged, breathing, health at 0 points — and then released the crystal. Eighty points health, up and conscious. The merchant thanked him. Tharis tripped on the way up, fell against a shelf, and knocked a lantern onto the floor. The merchant caught it. Tharis thanked him warmly, patted him on the shoulder, and left without noticing that his money pouch was no longer on his belt. The shelf was beyond his abilities.

Influence

Energy: Mentality · Material: Obsidian

Projects psychic force into a target’s mind. Not subtle telepathy — a blunt assault. Targets resist with Resolve + Mental Resistance. Failing the resist check gets worse at higher tiers. Even a successful resist at tier 4 costs the target their entire round.

Tier 1 · Spell Level 1 Energy Cost 1 Mentality Resist Difficulty 2 Fail Disoriented: −2 to all checks next round. Success No effect. Tier 2 · Spell Level 3 Energy Cost 3 Mentality Resist Difficulty 4 Fail Compelled to take two specific simple actions on their next turn (drop weapon, move toward a point, stop moving). Success Disoriented: −1 to all checks next round. Tier 3 · Spell Level 5 Energy Cost 5 Mentality Resist Difficulty 6 Fail Dominated for 4 rounds — caster chooses their actions (cannot force self-harm). Success Disoriented for 2 rounds (−2 all checks). Tier 4 · Spell Level 8 Energy Cost 8 Mentality Resist Difficulty 8 (up to 3 targets) Fail Dominated for 6 rounds. Success Stunned for 2 rounds (lose all AP). Even a successful resist is punishing.

Multi-Energy Combination Effects

Four effects that require two energy types simultaneously. The combination produces results neither energy could achieve alone — area damage, total shutdown, defensive barriers, forced control. Multi-energy spells require items made from composite materials containing both relevant metals or minerals. Availability is at GM discretion.

Detonation

Energy: Fire + Force · Material: Iron-Copper composite

The signature explosion. Fire provides the thermal energy; Force provides the blast. This is the only reliable area damage effect in the catalog. It always explodes — there is no single-target option at any tier. Tier 4 requires the maximum enchant ceiling (Channeling 5 + Enchant Item 5). Creating and releasing a tier-4 Detonation is a campaign-defining event.

Tier 1 · Spell Level 2 Energy Cost 1 Fire + 1 Force Effect 40 points damage to all within 2 squares of target point. Always area — no single-target option. Tier 2 · Spell Level 4 Energy Cost 2 Fire + 2 Force Effect 90 points damage to all within 4 squares of target point. Targets knocked prone. Flammable objects in area ignite. Tier 3 · Spell Level 6 Energy Cost 3 Fire + 3 Force Effect 150 points damage to all within 4 squares, 70 points to all within 6 squares. Everything knocked prone and pushed 2 squares outward. Serious structural damage. Tier 4 · Spell Level 10 Energy Cost 5 Fire + 5 Force Effect 260 points damage within 6 squares, 130 points within 10 squares. Catastrophic destruction. Requires maximum enchant ceiling. This is the kind of spell that levels buildings.

Fiera had been very clear that the iron-copper composite was to be used on the second door. Tilly had taken it out of Bran’s hands on the way in. Bran found another one in a crate near the first door. He did not ask where it came from. Tharis, who had been standing closest to the first door, was unharmed and described the experience as “bracing.” He rolled a 6 on his Resolve check. He was also unharmed by the Resolve check. The universe was trying.

Psychic Drain

Energy: Mentality + Void · Material: Obsidian-Lead composite

Mental assault combined with vitality drain. The target feels their mind going numb and their body failing simultaneously. At tier 3, a failed resist renders the target completely incapacitated for four rounds — unconscious but not dying. Magical suppression (tier 2 failure) prevents the target from using Channeling skills for four rounds.

Tier 1 · Spell Level 2 Energy Cost 1 Mentality + 1 Void Resist Difficulty 3 Fail 40 points damage. −2 to all checks for 4 rounds, free movement −1 square. Success 40 points damage only. Tier 2 · Spell Level 4 Energy Cost 2 Mentality + 2 Void Resist Difficulty 5 Fail 80 points damage. −3 to all checks for 6 rounds, free movement −2, cannot use Channeling skills for 4 rounds. Success −1 all checks for 1 round. Tier 3 · Spell Level 6 Energy Cost 3 Mentality + 3 Void Resist Difficulty 7 Fail 130 points damage. Target incapacitated for 4 rounds (unconscious but not dying). Success −2 all checks for 2 rounds and stunned 1 round.

Warding

Energy: Restoration + Force · Material: Crystal-Copper composite

The only defensive spell in the catalog. Creates a protective barrier around the target that absorbs incoming damage — physical or magical. At tier 3, when the ward depletes or expires, it pulses outward and pushes nearby enemies back.

Tier 1 · Spell Level 2 Energy Cost 1 Restoration + 1 Force Effect Target gains a ward absorbing the next 40 points of incoming damage (physical or magical). Lasts 6 rounds or until depleted. Tier 2 · Spell Level 4 Energy Cost 2 Restoration + 2 Force Effect Ward absorbs up to 90 points damage. Lasts 10 rounds. While the ward holds, target gains +1 to all defense rolls (Block, Parry, Dodge). Tier 3 · Spell Level 6 Energy Cost 3 Restoration + 3 Force Effect Ward absorbs up to 150 points damage. Lasts 10 rounds. +2 to all defense rolls. When the ward breaks (depleted or expired), it pulses outward — all enemies within 1 square take 30 points Force damage and are pushed 2 squares.

Tharis unsealed the ward rod onto Bran before the fight started. This was tactically sound. Bran then walked directly into the largest group of enemies, absorbing three hits, and looked mildly inconvenienced. The ward broke on the fourth hit, pulsing outward and knocking two guards prone. Bran interpreted this as something he had done on purpose. No one corrected him. Fiera was already calculating the handling fee for the crystal-copper rod.

Galvanic Command

Energy: Electricity + Mentality · Material: Silver-Obsidian composite

Electricity overloads the target’s nervous system while Mentality seizes control of their motor functions. The target’s body obeys the caster; their mind does not. At tier 2 and above, the caster can force the target to attack an ally. The target is aware of everything happening.

Tier 1 · Spell Level 2 Energy Cost 1 Electricity + 1 Mentality Resist Difficulty 3 Fail 30 points damage. Caster forces target to move up to 4 squares in a direction of caster’s choice. Success 30 points damage only. Target loses 2 AP next round. Tier 2 · Spell Level 4 Energy Cost 2 Electricity + 2 Mentality Resist Difficulty 5 Fail 60 points damage. Caster controls target’s movement and one action for 2 rounds (can force an attack against an ally). Success Target loses 2 AP next round. Tier 3 · Spell Level 6 Energy Cost 3 Electricity + 3 Mentality Resist Difficulty 7 Fail 100 points damage. Caster fully controls target for 2 rounds — movement, actions, everything. Target can be forced to attack allies at full effectiveness. Success Stunned 2 rounds.

Quick Reference

All ten effects at a glance.

1 · Searing Energy Fire Material Iron Role Direct damage, burn over time 2 · Arcing Energy Electricity Material Silver Role Damage + AP denial, chains to nearby targets 3 · Impact Energy Force Material Copper Role Damage + knockback and positional control 4 · Draining Energy Void Material Lead Role Damage + skill debuff (cold, slowing) 5 · Mending Energy Restoration Material Crystal Role Healing only — stabilization required first 6 · Influence Energy Mentality Material Obsidian Role Mental control, no direct damage 7 · Detonation Energy Fire + Force Material Iron-Copper Role Area damage, always explodes 8 · Psychic Drain Energy Mentality + Void Material Obsidian-Lead Role Single-target shutdown, magical suppression 9 · Warding Energy Restoration + Force Material Crystal-Copper Role Defensive barrier, the only protection spell 10 · Galvanic Command Energy Electricity + Mentality Material Silver-Obsidian Role Forced movement, puppet control