Tag: spells

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  • Spell Casting Stunts

    h5. War Wizard The War Wizard specializes in overt combat magic, both offensive and defensive. When war wizards throw down, the local architecture is never quite the same again. You gain access to the keywords “evocation” and “abjuration” schools, and …

  • Abjuration

    *Arcane Shield(Abjuration, Cost, Persistent):* Add your Intelligence to your Dexterity when defending against attacks that cause physical stress. *Arcane Armor(Abjuration, Cost, Persistent):* Choose a target, either you or a willing ally in your zone. …

  • Curses

    *Curse of Bound Fortunes (Curse, Cost, Per Scenario, Corrupting, Requires two other curses):* You may bind another’s fate to your own. Touch another person (which may require an attack, if they’re actively avoiding you) and take a severe consequence …

  • Divination

    *Arcane Sight (Divination, Cost, Persistent, Per Scene, Requires Detect Magicor Detect Impurity):* Arcane sight allows you to see through many illusions. You may ignore one situation aspect created by illusion spells. *Clairvoyance(Divination, Cost, …

  • Enchantment

    *Boost Mind (Enchantment, Cost, Persistent, Requires Charm):* Cast this spell on a willing target in your zone. The target’s mental skills (Intelligence, Wisdom, Charisma) are raised by 1. Multiple castings of this spell on a single target don’t stack, …

  • Evocation

    *Burning Hands(Evocation, Cost):* Flames leap from your hands, engulfing your targets. When you cast, choose one option: 1. Target one or two creatures in your zone. 2. Target all creatures except you in your zone—including allies and bystanders. In …

  • Healing

    *Cure Light Wounds (Healing, Cost):* You can close minor cuts and bruises with a touch and promote faster healing. You may touch someone and allow them to clear all of their physical stress. *Cure Moderate Wounds(Healing, Cost, Requires Cure Light …

  • Illusion

    h4. Overcome actions for illusions are the caster’s Charisma vs. target’s Wisdom, unless otherwise specified. *Disguise(Illusion, Trickster, Persistent):* You gain a +2 to any attempt to create an advantage related to disguising a person or item. * …

  • Nature

    *Call Mist (Transmutation, Nature, Trickster, Cost):* You fill the zone you’re currently in with fog, applying the situation aspect Thick Fogto the zone. (Also, the temperature in the zone chills noticeably!) You & your allies gain two free invocations on …

  • Necromancy

    h4. Overcome actions are the caster’s Charisma vs. target’s Constitution, unless otherwise specified. Attacks are caster’s Charisma vs. target’s Intelligence and cause physical stress. *Animate Dead (Necromancy, Summoning, Cost, Persistent, Corrupting, …

  • Prayer

    *Banish(Prayer, Cost, Per Scenario, Requires two other prayers):* With a word, you can cast creatures back to their home planes. Choose an extraplanar target that’s been summoned to your plane that’s in your zone or an adjacent zone. You take an Overcome …

  • Transmutation

    Overcome actions are the caster’s Charisma vs. target’s Intelligence, unless otherwise stated. Alter Surface(Transmutation, Cost, Persistent): You change the surface of a solid object in your zone (such as the ground, a sword handle, etc.), applying a …

  • Trickster

    *Detect Magic(Divination, Trickster):* When you cast Detect Magic, you become aware of all magically-generated situation aspects in your zone. *Charm(Enchantment, Trickster, Persistent):* Choose a target in your zone. Make an Overcome action, your …