Spells

1

Absorb Elements

Flexible

For up to 1 hour, the willing creature you touch gains a bonus to one of its Elemental Defenses (Fire, Frost, Lightning; your choice) equal to the total mana you spent when you cast the spell.

Elemental Ward
The duration of the Elemental Defense is extended by 1 hour.
Elemental Absorption
For the duration of the spell, if the creature takes elemental damage, it gains an amount of mana equal to half of the damage negated by the Absorb Elements (rounded up).
Elemental Affinity
For the duration of the spell, the creature gains a +1 bonus to all skill rolls involving the element of the chosen defense.
Elemental Imbuement
The creature can infuse their weapon or natural attacks with the chosen element, dealing bonus elemental damage equal to the total mana spent when casting the spell for the duration of the spell.
Elemental Resistance
The creature gains an additional bonus to their Elemental Defense against the chosen element, equal to half their Magic skill level (rounded down).
Elemental Shield
The creature gains a temporary barrier that reduces elemental damage equal to the total mana spent when casting the spell. The barrier dissipates after it has absorbed damage equal to the mana spent.
1

Blur

Concentration

Your body becomes blurred, shifting and wavering to all who can see you. For up to 1 minute, all creature has -1 penalty at attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight.

Unseen Blur
As long as you are blurred, you are considered invisible to any creature that is more than 10 meters away from you.
Wavering Movement
While blurred, you can move through difficult terrain as if it were normal terrain and you do not trigger any opportunity attacks.
Uncanny Dodge
While blurred, you can use your reaction to halve the damage of an attack that would hit you.
Distracting Blur
While blurred, you can use your action to distract all creatures within 10 meters of you, imposing a -2 penalty on their attack rolls until the start of your next turn.
Phantom Image
While blurred, you can create a copy of yourself within 10 meters of you. The copy appears and disappears with your blurred image, and lasts until the spell ends. The copy can be used to distract enemies or make it seem like you are in multiple places at once.
Elusive Blur
While blurred, you can move up to your speed without provoking opportunity attacks. Additionally, if you move at least 5 meters away from a creature that can see you, you become invisible to that creature until the start of your next turn.
1

Comprehend Languages

For up to 1 hour, willing creature you touch understands the literal meaning of any spoken language that you hear. The creature also understands any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

Linguistic Savant
You gain a +2 bonus to your Lore skill checks related to languages and communication.
Whispering Lips
If you can see a creature’s mouth while it is speaking, you can interpret what it’s saying by reading its lips.
Multilingual
You can speak and write in any language that you have heard or read before, even if you are not proficient in it.
Secret Codebreaker
You gain a +2 bonus to your Investigate skill checks when attempting to decipher codes or hidden messages.
Language Mimic
You can mimic any language you hear perfectly, including accents and dialects, for up to 10 minutes.
Polyglot Mind
You can comprehend and speak any language instantly for up to 1 minute, but you must succeed at a Magic (Comprehend Languages) skill check with a difficulty equal to the complexity of the language.
1

Conjure Animal

Concentration Flexible

You gain the service of an animal. You can choose the animal from the list below with its rating equal or lower than the total mana you spent when you cast the spell.

ManaAnimal
1Wolf
2Bear
3Saber-Toothed Tiger
4Elephant
5Tyrannosaurus Rex
Fierce Companion (1 Mana)
The animal you conjure gains a bonus to its damage on successful attack rolls equal to the total mana you spent when you cast the spell.
Improved Bond (2 Mana)
You gain a deeper connection with the animal you conjure, granting you the ability to communicate with it telepathically for the duration of the spell.
Rampage (3 Mana)
The animal you conjure goes into a frenzied state, attacking any creature within its reach until the end of the spell or until no more enemies are within reach. The animal gains a bonus to its attack rolls equal to the total mana you spent when you cast the spell.
Guardian (4 Mana)
The animal you conjure takes on a defensive stance, guarding a specific area or person. It gains a bonus to its defense rolls equal to the total mana you spent when you cast the spell.
Terrifying Presence (5 Mana)
The animal you conjure radiates an aura of fear, causing all enemies within 10 meters to make a Will roll or become frightened. The difficulty of the Will roll is equal to the total mana you spent when you cast the spell.
Elemental Fury (6 Mana)
The animal you conjure is imbued with elemental power, gaining the ability to deal bonus elemental damage equal to your Magic skill in addition to its normal damage.
1

Courage

Concentration

Target creature you touched gains +2 to will checks against fear effects. If the creature is frightened, it rolls the will save when you cast this spell.

Fearless
The target creature gains immunity to fear effects for the duration of the spell.
Aura of Courage
All allies within a 5-meter radius of the target creature gain a +1 bonus to their will checks against fear effects.
Fearless Charge
The target creature gains a +2 bonus to their attack rolls and damage rolls against creatures that they know are capable of causing fear effects.
Inspiring Presence
The target creature gains a +1 bonus to appropriate social skill checks when interacting with allies, due to their newfound bravery and confidence.
Iron Will
The target creature gains a +2 bonus to their will checks against all types of mental effects (not just fear).
Unwavering Resolve
The target creature gains a +1 bonus to their defense rolls for the duration of the spell, due to their increased focus and determination.
1

Detect Magic

Concentration

For up to 10 minutes, you sense the presence of magic within 10 meters of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 decimeter of stone, 1 centimeter of common metal, 1 millimeter of lead, or 1 meter of wood or dirt.

Arcane Analysis
Spend a Fate point to gain an additional +2 bonus when attempting to identify the source and nature of a magical aura detected by the spell.
Concentrated Detection
Spend 2 mana to extend the range of the spell to 50 meters.
Mage Sight
Spend a Fate point to see the magical auras of hidden or invisible creatures or objects within range of the spell.
Protective Ward
Spend 3 mana to create a ward that blocks all detected magic within a 10 meter radius of the caster, preventing spells from affecting anyone within the area.
1

Disguise Self

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for up to 1 hour or until you use your action to dismiss it. You can seem 30 centimeters shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Investigation skill check contested by your Magic skill.

Impenetrable Disguise
You gain a +2 bonus to the contested Investigation check, and opponents suffer a -2 penalty to their check.
Deceptive Aura
You create an illusory aura around yourself, which can trick creatures into believing you are someone of high status or authority. You gain a +2 bonus to Persuasion and Intimidation rolls when dealing with creatures that are not immune to illusions.
Shapeshifter
You can change your body type when you use the spell. For example, you can change your arms into wings or your legs into a mermaid’s tail. You must still maintain the same basic arrangement of limbs, and the changes fail to hold up to physical inspection.
Master of Deception
You can make a contested Deception check against a creature’s Insight skill instead of using the usual contested Investigation check to see through your disguise.
Illusory Equipment
You can create illusory weapons and equipment that appear to be real. Opponents that try to disarm you suffer a -2 penalty to their roll, and you gain a +2 bonus to create surprise attacks.
1

Elemental Weapon

Elemental

You create a one-handed melee weapon in your hand. It deals a bonus elemental damage equal to your Magic skill instead of your Physique skill.

Elemental Mastery
Whenever you use the Elemental Weapon spell, you can choose to spend an extra mana point. If you do, the bonus elemental damage is increased by 1 for each additional mana point spent.
Elemental Burst
Once per scene, you can use the Elemental Weapon spell to create a two-handed melee weapon instead of a one-handed weapon. When you do, you deal double the bonus elemental damage.
Elemental Defense
Whenever you use the Elemental Weapon spell, you can choose to gain a bonus to your Elemental Defense against the chosen Elemental type equal to the total mana spent when you cast the spell.
Elemental Affinity
Whenever you use the Elemental Weapon spell, you can choose to imbue the weapon with an additional elemental property (Fire, Frost, or Lightning) at no additional cost.
Elemental Surge
Once per scene, when you successfully hit a target with your Elemental Weapon, you can choose to spend an extra mana point to deal an additional bonus elemental damage equal to your Magic skill.
1

False Life

Bolstering yourself with a necromantic facsimile of life, you gain a temporary 4 points stress box for up to 1 hour.

Necrotic Resilience
You gain an additional temporary mild consequence slot that can only be used to absorb physical damage.
Deathless Vigor
You gain a +1 bonus to Physique rolls while this spell is active.
Shadowy Resurrection
If you are taken out, you can immediately spend a fate point to come back to life with 1 stress box and this spell’s stress boxes refreshed.
Dark Empowerment
You gain a +2 bonus to any Attack rolls while this spell is active, but suffer a -2 penalty to defend against mental or emotional stress.
1

Firebolt & Frostbite & Sparks

Elemental

Choose a creature or object that you can see within 40 meters of you. The target must make an Athletics skill check contested by your Magic skill. On a failure, the target takes elemental damage of the chosen type equal to the margin of failure.

Fiery Impact
When you cast Firebolt, you can spend an additional mana to cause an explosion of flames on impact, affecting all creatures within a 3-meter radius of the target. The affected creatures must make an Athletics skill check contested by your Magic skill, taking fire damage equal to the margin of failure on a failure.
Flash Freeze
When you cast Frostbite, you can spend an additional mana to freeze the target solid, immobilizing them for one round. The target must make an Athletics skill check contested by your Magic skill, suffering a penalty to their next roll equal to the total mana you spent when you cast the spell.
Shocking Burst
When you cast Sparks, you can spend an additional mana to create a chain lightning effect, hitting up to three additional creatures within 5 meters of the initial target. The affected creatures must make an Athletics skill check contested by your Magic skill, taking electrical damage equal to the margin of failure on a failure.
Elemental Mastery
You gain a +1 bonus to your Magic skill roll when casting any of the three spells.
Elemental Amplification
When you cast any of the three spells, you can spend additional mana to increase the damage by 1 for each additional mana spent, up to your Magic skill level.
Elemental Weakness
When you cast any of the three spells and you successfully hit, you can choose to reduce the target’s defense against the corresponding elemental damage type by 1, up to your Magic skill rating, for the remainder of the scene.
1

Hardening

Flexible

For up to 1 hour, you gain a bonus to your Physical Defense equal to the total mana you spent when you cast the spell.

Stalwart
When you take a defensive action while under the effects of this spell, you gain a +1 bonus to the defense roll for each mana point you spent when casting the spell.
Enduring Defense
When you take stress on your Physical Stress track, you can spend a fate point to double the Physical Defense bonus you gain from this spell for the duration of the scene.
Magical Resilience
Once per scene, you can spend a fate point to immediately gain a bonus to your Elemental Defense equal to half of the total mana you spent when you cast the spell, which lasts for the duration of the spell.
Fortified Defense
Spend a Fate Point to increase the range of the spell to a zone, affecting all allies within that zone with the same Physical Defense bonus.
1

Harm

Flexible

You sacrifice some of your health to deal damage another creature. You take necrotic damage equal to the total mana you spent when you cast the spell, which can’t be reduced in any way, and one creature of your choice that you can see within 40 meters of you takes necrotic damage equal to the damage you took. The target creature must make a Will skill check contested by your Magic skill. On a success, the creature only takes half damage.

Death’s Toll
You can add +2 to the damage dealt by this spell, but you take an additional 1 point of stress for each additional point of damage dealt.
Life Drain
Whenever you cast this spell, you can also recover a number of stress points equal to half of the damage dealt to the target creature (round down), as long as it does not exceed your total stress boxes.
Death’s Touch
You can use this spell to instantly kill a target creature you touch with a successful Will skill check contested by the target’s Will skill check, if the target creature’s Physique skill is equal to or lower than 0.
Dark Empowerment
If the target fails their Will skill check, you can choose to temporarily boost one of your other spells. For the next three rounds, any spell you cast that deals damage deals an additional +1 damage.
Soul Siphon
Whenever you kill a creature using this spell, you can choose to siphon its soul, gaining a boost to your next Magic skill check or dealing additional damage with the next Harm spell you cast.
1

Healing

Flexible

A creature you touch regains a number of physical stress points equal to your Magic skill times the total mana you spent when you cast the spell.

Healing Hands
When you cast the Healing spell, you may choose to spend an additional point of mana to remove any one minor physical consequence from the target in addition to restoring stress points.
Mass Healing
By spending an additional point of mana, you may choose up to three willing creatures within range to be affected by the Healing spell, dividing the restored stress points among them as you see fit.
Sustained Healing
Whenever you heal someone, they heal for an extra 1d4 at the start of your next turn.
1

Hunter's Mark

Concentration

You choose a creature you can see within 30 meters of you and mystically mark it as your quarry. For up to 1 hour, target takes 1 extra damage whenever it takes a physical hit. You have a +1 bonus on any Notice or Investigation skill check you make to find it.

Deadly Focus
Spend 1 fate point to gain a +2 bonus on attack rolls against a target marked by your Hunter’s Mark spell for two attack rolls.
Keen Hunter
Your bonus to Notice or Investigation skill checks to find a marked target increases to +2.
Hunter’s Sense
You have a sixth sense when it comes to your marked target. You can always determine the direction and distance to the target, even if you can’t see it.
Sudden Strike
When you attack a target marked by your Hunter’s Mark spell, you may spend 2 mana to add +2 to your weapon’s damage for one attack.
Relentless Pursuit
You can concentrate on your Hunter’s Mark spell for up to 8 hours. If your marked target moves out of range, you know the direction in which it moved.
1

Light

You touch one object that is no larger than 3 meters in any dimension. For up to 1 hour, the object sheds bright light in a 6 meters radius and dim light for an additional 6 meters. The light can be colored as you like.

Dazzling Radiance
Your light becomes incredibly intense, causing anyone who looks directly at it to make an Athletics skill check contested by your Magic skill or be blinded for one round.
Glowing Aura
You or a creature you touch is surrounded by an aura of light, giving it a +1 bonus to any Intimidation skill checks it makes against creatures that can see it.
Shadow Weaver
You can shape the light in the area around you to create areas of shadow, granting you a +2 bonus to Stealth skill checks made to hide or move silently.
Flashbang
By rapidly pulsing the light, you can create a disorienting flash that forces all creatures within 6 meters to make a Will skill check contested by your Magic skill or be momentarily stunned for one turn.
Light in the Darkness
By touching a piece of jewelry, you imbue it with the ability to shed light on command, giving you a source of light that cannot be extinguished easily.
Guiding Light
You create a beam of light that shines on a creature, giving any allies within 6 meters of the creature a +1 bonus to hit it.
1

Purify Food and Drink

All nonmagical food and drink within a 2 meters radius sphere centered on a point of your choice within 3 meters of you is purified and rendered free of poison and disease.

Nourishing Aura
You can extend the purification effects to a larger radius, up to a maximum of 10 meters.
Sanctify Water
You can purify water to an even greater degree, rendering it holy water for 1 hour.
Enhanced Purification
The spell can now purify magical food and drink, although it costs 2 mana to do so.
Purifying Flame
You can focus the spell’s power into a burst of purifying fire, dealing damage to undead creatures within the radius while also purifying any nearby food and drink.
Cleansing Presence
As long as the spell is active, you emit an aura that extends the purification effects to any creature that enters the radius, removing any poison or disease from their system.
Contamination Detection
You gain the ability to detect poisons and disease within the radius, allowing you to identify any tainted food or drink.
Fasting Purge
You can extend the spell’s effects to include a creature’s digestive system, causing them to purge any toxins or poisons from their body. This requires the creature’s consent and costs 2 mana to cast.
1

Time Alter

Flexible Concentration

You seperate the passage of the time inside your body from the ‘flow of time’ in the outside world, allowing you to move faster than the human eye can see. For up to 1 minute, you gain the following benefits:

  • (1 mana) Accel: You gain a bonus to your movement speed equal to 2 times the total mana your spent when you cast the spell.
  • (2 mana) Double Accel: You have advantage on your Athletics skill checks.
  • (3 mana) Triple Accel: You gain a +1 bonus to your defense rolls.
  • (4 mana) Square Accel: You can use a second action on your turns.
Swift Stride (min: 1 Mana)
If you spend any amount of mana on Time Alter, you gain a +1 bonus to your Athletics skill checks.
Lightning Reflexes (min: 2 Mana)
If you spend at least 2 mana on Time Alter, you gain advantage on any actions that require quick reflexes, such as dodging attacks or catching a falling object.
Time Dilation (min: 3 Mana)
If you spend at least 3 mana on Time Alter, any attacks against you have disadvantage, as you appear to move impossibly fast to your enemies.
Haste (min: 4 Mana)
If you spend all 4 mana on Time Alter, you gain an additional action on each of your turns. This action can be used for any purpose, but cannot be used to cast another spell.
1

Vampiric Touch

Concentration

Your prayer empowers you with divine shadow. For up to 1 minute, your weapon attacks deal an extra 1d4 necrotic damage on a hit. Also, you heal for an amount equal to half of the post-mitigation damage you dealt.

Dark Empowerment
Your Vampiric Touch is now empowered with more potent shadow energy. Your weapon attacks deal an extra 1d6 necrotic damage instead of 1d4.
Life Leech
Your Vampiric Touch is now more potent in its healing capabilities. You heal for an amount equal to the post-mitigation damage you dealt instead of equal to half of the damage dealt.
Sustaining Shadow
Your Vampiric Touch now grants you an additional benefit. For the duration of the spell, you gain resistance to necrotic damage.
Shadow Parry
You can use your Vampiric Touch to defend yourself. As a reaction to being hit by an attack, you can spend 1 Mana and make a weapon attack with Vampiric Touch. If the attack hits, you deal normal damage and also reduce the damage you took from the triggering attack by the amount of necrotic damage dealt.
Lingering Vampirism
Your Vampiric Touch now lingers beyond the duration of the spell. Any creature you successfully hit with the spell must make a Will skill check contested by your Magic skill. On a failure, the creature continues to take 1d4 necrotic damage at the start of each of its turns until it takes an action to make a successful Will save. Additionally, you heal for an amount equal to half the damage dealt by this effect.
2

Animate Dead

This spell creates undead servants. Choose a number of piles of bones or a corpses equal to your Magic skill within 15 meters of a point within 50 meters. Your spell imbues the targets with a foul mimicry of life, raising them as an undead creatures. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse. On each of your turns, you can mentally command any creature you made with this spell if the creature is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to a number equal to your Magic creatures you have animated with this spell, rather than animating a new one.

Undead Army
You can control up to two additional undead creatures beyond your Magic skill.
Enhanced Undead
The undead creature you create has +2 to its Physique and Fight skills.
Fearless Minion
The undead creature you create is immune to the Frightened condition.
Explosive Demise
When the undead creature you create is destroyed, it explodes in a 2-meter radius, dealing 2 shifts of physical damage to all creatures in the area.
2

Calm

Concentration

You attempt to suppress strong emotions in a creature. Choose a creature you can see within 10 meters of you. The creature must make a Will skill check contested by your Magic skill. On a failure, the target calms down and stops fighting for 1 minute or until it is attacked or harmed by a spell or if it witnesses any of its friends being harmed.

Soothing Presence
Your mere presence radiates a calming aura that affects all creatures within a 10-meter radius of you.
Lingering Calm
The effect of Calm lingers for an additional minute after the spell ends, preventing the target from attacking or harming others unless provoked.
Empathic Connection
You gain a temporary empathic connection with the target of Calm, allowing you to sense its emotional state and intentions for the duration of the spell.
2

Clairvoyance

Concentration

You can see and hear a distant creature or location of your choice, as if you were there. Choose a creature or location that you are familiar with, or a location within your line of sight, and concentrate for the duration of the spell, which lasts for up to 1 minute.

Remote Observation
You can target a location or creature beyond your line of sight, but within range.
Heightened Perception
You gain a +2 bonus to your Notice skill checks while under the effects of the spell.
Shared Vision
You can allow one other creature to share your clairvoyant sight and hearing for the duration of the spell.
Echoes of the Past
You can use the spell to see and hear events that occurred in the past at the chosen location, up to 24 hours ago.
Future Glimpse
You can use the spell to see and hear events that will occur in the future at the chosen location, up to 1 hour in advance. The information you receive is subject to change depending on the actions of those involved.
2

Conjure Attronach

Concentration Elemental

Summon an atronach in an empty place within 30 meters of you that lasts for 1 minute. The atronach Firebolt / Frostbite / Sparks spell depending on the element chosen.

Atronach’s Fury
When you summon an atronach, you can spend an additional 1 mana to imbue it with increased power. The atronach’s spells now deal an extra +1 stress damage on a hit.
Elemental Shroud
When you concentrate on the atronach, you can spend a minor action to surround it with an elemental shroud. The atronach becomes immune to damage of its own element type and gains resistance to damage from other elements.
Dual Atronachs
When you cast this spell, you can spend an additional 2 mana to summon two smaller atronachs instead of one large one. Each atronach has half the original atronach’s health and deals half damage, but they can attack different targets.
Atronach’s Protection
You can spend a minor action to command the atronach to protect you. The atronach interposes itself between you and any attack, taking damage instead of you. The atronach can be destroyed this way, and the spell ends when it is destroyed.
2

Debilitate

You channel dark energy to weaken the physical resilience of a target creature, making them less resistant to harm. Choose a creature within range that you can see. The target must make a Physique skill check contested by your Magic skill. On a failure, their Physique skill is reduced by 2 for the duration of the spell.

Lingering Pain
If the target fails their Physique check by 3 or more, they suffer from persistent pain that imposes a -1 penalty to all actions for the next scene.
Weakened Defenses
If the target fails their Physique check, they also suffer a -1 penalty to their Defense skill rolls until the end of their next turn.
Weakened Vulnerability
While the Enfeeble spell is in effect, any attacks against the target’s physical stress boxes gain a +1 bonus.
Weakened Presence
If the target fails their Physique check, they also suffer a -1 penalty to their Will skill until the end of their next turn.
2

Detect Truth

Concentration

For up to 10 minutes, you gain a +2 bonus to your Empathy skill checks to determine if a creature is telling the truth.

Mind Reader
With a successful Empathy check, you can also glean surface-level thoughts and intentions of the creature you are detecting truth from.
Zone of Truth
You can now extend the Detect Truth effect to a 2 meters radius sphere centered on a point within 10 meters of you, affecting all creatures within the area. Creatures affected must make a Will skill check contested by your Magic (Divination) skill to resist the effect.
2

Dispel Magic

Flexible

Choose one creature, object, or magical effect within 40 meters of you. Any spell that you are capable of casting on the target ends. For any other spell on the target, make a skill check with your Magic skill contested by the target spell’s level. On a success, the spell ends.

Counter Spell
You can use Dispel Magic as a free action when targeted by a spell. Roll your Magic skill against the spell level. On a success, you can choose to spend an amount of mana equal to the mana cost of spell you want to counter to dispel it.
Adept Dispel
You have a +1 bonus to your Magic skill when casting Dispel Magic. In addition, you can cast the spell as a minor action.
Dispel Ward
When you cast Dispel Magic, you can spend an additional 1 mana to create a ward that lasts for up to 1 minute. The ward has a radius of 5 meters and any magical effect that enters or originates from within the ward is dispelled. You can choose to end the ward at any time.
2

Elemental Rune

Elemental

You inscribe a 2 meters radius glyph on a surface or within an object that can be closed to conceal the glyph. The glyph is nearly invisible and requires a successful Notice skill check contested by your Magic skill to be found. Starting from your next turn, you can trigger the glyph as a free action. When triggered, the glyph erupts with magical energy in a 2 meters radius sphere centered on the glyph. Each creature in the area must make an Athletics skill check contested by your Magic skill. On a failure, the target takes elemental damage of the chosen type equal to the margin of failure.

Elemental Mastery
When casting Elemental Rune, you can choose two elemental types instead of one. The glyph now deals both types of elemental damage when triggered.
Hidden Glyph
You can spend an additional mana point to make the glyph even harder to find, requiring a successful Notice skill check contested by your Magic skill with a +2 bonus.
Amplified Glyph
You can spend an additional mana point to increase the glyph’s radius to 4 meters, affecting a larger area when triggered.
Delayed Blast
You can spend an additional minor action to set a delay timer for the glyph, triggering it after a number of turns up to your Magic skill.
Arcane Disruption
When triggering the glyph, you can choose to also dispel one magical effect within the area of effect, forcing a Magic skill check contested by the effect’s level.
Elemental Affinity
You gain a +2 bonus to your Magic skill when casting Elemental Rune.
Chain Reaction
If the glyph damages a creature, you can spend an additional minor action to trigger a second Elemental Rune glyph within range, dealing additional elemental damage to the same creature or another nearby creature.
2

Fear

Concentration

You project a phantasmal image of a creature’s worst fears. Choose a creature you can see within 10 meters of you. The creature must make a Will skill check contested by your Magic skill. On a failure, the creature becomes frightened for 1 minute. The spell ends if the creature doesn’t have line of sight to you.

Master of Fear
You gain a +1 bonus to your Magic skill when casting Fear.
Terrifying Presence
Creatures within 5 meters of you when you cast Fear must make a Will skill check contested by your Magic skill, or become frightened for 1 minute.
Lingering Dread
Frightened creatures remain frightened for an additional 1 minute after Fear ends.
Crippling Fright
Frightened creatures take a -2 penalty to all skill checks while under the effects of Fear.
Nightmare Fuel
If a creature fails its Will skill check against Fear by 3 or more, it is also paralyzed with fear for 1 round.
2

Feign Death

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For up to 1 hour, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned, the disease and poison have no effect until the spell ends.

Deathly Gambit
Spend a Fate point to allow the target to use their Feign Death as a surprise attack, suddenly rising from their seemingly dead state to strike their opponent while they are off guard.
Undetected Departure
While under the effects of Feign Death, the target can leave their body and move around as an invisible, intangible spirit. They cannot interact with anything physical, but they can observe and hear everything within 10 meters.
Mortal Coil
Spend a Fate point to allow the target to use Feign Death to gain a temporary boost to their physical abilities upon “waking up” from their catatonic state. The creature gains +2 bonus to their Physique and Athletics skills for up to 5 minutes.
False Resurrection
Upon the target’s “revival” from Feign Death, they can choose to act as if they are a risen undead, fooling those around them into believing they are no longer alive.
2

Lesser Restoration

You touch a creature and can end either one disease or one condition afflicting it. The condition can be fatigued, frightened, paralyzed, poisoned or stunned.

Cleansing Touch
Once per scene, when you successfully cast Lesser Restoration, you may also remove any minor curses or hexes affecting the target.
Restoration Surge
You may expend additional mana to also restore one aspect or consequence the target has suffered from the disease or condition that you cured.
Vitality Boost
When you remove a condition afflicting a creature, they gain a temporary boost to their maximum health equal to your Magic (Restoration) skill. The temporary health lasts for a number of rounds equal to your Magic (Restoration) skill.
2

Non-Detection

For 8 hours, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 3 meters in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.

Vanishing Act
When you cast Nondetection on yourself, you can use Stealth instead of Magic to hide from physical and magical detection for the duration of the spell.
Diversionary Tactics
When you cast Nondetection on an object or place, you can choose to create a minor illusion in a nearby location as a distraction, granting a +2 bonus to any Deceive or Stealth checks made to avoid detection.
Untraceable Steps
When you cast Nondetection on yourself, you leave no tracks or traces of your passage for the duration of the spell. This grants you a +2 bonus to any Survival checks made to avoid tracking or pursuit.
Misdirection
When you cast Nondetection on a target, you can choose to also create an illusory copy of the target that appears to be moving in the opposite direction, confusing any pursuers and granting a +2 bonus to any Deceive checks made to evade them.
Ghostly Presence
When you cast Nondetection on an object or place, you can choose to imbue it with a ghostly aura that causes it to appear haunted and unnerving to anyone who approaches. This imposes a -2 penalty to any Will checks made to investigate or interact with the target.
2

Ray of Enfeeblement

Concentration

A black beam of enervating energy springs from your finger toward a creature within 20 meters of you. Make a ranged spell attack against the target. On a hit, the target doesn’t add its Physique skill to its weapon attacks in damage calculation until the spell ends. At the end of each of the target’s turns, it can make a Physique skill check contested by your Magic skill. After 1 minute or on a success, the spell ends.

Lingering Enfeeblement
The effects of the spell persist beyond its initial duration, reducing the target’s Physique skill for 1 more minute.
Weakening Pulse
The enervating energy pulses from your finger, affecting all creatures within a 2-meter radius of the target. Each affected creature must make a Physique skill check contested by your Magic skill or suffer the same effects as the primary target.
Enfeebling Blast
You channel the enervating energy into a single powerful blast that strikes the target with greater force. Make a ranged spell attack against the target with a +2 bonus to your Magic skill. On a hit, the target is immediately incapacitated.
Weakening Aura
You radiate an aura of enervating energy that weakens the Physique skill of all creatures within 10 meters of you. While you concentrate on the spell, affected creatures suffer the same effects as the primary target, losing their Physique skill for damage calculation on weapon attacks.
2

Remove Curse

At your touch, 1 curse affecting a creature or an object ends. The difficulty for this spell is determined by the severity of the curse. For minor curses, such as a cursed item causing minor inconveniences, the difficulty is Average. For more powerful curses, such as a curse that affects the creature’s ability to act or think, the difficulty increases to Good or higher. The caster may need to make additional skill checks to remove particularly potent curses, such as those created by powerful sorcerers or other magical entities. Additionally, the spell only removes the curse and does not repair any damage already caused by it, such as physical or mental harm inflicted by the curse.

Cursebreaker
When casting Remove Curse, you gain a +1 bonus to your Magic skill checks for removing powerful curses.
Rapid Curse Removal
You can cast Remove Curse as a minor action, allowing you to remove curses more efficiently in combat situations.
Curse Detection
You can sense the presence of curses within 10 meters of you. This allows you to determine the number and severity of curses affecting a creature or object before casting Remove Curse.
Curse Transfer
You can transfer a curse from one creature or object to another. This can be useful if a curse is affecting a valuable object or if a curse is too powerful to be removed outright.
Curse Ward
When you cast Remove Curse on a creature, you can also create a magical ward that protects them from future curses. The ward lasts for 24 hours and provides a +2 bonus to the creature’s Will skill checks to resist curses.
2

Sending

You send a short message of twenty-five words or less to a creature that you are familiar with and can see within 500 meters of you. The message can be in any language that you know, and the target understands it regardless of their own language abilities. The message is conveyed in a magical whisper that only the target can hear, and you can choose to either speak the message aloud or transmit it directly into the target’s mind. The target can respond to your message with a message of their own of up to twenty-five words or less, which you will hear or receive telepathically, respectively. If the target is on a different plane of existence, the spell fails. If you are not familiar with the target, the spell also fails.

Mind Whisperer
You can transmit the message directly into the target’s mind without speaking aloud, and they can reply in kind. Your Magic skill is used instead of your Provoke or Rapport skill when communicating with the target.
Distant Connection
You can use the Sending spell to communicate with a familiar creature up to 5 km away, rather than the normal range of 500 meters.
Multiple Targets
You can target up to three creatures at once with the Sending spell, each of whom can hear or receive your message, and respond with a message of their own.
Silent Transmission
You can choose to transmit the message silently, without any magical whispers, making it impossible for anyone else to overhear or intercept the message.
3

Arcane Eye

Concentration

You create an invisible, magical eye within the 30-meter range that hovers in the air that lasts up to 1 hour. You mentally receive visual information from the eye, which has normal vision and darkvision out to 10 meters. The eye can look in every direction. As an action, you can move the eye up to 10 meters in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 centimeter in radius.

Eagle Eye
You gain a +2 bonus to Perception checks made with the Arcane Eye.
Far-Sight
You can mentally extend the range of the Arcane Eye’s darkvision to 30 meters.
Mind Spy
You can use the Arcane Eye to read the surface thoughts of a creature within range. The target must make a Will check contested by your Magic skill or you gain insight into its intentions for the next few moments.
Scrying Master
When you use the Arcane Eye to observe a specific creature or location, you gain a +1 bonus to any subsequent attempts to scry on that target or place.
Wandering Eye
You can use the Arcane Eye to scout ahead of you up to 1 kilometer away. While the Eye is scouting, you are considered blind and deaf.
3

Conjure Barrage

You throw a non-magical weapon into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 15 meters cone must make an Athletics check contested by your Magic skill. A creature takes 2 times the damage of the thrown weapon plus your margin of success.

Explosive Barrage
You can spend an additional point of mana to imbue the thrown weapon with explosive energy. When the weapons shoot forward, they explode on impact, dealing an additional 1d6 damage in a 3-meter radius.
Hail of Poison
You can spend an additional point of mana to imbue the thrown weapon with poisonous energy. When the weapons shoot forward, they release a cloud of toxic gas that poisons any creature caught in the cone, dealing an additional 1d4 poison damage per round for 3 rounds.
Ricochet Barrage
You can spend an additional point of mana to imbue the thrown weapon with ricocheting energy. When the weapons shoot forward, they bounce off surfaces and continue to strike targets behind cover, ignoring partial cover and giving a -2 penalty to full cover.
Blinding Flash
You can spend an additional point of mana to imbue the thrown weapon with a blinding flash of light. When the weapons shoot forward, they emit a burst of intense light that blinds creatures caught in the cone, imposing a -2 penalty on all actions for 1 round.
3

Cure Wounds

A creature you touch regains a number of consequence points equal to your Magic.

Further Touch
You can heal a target from a distance of up to 10 meters instead of having to touch them.
Mass Healing
You can heal all allies within a 10-meter radius of you for half the amount of healing you would normally do.
Quick Healing
You can cast the spell as a minor action instead of an action, allowing you to take another action on the same turn.
Energized Healing
When you cast Cure Wounds, you can choose to also restore 1 stress point to the target.
3

Death Ward

For up to 2 hours, you touch a creature and grant it a measure of protection from death. The first time the target would die as a result of taking damage, the target instead stays alive with 1 consequence point remaining. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Death Defiance
While under the effects of Death Ward, the target can choose to stay on their feet and remain conscious after taking damage that would normally knock them out or kill them.
Last Stand
When Death Ward prevents the target from dying, they become filled with a burst of energy, gaining a +2 bonus to their next attack roll or skill check.
Grim Resolve
The target gains resistance to necrotic damage while Death Ward is in effect, reducing the damage taken by half.
Death’s Embrace
When the target is reduced to 1 consequence point by an attack while Death Ward is in effect, they can choose to embrace the power of death. For the next round, they gain immunity to all damage and their attacks deal necrotic damage.
Final Stand
When the target is reduced to 1 consequence point while Death Ward is in effect, they can use their reaction to make a single attack against an enemy that they can see within range. If the attack hits, it deals additional damage equal to your Magic skill.
3

Detect Life and Death

Concentration

For up to 10 minutes, you sense the presence of any living being or undead within 10 meters of you. The spell can penetrate most barriers, but it is blocked by 1 decimeter of stone, 1 centimeter of common metal, 1 milimeter of lead, or 1 meter of wood or dirt.

Life Sense
You can discern the type of living being detected (e.g. humanoid, animal, plant) by their life energy signature.
Undead Tracker
You gain a +2 bonus to track undead creatures that are detected by the spell.
Death Awareness
You can sense if a creature has recently died within the spell’s range, and gain a general idea of the cause of death (e.g. natural, traumatic, magical).
Hidden Presence
You can concentrate to mask your own life energy signature, allowing you to remain undetected by the spell.
Necromantic Insight
You gain a +2 bonus to identify and understand the properties of necrotic energy or undead creatures detected by the spell.
3

Fireball & Icestorm & Electrical Discharge

Elemental

Choose an area that you can see within 40 meters of you. Each creature in a 5 meters radius must make an Athletics skill check contested by your Magic skill. On a failure, the target takes elemental damage of the chosen type equal to the margin of failure.

Intense Heat
Increase the damage of Fireball by +2.
Fiery Blast
Targets hit by Fireball catch on fire and take additional damage equal to your Magic skill on their next turn unless they succeed in an Athletics check.
Explosive Impact
Fireball also deals damage to structures and objects in the area, potentially destroying them.
Bitter Cold
Increase the damage of Ice Storm by +2.
Frozen Solid
Targets hit by Ice Storm are also affected by the immobilized condition until they make a Physique check against your Magic skill.
Hail of Ice
Ice Storm creates sharp icicles in the area, allowing you to make an additional Icestorm attack against a single target in the area as a minor action by taking a -1 penalty to your attack.
Arcing Bolt
Chain Lightning hits one additional target per success on your Magic skill check.
Electrifying Presence
Targets hit by Ice Storm are also affected by the immobilized condition until they make a Physique check against your Magic skill.
Static Discharge
Currently unknown effects.
3

Fury

Concentration

Target one creature that you can see within 40 meters of you. The creature must make a Will skill check contested by your Magic skill. On a failure, the creature is enraged. The enraged target must use its action on each of its turns to make an attack against a creature other than itself that you mentally choose. At the end of each of its turns, the target can make another Will skill check with a bonus equal to the turns it remained enraged.

Uncontrollable Fury
While under the effect of Fury, the enraged target must also move towards the creature it is attacking on its turn, even if doing so would provoke opportunity attacks.
Shared Fury
You can spend 3 additional points of mana to affect one additional creature within range. Both targets become enraged and must attack the same creature each turn.
Enraging Glare
When you cast Fury, you can make an Intimidation skill check contested by the target’s Will skill check. If you succeed, the target is automatically enraged without the need for a contested roll.
Unbreakable Fury
The target’s bonus to its Will skill check to end the effect of Fury is reduced by half.
Explosive Fury
When the target’s Will skill check to end the effect of Fury fails, it explodes in a burst of anger. Each creature within 5 meters of the target takes elemental damage of a type of your choice equal to the target’s Will skill check margin of failure.
3

Instant Summon

You can use your action to speak the an item’s name that you have bonded with this spell. The item you can summon in the manner cannot be heavier than 50 kg. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, casting the spell doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. If no other creature is holding the item, you can choose the end the spell and send the item back to where it came from.

Swift Summon
You can summon the object as a minor action instead of using your action.
Multiple Objects
You can bond with and summon multiple objects with this spell, up to a maximum of two objects per point of your Magic skill.
Stealthy Summon
You can summon the object without anyone else noticing. The object appears in your hand silently and without any visible effects, allowing you to surprise your foes.
Bond of Loyalty
Once per day, you can bond with a creature instead of an object, gaining the ability to summon them to your location with this spell. The creature must be willing to be bonded in this way.
3

Invisibility

A creature you touch becomes invisible for 1 hour. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

Whispered Words
While invisible, you can speak a message of up to 10 words to a creature within 10 meters of you. The message is whispered directly into the target’s ear and cannot be overheard by anyone else.
Phantom Strike
Once per scene, you can use this stunt to make a melee attack against a target while invisible. The attack gains a +2 bonus to hit and deals an extra 2 stress if it hits.
Silent Steps
While invisible, you can move without making any sound. You gain a +2 bonus to Stealth rolls made to move silently.
Vanishing Act
You can use this stunt to become invisible as a minor action when you take cover. You remain invisible until you take an action or until the end of your next turn, whichever comes first.
3

Life Transference

You sacrifice some of your health to mend another creature’s injuries. You take damage equal to your Magic skill, which can’t be reduced in any way, and one creature of your choice that you can see within 10 meters of you regains a number of stress points equal to twice the damage you take.

Transcendent Healing
Your Magic skill bonus is added to the number of stress points the target regains.
Soul Link
Instead of taking the damage yourself, you may choose another willing creature within range to take it in your place.
Selfless Sacrifice
You can choose to take extra damage up to your Magic skill bonus to give an additional amount of stress points to the target.
Life Absorption
When you take the damage, you also gain temporary stress points equal to half the amount of damage taken.
3

Penumbral Pendulum

You summon a spectral pendulum with a width of 1 meter and a length of 10 meters. All creatures in the spell’s area must make an Athletics skill check contested by your Magic skill. On a failure, a creature takes necrotic damage equal to the margin of failure. Undead creatures in the area heals for an amount equal to your Magic instead.

Penumbral Blade
Spend a fate point to make the spectral pendulum take on a razor-sharp edge, allowing it to deal additional stress equal to your Magic skill when it strikes a target.
Spectral Tether
Spend a fate point to use the pendulum to ensnare a target, forcing them to make a Physique skill check contested by your Magic skill or become immobilized until the end of their next turn.
Unseen Strike
Spend a fate point to make the pendulum invisible to all but one creature of your choice within range, allowing it to strike from unexpected angles and ignore armor or defenses.
Spectral Scythe
Spend a fate point to make the pendulum grow in size, granting it a width of 3 meters and allowing it to strike all creatures in the area.
Necrotic Surge
Spend a fate point to make the pendulum explode in a burst of necrotic energy, dealing stress equal to your Magic skill to all creatures in the area. Undead creatures in the area heal for an amount equal to twice your Magic skill instead.
3

See Invisibility

Concentration

You gain the ability to see invisible creatures and objects within 30 meters of you. Additionally, you can see through illusions created by spells or other magical effects, though you must still succeed on an Investigation skill check contested by the caster’s Magic skill to discern the illusion’s nature. The effect lasts for 1 minute.

Enhanced Sight
You can see invisible creatures and objects within 60 meters of you.
Illusion Breaker
You gain a +2 bonus to your Investigation skill checks when attempting to discern illusions.
Pierce the Veil
You can see through illusions created by non-magical means as well, such as disguises or camouflage.
Anti-Magic Field
As an action, you can create a 10-meter radius sphere of anti-magic centered on you that lasts for 1 minute per level of the caster. All magical effects, including spells, within the area are suppressed, including invisibility and illusions. However, creatures with innate magical abilities or those using magic items are not affected by this spell.
3

Sleet Storm

Concentration

For up to 1 minute, freezing rain and sleet fall in a 8 meters tall cylinder with a 15 meters radius centered on a point you choose within 150 meters of you. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Athletics skill check contested by your Magic skill. On a failure, it falls prone. If a creature starts its turn in the spell’s area and is concentrating on a spell, the creature must make a Will skill check contested by your Magic skill On a failure, it loses its concentration.

Frostbite
The cold and icy conditions of the sleet storm cause damage to creatures in the area. At the start of each turn, creatures take 1d4 damage.
Whiteout
The heavy snowfall of the sleet storm creates a blinding effect. Any creature trying to see more than 15 meters away must succeed on a Perception check contested by your Magic skill check or be unable to see beyond that distance.
Freezing Blast
As an action, you can focus the power of the sleet storm into a blast of icy wind. Choose a creature within the area of the spell and make a ranged spell attack against it. On a hit, the target takes cold damage and must succeed on a Strength check or be pushed 5 meters away from you.
Ice Barrier
You can use your action to create a wall of ice within the area of the sleet storm. The wall is up to 15 meters long, 2 meters high, and 30 centimeters thick. It provides half-cover to creatures behind it and lasts for the duration of the spell or until it is destroyed.
3

Speak with Dead

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days. For up to 10 minutes, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Corpse Whisperer
You have honed your ability to speak with the dead, allowing you to ask more questions and receive clearer answers. Increase the number of questions you can ask by two, and the answers you receive are more detailed and less cryptic.
Spirit Guide
When speaking with the dead, you are able to connect with the animating spirit of the corpse, gaining insight into the world beyond. After using this spell, you gain a temporary boost to your Magic skill for a scene, representing the guidance you have received.
Lie Detector
You are able to sense when a corpse is being untruthful with its answers. Once per use of this spell, you can force the corpse to tell the truth by making a Magic skill check contested by the corpse’s Will skill.
Psychic Echo
When speaking with the dead, you are able to pick up on residual emotions and sensations that the corpse experienced in life. Once per use of this spell, you can gain a temporary boost to a non-magic skill related to the information you have received.
3

Water Breathing

For up to 24 hours, you gain the ability to breathe underwater. You also retain your normal mode of respiration.

Deep Diver
You have trained your body to withstand the intense pressure of the ocean depths. You gain +2 to overcome any obstacle related to swimming or diving, and you gain +1 to defend against attacks made underwater.
Aquatic Adaptation
You have developed physical adaptations that make you a natural in the water. You gain +2 to create advantages when interacting with aquatic creatures or environments, and you can hold your breath for twice as long as normal when not using the water breathing spell.
Oceanic Explorer
You have spent your life exploring the ocean depths and know the dangers and wonders that lurk beneath the waves. You gain +2 to create advantages when navigating or exploring underwater environments, and you have a +2 bonus to overcome obstacles related to finding sunken treasures or hidden underwater locations.
Underwater Combatant
You are skilled in fighting underwater and can easily move and attack in the water. You gain +1 to attack and defense rolls against attacks made underwater, and you can create advantages to hinder your opponents’ movement or attacks in the water.
Breath of Life
You can use Water Breathing on a willing creature within 10 meters of you as a minor action. The target gains the ability to breathe underwater for up to 24 hours, and you can end the effect early as a free action. Additionally, if the target is unconscious or dying and submerged in water, you can use Water Breathing on them as an action to stabilize them and allow them to breathe, preventing them from drowning.
4

Blight

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Physique skill check contested by your Magic skill. On a failure, the creature takes necrotic damage equal to the margin of failure. Also, you heal for an amount equal to the post-mitigation damage you dealt. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the Physique skill check with disadvantage, and the spell deals double damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a Physique skill check, it simply withers and dies.

Necrotic Drain
Whenever you successfully cast Blight, you can choose to drain additional life force from the target. If you do, the target takes an extra 1d6 necrotic damage, and you heal an additional 1d6 hit points.
Deathly Touch
Once per scene, you can use your Magic skill in place of Fight to make a melee attack that deals necrotic damage. If the attack succeeds, you also heal for an amount equal to the damage dealt.
Withering Strike
When you make an attack against a plant creature or a magical plant, you can use your Magic skill in place of Shoot or Fight. If the attack hits, it deals an additional 2d6 necrotic damage.
Cursed Energy
When you cast Blight, you can choose to imbue the necromantic energy with a curse. The target must make a Will skill check contested by your Magic skill. On a failure, the target gains a mild curse of your choice, such as bad luck or weakened defenses, for the next hour.
Death Knell
Once per session, you can attempt to kill a target outright with Blight. To do so, you must spend a Fate point and declare your intent to use Death Knell. The target must make a Physique skill check with a +2 difficulty modifier, contested by your Magic skill. On a failure, the target dies instantly. If the target is a plant creature or magical plant, it has a disadvantage on the skill check and the difficulty modifier increases to +4.
4

Call to Arms

Concentration

All allies within 10 meters of you get a +1 bonus to their Fight and Shoot skills for 10 minutes.

Inspiring Leader
When you cast Call to Arms, you gain a +2 bonus to Rapport rolls made to rally or motivate your allies.
Battle Cry
When you cast Call to Arms, you can make a Create an Advantage action to create a boost aspect with a free invocation on all allies within 10 meters of you. The aspect represents the battle cry you shout to rally your allies.
Group Tactics
When you or any of your allies within the area of effect of Call to Arms succeed on a Fight or Shoot roll, you can spend a Fate point to give a +2 bonus to the next Fight or Shoot roll made by another ally within 10 meters of you.
Coordinated Assault
When you cast Call to Arms, you can designate one ally within range. Whenever that ally succeeds on a Fight or Shoot roll, you can use your reaction to immediately make a Fight or Shoot attack against the same target.
Flanking Maneuver
When you cast Call to Arms, you can designate two allies within range. Whenever those allies make a Fight or Shoot attack against a common target, they gain a +2 bonus to their rolls. Additionally, the target suffers a -2 penalty to its Defense roll against attacks made by any of the designated allies.
4

Corpse Explosion

All creatures within 20 meters of you explodes. Each creature (excluding yourself) in a explosion’s area must make an Athletics skill check contested by your Magic skill. On a failure, the creature takes damage equal to your Magic level.

Corpse Whisperer
You can choose up to 3 corpses within range of the spell and command them to explode on your next turn, allowing you to time the explosion for maximum effect.
Death Rattle
When a creature fails its Athletics skill check to avoid the explosion, it takes additional damage equal to your Magic skill level.
Lingering Rot
Creatures that take damage from the explosion become diseased, suffering a -1 penalty to all physical skills for the next 10 minutes.
Focused Blast
You can choose to focus the explosion on a single target within range, causing it to take double damage.
Rotten Aura
You emit an aura of decay, causing all corpses within 20 meters of you to immediately explode without expending mana. This effect lasts for 1 minute.
4

Elemental Cloak

Concentration Elemental

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. For up to 1 minute, particles of the chosen element flit around you to a distance of 2 meters radius. A creature that enters the area for the first time on a turn or starts its turn there must make an Athletics skill check contested by your Magic skill. On a failure, the target takes elemental damage of the chosen type equal to the margin of failure.

Elemental Aura
You can use your action to extend the radius of your elemental cloak to 5 meters for one round, dealing damage to any creature that starts its turn or enters the area.
Elemental Absorption
Whenever you take elemental damage of the chosen type while the elemental cloak is active, you can use your reaction to reduce the damage by your Magic skill level.
Elemental Resistance
While the elemental cloak is active, you and any allies within its radius gain resistance to the chosen element.
Elemental Burst
As an action, you can make a Magic skill check to cause a burst of elemental energy that deals damage to all creatures within the radius of your elemental cloak.
Elemental Imbuement
You can imbue your weapon with the chosen element while the elemental cloak is active, dealing extra damage of the chosen type on a successful attack.
Elemental Transformation
While the elemental cloak is active, you can use your action to transform your body into the chosen element, gaining various elemental properties and abilities for a limited time. This also comes with risks, such as vulnerability to certain types of attacks or being unable to interact with certain objects.
4

Glibness

For up to 1 hour, when you make a social skill check, you can replace the number you roll with a +3. Additionally, no matter what you say, any Empathy skill check made to determine if you are telling the truth indicates that you are being truthful.

Smooth Talker
When you use Glibness, you can use your social skills to convince people to do things they might not otherwise do. You can create an advantage with a social skill roll to persuade someone to take an action that they might be reluctant to take, as long as it doesn’t go against their nature or harm them in any way.
Charismatic Presence
While under the effects of Glibness, you exude an aura of confidence and charm. You gain +2 to all social skill checks you make, including Provoke and Intimidate, as long as you are using them in a non-threatening manner.
Deceptive Tongue
You can use Glibness to deceive people, even if they are normally immune to deception. When you make a Deceive skill check while under the effects of Glibness, you can add +2 to your roll. Additionally, if someone tries to use Empathy to detect your deception, you can make a contested roll using your Deceive skill against their Empathy skill.
Master Manipulator
Glibness allows you to manipulate people to your advantage. Once per scene, you can spend a fate point to create an aspect on a target related to the conversation you are having. This aspect can be invoked by you or anyone else on your side to gain a bonus to social skill checks made against the target.
Persuasive Orator
Your words carry great weight while under the effects of Glibness. Once per scene, you can spend a fate point to make a social skill check to persuade a group of people to take a specific action. This action should be something that is within reason and doesn’t go against the group’s nature or beliefs.
4

Greater Restoration

You touch a creature and can end all diseases or conditions afflicting it.

Efficient Restoration
You can restore one additional condition or disease to the target for each shift you succeed the Magic (Restoration) skill check.
Timely Restoration
You can restore the target to their maximum health, removing all physical and mental impairments, but this stunt can only be used if the target is within one round of death.
Cleansing Restoration
The restoration also purges the target’s mind of any possession or psychic influence.
Shared Restoration
When you cast Greater Restoration, you can choose to restore one of your own conditions or diseases, in addition to the target’s.
Lasting Restoration
The target is resistant to the conditions and diseases that they were restored from for the next hour.
4

Healing Spirit

Concentration

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 1.5 meters cube you can see within 20 meters of you. The spirit looks like a transparent beast of your choice. For up to 1 minute, whenever you or another creature moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore a number of physical stress points equal to your Magic skill to that creature (no action required). The spirit can heal a number of times equal to your Magic skill level. After healing that number of times, the spirit disappears. During your turn, you can move the spirit up to 10 meters to a space you can see.

Soothing Presence
Whenever the healing spirit restores physical stress points to a creature, they also gain a +2 bonus to their next Will skill check made to resist being frightened or intimidated.
Protective Aura
While the healing spirit is present, any creature within its space gains a +1 bonus to their Defense skill.
Empowered Healing
Whenever the healing spirit restores physical stress points to a creature, they also gain a temporary boost of +1 to their Physique skill for the next three turns.
Revitalizing Spirit
If a creature receives healing from the spirit while they are currently affected by a consequence, they also recover one level of that consequence.
Focused Healing
Once per round, as a free action, you can choose to focus the healing spirit’s restorative power on a single target, healing them for twice your Magic skill level. However, for the rest of that round, the spirit cannot heal any other creatures.
4

Paralyze

Choose a creature that you can see within 30 meters of you. The target must make a Will skill check contested by your Magic skill. On a failure, the creature is paralyzed. At the end of each of its turns, the target can make another Will skill check with a bonus equal to the turns it remained paralyzed. On a success, the spell ends on the target.

Lingering Effect
After the spell ends, the target remains slowed for the next turn, losing their action and movement for that turn.
Crippling Blow
If you damage the paralyzed target, they automatically fail their next Will skill check to resist being paralyzed again.
Improved Contagion
By spending an additional 2 Mana and making a successful Magic skill check against the target, the paralysis spreads to all creatures within a 5-meter radius of the original target.
Mental Lockdown
Instead of paralyzing the target’s body, you paralyze their mind, preventing them from using mental skills or casting spells. The target can attempt a Will skill check each turn to shake off the effect.
4

Sunlight Aura

Concentration

Sunlight spreads within a 10 meters radius sphere centered on you. The light spreads around corners, and it lasts for up to 10 minutes. When a creature that is sensitive to sunlight (vampires, etc.) moves into the spell’s area for the first time on a turn or starts its turn there, that creature must make a Physique skill roll contested by your Magic skill. On a failure, the creatures takes one level of exhaustion and emits a dim, greenish light in a 1 meter radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Blinding Radiance
You can spend a fate point to increase the radius of the sunlight aura to 20 meters for one round. Creatures within the aura take a -2 penalty to all rolls and attacks while this stunt is active.
Solar Flare
Once per session, you can spend a fate point to unleash a powerful burst of sunlight. Creatures within a 10 meter radius sphere centered on you take damage equal to your Magic skill level, and any undead or vampires take double damage. This also causes them to be stunned for one round, unable to take any actions.
Daylight Shield
You can use your action to project a shield of sunlight around you, providing you with a +2 bonus to your Defense skill for one round. This shield also causes any undead or vampires that attack you with melee attacks to take damage equal to your Magic (Restoration) skill level.
Solar Empowerment
Whenever you make an attack against an undead or vampire creature while within the sunlight aura, you gain a +1 bonus to your roll.
Sun’s Blessing
Once per session, you can spend a fate point to grant all allies within the sunlight aura temporary hit points equal to your Magic skill level. These hit points last for one hour.
4

Telekinesis

Concentration

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for up to 10 minutes, you can exert your will on one creature or object that you can see within 20 meters of you.

You can try to move a creature or an object that weights up to 50 times your Magic skill in kilograms. The target must make a Physique skill check contested by your Magic skill. If the target is an object that isn’t being worn or carried, it automatically fails. Otherwise, the creature wearing or carrying the object must make the skill check. On a failure, you move the creature or object up to 10 meters in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature or object is restrained in your telekinetic grip. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature or object by repeating the contest.

Telekinetic Slam
When you successfully move a creature with Telekinesis, you can choose to slam it into the ground or another object dealing an additional amount of bludgeoning damage equal to your Magic skill.
Telekinetic Shield
As an action, you can use your Telekinesis to create a barrier of force that protects you or a creature of your choice. The shield provides temporary stress points equal to your Magic skill, and it lasts for up to 10 minutes or until it is depleted.
Telekinetic Throw
You can use your action to throw an object you are telekinetically holding at a target. Make a contested Magic skill check against the target’s Physique skill. If you succeed, you deal damage to the target equal to your margin of success plus.
Telekinetic Flight
You can use your Telekinesis to lift yourself or a willing creature off the ground and move it up to 10 meters per round. While flying, you or the target are restrained in your telekinetic grip.
4

Web

Concentration

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 6 meters cube from that point for up to 1 hour. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 1.5 meters. Each creature that starts its turn in the webs or that enters them during its turn must make a Athletics skill check contested by your Magic skill. On a failure, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Physique skill check contested by your Magic skill. On a success, it is no longer restrained.

Sticky Trap
You can spend a fate point to create a trap with your web. When a creature fails its Athletics skill check and becomes restrained by the webs, you can immediately make an attack against it with a +2 bonus to your roll.
Spider Climb
You can spend a fate point to use the webs you created to climb walls or other vertical surfaces. You can move up to your Athletics skill level in meters per turn.
Web Blast
When you cast the spell, you can spend an additional 2 mana to create a burst of webbing in a 10-meter cone. Creatures caught in the cone must make an Athletics skill check or become restrained by the webs.
Suffocating Web
You can spend a fate point to make the webbing thicker and stickier. Creatures restrained by the webs take 1 physical stress point at the start of their turn as they struggle to breathe.
Web Shield
When you or an ally within 10 meters of you is attacked, you can spend a fate point to create a shield of webbing that provides a +2 bonus to the defense roll. The shield lasts until the end of the attacker’s turn or until it is broken.
5

Chain Lightning

Choose a creature that you can see within 40 meters of you. The target must make an Athletics skill check contested by your Magic (Destruction) skill. On a failure, the target takes Lightning damage equal to the margin of failure, and additionally the target is stunned for 1 turn. Three bolts then leap from that target to as many as three other targets, each of which must be within 10 meters of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

Chain Reaction
For each additional target that is struck by the lightning, you gain a +1 bonus to your Magic skill check.
Forked Bolt
The lightning splits off into two separate bolts, each of which can hit a different target within 10 meters of the original target.
Thunderous Blast
When the lightning strikes the first target, it creates a loud thunderous boom that can be heard up to 100 meters away. Any creatures within 5 meters of the target are deafened for 1 turn.
Stormcaller
When you cast the spell, you can choose to call forth a bolt of lightning from the sky to strike the first target. This bolt deals an additional 2d6 lightning damage to the target, and any creatures within 5 meters of the target must make a Physique skill check contested by your Magic skill or be knocked prone.
Overcharge
When the lightning strikes the first target, it overcharges the creature’s electrical systems. The target gains a temporary aspect, “Electrified”, which you can invoke for a +2 bonus to any attack or damage roll made against the target within the next 2 turns.
5

Dragon Hide

You manifest scales reminiscent of dragons. For up to 1 hour, you ignore 80% of all Physical and Elemental damage you receive.

Impenetrable Scales
You gain an additional aspect, “Dragon’s Toughness,” that you can invoke to absorb any Physical or Elemental damage that you receive.
Dragon’s Breath
While under the effect of this spell, you can exhale a cone of fire that deals Elemental damage equal to your Magic skill to all targets within 5-meter-cone range.
Dragon’s Roar
You can let out a deafening roar that forces all enemies within range to make a Physique skill check contested by your Magic skill. On a failure, they become frightened and take a penalty for their actions.
Dragon’s Tail
You can use your tail as a weapon, dealing Physical damage to any enemy within range. This also allows you to make an additional attack each turn.
Dragon’s Tail
While under the effect of this spell, you can sprout wings and take flight, gaining increased mobility and avoiding obstacles on the ground.
5

Finger of Death

You send negative energy coursing through a creature that you can see within 20 meters of you, causing it searing pain. The target must make a Physique skill check contested by your Magic. On a failure, the creature takes necrotic damage equal to the margin of failure. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Death’s Grasp
You gain a +2 bonus to your Magic skill when casting Finger of Death. If the target fails its Physique skill check, you can choose to inflict an additional aspect on it, such as “Wracked with Pain,” “Fading Life Force,” or “Deathly Chill,” which you or your allies can invoke for free for the remainder of the scene.
Soul Drain
When you kill a humanoid target with Finger of Death, you can choose to absorb some of its life force. Gain a number of temporary Fate points equal to the target’s highest skill rank, which you can use only for spellcasting or creating advantages with spells. These Fate points last until the end of the scene, and any unused ones vanish.
Army of the Dead
When you kill a humanoid target with Finger of Death, you can choose to animate it as a zombie immediately, rather than waiting until your next turn. Additionally, you can use your action on your next turn to cast Finger of Death again on any undead creatures you control, restoring some of their vitality and increasing their damage output. Each undead creature gains a bonus to its attack and damage rolls equal to the number of zombies you control (including the newly created one) until the end of the scene.
Life for Death
When you cast Finger of Death, you can choose to sacrifice some of your own health to make the spell more potent. Take a number of stress points equal to the spell’s Mana cost, then add that amount as a bonus to your Magic skill for this casting. Additionally, if the target fails its Physique skill check and dies, you gain temporary hit points equal to its hit point maximum, which last until the end of the scene.
Shadow of Death
When you cast Finger of Death, you can choose to call forth a shadowy companion to assist you. The shadow has a skill rank of +2 in Stealth, Physique, and Fight, and can move through walls and other solid objects. It remains with you for the spell’s duration, and you can use a free action on your turn to command it to attack a target within its movement range, using its own skill ranks. If the shadow reduces a target to 0 hit points, it vanishes and you regain 1 Mana point.
5

Frozen Tomb

Choose a creature that you can see within 40 meters of you. The target must make an Athletics skill check contested by your Magic skill. On a failure, the target takes Frost damage equal to the margin of failure. If this damage kills the target or reduces its movement to 0, you can choose to freeze that creature in insoluble ice. A frozen creature cannot take damage, move or take actions. If you cast the spell on yourself, you take no damage and you can dismiss the spell at will.

Arctic Prisoner
While the target is frozen, you can continue to expend mana to cause the ice to deal additional frost damage to the creature each turn.
Frozen Shrapnel
When the target fails its Athletics check, you can choose to shatter the ice on impact, dealing frost damage to all creatures within a 5-meter radius of the target.
Glacial Burst
You can choose to freeze the ground in a 5-meter radius centered on the target, creating difficult terrain and causing creatures within the area to make a Physique skill check or fall prone.
Ice Spike
When the target is frozen, you can expend an additional mana to create a sharp spike of ice protruding from the creature, dealing additional piercing damage if the ice is shattered.
Ice Sculptor
While the target is frozen, you can manipulate the ice to take a specific shape or form, potentially trapping the creature in a decorative ice statue or creating an obstacle in your path.
5

Hellfire

Choose a creature that you can see within 40 meters of you. The target must make an Athletics skill check contested by your Magic skill. On a failure, the target takes Fire damage equal to the margin of failure, and additionally the target is enflamed. An enflamed creature must make takes 1d4 Fire damage at the end of each of its turns. This fire cannot be put out with normal means. After a number of turns equal to your Magic skill has passed, the target is no longer enflamed.

Firestarter
You gain a +2 bonus to your Magic skill when using Hellfire against a creature that is already on fire.
Burning Fury
If the target successfully resists Hellfire, you can immediately spend another 3 mana to cast it again on the same target as a free action.
Lingering Flames
The enflamed condition lasts for an additional number of turns equal to your Magic skill.
Immolation
When you successfully cast Hellfire, you can choose to reduce the margin of failure by 2 in order to deal additional Fire damage equal to your Magic skill.
Hellish Presence
Creatures within 5 meters of the target when Hellfire is cast must make a Will skill check contested by your Magic skill. On a failure, they are frightened of you for 1 minute.
5

Illusory Dragon

Concentration Elemental

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within 40 meters of you. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Will skill check contested by your Magic skill or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. You can move the illusion up to 6 meters. At any point during its movement, you can cause it to exhale a blast of energy in a 15-meters cone originating from its space. Each creature in the cone must make a Notice skill check contested by your Magic skill, taking elemental damage of the chosen type equal to the margin of failure.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Investigation skill check against your Magic skill. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.

Shadow Breath
You can spend a Fate point to allow the Illusory Dragon to exhale a blast of shadow energy that deals 1 additional stress damage per shift to each creature in the cone.
Fearsome Presence
When the Illusory Dragon first appears, all enemies that can see it must make a Will skill check contested by your Magic skill. On a failure, they become frightened for 1 minute, and on a tie, they are intimidated and have a temporary Aspect of “Intimidated”.
Shadow Step
You can spend a Fate point to teleport the Illusory Dragon up to 12 meters instead of its normal movement. This teleportation can be used in addition to its regular movement.
Master of Shadows
You can spend a Fate point to make the Illusory Dragon more tangible, allowing it to interact with the environment as if it were a physical creature. This includes opening doors, breaking objects, and even attacking with its claws or tail. However, doing so reveals the illusion to anyone who witnesses it.
Illusionary Mirage
You can spend a Fate point to create an illusory version of yourself riding the Illusory Dragon. This illusion can act independently, distracting enemies and drawing their attention away from the real you. The illusion lasts for 1 minute or until dismissed.
5

Mass Paralyze

All creatures that you can see within 30 meters of you must make an Will skill check contested by your Magic skill. On a failure, the creature is paralyzed. At the end of each of its turns, the target can make another Will skill check with a bonus equal to the turns it remained paralyzed. On a success, the spell ends on the target.

Mass Hold
You can choose to hold the paralyzed creatures in place rather than completely immobilizing them. While held, the creatures cannot move or take physical actions but can still speak and use mental skills.
Shared Paralysis
You can share the effects of the spell with a willing creature within 10 meters of you. The chosen creature can choose to fail its Will skill check and become paralyzed for the same duration as the other targets.
Lingering Effect
Even after the spell has ended, the affected creatures are disoriented and unable to act for a few moments. Any creatures that fail the Will skill check take a -2 penalty to all skills for the next minute.
Improved Paralysis
You can spend an additional point of mana to increase the difficulty of the Will skill check for affected creatures. The affected creatures must now beat a difficulty equal to your Magic (Alteration) skill plus 3.
5

Project Image

You create an illusory copy of yourself that lasts for 24 hours. The copy can appear at any location within 60 meters of you. The illusion is a complete copy of you, except it has Magic skill at +4, and it doesn’t have any other Magic skills.

Illusory Distraction
While your illusory copy is active, you gain a +2 bonus to all Stealth rolls you make.
Double Trouble
You and your illusory copy can coordinate your actions perfectly, allowing you to make an attack or cast a spell together as a single action, spending the mana cost of the spell only once. This stunt costs 1 Fate point to use.
Illusory Trap
You can use your illusory copy to create an illusionary trap. When an enemy triggers the trap, they must make a Will skill check contested by your Magic skill or become frightened for 1 turn.
Mind Games
You can use your illusory copy to confuse your enemies. Once per scene, you can make a Deceive roll using your Magic skill instead of your Deceive skill.
5

Resurrection

Ritual: 1 hour

You touch a dead creature that has been dead for no more than 24 hours, that didn’t die of old age. If its soul is free and willing, the target returns to life. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. This spell closes all mortal wounds and restores any missing body parts.

Second Chance
By spending an additional 2 Mana, you can extend the range of the spell to resurrect a creature that has been dead for up to 1 week.
Life Debt
If you use this spell to resurrect a creature that was your ally, that creature owes you a debt of gratitude and will be more likely to assist you in the future.
Divine Favor
If the creature being resurrected was devoutly religious, they may gain a temporary boost to their faith and devotion, giving them a temporary bonus to any rolls related to their religion.
Shared Life
By spending an additional 3 Mana, you can sacrifice a portion of your own life force to ensure the success of the resurrection spell, guaranteeing that the target returns to life with full health.
5

Teleportation Circle

Ritual

As you cast the spell, a shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 1.5 meters of the destination circle or in the nearest unoccupied space if that space is occupied.

Ritual: 1 minute
You draw a 2 meters diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. You can commit a new sigil sequence to memory after studying it.
Quick Circle
You can cast Teleportation Circle as a minor action instead of a Standard action.
Hasty Teleport
You can move up to your movement distance immediately after using Teleportation Circle.
Emergency Exit
You can use Teleportation Circle as a reaction when you would take damage to immediately teleport to a designated safe location.
Dimensional Leap
You can cast Teleportation Circle as a way to move through other dimensions or planes of existence, rather than just on the same plane.
Gatekeeper
You can designate certain creatures or types of creatures to be barred from using your Teleportation Circle, making it a more secure means of travel.