Magic

The world of Crusaders is filled with magic. Almost anyone can use this magic to a certain extent. A character with an AFF score of at least 1 can cast spells, however; characters are limited to the spells they can cast based on their magic ranks and AFF. A character can learn from various schools of magic, and gain ranks, up to his score in AFF, in each one.

Casting: In order to successfully cast a spell, one die is rolled and two checks must be made; one to check if he successfully casts the spell, and another to check if the spell has its intended effect on the target.

The first is to see if the spell is successful. The character checks to see if his roll is higher or lower than his spell fatigue. If he rolled equal to or higher than his spell fatigue, the spell succeeds and he adds 1 point to his spell fatigue. In this way, as long as a character's rank is higher than his current spell fatigue, he will not fail to cast spells.

The second check that must be made is against his target's spell resistance. This is a defensive statistic that all creatures and some objects will have. The caster's roll must be higher than his target's spell resistance in order for the spell to succeed. Some spells have "Splash" effects, even if they are resisted by the target. '''Projectile spells can be dodged or blocked, but not parried. '''



Spell Fusion: In the spell list below, some spells are caveat with a secondary school of magic. If this is the case, the caster is required to have half the ranks of the caveat school in order to cast that spell. For example, the spell

''(Fire) Obsidian Armor – Slow. Black armor surrounds your body/armor; raising its resistance by twice your rank and giving you +1 magic resist and +3 armor. ''

Is a rank 6 Earth spell that has a fire caveat. In order for the caster to use it, he must have at least 3 ranks spent in Fire magic in addition to his 6 ranks in Earth magic. Because of this, fusion spells are difficult to cast, but also have devistating effects.

 Primary Schools of Magic There are six primary schools of magic. These are Fire, Water, Wind, Earth, Light, and Arcane. You may only gain ranks in one of the primary schools. All other forms of magic rely on one or more of the primary six in order to function.

Fire Spells
Typically deals high damage. Having a high rank in fire magic shows your character's inner desire for destruction.



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<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Rank 1

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Firefly - Creates a small hovering flame that acts as a torch. Create 1 per rank, they can move around at the casters will, or meander on their own.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Blinding Flash – lower’s enemies to-hit roll by ½ rank, rounded up. Lasts 1d4 turns.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Reforge – repairs broken metal equipment. Only works on normal equipment and if all the pieces are there. Cannot use extra materials in place of missing pieces.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Burn – Your touch causes moderate burns, dealing 1/3 rank (rounded up) worth of non-lethal.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Thaw – Channeled. Free yourself and others from frost effect on an affinity roll with a bonus equal to your rank. Must match or beat a score equal to the opponents spell strength.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Absorb Flame – put out fires with size relative to rank.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 2

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Feverish Mind - exist comfortably under hot conditions. This is permanently active once you have bought this spell. Gain 1 magic resist against fire spells and effects.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Faerie Fire - Fast projectile attack causes target to glow with unnatural fire in the color of your choice, increasing their visibility.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Shocking Touch – Your touch stuns the target, causing him to take no actions for 1d4 turns.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Spark – Fast projectile attack dealing ½ rank (rounded up) damage and will ignite their clothes on a failed resistance check.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(water) Smoke – fast cast. Quickly throw down a small cloud of smoke, large enough to conceal your body while you escape. Enemies attempting to attack you take a penalty to their roll equal to your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Cauterize - Removes the ‘bleeding out’ effect from a target. Successive use on the same target causes 1 hit damage.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 3

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Inner Fire – gives bonus to attack rolls and morale checks equal to your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Smog – use fire to create a cloud of choking smoke 8 feet high in an area (10 x 1/2rank) in square feet. Requires nearby fire.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Dancing Flame – R3 – Creates a number of fireballs equal to rank that circle and protect the caster. If the caster attempts a DBP, a fireball is extinguished and adds +2 to his roll.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Lightning Bolt – Fast projectile that cannot be DBP. Deals wounds equal to 1/2 rank to one target.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Flamethrower – Slow casted blast of fire that deals 2 hits to targets in a cone in front of the caster up to (2 x rank) in feet.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(water) Scald – Boiling water deals 2 hits and ½ rank non-lethal burn.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 4

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Flame Lash – Fast melee attack that deals hits equal to 1/2 rank. Counts as having the fire effect.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Trail of Fire – once activated, you leave a fire trail where you walk. Creatures attempting to cross the flames must make a morale check with a penalty equal to your rank. The fire lasts 1d4 rounds before a fatigue check must be made.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Chain Lightning – Fast cast projectile spell that cannot be DBP. Deals 2 hits to a number of targets equal to your rank. They must be within 5 feet of each other.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Burning Projectile – arrows, bolts, stones, or other ammunition you fire cause the fire effect.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(water) Frostfire – Melee attack slows target’s movement. Deals damage equal to ½ rank and lowers targets DBP by 2 for 1d4 rounds.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 5

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Draw Weapon – create an elemental weapon of your choice.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Fireball – Slow cast spell that deals damage equal to your rank to a primary target and half that amount (rounded up) to anyone within 5 feet of him. You may spend additional mana to increase the hits it causes at a rate of 1 to 1.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Fire Body – melee attackers take 1 damage on hitting you and their normal weapons may break on a resistance check with a penalty equal to your rank. +2 fire resistance.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Summon Fire Elemental – summon living fire to do your bidding

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mana Burn – deals 1 damage and removes mana equal to 1/3 rank from the enemies mana pool.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Conductor – Lighting dances around you, stunning successful melee attackers for 1d4 round.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 6

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Wind) Lightning Storm – Lightning rains from the sky, causes 4 damage to a number of targets targets equal to your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Wall of fire – creates a wall of fire, trapping enemies in or out. Creatures attempted to go through must make a morale check with a penalty equal to twice your rank; and take 1 hit on passing through.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Earth) Magma Hammer – Slow cast. Hurls a hammer of molten rock at target enemy. It cannot be blocked or parried. Upon striking the enemy, it deals 4 hits and encases them in stone for a duration equal to (rank + 1d4) rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Defibrillate – Attempt to bring a recently dead target back to life. If he is not healed within minutes equal to your rank, he will die again. You cannot cast this one the same target twice.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 7

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Flashfire – Fast casted spell that damages and blinds all those close to the caster. Effects all targets within (rank x10) feet, who have line of sight on the caster. Also deals 1 damage. Blind lasts 1d4 rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Emblaze – Your grasp lights the target on fire, dealing 1/3 ranks (rounded up) hits per round held. Must be in melee range.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Lightning Form - Fast Cast. Aura. Move at the speed of lightning, teleporting anywhere and making your melee attacks unable to be DBP. You are immune to normal damage, and have a dodge bonus equal to your rank

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Earth) Obsidian Armor – Slow. Black armor surrounds your body/armor; raising its resistance by twice your rank and giving you +1 magic resist.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Form of the Rikoth – Slow cast. Become a magma dragon for a short time, about the size of an elephant. You gain the abilities of a Rikoth. Time in this form is limited to your rank in rounds.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 8

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Incinerate – Melee attack that kills weak creature without leaving remains. Creatures with hits equal to or less than ½ rank are instantly killed and vaporized.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Eruption – Area within (2 x rank) feet radius of the caster erupts with lava.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Surge – Disrupt casting within (Rank x 10) foot radius of the caster, stunning all targets for 2d4 rounds.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 9

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(wind) Firestorm – Slow channeled cast rains down fire on an area equal to (10 x rank) foot radius of the caster. The fire burns targets and buildings it hits, dealing 1/3 rank hits to targets and destroying flammable objects.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Earth) Meteor – Slow channeled cast .summons a meteor from the heavens. Deals damage equal to rank to all targets within (Rank x 10) foot radius. Also stuns them for 2d4 rounds. Targets within (Rank x 100) foot radius take half that damage and are stunned for 1d4 rounds.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 10

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Solar Flare – Slow channeled and requires ceremony. Apocalyptic spell that deals 20 hits to all targets within 1000 miles of the caster. Probably not a good idea to cast this.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Cosmic Ray – Slow channeled and requires ceremony. Apocalyptic spell that strikes the planet, vaporizing all life within 10 miles of the caster and creating a gorge just as wide. If you didn’t realize it, the caster probably isn’t going to live through this one.

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Water Spells
<p style="margin-bottom:0.14in;line-height:115%">Water magic is typically used for defensive and healing purposes. Water magic is enhanced when the caster can use water as a resource. Pure water can be created and used for later. Water magic also encompases the lesser schools of Ice, Mist, and Blood.

<p style="margin-bottom:0.14in;line-height:115%">Blood Magic: Those experienced enough with water magic can use the blood of their enemies as a resource. This form of magic is illegal even under the Malbanian government, and outlawed from being taught in the magic academies. Some still teach it in secret, however.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%"> Rank 1

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Create Water – Pull moisture from the air or other source that is drinkable. 1/2 gallon per rank

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Ice – form ice on the target, slowing their movement speed and lowering their DBP by 1. 1/3 rank (rounded up) non-lethal damage. If this would down the target, they are instead frozen.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Bleed – Blood Magic. Ranged attack that causes target to spontaneously bleed. 1/2 non-lethal per rank

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<p lang="en" style="margin-bottom:0.14in;line-height:115%"> Rank 2

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Ice Sheet- Freeze the ground below, causing a slick surface. 5 square feet per rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(fire) Smoke – fast cast. Quickly throw down a small cloud of smoke, large enough to conceal your body while you escape. Enemies attempt to target you receive a penalty to their attack equal to your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Wormwood – Make clean water foul at 1 gallon per rank. Anyone drinking must make an endurance check or vomit, taking 1 non lethal damage.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Cold Blooded - Exist Comfortably in cold conditions. This is a permanent aura. Gain 1 magic resistance against water attacks.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Aqua Aura – adds 1 DBP per rank against a projectile spell. Dispelled upon being hit or attempting to DBP a spell.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Imbue Weapon – Slow cast. grants water effect to a weapon for rounds equal to rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Fog – create a large area of obscuring mist equal to (10 x rank) in cubic feet.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Ice Shard – Fast projectile attack dealing 1 damage. Can create 1 per rank and throw them as ranged attacks.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Control. – Blood Magic. Ranged. Slow cast. Target mirrors movements of caster every round. At the end of that round they can make an endurance check to break away with a penalty equal to the caster’s rank.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%"> Rank 3

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Ice Aura – freezes/slows one melee attacker who attacks you, lowering his DBP equal to your rank for 1d4 rounds.

<p style="margin-bottom:0.14in;line-height:115%">Control water – Move up to (rank x 10) cubic feet of water into the shape of your choice. Requires body of water large enough and caster must channel to maintain spell.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Rust – Touch attack on weapon/armor causes non-magical weapons and armor to rust at a rapid rate. Those items permanently receive a resistance penalty equal to your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Ice Armor – forms ice around body or armor, increasing AC by ½ rank (rounded down).

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Seal Wound – Seals wounds with ice, stopping bleeding and temporarily restoring (rank x ½) hits. Can only be used once per resting period.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Create Pure Water – create a small amount of magical water. Drinking it restores 1 mana.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Sap – Blood Magic. Fast ranged attack that drains liquid from the target, causing them to lose energy. They lose (rank x ½ ) AP.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(wind) Rain – Slow. It rains in the target area and persists for 1d4 + rank rounds after

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<p lang="en" style="margin-bottom:0.14in;line-height:115%"> Rank 4

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mist Form – R4 – Slow. body becomes intangible for a short period. Can be used to escape through small gaps. Lasts 1 round per rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Water Breathing – you can breathe under water. This is permanent once bought. It also increases movement speed under water or when heavily raining by (rank x 5) ft per move action.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Transfusion- Blood Magic. Ranged attack transfers life from target to the caster at a rate of 1 to 1. Deals damage equal to ½ rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Crystal Ice Shield – Slow cast. Creates a large shield that grats 1 magic resist for (1d4 + rank) rounds..

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(wind) Acid Rain – Acid falls from the Sky, dealing 1 non-lethal damage per turn for those who stand in it. Lasts (rank + 1d4) rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Earth) Acid – summon minerals from the earth, which creates a strong acid when mixed with water. Permanently lowers resistance on items, and causes damage equal to 1/3 rank.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%"> Rank 5

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Draw Weapon – R5 – create an elemental weapon of your choice

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Wind) Sleet – Creates sleet that impairs vision and slows movement

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Liquefy – increase DBP in/on water and rain equal to ½ rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Ice Wall – Sublimates or Freezes, erecting a wall of ice equal to (rank x 10) cubic feet.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mist Illusion – Slow cast- creates an illusion of the size of your choice. Users must pass a perception check to realize what it was, with a penalty equal to your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Water Walk – You can walk on water. This ability is permanent. Also increases movement speed on water and ice by (rank x 5) ft per move action and you do not lose traction on ice.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Freeze Blood – Blood Magic. When cast on self, raises armor rating by ½ rank for 2d4 rounds. When cast on others, slows movement speed by half, and decreases their DBP by 1 for rounds equal to your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Masochism – Blood magic. Use your hits in place of mana in a 1 to 1 ratio. This spell is permanent once bought.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%"> Rank 6

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Cone of Cold – Ranged fast. Freezing damage in a cone, dealing 2 hits to targets within (rank x 2) feet. Also applies frost effect of -1 DBP.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Crystal Ice Armor – Slow. Creates around your body or armor ice armor that increases armor rating by 4 and magic resist by 1 for (2d4+rank) rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Drown – Ranged, fast. Attempt to drown a target by forcing a bubble over water over their nose and mouth. Target must break spell power with affinity check, or takes 1 non-lethal per round.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Blood Boil – Blood magic. Cause intense fevers and pain to targets within (5 x rank) foot radius of caster to those who fail endurance check. They suffer 1 non-lethal

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(fire) Scald – Boiling water deals 2 hits and ½ rank non-lethal burn.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Wind) Hail – Channeled. Causes 1 non-lethal damage per turn to creatures within (rank x 5) foot radius of targeted area.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Purge – Blood Magic. Cleanse yourself or another from a poison or disease at the cost of 1 hit.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%"> Rank 7

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Crystal Ice lance – Slow. Summon a powerful spear of ice. Once thrown, It shatters and refreezes on impact with the target, locking them in place and preventing movement for 2d4 rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Osmosis – Blood magic. Ranged slow. Separate the blood from the target’s body; with gruesome results. Instantly kills targets with remaining hits less than or equal to 1/2 rank, on a failed endurance check. On a successful endurance check, they take 1 hit instead.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Water Prison – Touch attack traps target in a bubble of water.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Exacerbate – Blood magic. Slow. Causes the wounded target to bleed. Deals ½ rank fatigue on the wounded target.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mist Clone – create a copy of yourself that is indiscernible from the true one. It cannot deal damage and attacks go through it. Lasts (1d4+ rank) rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Frost Poison –Blood magic - Infect a target with a poison, applying the frost effect. They take 1 non-lethal damage per round until they are unconscious. At that point, the poison stops dealing damage, and instead keeps them in a death-like state for hours equal to rank.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%"> Rank 8

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<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Perserve – Freeze inanimate object or inanimate body in crystal ice, perfectly preserving it. Can be maintained without concentration for days equal to 10 x rank. Can use on self to prevent death. The crystal ice has a resistance rating equal to spell power.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Plague – Blood Magic. Touch attack infects target with a deadly disease, causing him to take 1 non-lethal per round and spreading it to those he touches. Target is dazed until he makes an endurance check with a penalty equal to your rank vs spell power.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Tsunami – Channeled. Summon a tidal wave to cause mass destruction. Must be pulled from a source of water. The height is equal to (rank x 10) feet.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%"> Rank 9

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Deep Freeze – Blood Magic. freezes the bodies of all within a certain area

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<p lang="en" style="margin-bottom:0.14in;line-height:115%"> Rank 10

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Ice Age – Apocalyptic Spell. Pretty much what you’d expect.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Great Flood – Channeled apocalyptic spell. Flood the planet with water. No rainbows this time.

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Wind Spells
<p style="margin-bottom:0.14in;line-height:115%">Wind magic focuses on fast casts and speed. It causes minimal damage but useful for various kinds of enhancement.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 1

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Whispering Wind - Whisper a message at distance (10 x rank) feet.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Ghost Sound – Fast. Create a small sound at some distance. Usually rustling or footsteps, at (20x rank) in feet.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Slip Stream – Fast. Increase movement speed by 10ft per turn and DBP by 1 for (rank x 5) rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Gust – Fast. Can move objects weighing up to (Rank x 2) pounds. Can move either toward or away from you, within 10 feet.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 2

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Scream – create horrifying sounds at some distance (10 x rank) feet. Forces enemies to make a morale check against fear at a penalty equal to 1/2 rank to approach.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Imbue Weapon – grants air effect for (rank + 1d4) rounds on weapon.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Jump – Bonus to agility checks equal to rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Slow Fall – fast. wind helps you fall from great heights without taking damage.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Water) Rain – Slow. It rains in the target area and persists for 1d4 + rank rounds after.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Earth) Erode - turns Rock to sand

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(water) Acid Rain – Acid falls from the Sky, dealing 1 non-lethal damage per turn for those who stand in it. Lasts (rank + 1d4) rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Darken Skies – increase cloud coverage in an area for hours equal to your rank. Makes it darker and colder.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 3

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Howling Wind – Strong gusts of wind deafen the target and whip at their eyes, causing them to take a penalty on perception checks equal to rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Earth) Sandstorm – tosses up sand to blind targets. Targets take a perception penalty equal to ½ rank and 1 non-lethal damage every turn they are in the storm.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Sonic Wave – deals damage equal to 1/3 rank and knocks target back who are within 20 feet on failed agility check.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Push – push a large object from up to 20 feet and knock creatures over. Can push pounds equal to (rank x 20)

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Levitate – Hover feet equal to 1/2 rank off the ground. Do not need to spend mana to activate.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Doldrum – stops all wind for (2d4 +rank) rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Invisible Hands – perform tasks that require dexterous fingers on objects/targets up to 50 feet away. You receive a penalty equal to ( 10 -rank) on those tasks.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 4

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Eyes of the Wind – greatly improves perception for a short time. Increases perception checks equal to rank and max distance one can see by (rank x 100) feet, for 2d4 rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Windwalk – fast. move short distances too fast for enemies to see. Teleport anywhere within (rank x 5) feet. Adds 2 to dodge. Lasts 2d4 rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Windwall – Reduces enemy chance to hit with projectiles. Subjects behind wall gain +2 dodge. Lasts rounds equal to (Rank + 1d4).

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Water) Sleet – Creates sleet that impairs vision and slows movement

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Sixth Sense – Changes in air pressure alert you to whats nearby. You receive no perception penalty even when deprived of other senses. Permanent Spell.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Wrap in Wind – ranged weapons projectiles travel farther and deal more damage. They travel (rank x 50) feet farther, and deal 1 more hit.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 5

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Draw Weapon – R5 – create an elemental weapon of your choice

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Fly – Fly through the air at a speed of (rank x 10) feet per turn maximum. Lasts 2d4 rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Fast Cast – your next spell from any school is one category faster.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Water) Hail – Channeled. Causes 1 non-lethal damage per turn to creatures within (rank x 5) foot radius of targeted area.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Summon Wind Elemental – wind elemental helps you fight.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Thunderous Voice - playing magical music can be heard a distance farther than normal equal to (rank x 50) feet. Upon buying this spell you unlock the ability to speak (on command) as loudly as to be heard at the same distance.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Wind Slash – projectile attack deals damage to one target equal to ½ rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Divide- divide water or flame

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 6

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Control Winds – change direction of the wind.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Fire) Lightning Storm – Lightning rains from the sky, causes 4 damage to a number of targets targets equal to your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Steal Breath – silences target for (rank + 1d4) rounds and deals 1 non-lethal damage per round.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Soothing Breeze – heals up to your rank in targets for 1.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Vacuum – Channeled. removes the air from an area, causing targets to choke and other things to be preserved. Targets within (rank x 2) foot radius of you act as though drowning.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Hold – creates a pressure trap that holds one target against the wall or floor for (1d4+ rank) rounds.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 7

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mirage - creates a ‘clone’ that lasts briefly before disappearing, at the same time, allowing you to move away unseen for several moments.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Control Weather - the winds push the type of weather you desire to the area. Choose one of the ‘storm’ spells and it can be cast without having the ranks required normally.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Twister – less powerful tornado, several at a time

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Volley – rains down arrows made of wind

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 8

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Maelstrom – lighting and acid rain

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mana Storm – consumes mana, deals damage

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Energy Ball – Concentration ball of wind can be thrown at a target, knocking everything within 5 feet of it away a distance equal to ( rank x10) feet.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 9

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Tornado – picks up targets, ravages towns, ect. One large tornado

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Perfect Storm – acid rain, fire, and large hail, sandstorm, uncontrollable.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Area Suspension – picks up large area of land and suspends it while the caster channels

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 10

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Darken Skies – thick clouds block out sunlight for an area, indefinitely. Creates cold, bitter environment where the sun never shines.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Divide the Heavens – pushes everything outward from you. Creates crater around you

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Earth Spells
<p style="margin-bottom:0.14in;line-height:115%">Earth magic consisters of a variety of different themes of spells, including healing, enhancement, and some strong damage. It encomposes the lesser schools of Sand, Rock, and Forest/Nature.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 1

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Bread – create bread from grass, sustains anyone who eats it as normal food would. Can create enough to feed 1 person per day per rank. Must be near plantlife.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Detect Poison – Automatically detect if a target is poisoned or if a plant is poisonous.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Detect Nature – Automatically sense if plantlife or wildlife is within (10 x rank) foot radius.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Iron Will – Permanently increases natural armor rating by 1/3 rank.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 2

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Transfer Energy – Heal the wounds of a willing target by giving up some of your own in a 1 to 1 ratio with a maximum equal to your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Stone Shield – pull a disk of rock from the earth to act as a medium shield. Lasts (rank + 1d4) rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Imbue Armor – Coat body or armor in rock, increasing armor rating by ½ rank and reducing DBP by 1 due to its weight.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Roots – Fast. Cause underbrush to move slightly in order to trip the target. They take a penalty to their agility roll equal to your rank, or become snared.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(water) Acid – summon minerals from the earth, which creates a strong acid when mixed with water. Permanently lowers resistance on items, and causes damage equal to 1/3 rank.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 3

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Insect Swarm – Call upon a swarm of insects. They can cover your ranks worth of square feet and do basic tasks, including carrying small objects.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Wind) Sandstorm – tosses up sand to blind targets. The storm lasts for 2d4 rounds and lowers perception equal to ½ your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Slow Poison – Slows the effects of poison on the caster or an ally by ignoring its effects for rounds equal to your rank. A spell power of twice the poison’s strength removes the poison.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Poison – call upon the venom of poisonous plants to poison the target. It deals ½ your rank in non-lethal damage per turn. Range depends on plants in the area.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Stoneskin - Increases natural armor rating equal to your rank and negates bleed effects during the duration. Lasts 2d4 rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(wind) Erode – Slow Channeled. Turns Rock to sand in an amount equal to (rank x 5) cubic feet.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Woodcraft – Bends wood the way you choose. Effects living trees as well. Wood can be bent into any shape, but the amount bent cannot exceed (rank x 10) cubic feet.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 4

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Stonemeld - Merge with a large rock face, which must be at least the size of your body. You give off no heat and creatures attempting to notice you receive a penalty to their perception check equal to twice your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Make Clean - cures diseases.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Gravity - rocks circle the caster protectively. The number of rocks is equal to your rank. The spell increases natural armor by 1 but when you are struck, one of the rocks is destroyed.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Pull from Nature – Heal wounds up to ½ your rank by causing damage to trees/grass/ect. Heals 1 wound per round.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Imbue Weapon – Gives a weapon the earth effect.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Animate Plants –

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">____ - Hurl a rock at an opponent with quite some force, dealing damage equal to 1/2 rank.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 5

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Draw Weapon – R5 – create an elemental weapon of your choice

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">One with Nature – Limited understanding of plants and animals. Intelligence checks meant to understand them

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Augment Nature - turns smaller creatures into larger, more powerful ones

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Shifter – Take on the shape or aspects of various animals

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Move Earth – 10 cubic ft per rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Feast – Creates a buffet table filled with delicious food, enough to satiate (rank x 3) people. Eating the food restores 1 wound upon resting.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 6

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(Fire) Obsidian Armor – Slow. Black armor surrounds your body/armor; raising its resistance by twice your rank and giving you +1 magic resist and +3 armor.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Terracotta – Fast. Create a stone statue in your likeness, where you were standing, with high resistance. Can create a number up to your rank before the first begins to crumble. Can be used to counter a projectile spell.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Summon Nature - call upon nature for an ally (from a medium - large creature)

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">(water) Quicksand – targets become stuck and begin to drown after 1d4 turns. Creates the pit in an area with a radius of (rank x 2) feet.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mend Flesh – Heal one target for ½ rank.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 7

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Iron wall - wood and rock becomes as strong as steel, gaining resilience.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Stone Golem – summon living rock to do your bidding.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Oasis – R6- Heal everyone within 20 feet of you for ½ your rank and make them feel refreshed (not hungry, thirsty, or sore)

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Control Plants – Gain control of plantlife in the area, moving it as you would as if it were your body. Any task done in this way receives a penalty of (10 –rank).

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Summon Garnoth – summon the ultimate sword of the earth, and protector of nature. The sword will only work for the summoner and crumble back into dust if it is taken from him. The sword is extremely heavy, except to the caster, who can wield it in one hand.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 8

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Regenerate – Encase the target in earth, healing them of critical wounds and restoring them hits equal to rank over the course of one resting period.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 9

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Earthquake – stuns and slows all around

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 10

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Tectonics – Cause mass destruction with a world-wide earthquake.

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Arcane Magic
<p align="LEFT" lang="en" style="margin-bottom:0in;">Arcane magic costs less mana, but requires materials and time to prepare. Teleportation, invisibility, and runes, are all themes of Arcane Magic. Runes and wards are the main result of Arcane magic. They must be drawn using a medium; usually in the form of chalk or paint. The medium is magical in nature, and acts as a conduit for the spell; relying less on the caster than elemental magic. Mediums range in quality and effectiveness. The most effective medium known is dragon’s blood; but it is the hardest to obtain. Some runes can be permanently inscribed onto weapons and armor to produce the same effect as if they were drawn on other objects.

<p lang="en" style="margin-bottom:0.14in;line-height:115%">Runes can be drawn overlapping each-other in order to provide multiple effects when activated (for the appropriate mana cost). Overlapping runes can only be created by skilled arcane mages. To determine how many overlaps you can create, divide total ranks by 2 and round down. Therefore, at 4 ranks, 2 runes can be overlapped, at 6 ranks 3, at 8 ranks 4, and at 10 ranks 5. This also applies to runes on items.

<p style="margin-bottom:0.14in;line-height:115%">Runes have different types: Wards are typically used for defensive purposes. Seals can be used to weaken enemies, sealing away their power. Glyphs are additional markings added to a rune in order to amplify its effectiveness. Marks typically cause some kind of offensive move when activated. Runes don’t cost mana to draw (only materials) but they do cost mana to activate.

<p style="margin-bottom:0.14in;line-height:115%">Special: Enchanting – Can create permanent enchantments by inscribing runes into weapon/armor.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 1

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Reading Seal – written document becomes unreadable except to the caster It looks to them like a foreign language. Inscribed: conceal hidden writing on the object. Glyphed: makes object/document appear to have no writing.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Sigil – know your own sigil, for summoning creatures.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Light – object acts as a torch, illuminating (rank x 10) feet around it. Inscribed: object illuminates (rank x5) feet.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Resistance Ward – Adds bonus to objects/equipment for resistance checks equal to ½ rank.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 2

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Alarming Mark – Mentally alerts the caster if someone crosses the rune. The rune must be activated and lasts days equal to rank before fading. Inscribed : Alerts the caster that someone has taken the object.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Negate Rune – Nullify the effects of a rune for a short amount of time equal to your rank in minutes. Cannot Inscribe.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Illusion – Creates a holographic-type image of the user’s creation on top of the rune. It is intangible and cannot move from that spot. Glyphs allow it to make noise. Cannot Inscribe.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mana Ward - glows in the presence of magic. Inscribe: same. Glyph: Makes a soft humming sound in the presence of magic.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Trickery - Makes creatures near the rune think the area is trapped/cursed. Inscribe: Creatures think the item is cursed. Glyph: creatures must make a morale check to go near it.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Deflection Ward – Inscribe: grants a shield block equal to 1/3 rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Storage Mark- Can be placed on a container to make the container hold much more.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 3

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Grace – Inscribe: gives bonus to balance/footing checks on boots. Equal to 1/3 rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Speaking – Inscribe: Item can speak

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Binding Seal – renders target immobile. Must be placed under the target and can be activated by them stepping on it.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Invisibility - Inscribe: weapon is invisible, reducing enemy DBP by an amount equal to

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Locking Sigil – magically locks a container with your sigil.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Seal of Tongues – allows user to speak and understand language when holding inscribed object. Language must be known by the caster. Glyph makes it permanent until dispelled.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Mimicry – Inscribe makes object appear to be something else of similar size.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Truth – target holding object/standing on rune cannot lie unless the make an intelligence check with a penalty equal to your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Creature Ward – Requires some part of the animal to be bound to the rune upon drawing. Keeps away creatures of that type, they have to make an intelligence check to go near with a penalty of your rank. Inscribe: Upon striking a creature of the chosen type, they must make a morale check with a penalty of your rank in order to keep fighting. Does not activate again after they have made the check.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Confusion - Confuses first target to walk across it. Inscribe: Chance to confuse targets struck.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Destruction – breaks an object the rune is drawn on if spell power is greater than resistance.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Repair - repair object placed on rune.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 4

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Invisibility Ward – makes those who stand in it invisible to outsiders. Inscribe: object becomes invisible, weapons cause opponent’s to lose DBP against it, equal to ½ rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Rune Break – destroy one rune of an overlapping set.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Scrying – User can see as if viewing through the rune. Glyphs make noise audible. Cannot Inscribe.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Seal of Silence – area the rune is under is completely silent. Nothing that happens on the seal makes any noise. Inscribe: Weapon makes no noise.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Keen Mark – Inscribe :weapon acts as a keen weapon.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Truesight. – invisible targets who stand on the seal are no longer invisible. Can be inscribed into a helm or eye-piece to give the wearer the ability to see invisible creatures/objects.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mind Seal – entrap the reader of the document, they cannot move or look away from the text until they break it with a penalty equal to your rank. Glyph makes it permanent until dispelled.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Resilience – Adds armor rating to armor equal to 1/3 rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Explosive Mark – Set exploding runes up on an object with a time delay. Object explodes dealing ½ rank hits to all within 10 feet.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Energy – adds one action point.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 5

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Rune Shatter - destroy all runes of an overlapping set.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Swarm Ward – Small creatures stay away. (Insects, rodents, ect)

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Ward of Protection – creates a bubble of protection around a pre-designated area. While within the area, you receive armor rating equal to rank, and 1 magic resist.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Magic Sight – inscribe on helm to allow the user to see magic. Acts as a permanent “Detect Magic”.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Seal of the Elements – makes the first imbuement on the weapon permanant

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Spell Ward – Inscribe: applies the spell sword effect to weapons

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Beast Slaying – Inscription grants bonus to his when fighting enemies of the chosen type.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Self-Inscription – Inscribe runes on your body in a number equal to1/3 rank. To activate the runes still requires twice as much mana, but they do not need to be drawn.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 6

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mass Nulify – R6 all runes in a certain area stop working for a short amount of time. Area is equal to (rank x10) feet.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Dispel – Rids target of enchantments caused by glyph.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Transmutation Circle – creates whole item out of raw materials.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Teleport - Teleport group using runes set up at both locations. Inscribe Sigil: teleport to your weapon or your weapon to you as a fast cast.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Magic Ward - gives armor +1 magic resistance

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Sleep Seal - Target Crossing the Rune Is lulled into sleep. Glyph makes it permanent.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Dimensional Mark - hide things in another dimension, retrievable only through the rune. (can draw the rune someone else to retrieve those items)

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Draining Seal – activated by standing on, and slowly saps the targets of 1 mana per round. Inscribe to

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 7

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Animate - arcane mages of high enough rank can give the semblance of life to inanimate objects or once-dead creatures. They can do this by carving the appropriate rune/s into the body and activating them. This type of arcane magic is illegal to use on human corpses, and finding the appropriate runes are hard to come by.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Seal of Banishment – other-realm creatures who cross are returned to their realm

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mind Seal – creature stepping over it is subject to do what the caster commands. Glyph makes it permanent.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Magic Seal – prevents mana use.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Shadow Ward – creates a ward rendering shadow creatures unable to return to the shadow realm. Few will dare to fight in such an area, with their mortality exposed.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Dimensional Seal – Channeled. Prevent summoning while the seal is active. Uses 1 mana per round to maintain activity.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mana Seal – those who step on the seal lose 1 mana a round and keeps the seal active. Inscribe: successful hits cause 1 mana damage as well.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 8

<p style="margin-bottom:0.14in;line-height:115%">Mark of Enhancement - +1 attribute of your choosing to an item.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Spell Shield – Successful blocks reflect projectile spells back at the caster. Inscribing does the same.

<p style="margin-bottom:0.14in;line-height:115%">Runic Mastery - Change a pre-existing rune to another that you know, even if the original was not yours.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 9

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Life Seal – kills weak creatures who walk over the rune. Kills those who grab the inscribed object. They must have 3 or less hits and fail an endurance check.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mark of Immortality – A pre-created clone or host comes alive with your consciousness upon your death. You and the target must both be inscribed. Forbidden Rune.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 10

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Ultimate Seal – trap a target in a gem. Target must be weakened. Effective on immortal targets.

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Bardic Magic
<p align="LEFT" lang="en" style="margin-bottom:0in;">It is possible to fight or aid others in battle using ‘bard’ techniques. In order to accomplish this, one needs abilities that grant bonuses to allies (such as the inspire ability), or a musical instrument that’s been imbued with aura magic. Ranks in Musician or Perform are added to rolls and checks much the same way weapon ranks are added to attack.

<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 1

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Inspire – adds to skill checks equal to rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Silver Tongue – passive permanent aura. Your allies and you receive +2 morale bonus to social interactions.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Lullaby – lulls tired target to sleep, and they sleep well, recovering as if they had been treated by first aid.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 2

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mesmorize – as long as you maintain the song, the creature cannot attack you, however it renders you unable to attack as well.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Captivate – captures undivided attention of humans and creatures

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Taunting Song – creature is obligated to attack you

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 3

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Fascinate – draws humans and creatures from a distance.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Calm – soothes angry creatures through song

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Command – small creatures captivated by your music obeys a simple command

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 4

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Befriend - Make Creature believe its your ally

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Confuse – creatures under your control become confused

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Song of Travel – refreshes allies

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 5

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Courageous Inspiration - Allies gain bonus to combat.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Epic Tale – Weave an epic odyssey through song, telling of your supposed adventures. Listeners will believe what you tell them, even if it’s ridiculous.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Song of Annoyance – create a racket so horrible people are willing to do almost anything to get you to stop

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 6

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Discord – causes confusion and allies to attack each other

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mass Suggestion – Cause crowds of people to obey a simple command (such as move elsewhere)

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Distraction – song makes group of people forget what they were previously doing/thinking about.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Song of Love – causes target to fall in love with you.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 7

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Charm Giant – R7 – charm even highly intelligent creatures

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Song of Dance – R7 – forces target to dance

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Tired Spell – lulls non-aggressive targets in an area to sleep.

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Summoning
<p align="LEFT" lang="en" style="margin-bottom:0in;">In order for a mage to summon another creature, they must make a contract with it (usually a tattoo-like mark created by the creature, on the summoner’s body). In order to do that, the creature must be powerful enough to know its own unique ‘sigil’, and have earned the respect and trust of the summoner. Summoning can work both ways; the summoner may exchange his sigil for the creature’s, in order to gain its trust. Most creatures will want something in return for their time being borrowed by allowing themselves to be summoned. Creatures can undo the summon/contract if they feel it’s too much of a burdon, or if they change opinions of the summoner.

<p lang="en" style="margin-bottom:0.14in;line-height:115%">Summoning is most loosely tied to arcane magic. Ranks in arcane dictate the number of sigils one summoner can collect.

<p lang="en" style="margin-bottom:0.14in;line-height:115%">When a creature is damaged to a certain point it is sent back to the area it was summoned from. It must recover and be healthy before it can be summoned again.

<p lang="en" style="margin-bottom:0.14in;line-height:115%">Ranks in any type of magic dictate the ‘power level’ of creature that can be summoned.

<p style="margin-bottom:0.14in;line-height:115%">Rank 1 – Familiars. Small common animals that can understand your speech and be told to do basic tasks that do not inflict harm on them.

<p style="margin-bottom:0.14in;line-height:115%">Rank 2 – Summon Small creatures

<p style="margin-bottom:0.14in;line-height:115%">Rank 3 – Summon Medium sized creatures

<p style="margin-bottom:0.14in;line-height:115%">Rank 4 – Summon Magical Creatures

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Dismiss – force another summoner’s creature to return to where it came.

<p style="margin-bottom:0.14in;line-height:115%">Rank 5 –

<p style="margin-bottom:0.14in;line-height:115%">Rank 6 – Ferals

<p style="margin-bottom:0.14in;line-height:115%">Rank 7 – Shadow Creatures

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Light Magic
<p align="LEFT" lang="en" style="margin-bottom:0in;">Light Magic is a result of one’s ability to tap into the ‘unseverable bond’ that connects all souled-creatures. It allows one to ‘reject’ occurrences that inhibit life, such as a bleeding artery or a crippling poison. Essentially it heals wounds, returning injuries to a state before they were opened. This ability stems from the power of the Alkire, which some believe to be gods; therefor it is commonly known as ‘holy magic’.

<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 1

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mend - Stop a target’s bleeding and restores ½ rank in non-lethal hits.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Light – object you touch shines like a torch

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Revive – does not heal wounds, but brings a target back to consciousness

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Refresh – target no longer feels hungry, thirsty, or tired. However, they do not recover spell fatigue.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 2

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Fearless – target gains bonus on morale checks equal to your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Heal – one target for up to ½ rank. Must be able to touch them. Heals 1 wound per round.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Imbue Light – weapon gains ability to harm shadow creatures for a time equal to your rank in rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Sense Life – can detect life nearby life within (rank x 10) foot radius of caster.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Detect Shadow – know if shadow creatures are nearby.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Cloak in Light – hide from shadow creature’s vision. They receive a penalty equal to your rank on perception checks targeting you.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">

<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 3

<p style="margin-bottom:0.14in;line-height:115%">Confidence - Increases morale checks for social skills equal to twice your rank.

<p style="margin-bottom:0.14in;line-height:115%">Preserve - Preserve the corpse of the freshly dead, one day per rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Blind – Blinds the target for rounds equal to (1d4 + rank).

<p lang="en" style="margin-bottom:0.14in;line-height:115%">

<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 4

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Daylight – Area brightens as if by daylight

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Courage – target gains bonus to all rolls equal to ½ your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Ray of Light – Deals damage equal to 1/2 your rank. To shadow creatures it deals damage equal to your rank, and blinds them for 1d4 rounds.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 5

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Heal Critical Wounds – repair critical damage

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Stop Shadows - stops travel to the shadow realm in a certain area

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Restore – Cures poisons, diseases, and stuns. Does not dispel enchantments.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Binding Light – renders target immobile for (1d4 + rank) turns.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Angelic Plate – increases natural armor by 1/3 rank

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 6

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Mass Heal – heal everyone around you for 1/3 of your rank. You do not have to be touching them.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Speak In Dreams – Contact someone through their dreams, relaying messages.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Voice of Truth - Speak through the voice of an Alkire. You cannot lie or be deceptive. However, you temporarily gain otherworldly knowledge and a bonus on intelligence checks equal to twice your rank.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Lay on Hands – Must be touching target. Instantly Heal up to your rank in wounds on the target, remove all afflictions. Drains the caster of all remaining mana. Usable once per week.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 7

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Wings of the Alkire – temporarily grow a set of golden feathered wings, granting the user flight.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Summon Amaranth – summon the ultimate ancient holy dragon relic. Only those with pure intentions of its use can touch it, and shadow creatures cannot even gaze on it. It is rumored that a single blow can cleanse the target of their shadowy confliction. The sword returns to its hiding place when it senses its usefulness is fulfilled. Amaranth will only be summoned if the intentions of the caster are pure.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Dismiss evil – return shadow beings to their own realm.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Righteous Fury - increases combat related rolls

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Soul of the Lost – returns undead’s souls to the bastion.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Sanctuary – creates an area that cannot be penetrated by attackers.

<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 8

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Redemption – rids target of their shadowy affliction

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Close gate – dismiss a gate summoned by a shadow creature

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Ease Pandemic – stops and slowly cures the spread of disease in an area.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 9

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Resurrection – The ultimate light ability

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Summon Alkire- summon a dragon god from the bastion

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 10

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Ascension – become a greater being.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">

Shadow Magic
<p align="LEFT" lang="en" style="margin-bottom:0in;">Shadow Mages are creatures who have been tainted by exploration into the shadow realm. In order to become a Shadow Mage, special requirements must be met. Shadow magic revolves around use of the void realm, including time manipulation. Shadow Mages use ranks/spells from other schools of magic, imbuing them with various effects. Shadow mages, despite the name, aren’t necessarily evil. Its true that most do it out of lust for power, but some do it out of necessity, such as the shadow dragons. Some feel naturally drawn to the shadows as they mature in their magical ability.

<p lang="en" style="margin-bottom:0.14in;line-height:115%">When one becomes a shadow mage, they retain all their ranks in magic. In addition, they maybe purchase spells from the Shadow list. One does not buy ranks in shadow magic specifically.

<p lang="en" style="margin-bottom:0.14in;line-height:115%">Automatic Spells

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Shift Into Shadows – returns the caster to the shadow realm. Must be standing in a shadow big enough to encompass their body.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Immortal – Being reduced below ¼ of total hits automatically begins to shift into shadows if available.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 1

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Vision - See at Night as if it were day. Permanent Aura

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Dark Mind – anyone attempting to contact the shadow creature’s mind is met with horrifying images and must pass morale checks to continue with the process. Permanent Aura

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 2

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Curse – target reduces to hit rolls

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Regeneration – whenever you use shift to shadows, you gain 1 hit every turn for 3 turns. Permanent aura.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Demoralize – reduces enemy morale by 2 points, while in vicinity of the caster.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 3

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Dark Presence – causes weak enemies to flee at just the sight of you

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Darkness – Creates an area of supernatural darkness

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Imbue Darkness – imbues a weapon with the shadow effect

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Twist Truth – gain bonus to bluff rolls for a short period of time.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 4

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Inner Darkness – Can use hits instead of mana at a 1 to 1 ratio. Permanent Aura

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Aura of Despair – creatures take a penalty to attack rolls and morale checks related to you. Permanent Aura

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">____ - fast cast, allows slight manipulation of the time flow difference to see briefly into the future, increasing DBP by ½ rank for 1d4 rounds.

<p lang="en" style="margin-bottom:0.14in;line-height:115%">

<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 5

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Fear – causes target/s to flee on failed Morale check.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Assume Shadow – The caster cloaks himself in dark energy, gaining natural AC and his mere touch deals magic damage.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Time Warp – time shifts for caster, by bringing small piece of the shadow realm to them.

<p lang="en" style="margin-bottom:0.14in;line-height:115%">

<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 6

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Invade Dreams – step into someone’s dream while they sleep

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Necromancy – pull a soul from the shadow realm to inhabit the body of a corpse in the real world. These creations are far more intelligent and powerful than their arcane counterparts.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Death's Grip- using the targets own affinity against them, the caster looks deeply into the shadow realm's weaves of magic to predict the targets death; forcing the image upon them. Effects vary depending on the target.

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<p lang="en" style="margin-bottom:0.14in;line-height:115%">Rank 7

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Summon Gate – create a gate to the void realm, visible only by those with high affinity. If they seek shadow power, they may cross through it.

<p lang="en" style="margin-bottom:0.14in;line-height:115%;">Black Fire – Eternal fire pulled from the lake of black fire in the shadow realm. Needs only fuel to burn and will not stop burning its target until the caster wishes.