- Name (COST): Description.
- Arcane Lock (3 pts): A glyph used to permanently seal a door.
- Armor (3 pts): Add +3 Defense.
- Courage (3 pts): Ignore fear or intimidation.
- Dream Spike (3 pts): Stun an intelligent foe.
- Far-Seer (3 pts): See your position from high above.
- Fireblast (3 pts): Explosive fire from the caster’s hands.
- Ghost Blade (3 pts): Hit
1d2
targets with arcane knives. - Healing Light (3 pts): Heal a skill attrition with a touch.
- Invisible Wall (3 pts): A 50cm wide force field, 4 attrition/10 Def.
- Levitation (3 pts): Hover up to 180cm above ground.
- Mage’s Cloak (3 pts): Enchant a cape. Its wearer is targeted last.
- Piercing Blade (3 pts): Enchant a weapon. It is deadly.
- Purify (3 pts): Free a target of all afflictions.
- Sprint (3 pts): Grant double move speed.
- Stormcaller (3 pts): Conjure a type of weather when outdoors.
- Summon Vermin (3 pts): Attract a swarm of local pests.
- Telekineticus (3 pts): Move small objects in your immediate area.
- Vanish (5 pts): Become invisible.
- Vines (3 pts): Call up vines that grab passers-through.
- Waterbreath (3 pts): Breathe underwater with ease.
When using basic spells in play, answer almost every question with the defaults.
Casting Healing Light? Heal 1 skill attrition from a target you touch.
Casting Mage’s Cloak? Touch the target cloak, and its wearer will be targeted last for 1d6
phases.
These default values should feel limiting quickly to the magic-user. That is when useful upgrades like Powerful, Lasting, or Dice Upgrade can be bought with hero points.
Considering the defaults, you’ll be feeling flimsy with touch-only spells at your most basic level. Always consider throwing the ‘ranged’ upgrade on basic spells right from the get-go for 3 points. Trust me on this one.