Erandor Sample Spells

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Sample Spells[edit]

The spells are described like:

Name (School) Description.

Name is just the name of the spell. School is the school or domain of magic a spell-slinger needs to know in order to cast it. The description explains the game effects of the magic.

The following are examples. You can create your own spells in game or write them up in advance, and even take ideas from other game systems. For systems like D20 where spell level ranges from 0 to 9, you can even use the spell level given there to get a good idea of what difficulty to give it.

Keep in mind the following difficulties are for preparation and the minimum difficulty for a successful casting of the spell. So if you prepare Magic Arrow for instance, and then use it to attack a target that defends successfully, you are still considered to have cast the spell successfully. It did something, even if you missed. In this case, the GM would not exact any cost. If however you failed the difficulty on either the preparation or casting roll, the GM is within his rights to exact some cost as the price of magic. This is 1 stress if you only tied the spell casting difficulty, and might be a Fate point, consequence, or the GM determines a different target if you fail the difficulty. A GM might even be creative with this cost as well, perhaps instead giving your opposition an extra Fate point or applying an aspect to the scene.


Mediocre (+0): Cantrips[edit]

All spells of this type can be prepared and cast in a single action, regardless of what type of spell-slinger you are. These spells don't replace any actions you might take, but might enable you to use another skill where you might not be able to otherwise.

Divine Direction (Scrying). You know which way is north.

Ignite (Energies or Fire). You can set something combustible aflame.

Light (Phantasm). Causes an object to shine like a torch. This doesn't place any aspects, but can provide a reason for a Notice or Investigation action where one might not otherwise be available. This lasts just a minute or so.

Message (Phantasm). You can whisper a message, and hold a brief conversation with someone within four zones of you.

Sense Magic (Scrying). You can tell whether something is magical, but not what kind of magic.

Telekinesis (Air, Aether, Energies). You can manipulate a single object you can see of about five pounds or less that is within your zone or an adjacent zone. You can lift it, cause it to move, etc.


Average (+1) Spells[edit]

Make an overcome, attack, or defense action, or allow one of these actions. Includes useful spells that last no more than 1 exchange, or spells that place aspects that go away after the free invocations are used. Healing spells that allow a consequence to begin recovery also have this base difficulty to prepare.

Charm (Phantasm). You place an aspect to the effect that the target becomes friendly to you. The target typically defends using Will. The aspect lasts just one exchange.

Create Holy Water (Transformation). Requires Chosen One stunt. This spell can only be prepared by someone with the Chosen One stunt. This magic is special in that preparation requires use of a flask of water. When preparation is successfully completed, the newly blessed water carries the Holy Water aspect and can then be used by anyone. This means that while preparation is necessary, there is never a spell casting roll that needs to be made. In this sense, the preparation of holy water bridges the ground between spell casting and alchemy, using the power of gods as a shortcut. The aspect can be invoked for effects such as damaging demonic or undead creatures. Note, some gods may not grant the ability to create holy water.

Detect Disease (Healing, Water, Transformation). You can use your casting skill in place of Notice or Investigate to detect whether a disease afflicts the target and what that disease is.

Growth (Strength). Using magic, you can cause a target to increase in size by 40% in terms of height, width, and length. You place an aspect, Enlarged, with at least one free invoke upon a willing target that lasts for five exchanges. It can be used for a bonus on size or strength-related tasks or defenses. All items carried by the target grows with them, proportionally, though anything dropped immediately returns to its normal size.

Heal Injury (Aether, Healing or Transformation). When you unleash this curative magic, your are able to aid others to begin healing a consequence. This is an Average (+1) spell to prepare (and is the base difficulty non-wizard characters must beat) but the difficulty to cast varies depending on the severity of the consequence to be healed. So, a mild consequence requires a casting total of Fair (+2), a moderate requires a Great (+4) difficulty and a severe consequence has a Fantastic (+6) difficulty. Extreme consequences can't be affected by this level of magic. Upon a successful casing, the consequence can be turned into a recovering consequence. However, no further benefit can be gained from magical healing after it has been applied once, even if more powerful magic is later acquired and used.

Magic Arrow (Energies). You can use magic to directly attack one target with whom you have direct line of sight.

Ray of Frost (Entropy or Water). You can use magic to freeze your target, dealing direct damage. This requires line of sight. Creatures taken out with this spell are usually frozen solid.

Slow Fall (Aether). When you cast this spell, you can affect more than one target in the same zone as you by splitting your casting total. Each target must have at least +1 assigned to it. Affected targets that fall while the spell is in effect fall slowly enough no damage will result when the end of the fall is reached. The spell lasts for up to 3 exchanges or whenever the targets land, whichever occurs first.

Spirit Armor (Defense). Touch a subject that is not already wearing armor to cast the spell. For half a day, the subject gains the aspect, Spirit Armor with one free invoke which can be used to aid a defend action against a physical attack.

Silent Phantasm (Phantasm). You can create a minor illusion that lasts so long as you concentrate on it. This takes your action.

Stone Skin (Defense or Earth). Your skin instantly transforms to something as hard as granite for a split second. This spell allows you to defend against an attack using your favored spell casting skill.

Show Me (Phantasm). This spell animates an image that you create. The image doesn't affect anyone, but will last as long as you concentrate upon it. Taking an action other than concentrating on animating this image will end the spell.

Witchbolt (Energies, Fire). Fire rockets forth from your hands toward your target. In addition to causing damage, you may set combustibles aflame.

Fair (+2) Spells[edit]

These spells have the same limitations as Average (+1) spells, but might have an extra effect.

Alibi (Phantasm). This spell can create a temporary memory in a witness of the caster. This is quite specific in that the target will remember the caster to have been in their company the entire evening. The memory fades and disappears after just a few days, however.

Detect Disease (Healing). You can sense the presence of disease in the direction you are looking out to 1 zone past the one in which you stand, but it takes a bit of time to narrow down exactly what is going on. The first exchange (when you cast the spell), you can detect the presence or absence of disease. The second exchange you pick up the number of diseased individuals in the direction in which you are looking. In the third exchange, you can detect the condition and location of each individual present. You know the type of infection, incubation period, and effect of the disease.

Invisibility (Phantasm). This places an Invisible boost on yourself or one target that lasts for 1 scene, whenever an attack action is taken, or when you create an advantage on someone else, whichever happens first. You can invoke the boost for a bonus on an action, but this also causes the invisibility to dissipate. The aspect blocks anyone from visually detecting you, but does not affect any of the other senses.

Ogre Strength (Strength). You place an aspect of Ogre's Strength on one willing recipient with one free invoke. If you succeed with style, they gain two free invokes of the aspect. The aspect lasts the scene.

Preserve the Dead (Necromancy). When you cast this spell upon a corpse, it places Preserved on the deceased, which suspends any further decay for a week. This can allow the deceased to be raised using Life from Death, even if they have been dead for more than a week.

Shade (Phantasm, Shadow). Magical darkness descends upon one zone, blocking the use of the sense of sight. This spell can be used to overcome magical light on a zone.

Wizard Lock (Aether). You seal a portal such as a door, window or a container, with magic. This places a Wizard Lock aspect. You can open it, but others must overcome the aspect to open it. The defense for the Wizard Lock can be active, even if you are not present. The Lock lasts until one exchange after the free invocation is used, then disappears.

Good (+3) Spells[edit]

These are useful spells lasting up to 3 exchanges, attack or defense spells lasting up to 3 exchanges, or spells affecting up to 3 targets. Healing spells that reduce the severity of a consequence one step have a Good (+3) difficulty to prepare, but casting the spell has a variable difficulty equal to the value of the consequence being affected. Spells that have significant restrictions can bend these limits.

Arcane Sight (Scrying). For three exchanges you gain the ability to see magical auras on people or things. This will also provide the magical school and approximate level of active magic (if applicable). Having Arcane Sight in play will also allow you to use the skill you normally use to cast spells to detect magical things, like a magical Notice skill.

Beast Form (Transformation). This spell only ever affects you. You can turn yourself into a natural animal of any size that is in the Person size category when you cast the spell. Place an aspect on yourself describing the animal you have become. For the rest of the scene, you have that aspect. This means any natural ability the animal has, you have as well. So, if you turn into a bird, you can fly. If you turn into fish, you can swim and breathe water. If you wish to have a mechanical bonus to a skill roll due to some trait the animal form has, then you may invoke your aspect. So for example, if you have turned into a tiger and wish to use the benefit of having bone-crushing jaws or sharp claws, you can invoke the aspect for a bonus on your Fight attack actions. For another example, if you are a bird and took the form of a falcon, you can invoke your new falcon aspect to gain a bonus to Athletics rolls to fly at great speeds.

If you wish to turn into a magical beast instead, such as a dragon or unicorn, add +1 to the difficulty when preparing the spell. If you wish to increase your size category to Giant scale, add +2 to the preparing when casting the spell. You can’t change this when it is time to cast the spell.

Miss-casting this spell means your character may be stuck in an animal form for the length of time you possess a consequence you might have to take as a result. Serious failure can even have your character's intelligence reduced to that of the animal you have become.

Black Tentacles (Shadow). You can summon ropy tendrils made entirely of shade to grapple your target. A successful create an advantage action with this spell is enough to Entangle for a few exchanges (unless they break free sooner than that). These tendrils cannot be cut, gripped or broken, but the victim may attempt to escape using Physique versus the active resistance of the spell caster. This is enough to prevent the target casting spells or using weapons, or really doing anything much more than attempt to escape.

Dispel Magic (Defense, Entropy). You can dispel one magical effect. If it is permanent magic, it remains turned off for three exchanges. The difficulty to do so depends on the level of spell targeted. Naturally, this doesn't help against instantaneous effects, only ongoing spell effects.

Feature of the Beast (Nature, Transformation). You can draw upon your magic to acquire a single feature normally possessed by a beast. This might be hearing, sight, claws, teeth, tail, etc., and it is represented by an aspect. The aspect lasts a few minutes, or a scene in combat. You can affect only yourself with this spell.

Flying Leap (Air or Energies). Until the end of your next turn you can fly. Use Athletics to determine how far you move if you choose to more more than a single zone.

Fortify Material (Strength). This spell only applies to things that are worn, such as armor or clothing. It imbues the material with the aspect Fortified with one free invoke (two on success with style) to aid on a physical or magical defend action. The spell lasts until the next sunrise or sunset.

Lightning (Air or Energies). Attack up to three separate targets with the same attack roll with a sparking electrical arc that strikes the first target and the nearest two individuals or objects.

Mass Growth (Strength). Using magic, you can cause up to three targets to increase in size by 40% in terms of height, width, and length. You place an aspect, Enlarged, with at least one free invoke upon willing targets that lasts for five exchanges. It can be used for a bonus on size or strength-related tasks or defenses. All items carried by targets grow with them, proportionally, though anything dropped immediately returns to its normal size.

Restore Health (Aether, Healing, or Transformation). As for Heal Injury, but a successful casting means you can also reduce the consequence one step of severity. So, a moderate consequence would become a healing consequence at the mild level, and occupy a mild slot instead.

Shield (Defense, Energies or any Elemental school). You cause a shield created of your favored element (or raw magic in the case of the Defense domain) to flare into existence. When someone attacks you and does stress, the shield will absorb some of it. Consider the shield to have two stress boxes that can be used in addition the character's normal stress boxes. It can absorb one stress or two stress from a hit. Once both boxes are filled, the shield disappears.

Water Breathing (Transformation). You gain the ability to also breathe under water. Divide your spellcasting total to affect others, applying at least a +1 to each. For each shift when the spell is cast, that target gain breathe under water for 1 scene. This spell cannot be used to cause harm.

Great (+4) Spells[edit]

Affliction (Entropy). You must be able to touch your target when you cast the spell, so the target can resist your spell casting create an advantage action with either Athletics (to avoid the touch) or Physique (to resist the effect). A successful casting means you can immediately inflict blinding fever, bubonic plague, cills, filth fever, or leprosy. The incubation period is ignored.

Ice Storm (Entropy or Water). Hail and ice attacks everyone in a single zone with terrifying, whirling fury. It also places a Blizzard aspect upon the zone. Blowing snow obstructs sight, keeping the aspect in play for four exchanges.

Bogeyman (Phantasm). This spell, when cast, generates a fearsome monster conjured from the targets deepest subconscious fears. While you see only a vague outline, your target sees every horrible detail. Targets can attempt to resist this spell using Will. On a failure, they take the difference in mental stress, which they may believe is real. In fact, any consequences taken may be physical in nature. If the target succeeds in resisting the spell's effect, the spell ends and the bogeyman disappears. After the first exchange, the bogeyman will remain in effect until the target succeeds on a Great (+4) Will overcome action or after three exchanges, whichever occurs first.

Mass Ogre Strength (Strength). You place aspects of Ogre's Strength on up to three willing recipients with one free invoke. If you succeed with style, the aspects have two free invokes. The aspects last the scene.

Remove Disease or Poison (Healing). With a touch, you can release a prayer that can cure all diseases and remove all poisons from a single subject. This requires the spellcasting roll overcome the difficulty of the disease (or the diseases). Any disease or poison that is overcome by this roll is removed from the character. Most diseases and poisons will have a difficulty already defined, or if created as a character using the fractal rule, the difficulty would be the poison's or disease's peak skill. See the Sample Disease List for ideas on diseases and how to set their difficulties. If in doubt, the GM can always treat a disease or poison like an aspect and set the difficulty to remove it at Fair (+2).

Scry. (Scrying) Allows you to remotely view individuals. When you cast this spell, the subject of your spell can resist with Will and any applicable aspects designed to repel attempts to scry. Your attempt is modified by how familiar you are with the subject. If the subject is a total stranger, subtract two from your total. If the subject is somewhat known to you, then subtract one. If you know the subject, no modifier is needed, and if you are very familiar with the subject, then you can even get a +1 bonus. If you have something that belongs to the subject to help build the connection, you get a +1 bonus, and if you have a body part like hair, nails, skin or other, you get a +2.

This spell requires you use an expensive, polished silver mirror or fine crystal ball that requires a Resources check overcome a Great (+4), or a price of 1,000 silver coins.

If successful, you may observe the subject for one scene at whatever distance you choose.

Summon Elemental/Demon. (Summoning). You cast a spell to call an elemental from another plane of existence. This is not an elemental spirit native to Erandor, but a creature from primordial realms of fire, water, earth, or air.

The creature summoned has one aspect, a Good (+3) skill, 2 physical stress boxes, and 2 mental stress boxes. It can take a mild and moderate consequence. At the end of the scene, the elemental dissipates and returns to its home realm. You can summon an elemental just once per scene.

Options:

  • Multiple Elementals. Add +2 to the difficulty prepare the spell to summon up to two more elementals. All must be from the same plane.
  • Skilled Elemental. Add +2 to the difficulty to prepare the spell to give the elemental an additional Good (+3) skill.

Summon Lesser Fey. (Summoning). You can summon a random, lesser fey being. This might be a sprite, pixie, leprechaun, nymph, or other. Use the rules for Summon Elemental, except that at the end of the scene, the fey being wanders away. It is its choice whether or not it returns to its home realm.

Sphere of Force. (Energies). You can target someone of Personal scale in your own zone, even yourself. When you cast the spell, unwilling targets can attempt to leap out of the way (Athletics) or perhaps some kind of anti-magic defense. Success means the target is surrounded by an impenetrable Magical Sphere. The sphere blocks any magical effect that might cross its boundary, cannot be moved, and is highly resistant to physical damage. Attempts to physically damage it with non-magical attacks is actively resisted by the spell caster using whatever skill he used to cast the spell. The spell ends when a single attacks does more than two shifts of stress, or at the end of the scene.

Walking Dead. (Necromancy). With this spell you can create animated skeletons and shambling zombies from corpses. The corpses need to be more or less intact. When you cast the spell, you pull deathly shades, fragments of spirits, from the realm of Shadow and bind them into the corpse or skeleton. The new undead then rise as a nameless NPC to serve at your command. You can command up to two undead of Good (+3) level, three undead of Fair (+2) level or six undead of Average (+1) level. This is the most any single necromancer can control directly. That said, necromancers can create more undead than they can directly control and place them under the control of undead of greater power. These leaders would be classed as supporting characters or even main characters, but must be found and bargained with or raised with a more powerful spell. Walking dead with no necromancer or other commander to guide them will wander randomly until they find something alive, at which point they will immediately attempt to free the living from their mortal coil. Walking dead that are not controlled have barely animal intelligence.

Superb (+5) Spells[edit]

These spells last a scene. Attack or defense spells that affect four or more targets or an entire zone also fall into this category.

Chain Lightning (Energies, Air). Like Lightning, except that you can target any enemy in the same zone as your first target, and you can discriminate between friend and foe. So, you won't strike any allies in the same zone, unless you want to.

Dominate (Phantasm). You can make a mental attack to control one individual who defends with Will. For each shift of success over the defender's Will roll, you gain control for an exchange. You may then cause your victim to take whatever action you like on your turn. This replaces your own action.

Enhance Endurance (+5, Strength). When you cast the spell, you grant one target the Tireless aspect with one free invoke (two on success with style), which lasts a scene. Having the aspect means the subject will not succumb to exhaustion, and the aspect can be invoked to enhance actions related to physical activity.

Ethereal Armor (Aether, Defense). You summon a magic suit of armor that protects you from harm. For the rest of the scene you gain the benefits of armor:2, where you may reduce stress done by any physical by 2 point.

Fireball (Energies, Fire). You toss an explosive fireball into a zone. This attacks every creature and object, friend or foe with the same roll. This spell is powerful enough to affect a creature of a scale one step greater than you. It may also set things on fire.

Impersonate (Phantasm). The illusion you create can make you appear exactly like any one other person. It lasts the entire scene.

Life from Death (Healing). You can restore life to a subject that has been dead no more than a week and whose body is more or less intact. In other words, most of the pieces must be there. Vital things that are missing such as heart, brain, liver, etc. will prevent this spell from working. This spell is cast in a ritual that lasts an hour and requires rare herbs and specially made religious relics. Materials consumed amount to a Superb (+5) Difficulty Resources roll, or about 5,000 in silver coins. Because of the cost, only the most wealthy individuals can afford it. Sometimes, if the temple offering the spell feels the deceased is worthy enough, they will cover the cost themselves in exchange for some period of service that the deceased or those requesting the spell might perform.

Stoneskin (Strength). When this spell goes into effect, you gain armor:3, which works against physical damage, for one scene or until it has absorbed a total of 12 shifts of stress.

Teleport (Aether, Travel). This spell transports you or a willing target, or an item up to 100 miles. If you aren’t familiar with the location, then you may be off up to 30 miles. And of course the spell may be compelled to go awry.

Fantastic (+6) Spells[edit]

Greater Walking Dead (Necromancy). You raise to unlife a single undead creature that ranks as a supporting NPC with a peak skill of Good (+3) or higher. It requires an intact corpse and an hour of time (about the length of a scene) to cast the spell once it is properly prepared. A necromancer can attempt to command the creature as it is forming over that hour. Wise necromancers will also prepare some advantages ahead of time that will aid them in the battle of wills. This pits the Necromancer's skill in magic against a difficulty equal to the creature's peak skill. If successful, the undead will recognize its creator and bow to the necromancer's will. On a tie, the creature will refuse the necromancer as its master and strike out on its own. On a failure, the undead creature turns on the necromancer and attacks. Examples of undead created with this spell include ghouls, liches, mummies, undead champions, undead knights, and vampires.

Shadow Walk (Shadow). This spell can be cast simultaneously on yourself and anyone you can touch. Once cast, it opens a path the winds between this world and the realm of Shadow. You can see through to the physical world, though it is dim and difficult to make out. Beings in the material realm cannot perceive you at all. When you travel, you feel like you are moving at a normal pace along the Shadow Path, but you cover distances in the material realm at a rate 20 times greater. This spell lasts up to half a day, or until you exit the Shadow Path.

Failing the difficulty to prepare or cast the spell may mean your character wanders off the path. Roll a Fate die. On a (--) minus result you end up in the Shadow Realm. On a (+) plus result you stumble into the material realm again at a random point along your planned route. On a blank you wander further and may become truly lost; roll again and this time you have no idea at all where you will end up in Shadow or the material world. The same thing happens should you lose contact with someone you brought with you.

Summon Greater Fey/Demon (Summoning). If you know a fey being’s true name (or a demon’s true name), you can summon a fey with a peak skill equal to your own. This spell is otherwise similar to Summon Lesser Fey.

Epic (+7) Spells and Above[edit]

These spells are considered High Magic and must be discovered in-game from intensive and likely dangerous experimentation, ancient sources of knowledge, or granted by deities or other extremely powerful beings. Controlling magic of this magnitude is also very dangerous. If you succeed in casting the spell (so not when you prepare the spell!), you take 2 stress. If you fail the casting roll, you take 2 stress plus the difference between your casting result and the difficulty.

Greater Teleport (Aether, Travel). This spell transports you or up to 8 people holding hands with you in a circle. It can send you any distance. If you aren’t familiar with the location, then you may be off up to 100 miles. And of course the spell may be compelled to go awry.

Legendary (+8) Spells[edit]

Avatar Evolution. Must wield Priestcraft. This powerful spell is very dangerous but directly affects only the spell caster. Considered a blessing to be granted access to the spell, only the most favored priests or priestesses of a god are granted the power to assume the mantle of Avatar. This is the only way the gods (except Cydon and demigods) are allowed to manifest on Erandor.

Note that the Great Spirit of Erandor never grants this spell.

Successful casting of this spell allows the consciousness and a small portion of the god's power to enter the body of the priest. This grants special benefits depending on the god invoked. The effect lasts for 1 scene before fading away. When the avatar form is assumed, a hazy image of the god is superimposed over the priest, which is invariably taller, glows faintly, and appears as the ideal of their native race.

  • Cydon. Able to cast Restore Health on an entire zone up to 3 times while the Avatar effect endures. Attacking the Avatar of Cydon requires a Will overcome action versus the caster's own actively resisted Will.
  • Innora. Gain a magical halo that repels magic. Armor:3 versus any magical attack and a +2 bonus to resist any magical effect.
  • Jora. Foreknowledge grants a +2 bonus to Athletics or Will to avoid physical or mental damage.
  • Mordan. Gain armor:2 and become impossible to move unless you wish to move.
  • Nadral. Gain armor:1, weapon:2 for bite attacks using Fight, +1 physical stress box.
  • Neela. Gain armor:1, +1 to attacks with Shoot, +1 to defend actions using Fight.
  • Ragoth. Gain armor:1 and +1 to all attack rolls.
  • Sharn. Beasts refuse to attack Sharn but run in fear while the Avatar effect endures. Gain +1 to Shoot attacks.
  • Solara. Gain a fierce glow that acts as armor:2 and an ability to attack with beams of light using Shoot.
  • Val'tor. Gain armor:1, +1 to attacks with Fight, +1 physical stress box.
  • Vanima'du. Shadows shroud and protect you, granting a +2 to Stealth actions to stay hidden and grants the ability to use Stealth as a defense against any attack.

Summon Fey Lady/Lord or Summon Demon Lord (Summoning). If you know a fey Lady or Lord’s true name (or a demon lord’s true name), you can summon a it. This is a being with a peak skill higher then your own and full skill list. It may have any number of powers, and you can’t control it, except by compelling it’s Trouble, if you know what it is. This is a good time to work on your groveling skills since beings of this level of power will be stronger than you and likely to break through any binding or defensive magics you might have in place.

That said, providing a Demon Lord with a blood sacrifice or a soul usually gets their attention. Note that demons are selfish, evil creatures that will attempt to get the better of any deal made with them.

And, giving your full, true name to a Fey Lord usually invokes their sense of fair trade. These fey, like Greater Fey, have a weakness in that they can be compelled if you know their full, True Name. This is normally extraordinarily difficult to acquire. However, they do also have an otherworldly sense of fair trade. Although they will always attempt to get the better end of any deal, if you give them something, they will usually feel obliged to give you something in return. Whether that something is what you wanted or not is another problem.