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Amplify Magic

1cc

Cost: Free

Range: N/A

Duration: Next Spell

Criteria:

Type: Build Up, Spell.

Skip a turn. - You receive an Advantage on the next spell you cast.

(Spellslinger - Branch Ability)

Magic Circle

1cc

(Spellslinger - Branch Ability)

Cost: 1 PP.

Range: 1 Yard Radius

Duration: Until Mage leaves Circle.

Criteria: The moment the Mage leaves the radius of the circle, it fades.

Type: Build Up, Spell-Rune.

Skip a turn. - Create a circle under your feet. As long as you are standing inside of it, you have +1d on Magic.

Spell Mastery

1cc

Cost: Free

Range: 45 yards

Duration: N/A

Criteria:

Type: Passive. Spell

You can attack with Wisdom for free as a basic attack. Your basic spell for such attack does not apply effects, and must be a magical projectile of your design, no bigger than 2 feet radius.

Wild Magic

3cc

Cost: Free

Range: N/A

Duration: N/A

Criteria:

Type: Passive Spell

After you cast a spell, roll d1. If it hits a star, the Mage casts a random instant, magical spell or effect picked by the DM.

Invisibility

3cc

Cost: 1 PP/Target

Range: N/A

Duration: Up to 1 Hour

Criteria:

- Creatures with increased senses may detect your presence. - Detect Magic can detect the spell in 50 feet.

Type: Illusion, Spell.

The mage, or a willing creature it touches becomes invisible. Roll magic. Any spellcasting, or actions that are not Illusion Magic, will break the effect.

Spellbinding

3cc

Cost: 1 PP/2pTurn -> 1 Life/2pTurn

Range: 20 Yards

Duration: Until Cancelled

Criteria:

- If you run out of power, the spell begins to feed on your life energy. - After using this spell, you cannot regenerate for 1 days, and you have -1 Might and Agility.

Type: Channeling, Spell.

The Mage focuses on a target, creating a runic spell-prison around him, which the Mage fuels with crackling wild magic emitting from his hands. It requires the full focus of the mage, any actions interrupts the spell casting. - While the chanelling is happening, nor the mage or the Target of the spell can move, or cast spells.

Detect Magic

1cc

Cost: 1 PP

Range: 30 Yards

Duration: N/A

Criteria:

Type: Spell, Divination

The Mage either:

- Attempts to detect whether a magical effect is active in 30 yards radius.

- Attempts to determine the Spell on an object or creature the mage points at.

- Attempts to sense the source-direction of an active spell the Mage is aware of.

Chronomancy

3cc

(Spellslinger - Core Ability)

Cost: 3 PP

Range: N/A

Duration: N/A

Criteria:

- After using Chronomancy, the mage enters Existential Crisis for 1 days.

Type: Spell

Skip a turn. - 

Activate any "Build Up" Spells you have with no mana cost in this turn.

Blink

1cc

Cost: Free

Range: 50 Yards

Duration:

Criteria: Can only use once every hour.

Type: Teleport, Movement-Spell

Teleport to any direction the Mage can see, imagine and focus on within 50 yards. If the location is already occupied by something else, the Mage gains a disadvantage in the situation.

Conjure: Armory

3cc

Cost: 1-2 PP

Range: 10 yards

Duration: 1 Hours/Until destroyed

Criteria: Only up to three armory may be conjured and be active at a time.

Type: Conjuration, Spell, Construct

1 PP: The mage may conjure up to any type of weapons or armour that can be used.

2 PP: The Mage may conjure up to a living weapon/armour to fight and serve by their side.

Cosmic Eyes

2cc

Cost: Free

Range: N/A

Duration: 1 Hours

Criteria: The Mage will has blurred sight after the spell ends.

Type: Enchantment, Spell

After casting the spell, the next time you blink, your eyes will turn into violet, allowing to read arcanic information inside of the plain that is naturally invisible. 

Can see Ghosts, and other creatures on different plains.

Evocation

1c

Cost: Free

Range: N/A

Duration: 1 Turn/1 Minute

Criteria: The Mage can't defend in the next enemy turn.

Type: Build Up, Spell

Skip a turn. - Refill 1 Power.

Roll Evocation 1. - If it's a moon refill 1 Power.

Clone

Eyes of Gemini

ult

Cost: 2 PP / 1 PP

Range: N/A / 50 Yards

Duration: N/A / 1 Hours

Criteria: Can Only use Once a day. - After using, the Mage's eye becomes bloodshed, no other eyes can be activated, and you have -1d on Spell.

Type: Conjuration, Spell, Buff.

Clone: Create a True Clone of yourself, mimicing every of your actions. Roll d10 to determine whether enemies are attacking you or not. The Clone is a Level 3 Mage.

Eyes of Gemini: Your eyes become red, and every creature the Mage can look into the eyes of, freezes just for the moment the Mage attacks them.

Prestidigitation

1cc

Cost: 1 PP

Range: 5  yards

Duration: Up to 1 hour.

Criteria: For 1 PP, you can cast three Prestidigitations. Three is the maximum Prestidigitations that can be active at a time.

Type: Spell

You can create a small, harmless effect of any magical school. e.g.: A short musical note to appear, a small hand sized object to appear. A change of colour. A symbol printed on something etc.

Mage Hand

1cc

Cost: 1 PP

Range: 50 Yards

Duration: 1 Hours

Criteria: Physical contract with a humanoid creature, or a sudden projectile kills the hand. - Only one hand may be active at a time.

Type: Conjuration, Spell.

Project your hand to a non occupied area within 50 yards. The hand may physically touch objects, and can lift up to 5.6 lbs.

Mirror Image

3cc

Cost: 1 PP

Range: N/A

Duration: Until last Image dies.

Criteria:  Each Image dies upon the slightest impact. - Images can't make noise, or have a smell. Units with increased senses may ignore this spell.

Type: Spell. - Illusion.

Summon three illusionary images of yourself, rotating around you as they mimic every of your action. They cause no damage, but it is impossible to determine the original target.

- Whanever a creature declares an attack against you, you must roll d10 with DM. If you Over-roll the DM, the creature attacks an Image instead of you.

Frogify

2cc

Cost: 1 PP

Range: 45 Yards

Duration: 10 Minutes

Criteria:

Type: Transmutation, Spell.

Turn a target creature or object into a frog. It will behaive as a frog. - While being a frog, a creature regenerates, but will feel sick for a day. Any damage cancels the spell.

Fool's Gold

3cc

Cost: 1 PP

Range: N/A

Duration:

Criteria: After the spell expires, the gold turns back into the initial object it was.

Type: Transmutation, Spell Effect.

Roll Magic, and transmute up to a handful bag of gold, by sacrificing any object that would fit into your hand.

Leyline: Overcharge

3cc

(Spellslinger - Branch Ability)

Cost: N/A

Range: 50 Yards

Duration: N/A

Criteria:

Type: Passive Spell

Whanever you make a succesful offensive spell, roll d1. 

Moon: Release a free d5 instant, palm sized meteor flying towards a direction.

Skull: Freeze your hands, prevent yourself from casting the next turn.

Leyline: Build Up

2cc

(Spellslinger - Core Ability)

Cost: Free

Range: N/A

Duration: N/A

Criteria:

Type: Build Up, Spell

Skip a Turn. - The next turn of the Mage, they can cast two Spells.

Portal Mage

3cc

Cost: 1 PP

Range: N/A

Duration: N/A

Criteria:

Type: Passive, Transmutation-Spell

You may receive portal licenses to every major city you visit, by talking to the Grand Mage of the city. - For one PP, you may project a circular portal of 15 feet radius that lasts for 10 minutes, or until closed. Anyone passing the portal will be teleported to the portal-stone of the city.

Zap!

2cc

Cost: 1 PP

Range: 100 yards

Duration:

Criteria: Creature must be under 10 total life for the effect to activate.

Type: Conjuration, Spell

Zap target creature, object or terrain with electricity. If it's a creature, they can't defense in the next turn. -- Zap can interrupt Spellcasting, Channeling, Chanting, or Rituals.

Ice Block

3cc

Cost: 1 PP

Range: N/A

Duration: 10 Minutes

Criteria: - The next turn of the Mage, they can only use d1 for any actions.

Type: Spell, Defensive, Frost

Surround the Mage's body in a massive block of ice, preventing all incoming damage.

Grand Illusion

3cc

Cost: 2 PP

Range: 100 yards

Duration:

Criteria: On physical contact, the Illusion reveals itself.

Type: Illusion - Spell

Project an Illusion of whatever the Mage saw in their life, and can imagine. The illusion is harmless, but mimics the behaviour of the object, creature, or terrain the mage wishes.

Spellsteal 
Eyes of Me'kra'nai

ult

Cost: 1 PP / 1+x PP

Range: 80 Yards / 50 Yards

Duration: Initial / 1 Hours

Criteria: Can Only use Once a day. - After using, the Mage's eye becomes bloodshed, no other eyes can be activated, and you have -1d on Spell.

Type: Build Up, Spell, Buff

Spellsteal: Skip a turn. - Dispell a magical effect on a target creature, object, or structure, and apply it on yourself. 

Eyes of Me'kra'nai: Your eyes turn purple. Analyze and Understand every spell cast around you in 50 Yards that the Mage can look at and sense. Spend 1 PP every turn this effect is active. - Once you stop the spell, Skip a turn. -> On the skipped turn, you can release every spell the Mage learned.

Conjure: Fire

2cc

Cost: 1 PP

Range: 30 Yards

Duration: 1 Hour

Criteria:

- Anything resistant to Fire or Magic are resistant to both/either natures of the spell.

Type:

Conjure up to a 2 feet radius fire that behaives as natural fire, but is a Spell. - You may cast the spell on any terrain or target creatures.

Focused Blast

2cc

Cost: 1 PP

Range: 30 yards

Duration: Until target switch

Criteria:

- The fifth stack removes the spell.

Type: Spell

Blast a target creature with pure runic, arcane energy. Mark the target with: This target receives +1 damage from Focused Blast, and Focused blast requires no further PP against this target. 

This effect can be stacked up to 4 times.

Freeze

2cc

Cost: 1 PP

Range: 30 Yards

Duration: Dice Amount

Criteria:

Type: Transmutation,Spell

Target a creature, object or terrain. The area freezes slowly. Channel this ability for 1 more turns, to completly freeze it.

Enchanting

3cc

Cost: 1 PP

Range: 5 yards

Duration: 5 Hours

Criteria:

Only three enchantments may be active at a time.

Type: Spell, Enchantment.

The Mage can Enchant objects with certain elemental powers.

Fire: Deals +1 damage and applies d4 burn.

Frost: Slows the target by d4.

Earth: D1 Lifesteal.

Lightning: D1 chance to interrupt spells, increases to D5 in water.

Light: The object glows in the dark, and can blind.

Earth: Increases defense by d1

Wind: Wielder may attack twice, and can fly/dash forward.

Darkness: Object is invisible, surrounded by a cloud of darkness.

Spell of Tongues

2cc

Cost: 2 PP

Range: N/A

Duration: 10 Minutes

Criteria: After the spell expires, the Mage will be blinded and mute for 30 Minutes.

Type: Enchantment, Spell

The Mage can enchant his own tongues and eyes, to automatically translate anything to any language.

Conjure: Explosion

3cc

Cost: 1 PP

Range: 100 Yards

Duration: 3 Seconds

Criteria: Can target any creature, terrain, or object.

Type: Spell, Conjuration, AOE

Conjure up a maximum one tile large explosion to a target area. The explosion behaives as a natural explosion, eventho it is a spell. Roll Magic for AOE damage.

Animate

2cc

Cost: 1 PP

Range: 30 Yards

Duration: 1 Hours

Criteria: The spell can be dispelled.

Type: Enchantment, Spell

Animate an object to mimic the behaviour of a willing, friendly animal. The object is a Level 2 creature. 

Power Word: Death
Eyes of Na'dari

ult

Cost: 3 PP / 2 PP

Range: 50 Yards / ~1-2 Miles

Duration: N/A / 1 Hour

Criteria: Can Only use Once a day. - After using, the Mage's eye becomes bloodshed, no other eyes can be activated, and you have -1d on Spell.

Type: Spell, Necromancy, Buff.

Power Word: Death: 

The Mage chants a powerful, forbidden word of magic, that immidiately takes the life of a creature that is Level 3 or lower, or is under 10 Life Points.

Eyes of Na'dari: Your eyes turn black. Any object or terrain you look at will be activated. E.G.: Vulcans errupt. Doors and chests unlock. Traps Activate, Light up or snuff candles. Etc.

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