Spell Summary Table

Spell NameLevelDescription
Ash Storm3Fire damage and blinding effect in persistent area
Dancing Blade3Controllable floating melee weapon
Dispel Magic3Remove magical effects from targets
Gilded Whispers3Eavesdropping enchantment on paired coins
Icicle Lance3Single target ice projectile that can pierce through enemies
Mad Monkeys3Summon chaotic monkey swarm
Paralysis3Sustained paralysis effect
Rune Spell3Place delayed magical trigger
Suggestion3Compel target to follow reasonable suggestion
Toxic3High persistent poison damage

Spell Descriptions

Ash Storm

Level: 3
Mana Cost: 3
Range: 10 hexes
Target: Blast 4
Duration: Variable

Effect: Create a swirling storm of burning ash and embers that persists in the area. Creatures entering or starting their turn in the area take damage and are Blinded while inside.

Class TierDamageDuration
Apprentice1d8 + Spellcasting modifier2 rounds
Journeyman2d8 + Spellcasting modifier2 rounds
Expert2d8 + Spellcasting modifier3 rounds
Master3d8 + Spellcasting modifier3 rounds
Legendary4d8 + Spellcasting modifier4 rounds

Dancing Blade

Level: 3
Mana Cost: 3
Range: 8 hexes
Target: Summoned weapon
Duration: Sustained

Effect: Create a floating magical weapon that attacks enemies under your control. Use 1 AP to command it to attack (uses your Spellcasting skill). The blade has no FP or RP. Damage dice are based on your Sorcerer Class Tier.

Critical Effect: Blade can move through walls and obstacles for the duration.

Class TierDamageAdditional Effect
Apprentice1d10 + Spellcasting modifierLasts 4 rounds
Journeyman2d10 + Spellcasting modifierLasts 4 rounds
Expert2d10 + Spellcasting modifierLasts 5 rounds
Master3d10 + Spellcasting modifierLasts 5 rounds, can attack 2 enemies per command
Legendary4d10 + Spellcasting modifierLasts 6 rounds, can attack 2 enemies per command

Dispel Magic

Level: 3
Mana Cost: 3
Range: 8 hexes
Target: One creature or object
Duration: Instant

Effect: Remove magical effects from target. Make immediate Spellcasting Opposed Check against the original caster. If the caster isn’t present, it’s opposed against a Normal Success by the caster’s Spellcasting Skill.

Critical Effect: Automatically dispel one magical effect with no Opposed Check required.

Class TierAdditional Effect
ApprenticeCan dispel spells of Level 3 or lower
JourneymanCan dispel spells of Level 4 or lower
ExpertCan dispel spells of Level 5 or lower
MasterCan dispel spells of Level 6 or lower
LegendaryCan dispel spells of any level

Gilded Whispers

Level: 3
Mana Cost: 3
Range: Touch
Target: Two paired coins
Duration: Sustained

Effect: Enchant two coins that transmit conversations within 3 hexes of one coin to the holder of the other coin.

Critical Effect: Enchanted coin becomes invisible and enemies have Disadvantage to detect the spell.

Class TierTransmission Distance
Apprentice100 hexes
Journeyman500 hexes
Expert1 mile
Master10 miles
LegendaryUnlimited distance

Icicle Lance

Level: 3
Mana Cost: 3
Range: N/A
Target: Line 12
Duration: Instant

Effect: Launch a piercing shard of ice that can pass through multiple enemies in a line.

Class TierDamageAdditional Effect
Apprentice1d10 + Spellcasting modifierHits first 2 enemies in line
Journeyman2d10 + Spellcasting modifierHits first 2 enemies in line
Expert2d10 + Spellcasting modifierHits first 3 enemies in line
Master3d10 + Spellcasting modifierHits first 3 enemies in line
Legendary4d10 + Spellcasting modifierHits all enemies in line

Mad Monkeys

Level: 3
Mana Cost: 3
Range: 8 hexes
Target: Blast 3
Duration: Variable

Effect: Summon a swarm of chaotic magical monkeys that harass enemies in the area. Enemies in area have Disadvantage on all skill checks.

Critical Effect: Monkeys also steal one item from each enemy in the area.

Class TierDurationAdditional Effect
Apprentice3 roundsEnemies lose 1 AP per turn
Journeyman3 roundsEnemies lose 1 AP per turn
Expert4 roundsEnemies lose 1 AP per turn, monkeys deal 1d4 damage per round
Master4 roundsEnemies lose 1 AP per turn, monkeys deal 1d4 damage per round
Legendary5 roundsEnemies lose 2 AP per turn, monkeys deal 1d6 damage per round

Paralysis

Level: 3
Mana Cost: 3
Range: 8 hexes
Target: One creature
Duration: Sustained

Effect: Target becomes Paralyzed. Target gets Willpower Opposed Check at end of each turn to break free.

Critical Effect: Target cannot attempt to break free for the first 2 rounds.

Class TierAdditional Effect
ApprenticeTarget gets -5 to break free attempts
JourneymanTarget gets -5 to break free attempts
ExpertTarget gets -10 to break free attempts
MasterTarget gets -10 to break free attempts
LegendaryTarget gets -15 to break free attempts

Rune Spell

Level: 3
Mana Cost: 3
Range: Touch
Target: One surface or object
Duration: 24 hours

Effect: Place a magical rune that triggers when conditions are met. Choose any Journeyman or lower spell you know to store in the rune.

Critical Effect: Can store an Expert spell instead, and duration becomes 48 hours.

Class TierTrigger OptionsAdditional Effect
ApprenticeKeyword spoken1 rune at a time
JourneymanKeyword spoken, touch1 rune at a time
ExpertKeyword, touch, time delay2 runes at a time
MasterKeyword, touch, time delay, specific individual2 runes at a time
LegendaryAny reasonable trigger condition3 runes at a time

Suggestion

Level: 3
Mana Cost: 3
Range: 6 hexes
Target: One creature
Duration: 1 hour

Effect: Target must make Willpower Opposed Check or follow one reasonable suggestion. Lasts until the suggested action is completed or 24 hours, whichever is shorter. Cannot make them injure themselves or go against their core beliefs.

Critical Effect: Target believes the suggestion was their own idea and acts more enthusiastically.

Class TierSuggestion ComplexityAdditional Effect
ApprenticeSimple, one-step actions-
JourneymanSimple, one-step actions-
ExpertMulti-step actionsTarget gets -5 to resist
MasterMulti-step actionsTarget gets -5 to resist
LegendaryComplex plans with conditionsTarget gets -10 to resist

Toxic

Level: 3
Mana Cost: 3
Range: 8 hexes
Target: One creature
Duration: Instant

Effect: Inflict high persistent poison damage.

Class TierInitial DamagePersistent Poison
Apprentice1d4 + Spellcasting modifier4/round
Journeyman2d4 + Spellcasting modifier5/round
Expert2d4 + Spellcasting modifier6/round
Master3d4 + Spellcasting modifier8/round
Legendary4d4 + Spellcasting modifier10/round