Increasingly powerful magics for inflicting harm on others. Fire/Ice/Wind/Earth/Acid
Create/Elemental
Increasingly power magics for creating a tangible form. Pebble/Flame/Light/Wind/Chill/ Summon Being, for a limited time.
Telekinesis
Increasing power to control a tangible form. Basic actions, Magic Hand, lockpick, Jump, Slowfall, Levitate
Mending
Increasing power to fix physical objects from small tears and breaks, increasing in complexity
Imbue
Increasing power to add a magical property into an object
Holy
Description
Combat
Increasingly powerful magics for inflicting harm on others. Spiritual Weapon
Heal
Increasingly powerful healing
Purify
Increasing power to cleanse away toxins, diseases, curses
Resurrection
Increasing power to bring the dead to life, speak to the dead
Ward
Increasing power to create boundaries for alarm, antimagic, and reflecting magic.
Weirding
Description
Combat
Increasingly powerful magics for inflicting harm on others. Music/Blood/Spirit Animal
Buff
Add increasing modifiers to rolls
DeBuff
Add decreasing modifiers to rolls
Illusion
Illusory magic of increasing power. Visual/Taste/Smell/Hearing/Sneak/ Disguise Illusion
Message
Increasing power to create and send messages of increasing complexity and distance
Telepathy
Increasing power of others mind. Telepath/Languages/Speak with Animals/Scry/ Trickery or Disguise.
Portal
Increase power to control the creation of pathways for travel.
Magic Casting Range
Across the Casting Arts you will see similar basic geometries repeated, regardless of whether it is Wizardry, Holy, or Weirding. The Point. The Line. The Triangle. The Square. The Circle. These shapes apply to all casting and impact the distance a spell can be cast as well as how many targets are cast upon. The larger the area of casting and the more targets the magic is applied to, the more powerful the level of magic needed for casting.
General Magic Shapes
Degree
General Magic Shapes
1
The Point. 1 square within 5 squares
2
The Line. 1 line up to 6 squares
3
The Triangle. A right triangle cone out from the caster for 7 squares
4
The Square. 8×8 square centered anywhere on the caster
5
The Circle. 10 radius circle out centered within 12 squares of caster
6
The Line. 1 line up to 6 squares
7
The Triangle. A right triangle cone out from the caster for 7 squares
8
The Square. 8×8 square centered anywhere on the caster
9
The Circle. 10 radius circle out centered within 12 squares of caster
Combat Magic Variations
Wizardry
Wizardry: Ice
Wizardry: Fire
Wizardry: Lightning
Wizardry: Earth
Wizardry: Water,
Wizardry: Acid/Poison
Wizardry: Wind
Holy
Holy:Spiritual Weapon
Weirding
Weird:Spiritual Animal
Weird: Music
Weird: Paper
Weird: Blood
Wizardry: Elemental Combat Ice
Description: Elemental effect
1
Flurry of Cold
Swirling snow rises from the ground around a target, covering them in frost.
2
Verglas Layer
A bright flash and the targets is covered in thin ice
3
Clawing Ice
Frozen hands of ice climb from the ground and claw up the targets
4
Blizzard Fury
Howling winds blanket the targets in thickening snow
5
Cryonic Bodies
A bright flash and the targets are frozen, with icicles hanging from them
6
Frozen Vortex
Within a circling storm,Ice bombards the targets
7
Rime Caskets
Thick chunky ice rises from the ground beneath the targets as rime ice expands and surrounds them.
8
Racing Avalanche
A wall of thick snow and ice buries the targets
9
Glacial Retreat
Solid ice forms over the targets, grinding and shifting
Wizardry: Elemental Combat Fire
Description: Elemental effect
1
Scorching Fire
Fire rises from the ground around a target, singeing them.
2
Cloak of Cinders
Heat light implodes on the targets, covering them in cinders
3
Pyre Flames
Flames climb from the ground and climb up the targets
4
FireStorm
Howling winds of fire surround the target
5
Burning Light
A bright flash and the targets are superheated, with heat light radiating from them
6
Heat Furnace
Intense heat ripples the air around the targets
7
Cremation
Ash blankets the area as the targets burn
8
Inferno
A roaring blaze of fire engulfs the targets
9
Incineration
Within seering brightness the targets disintegrate with heat
Wizardry: Elemental Combat Wind
Description: Elemental effect
1
Painful Breeze
2
Vicious Gust
3
4
Wind Blast
5
6
7
8
9
Kamikaze
Wizardry: Elemental Combat Earth
Description: Elemental effect
1
Gravel Blast
2
Earthen Vice
3
Rubble Crush
4
Rock Slide
5
Earthquake
6
Stone Coffin
7
Lithic Grind
8
Tectonic Shift
9
Meteor Fall
Wizardry: Elemental Combat Water
Description: Elemental effect
1
Splash
2
3
4
5
Drown
6
7
8
Whirlpool
9
Tsunami
Wizardry: Elemental Combat Acid
Description: Elemental effect, adds poison status
1
Dissolve
2
3
4
5
6
7
8
9
Wizardry: Elemental Combat Lightning
Description: Elemental effect
1
2
3
4
5
6
7
8
9
Holy: Combat Spiritual Weapon
Description: Double Damage against the Undead
1
2
3
Spear of Longinus
4
5
6
7
8
Excalibur
9
True Cross of the Messiah
Weirding: Combat Spirit Animal
Description: Ethereal Greenish transparent spirit animals form and attack
1
2
3
4
5
6
7
8
9
Weirding: Combat Music
Description
1
2
3
4
5
6
7
8
9
Weirding: Combat Blood Weapon
Description
1
2
3
4
5
6
7
8
9
Weirding: Combat Paper Weapon
Description
1
2
3
4
5
6
7
8
9
Weirding: Combat Plant Magic
Description
1
2
3
4
5
6
7
8
9
Wizardry: Create
Description
1
2
3
4
5
6
7
8
9
Wizardry: Telekinesis
Description: Move objects, Magic Hand, Slowfall/Glide to Fly
1
2
3
4
5
6
7
8
9
Wizardry: Mending
Description: simple small repairs to complex
1
2
3
4
5
6
7
8
9
Wizardry: Imbue
Description: fill a physical object with a spell
1
2
3
4
5
6
7
8
9
Holy: Heal
Description: Heal HP
1
Pious Blessing
2
3
4
5
6
7
8
9
Holy: Purify
Description: End conditions like Poison, Disease, Curse
1
2
3
4
5
6
7
8
9
Holy: Resurrection
Description: Return the Dead to Life
1
annointed
2
3
Revive
4
5
Returner
6
7
8
9
Necromancy
Holy: Ward
Description: Magic Circles protecting from physical or magic damage
1
2
3
4
5
6
7
8
9
Weirding: Buff Phys
Description: increase rolls on Phys
1
Strong Flex
2
3
4
5
6
7
8
9
Weirding: Buff Mind
Description: increase rolls on Mind
1
2
3
4
5
6
7
8
9
Weirding: Buff Char
Description: increase rolls on Char
1
2
3
4
5
6
7
8
9
Weirding: Buff Magic
Description: increase rolls on Magic
1
2
3
4
5
6
7
8
9
Weirding: Buff Speed
Description: cast Haste, increasing speed or undoing a Slow or Stop/Petrify
1
2
3
4
5
6
7
8
9
Weirding: DeBuff Phys
Description: lower rolls on Phys
1
2
3
4
5
6
7
8
9
Weirding: DeBuff Mind
Description: lower rolls on Mind
1
Muddle
2
3
4
5
Befuddle
6
7
8
9
Algernon’s Flowers
Weirding: DeBuff Char
Description: lower rolls on Char
1
2
3
4
5
6
7
8
9
Weirding: DeBuff Magic
Description: lower rolls on Magic
1
2
3
4
5
6
7
8
9
Weirding: DeBuff Speed
Description: cast Slow up to Stop/Paralyze
1
2
3
4
5
6
7
8
9
Weirding: Illusion
Description: Create an illusion to trick or distract with specific senses
1
2
3
4
5
6
7
8
9
Weirding: Message
Description: Send a longer distance message
1
2
3
4
5
6
7
8
9
Weirding: Telepathy
Description: Enter and influence another’s mind. Communicate, Charm or trick, Control
1
2
3
4
5
6
7
8
9
Weirding: Portal
Description: open paths to phase through walls, escape dungeons, enter or exit planes, and enter pocket dimensions for rest.