5.3 Spell Titles

Spell Titles

WizardryHolyWeirding
Combat/Elemental MagicsCreate/elementalTelekinesisMendingImbueCombat/Spiritual WeaponHealPurifyResurrectionWardCombat/Spirit Animal,Blood, MusicBuffDeBuffIllusionMessageTelepathyPortal
WizardryDescription
Combat Increasingly powerful magics for inflicting harm on others. Fire/Ice/Wind/Earth/Acid
Create/ElementalIncreasingly power magics for creating a tangible form. Pebble/Flame/Light/Wind/Chill/ Summon Being, for a limited time.
TelekinesisIncreasing power to control a tangible form. Basic actions, Magic Hand, lockpick, Jump, Slowfall, Levitate
MendingIncreasing power to fix physical objects from small tears and breaks, increasing in complexity
ImbueIncreasing power to add a magical property into an object
HolyDescription
Combat Increasingly powerful magics for inflicting harm on others. Spiritual Weapon
HealIncreasingly powerful healing
PurifyIncreasing power to cleanse away toxins, diseases, curses
ResurrectionIncreasing power to bring the dead to life, speak to the dead
WardIncreasing power to create boundaries for alarm, antimagic, and reflecting magic.
WeirdingDescription
Combat Increasingly powerful magics for inflicting harm on others. Music/Blood/Spirit Animal
BuffAdd increasing modifiers to rolls
DeBuffAdd decreasing modifiers to rolls
IllusionIllusory magic of increasing power. Visual/Taste/Smell/Hearing/Sneak/ Disguise Illusion
MessageIncreasing power to create and send messages of increasing complexity and distance
TelepathyIncreasing power of others mind. Telepath/Languages/Speak with Animals/Scry/ Trickery or Disguise.
PortalIncrease 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

DegreeGeneral Magic Shapes
1The Point. 1 square within 5 squares
2The Line. 1 line up to 6 squares
3The Triangle. A right triangle cone out from the caster for 7 squares
4The Square. 8×8 square centered anywhere on the caster
5The Circle. 10 radius circle out centered within 12 squares of caster
6The Line. 1 line up to 6 squares
7The Triangle. A right triangle cone out from the caster for 7 squares
8The Square. 8×8 square centered anywhere on the caster
9The Circle. 10 radius circle out centered within 12 squares of caster

Combat Magic Variations

WizardryWizardry: IceWizardry: FireWizardry: LightningWizardry: EarthWizardry: Water, 
Wizardry: Acid/PoisonWizardry: Wind
HolyHoly:Spiritual Weapon
WeirdingWeird:Spiritual AnimalWeird: MusicWeird: PaperWeird: Blood
Wizardry: Elemental Combat IceDescription: Elemental effect
1Flurry of ColdSwirling snow rises from the ground around a target, covering them in frost.
2Verglas LayerA bright flash and the targets is covered in thin ice
3Clawing IceFrozen hands of ice climb from the ground and claw up the targets
4Blizzard FuryHowling winds blanket the targets in thickening snow
5Cryonic BodiesA bright flash and the targets are frozen, with icicles hanging from them
6Frozen VortexWithin a circling storm,Ice bombards the targets
7Rime CasketsThick chunky ice rises from the ground beneath the targets as rime ice expands and surrounds them.
8Racing AvalancheA wall of thick snow and ice buries the targets
9Glacial RetreatSolid ice forms over the targets, grinding and shifting
Wizardry: Elemental Combat FireDescription: Elemental effect
1Scorching FireFire rises from the ground around a target, singeing them.
2Cloak of CindersHeat light implodes on the targets, covering them in cinders
3Pyre FlamesFlames climb from the ground and climb up the targets
4FireStormHowling winds of fire surround the target
5Burning LightA bright flash and the targets are superheated, with heat light radiating from them
6Heat FurnaceIntense heat ripples the air around the targets
7CremationAsh blankets the area as the targets burn
8InfernoA roaring blaze of fire engulfs the targets
9IncinerationWithin seering brightness the targets disintegrate with heat
Wizardry: Elemental Combat WindDescription: Elemental effect
1Painful Breeze
2Vicious Gust
3
4Wind Blast
5
6
7
8
9Kamikaze
Wizardry: Elemental Combat EarthDescription: Elemental effect
1Gravel Blast
2Earthen Vice
3Rubble Crush
4Rock Slide
5Earthquake
6Stone Coffin
7Lithic Grind
8Tectonic Shift
9Meteor Fall
Wizardry: Elemental Combat WaterDescription: Elemental effect
1Splash
2
3
4
5Drown
6
7
8Whirlpool
9Tsunami
Wizardry: Elemental Combat AcidDescription: Elemental effect, adds poison status
1Dissolve
2
3
4
5
6
7
8
9
Wizardry: Elemental Combat LightningDescription: Elemental effect
1
2
3
4
5
6
7
8
9
Holy: Combat Spiritual WeaponDescription: Double Damage against the Undead
1
2
3Spear of Longinus
4
5
6
7
8Excalibur
9True Cross of the Messiah
Weirding: Combat Spirit AnimalDescription: Ethereal Greenish transparent spirit animals form and attack
1
2
3
4
5
6
7
8
9
Weirding: Combat MusicDescription
1
2
3
4
5
6
7
8
9
Weirding: Combat Blood WeaponDescription
1
2
3
4
5
6
7
8
9
Weirding: Combat Paper WeaponDescription
1
2
3
4
5
6
7
8
9
Weirding: Combat Plant MagicDescription
1
2
3
4
5
6
7
8
9
Wizardry: CreateDescription
1
2
3
4
5
6
7
8
9
Wizardry: TelekinesisDescription: Move objects, Magic Hand, Slowfall/Glide to Fly
1
2
3
4
5
6
7
8
9
Wizardry: MendingDescription: simple small repairs to complex 
1
2
3
4
5
6
7
8
9
Wizardry: ImbueDescription: fill a physical object with a spell
1
2
3
4
5
6
7
8
9
Holy: HealDescription: Heal HP
1Pious Blessing
2
3
4
5
6
7
8
9
Holy: PurifyDescription: End conditions like Poison, Disease, Curse
1
2
3
4
5
6
7
8
9
Holy: ResurrectionDescription: Return the Dead to Life
1annointed
2
3Revive
4
5Returner
6
7
8
9Necromancy
Holy: WardDescription: Magic Circles protecting from physical or magic damage
1
2
3
4
5
6
7
8
9
Weirding: Buff PhysDescription: increase rolls on Phys
1Strong Flex
2
3
4
5
6
7
8
9
Weirding: Buff MindDescription: increase rolls on Mind
1
2
3
4
5
6
7
8
9
Weirding: Buff CharDescription: increase rolls on Char
1
2
3
4
5
6
7
8
9
Weirding: Buff MagicDescription: increase rolls on Magic
1
2
3
4
5
6
7
8
9
Weirding: Buff SpeedDescription: cast Haste, increasing speed or undoing a Slow or Stop/Petrify
1
2
3
4
5
6
7
8
9
Weirding: DeBuff PhysDescription: lower rolls on Phys
1
2
3
4
5
6
7
8
9
Weirding: DeBuff MindDescription: lower rolls on Mind
1Muddle
2
3
4
5Befuddle
6
7
8
9Algernon’s Flowers
Weirding: DeBuff CharDescription: lower rolls on Char
1
2
3
4
5
6
7
8
9
Weirding: DeBuff MagicDescription: lower rolls on Magic
1
2
3
4
5
6
7
8
9
Weirding: DeBuff SpeedDescription: cast Slow up to Stop/Paralyze
1
2
3
4
5
6
7
8
9
Weirding: IllusionDescription: Create an illusion to trick or distract with specific senses
1
2
3
4
5
6
7
8
9
Weirding: MessageDescription: Send a longer distance message
1
2
3
4
5
6
7
8
9
Weirding: TelepathyDescription: Enter and influence another’s mind. Communicate, Charm or trick, Control
1
2
3
4
5
6
7
8
9
Weirding: PortalDescription: open paths to phase through walls, escape dungeons, enter or exit planes, and enter pocket dimensions for rest.
1
2
3
4
5
6
7
8
9
The MysteriesDescription: A group ritual is needed.
9Wizardry: Wish
9Holy: Miracle
9Weirding: Alter Reality