| Spirit Sight | Mp Cost: 4+ (5+) |
| Difficulty: 11 (12) | |
| Requirements: Spirit Arcana (Novice) | |
| Spell Type: Utility | Cast: Major Action |
| Test: None | |
| You can see spirits within your normal sight range. You also can track an object you have put a blood mark on or a living creature whose blood you have a sample of. You can get a sample of blood from any weapon that has damaged the target in combat. When you first cast the spell, you will know if the target is within a mile of you and if so, what direction. This lasts for 10 minutes and you can keep it active for 2 MP per further 10 minutes.This acts like a beacon but the spell has no intelligence behind it. It can’t tell you how to navigate a maze to find the target, for example—only that the target is “that way.” | |
Category: Spirit Arcana
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Bloodmark
| Bloodmark | Mp Cost: 3 (4) |
| Difficulty: 9 (11) | |
| Requirements: Spirit Arcana (Novice) | |
| Spell Type: Utility | Cast: 1 minute |
| Test: None | |
| You inscribe an object or creature with an arcane mark with a piece of your spirit that remains until you dismiss it (a free action). It requires a drop of your blood, although the mark itself is invisible to the naked eye. You can maintain a number of blood marks equal to your Willpower at any one time. You know the direction of all marks you have active, but not the distance, but once an object has a bloodmark on it, you can track it with the Spirit Sight spell. | |
Inner Might
| Inner Might | Mp Cost: 5 (7) |
| Difficulty: 12 (15) | |
| Requirements: Spirit Arcana (Novice) | |
| Spell Type: Enhancement | Cast: Major Action |
| Test: None | |
| Your arcane power unlocks the inner spirits of a number of targets equal to your Willpower. They must be within 6 yards of you when the spell is cast but may then move freely and still enjoy its effects. Until the end of the encounter, those enhanced with Inner Might gain a +1 bonus to damage when making melee and ranged attacks. You can designate yourself as one of the targets. | |
Regrowth
| Regrowth | Mp Cost: 3 (5) |
| Difficulty: 10 (13) | |
| Requirements: Spirit Arcana (Novice) | |
| Spell Type: Utility | Cast: Major Action |
| Test: None | |
| You infuse wood with a burst of life-force. This causes a piece of dead wood to temporarily return to life, sprouting branches, roots, and even leaves. It twists and warps wooden objects like furniture, doors, chests, or even weapons or shields, making them unusable. Used on a seed, it matures into a hearty sapling in an instant, while a mature tree enjoys a year’s growth, immediately giving forth fruit or seeds as appropriate. | |
Ensnaring Roots
| Ensnaring Roots | Mp Cost: 8 (11) |
| Difficulty: 10 (13) | |
| Requirements: Spirit Arcana (Journeyman) | |
| Spell Type: Attack | Cast: Major Action |
| Test: Dexterity (Acrobatics) vs. Spellpower | |
| Tough, gnarled roots spring up from the ground to grab and entangle targets in a 4 yard by 4 yard area within 20 yards of you that you designate. Those affected must make a Dexterity (Acrobatics) test against your Spellpower. Failure means the target is trapped and rooted to that spot for the duration of the encounter (though they can fire ranged weapons, cast spells, and take other actions that do not involve moving). Trapped targets can make a Strength (Might) check against your Spellpower as a major action to tear free of the ensnaring roots. Anyone moving through the area affected by the spell has a –5 penalty to speed. | |
Hero’s Spirit
| Hero's Spirit | Mp Cost: 8 (12) |
| Difficulty: 14 (15) | |
| Requirements: Spirit Arcana (Master) | |
| Spell Type: Enhacement | Cast: Major Action |
| Test: None | |
| You bolster yourself and nearby allies with arcane power. You and your allies within 10 yards of you get +1 SP when generating stunt points. Hero’s Spirit lasts until the end of the encounter. | |
Life Tap
| Life Tap | Mp Cost: 1 (4) |
| Difficulty: 14 (15) | |
| Requirements: Spirit Arcana (Master) | |
| Spell Type: Enhacement | Cast: Minor Action |
| Test: None | |
| You take 3d6 penetrating damage and generate the same amount of MP to fuel the next spell cast. This loss of hp can’t be healed by magical means. The generated MP are all burned after the spell is cast, even if the cost of the spell is less than what was generated. (Use the dice results from the casting roll to calculate the damage and MP you get from this spell) | |
Ensoul
| Ensoul | Mp Cost: 15 (20) |
| Difficulty: 18 (22) | |
| Requirements: Spirit Arcana (Master) | |
| Spell Type: Utility | Cast: 1 minute |
| Test: None | |
| You imbue an inanimate object or element with a fabricated temporary spirit, animating it. This spirit remains animating the object until you recover the mana expended on this spell. When you rest or regain mana, you may choose to not regain the mana spent on this spell to keep it active. Go the spell page for the statistics of ensouled targets | |
Gather Power
| Gather Power | Mp Cost: 4 (6) |
| Difficulty: 13 (15) | |
| Requirements: Energy Arcana (Journeyman), Spirit Arcana (Journeyman) | |
| Spell Type: Utility | Cast: 10 minute |
| Test: None | |
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You channel the energies around you, tapping into the natural surrounding leylines and converting them into useful mana, absorbing the surrounding. After 10 minutes of deep concentration you regain 3d6+willpower mana points. |
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Generous Soul
| Generous Soul | Mp Cost: 4 (6) |
| Difficulty: 11 (14) | |
| Requirements: Spirit Arcana (Novice), Water Arcana (Novice) | |
| Spell Type: Enhancement | Cast: Major Action |
| Test: None | |
| You can lend a piece of your soul to a willing living target, giving the strength of a specific part of your body to them. You can also weaken a part of yourself to strengthen another one. You can take a penalty up to your willpower to one of the following abilities: Constitution, Dexterity, Perception or Strength, and you give the same bonus to the same ability to the target. If you use it on yourself, you can take the same penalty to one ability, and gain the bonus to another one. | |
Soulfire
| Soulfire | Mp Cost: 6 (8) |
| Difficulty: 14 (16) | |
| Requirements: Fire Arcana (Journeyman), Spirit Arcana (Journeyman) | |
| Spell Type: Attack | Cast: Major Action |
| Test: Willpower (Self-discipline) vs Spellpower | |
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Gold and green flames instantly erupt from your target burning their very soul. The target takes 2d6+Willpower penetrating damage. Then, both you and your target must make a Willpower (self discipline) test vs Spellpower, the ones who fail take an additional 1d6 penetrating damage each turn, for a number of turns equal to the result of the stunt die. |
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