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Metatopia

Atlan Magus Spells

GASEOUS FORM (ANEMUS - GAS) 

Target: Single
Range: Touch
Duration: Enchantment
Focus: Three drops of liquid smoke
Class: Defensive/Utility

The caster converts an entire target, and anything on his person to a gaseous form. This will allow the target to move through practically any sized opening. 

Common Modifiers: 
Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)  
Side Effects (Movement limited to 6m Flight and subject to winds; -1/2)  
Cannot Pass Through Solid Objects (-1/2)  
Costs Only To Activate (+1/4)  
Enchantment (+1/4)  
Usable On Others (+1/2)  

ESS EFFECT  
6 Desolidification  

WIND JET (ANEMUS - WIND) 

Target: Area
Range: Limited
Duration: Constant
Focus: A vial of air from a mountain summit
Class: Offensive/Utility

The caster conjures a blast of wind that affects everything within a line starting with the caster. It remains in effect as long as the caster wishes. 

Common Modifiers: 
Affects Whole Object (-1/4)  
Area Of Effect (16m x 2m x 2m Line; +1/4)  
Limited Range (-1/4)  

ESS EFFECT  
2 Telekinesis (8 STR)  
4 Telekinesis (15 STR)  
7 Telekinesis (30 STR)  

WALL OF WIND (ANEMUS - WIND) 

Target: Area
Range: Limited
Duration: Enchantment
Focus: A leaf caught before it touches the ground
Class: Offensive/Utility

A wall of winds springs forth in the area designated by the shaper. Due to the dust and motion, all PER rolls are penalized as the speed of the wind increases, and any physical missiles are possibly deflected. If wind is present, please refer to the Wind Levels chart (6E2 146) to determine the total wind after the spell is manifest. 

Common Modifiers: 
Area Of Effect (8m x 4m x 2m Line; +1/4)  
Limited Range (-1/4)  
Costs Only To Activate (+1/4)  

ESS EFFECT  
1 Very Light (15mph winds): Change Environment (+1 Wind Levels (3 STR, No Penalties))  
2 Light (25mph winds): Change Environment (+2 Wind Levels (5 STR, -1 Missile OCV))  
4 Moderate (40mph winds): Change Environment (+3 Wind Levels (8 STR, -1 PER, -2 Missile OCV))  
5 Heavy (50mph winds): Change Environment (+4 Wind Levels (10 STR, -2 PER, -4 Missile OCV))  
6 Very Heavy (60mph winds): Change Environment (+5 Wind Levels (15 STR, -3 PER, -6 Missile OCV))  
7 Storm (70mph winds): Change Environment (+6 Wind Levels (20 STR, -4 PER, -8 Missile OCV))  

WIND LEAP (ANEMUS - WIND) 

Target: Single
Range: Touch
Duration: Enchantment
Focus: The legs of a grasshopper
Class: Utility (Complex)

The winds are shaped to boost the character in any leap they choose to make. 

Common Modifiers: 
Costs to Maintain (-1/4)  
Delayed Return Rate (Enchantment; +2)  
One Use At A Time (-1)  

ESS EFFECT  
1 Aid 0 1/2d6 (standard effect: +4m)  
2 Aid 1 1/2d6 (standard effect: +10m)  
4 Aid 2 1/2d6 (standard effect: +16m)  

GRIMOIRE - APATUS ARCANA

VISUAL ILLUSION (APATUS - LIGHT) 

Target: Area (1m x 1m x 1m)
Range: Limited
Duration: Enchantment
Focus: A white marble
Class: Offensive/Utility

This spell creates an area of light-based images only. As a Zero Phase Action the shaper may move the target area of the illusion, but the illusion may move inside the area without direction. 

Common Modifiers: 
Enchantment (Uncontrolled) (+1/4)  
Costs Only To Activate (+1/4)  

ESS EFFECT  
3 Sight Group Images  
4 Sight Group Images, +/-1 to PER Rolls  
5 Sight Group Images, +/-2 to PER Rolls  
6 Sight Group Images, +/-3 to PER Rolls  
7 Sight Group Images, +/-4 to PER Rolls  

GRIMOIRE - CRYSOFUS ARCANA

DISPEL ESSENCE (CRYSOFUS - ESSENCE) 

Target: Single (Indirect)
Range: Limited
Duration: Instant
Focus: Gold dust
Class: Offensive/Defensive

Dispels any single essence/spell effect. The amount of ESS dispelled is the total BODY from the dice. 

Common Modifiers: 
Variable Effect (All Essence-based Effects; +1/2)  
Limited Range (-1/4)  
Indirect (Source Point can vary from use to use, path is from Source Point to target; +1/2)  
Side Effects (If target is not dispelled, 1d6-1 ESS loss (amount lost equals roll), recovered normally; -1/4)  

ESS EFFECT  
2 Dispel 1 1/2d6  
4 Dispel 3d6  
7 Dispel 5 1/2d6  

ESSENCE ARMOR (CRYSOFUS - ESSENCE) 

Target: Single
Range: Touch
Duration: Enchantment
Focus: Flat piece of quartz
Class: Defensive (Complex)
Special: Protect Carried Items

A shell of essential energy surrounds the caster, providing formidable protection against all forms of arcane assault. The spell provides Mystic Defense, which allows Power Defense to apply against all sources of mystical attacks, act as Mental Defense against arcane and channeling effects, but does not provide protection against poisons and diseases. 

Common Modifiers: 
Only Versus Essence-based Attacks (-1)  
Perceivable (-1/4)  
Enchantment (+0)  
Usable On Others (+1/2)  
Costs To Activate (-1/4)  
Mystic Defense (+0)  

ESS EFFECT  
2 Resistant Protection (2 PD/2 ED/2 Power Defense)  
4 Resistant Protection (5 PD/5 ED/4 Power Defense)  

ESSENCE BOLT (CRYSOFUS - ESSENCE) 

Target: Single (Indirect)
Range: Limited
Duration: Instant
Focus: A gilded dart
Class: Offensive

A bolt of pure essence strikes the target. While not a full Essential Manifestation, Essence Bolt is a pure essence attack and can affect targets in the essential plane, assuming they can be seen/targeted. 

Common Modifiers: 
Negated By Essence Shield (or similar active effect) (-1/2)  
Cannot Use Targeting (-1/2)  
Limited Range (-1/4)  
Attack Versus Alternate Defense (Power Defense; +1)  
Beam (-1/4)  
Does ESS instead of BODY (+1)  
Target Must Have ESS Characteristic (-1/2)  
Indirect (Source Point can vary from use to use, path is from Source Point to target; +1/2)  

ESS EFFECT  
4 Blast 3d6+1  
+1 plus Blast 1d6 

ESSENCE SHIELD (CRYSOFUS - ESSENCE) 

Target: Single
Range: Touch
Duration: Enchantment
Focus: A golden shield
Class: Defensive (Complex)

The caster creates a shield of essential energy with which he can defend himself against mystic assaults. The defense is not resistant. The spell provides Mystic Defense, which allows Power Defense to apply against all sources of mystical attacks, act as Mental Defense against arcane and channeling effects, but does not provide protection against poisons and diseases. 

Common Modifiers: 
Mystic Defense (+0)  
Usable On Others (+1/2)  
Enchantment (+0)  
Costs To Activate (-1/4)  
Affects Desolidified Essenced-sourced Desolidification (+1/4)  

ESS EFFECT  
1 Power Defense (5 points)  
2 Power Defense (8 points)  
4 Power Defense (16 points)  

SUPPRESS ESSENCE (CRYSOFUS - ESSENCE) 

Target: Single Active Essence Effect
Range: Limited
Duration: Instant
Focus: A disk of gold foil
Class: Offensive/Defensive

Suppresses any single essence effect. The amount of ESS affected is the total BODY from the dice. 

Common Modifiers: 
Variable Effect (All Essence-based Effects; +1/2)  
Limited Range (-1/4)  
Instant (-1/2)  
Active Effects Only (-1/2)  
Indirect (Source Point can vary from use to use, path is from Source Point to target; +1/2)  

ESS EFFECT  
1 Drain ESS 0 1/2d6 (ESS)  
4 Drain ESS 1 1/2d6 (ESS)  
7 Drain ESS 2 1/2d6 (ESS)  

GRIMOIRE - NERONUS ARCANA

COLD BLAST (NERONUS - COLD) 

Target: Area
Range: None
Duration: Sustained/Recovery 12.5 END & 2.5 REC per Turn
Focus: Small stone from a glacier
Class: Offensive

All the heat is drawn out of the air and the resultant icy cold is directed toward the target in a powerful blast. With respect to the effect, since END and REC are Defense Powers (6E1 135, BR 38) the final amount of END drained is 2.5x the amount rolled on the dice, while the final amount of REC drained is 0.5x the amount rolled. Once END is reduced to 0, 1d6 STUN is lost (damage not drain) per 2 points of END drained beyond 0. 

Common Modifiers: 
No Range (-1/2)  
Area Of Effect (4m Line; 4m x 1m x 1m; +1/4)  
Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2)  
LS (Safe in Intense Cold) Negates Effect (-1/2)  
Sustained (+1/4)  

ESS EFFECT  
2 Drain END & REC 1d6 (END & REC)  
4 Drain END & REC 2d6 (END & REC)  
7 Drain END & REC 3 1/2d6 (END & REC)  

PROTECTION FROM ELEMENTS (NERONUS - COLD) 

Target: Single
Range: Touch
Duration: Enchantment
Focus: Fat from an alpine or arctic animal
Class: Utility (Complex)

The target is wrapped in a bluish-white glow which offers protection against temperature extremes. The spell can protect the targetユs possessions for an increased spell ESS. 

Common Modifiers: 
Usable On Others (+1/2)  
Enchantment (+0)  
Costs To Activate (-1/4)  

ESS EFFECT  
1 LS (Safe in Intense Cold -2 Temp. Levels (-10C/20F); 75% Cold)  
1 LS (Safe in Intense Heat +2 Temp. Levels (50C/120F); 75% Heat)  
2 LS (Safe in Intense Cold -2 Temp. Levels (-10C/20F); 75% Cold; Safe in Intense Heat +2 Temp. Levels (50C/120F); 75% Heat)  
+2 plus Protects Carried Items   
+1 plus x2 Targets for Protection from Elements 

CREATE WATER (NERONUS - WATER) 

Target: Single
Range: None
Duration: Instant
Focus: A simple wooden cup
Class: Utility

The shaper uses the essence to draw moisture out of the air. The amount of water created is a number of liters equal to the mass equivalent for the amount rolled as STR. For example, if 5 were rolled for the Create Water portion, 50 liters of water would be created since 5 STR can lift 50kg. Every point of Create Water is equal amount of Active Points to Dispel with the Cumulative Advantage (Maximum effect x2) against natural fires. 

Common Modifiers: 

ESS EFFECT  
1 Major Transform 0 1/2d6 (Air into Water, Time/Lack of Containment)   
+2 plus Major Transform 1d6 

ENHANCE SWIMMING (NERONUS - WATER) 

Target: Single
Range: Touch
Duration: Enchantment
Focus: The scale of any fish
Class: Utility (Complex)

Rather than forcing his way through the water, the target of this spell is carried forward by it. It moves him where and how he wishes giving him the aquatic mobility of a fish. This spell can be cast on anything that has Swimming movement, including vehicles. 

Common Modifiers: 
Costs to Maintain (-1/4)  
Delayed Return Rate (Enchantment; +2)  
One Use At A Time (-1)  

ESS EFFECT  
1 Aid 0 1/2d6 (standard effect: +4m)  
2 Aid 1 1/2d6 (standard effect: +10m)  
4 Aid 2 1/2d6 (standard effect: +16m)  
+2 plus Environmental Movement (Strong Swimmer) 1d6+1 

WATER BREATHING (NERONUS - WATER) 

Target: Single
Range: Touch
Duration: Enchantment
Focus: The gill of any fish
Class: Utility (Complex)

This spell separates the air that naturally suffuses water from the liquid components, providing the target with the ability to breathe under water. 

Common Modifiers: 
Usable On Others (+1/2)  
Enchantment (+0)  
Costs To Activate (-1/4)  

ESS EFFECT  
1 LS (Extended Breathing: 1 END per 5 Minutes)  
2 LS (Expanded Breathing: Water; Safe in High Pressure; Safe in Intense Cold (-4 Temp Levels) -2 Temp. Levels (-10C/20F); 75% Cold)  
+1 plus x2 Targets for Water Breathing 

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