|
Rank |
Darkness |
Death |
Light |
Nature |
Creation |
|
1 |
Break Footing
Target can't move feet for 10 seconds
G |
Spook
Target must run from caster for 10 seconds, or leave line of
sight.
G |
Shield of Light
1 DR
A
Heal Minor Wounds
Heal 5 damage |
Gust of Air
Knockdown, no duration. Target must put back on the ground, but
may immediately stand. |
Mending
Repair small objects, weapons |
|
2 |
Cause Pain
10 damage |
Corruption
5 damage to living targets, 5 healing to undead. |
Heal Wounds
Heal 15 damage. |
Heal Minor Wounds
Heal 5 damage. |
Repair
Repair suits of armor, larger objects. |
|
3 |
Break Item
Can be used to break weapons, small objects. |
Death Freeze
Stops death count for 5 minutes, if target is at 0 hit points. |
Armor of Light
2 DR A
|
Armor of Earth
6 non-reparable armor.
E |
Heal Wounds
10 point heal
Strengthen Material
All items carried by target gain one resist versus breakage.
L |
|
4 |
Cause Wounds
15 points of damage |
Fear
Target must run from caster for 1 minute or until out of sight.
G |
Protections
One generic resist that can work versus spells or special
attacks.
H,J
Remedy Ills
Cures any effects from special attacks |
Bestial Strength
+1 to melee damage, due to strength.
D |
Create Small Item
Character may create any common, small item (sword, shield, etc).
Items vanish after 5 minutes. |
|
5 |
Break Spell
Breaks all spells on target |
Rot
10 damage to living targets, 10 healing to undead. |
Heal Serious Wounds
30 point heal |
Fire Blast
15 damage |
Strengthen Physique
Target swings for +1 damage, due to Strength
D |
|
6 |
Cause Injury
20 damage |
Create Zombie
Turns freshly killed corpse into zombie for 5 minutes. Zombie has
30 body points, swings for 5 damage, is immune to spells that only
effect living targets, and is immune to fear. |
Cure and Restore
Restores any maimed or missing limbs. |
Purify
Will do 25 damage to undead, or cure poison on a living target. |
Create Magic Field
Temporarily imbues items with a magic bonus of +1. Can be used on
weapons or armor.
M |
|
7 |
Break Limb
Breaks a target's limb, which can't be used for any purpose.
Requires a Cure and Restore spell to fix. |
Doom
Target will take double damage from melee weapons, applied before
DR.
G |
Tower of Light
3 DR
A
|
Wall of Water
Creates a 10' long wall of water, through which noting material
may pass, although spells can.
B |
Strengthen Armor
Adds 4 reparable armor points to armor worn by subject.
E |
|
8 |
Cause Grievous Wounds
25 Damage |
Terror
Target must stand and quiver in front of caster. May only run if
damaged
G |
Remove Magics
Removes any harmful or hostile spells on the target. |
Lightning
20 damage, 5 second knockdown. |
Create Magic Protections
Grants target 2 spell resists. If target chooses not to resist,
the spell takes effect, but one of the resists is used anyway.
J |
|
9 |
Break Spirit
Spirit based creatures die if hit with this spell. |
Putrefy
20 damage to living targets, 20 healing to undead |
Wards
Target gains two resists which can be used against special
attacks or spells.
H,J |
Entangle
5 minute entangle. 10 second duration if creature has +2 strength
or greater, or 50 points of damage from an edged weapon.
Spell only works outdoors. G |
Strengthen Person
Target gains 8 healable body, 1 special resist every 10 minutes.
C |
|
10 |
Cause Lasting Harm
30 damage |
Animate Dead
Temporary resurrection. Target is brought back at full hit points
and spell points for 5 minutes. Costs an additional life level
unless target is raised before the spell ends. |
Fortress of Light
4 DR
A
|
Mammoth Strength
Target swings for +2 damage, +1 to thrown weapons, and may
convert any melee advanced attack into Knockdown. May also perform
feats of Herculean strength.
D |
Create Automaton
When cast on a willing spirit based creature, creates an
automaton that swings for 7s, has 50 hit points. Subjects of this
spell cannot be raised as Zombies, or Animate Dead. |
|
11 |
Break Material Possessions
All items on the target's body need to resist or be destroyed. |
Death
Target goes to 0 hit points and starts death count. |
Life Spark
If cast on a corpse 5 minutes old or less, will raise them to 1
body point, without burning a life level.
Heal Fatal Wounds
60 point Heal |
Elemental Fury
20 damage from fire, 10 second knockdown from air, 5 minute
entangle by earth, -2 damage to melee from water.
Non-damage effects have stacking code
G. |
Strengthen Magic
Gives target 16 spell points. Can't increase spell points over
maximum from Mystic Arts, can't be cast on other Way of Creation
Philosophers. |