ScreamInVain's Expanded Arcana

The arcana and spells given in **Chapter 5** of the *Fantasy AGE Basic Rulebook* and **Chapter 3** of the *Fantasy AGE Companion* just scratch the surface of magic's boundless potential. This offers new spells for each degree for each of the arcana from the *Basic Rulebook* and *Companion*, along with an entirely new arcana. Some of these spells are conversions from other AGE systems, such as Dragon Age, some are from other systems altogether, such as Dungeons and Dragons 5e, and some are custom creations.

## Air Arcana

The wind obeys your commands.

**Novice:** You learn two Novice degree Air Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Air Arcana spell of your choice. You gain the **Intelligence (Air Arcana)** focus.

**Master:** You learn one Air Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Air Arcana spells.

### Downdraft

 **Spell Type:** Attack
 **Casting Time:** Major Action
 *Downdraft* sends a column of turbulent air focused on an area 4-yards by 4-yards within 20 yards of you rushing towards the earth. Airborne creatures caught in the area of a *downdraft* must pass a **Dexterity (Acrobatics)** test vs. your Spellpower or immediately plummet up to 40 yards straight downward, taking falling damage if the *downdraft* makes them hit the ground or collide with an object. Those who pass the test plummet only 20 yards. Creatures already on the ground affected by this spell who fail the test are knocked prone.

### Protective Winds

 **Spell Type:** -
 **Casting Time:** -
 As the spell of the same name in the *Fantasy AGE Basic Rulebook* except the bonus and penalty are equal to your degree in the Air Arcana.

### Weapon of Air

 **Spell Type:** Utility
 **Casting Time:** Major Action
 You conjure a magical weapon that you are trained in the weapon group for. This weapon lasts until the end of the encounter and is magically connected to your hand, making you unable to be disarmed unless you willingly let the weapon go in which case the weapon will evaporate away, ending the spell. The weapon acts as a normal weapon of the selected type but deals magical damage when applicable. The conjured weapon can also act as your arcane device and when using it to cast spells from the Air Arcana, you gain a +1 bonus to your Spellpower.

### Updraft

 **Spell Type:** Attack
 **Casting Time:** Major Action
 You summon a quick burst of air just below a target within 20 yards of you. The burst forces the target upwards into the air, dealing 2d6 + Willpower piercing damage and knocking the target prone as they land. The target must pass a **Dexterity (Acrobatics)** test vs. your Spellpower to land on their feet and only take 1d6 + Willpower damage. The target lands in the same space it was occupying before the spell took place.

### Claws of Smoke

 **Spell Type:** Utility
 **Casting Time:** Minor Action
 You transform one of your hands into a smoke-like claw for a number of rounds equal to your Willpower. If you successfully attack a living creature with an **Accuracy (Brawling)** attack with your smoke-like claw, you forcefully fill the target's lungs with smoke. The smoke claw inside the victim solidifies to rip and tear at the surrounding organs, dealing 3d6 + Willpower penetrating damage. The target can attempt a **Constitution (Stamina)** test vs. your Spellpower to take half damage and push your smoke out of its lungs.
If the target fails, on your next turn you may spend 16 MP to inflict another 3d6 + Willpower penetrating damage as a major action. The target attempts another **Constitution (Stamina)** test in this fashion until you willingly release the target, you cannot sustain the MP cost to keep the spell active, the target passes the test, or the target dies.

## Beast Arcana

The creatures of the wild and their abilities are yours. Game Masters will find the **Beasts of the Land, Sea, and Air** chapter of the *Fantasy AGE Bestiary* useful in conjunction with this Arcana.

**Novice:** You learn two Novice degree Beast Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Beast Arcana spell of your choice. You gain the **Intelligence (Beast Arcana)** focus.

**Master:** You learn one Beast Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Beast Arcana spells.

### Akin to the Beast

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 Morphing your physical form into a combination of your race and something more bestial, you bolster your physical abilities. Roll twice on the Beastkin Characteristics table (page 17 of the *Fantasy AGE Bestiary*) and add the results to your character. You cannot take the same benefit twice; reroll any roll that would give you an effect that you have already benefited from. These effects last until the end of the encounter.
If you gain the Claws attack but you already have it, you instead increase the damage dealt by 1d6. If you gain the Armor Rating of 5 but are already wearing armor, your AR either increases to 5, or in the case that it is already 5 or higher, it is increased by 2.

### Mockery

 **Spell Type:** Enhancement
 **Casting Time:** 1 Minute
 Studying a creature you can see, you can magically mimic a Special Quality that it possesses (at the GM's discretion), giving you the same ability for a number of rounds equal to your Willpower. This *mockery* cannot allow access to special stunts unless the character could potentially be able to use them without the use of the spell (a character that could not fly would not be able to use the Swoop stunt from the Ahool's Special Qualities, for example).
If you are a Master in the Beast Arcana, you can choose to double the MP cost and raise the TN by 2 to reduce the casting time to a major action.

### Power of the Wild

 **Spell Type:** -
 **Casting Time:** -
 As the spell of the same name in the *Fantasy AGE Companion* except the bonus is equal to your degree in the Beast Arcana.

### Chimeric Mutation

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 You use your magic to twist and change a beast that you can see. Using the remains of a beast (such as a bear tooth or turtle shell), you can magically infuse the body of your subject and force a chimeric mutation, giving it the Many Headed Special Quality and the benefits of the beast's entry on the Chimera Combinations table (page 25 of the *Fantasy AGE Bestiary*). Doing so causes the remains to disintegrate.
If you are a Master in the Beast Arcana, you can instead cause a random mutation, in which case you roll once on the table and apply the Many Headed Special Quality and whatever results are rolled. In both cases, these effects last for a number of rounds equal to your Willpower.

### Vermin Growth

 **Spell Type:** Utility
 **Casting Time:** Major Action
 You are able to greatly enlarge the overall size of some vermin-like beast (such as a rat or spider), whether it's one you have captured and carry with you or one you find in the wild nearby. The beast is grown to small size, making it roughly the size of a dog. Using a spider as an example, this would grow to have the stats of a Giant Spider entry in **Chapter 9** of the *Fantasy AGE Basic Rulebook* and have an MP cost of 5 and a TN of 14 to successfully cast the spell. You can spend more MP in increments of 5 MP each to make the beast grow larger and more deadly.
Spending 10 MP would make the beast grow to medium size, making it roughly the size of a human. This beast would have the same stats as the small size but with the Elite template added and have a TN of 16.
Spending 15 MP would make the beast grow to large size, making it roughly the size of a bear. This beast would have the Heroic template added and have a TN of 18.
Spending 20 MP would make the beast grow to huge size, making it roughly the size of an elephant. This beast would have the Epic template added and have a TN of 20.
When applying the Elite, Heroic, or Epic templates to the beast's stats, ignore the talent bonuses and instead add one, two, or three Special Qualities found in the **Modifying Monsters** section of the *Fantasy AGE Bestiary* respectively.
When applying the Heroic and Epic templates, one of the Special Qualities must be Giant-Sized for Heroic and Large and In Charge for Epic (such as that in the Dragon entry in **Chapter 9** of the *Fantasy AGE Basic Rulebook*). At the GM's discretion, the base stats for such a creature should not be higher than a minor threat level.
Beasts grown in this way will not attempt to harm the spellcaster, but can only respond to simple commands, such as "attack" or "stop." Ordering the beast to attack a specific target or defend a specific area are too complex for the beast to comprehend. Typically, the beast will attack whatever is closest to it or whatever attacked them most recently. This means that if the beast is attacked by a member of the party, it will turn on them and attack! Once combat ends, the beast will leave the spellcaster and go on its way unless attacked or somehow convinced to stay.
These beasts should not be transformed lightly. The effects are permanent and what may help you in a tight situation may turn out to harm others if the beast attacks a nearby camp or village.

## Cold Arcana

The powers of Winter, the freezing forces of ice and cold, are yours to command.

**Novice:** You learn two Novice degree Cold Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Cold Arcana spell of your choice. You gain the **Intelligence (Cold Arcana)** focus.

**Master:** You learn one Cold Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Cold Arcana spells.

### Ice Armor

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 You become fully sheathed in ice for a number of rounds equal to your Willpower. Until the spells ends, you have a +2 bonus to your Defense and you are immune to damage from cold or ice. The next time you take damage from fire or heat, you take half damage and this spell ends.

### Ice Cage

 **Spell Type:** Attack
 **Casting Time:** Major Action
 A cage of ice forms around a target's space within 20 yards of you and lasts for a number of rounds equal to your Willpower or until destroyed. The cage has a Defense of 10, 20 Health, and takes double damage from fire or heat. If the target fails a **Dexterity (Acrobatics)** test vs. your Spellpower, you trap the target inside the cage. A trapped creature cannot move until the cage is destroyed. If they pass, the target moves 2 yards in a direction of their choice. At the end of each round the cage remains, each creature within 2 yards of the cage must pass a **Constitution (Stamina)** test vs. your Spellpower or take 1d6 penetrating cold damage from the cold emanating from the cage.

### Frost Shards

 **Spell Type:** Attack
 **Casting Time:** Major Action
 You conjure three shards of ice that float around you. These shards last for the rest of the encounter or until they are destroyed by incoming attacks. You have cover against attacks that you are the target of, causing the attacker to take a -1 penalty to their attack roll per shard you have around you. These shards do not hinder your own attacks.
When you cast the spell, or as a major action on a subsequent turn, you can direct a shard to attack a creature you can see within 12 yards of you by making an **Intelligence (Cold Arcana)** test against the target's Defense. If it hits, the target is dealt 2d6 + Willpower cold damage. The shard is destroyed whether it hits or misses. If you are a Master in the Cold Arcana, you can spend an additional 3 MP and increase the TN by 1 for each additional shard you would like to conjure.

### Immunity to Cold

 **Spell Type:** -
 **Casting Time:** -
 As the spell of the same name in the *Fantasy AGE Companion* except add the following text: “At the Master degree, one casting of *immunity to cold* affects a number of subjects within 12 yards of you of your choice equal to your Willpower.”

### Ice Wall

 **Spell Type:** Utility
 **Casting Time:** Major Action
 You create a wall of ice on a solid surface within 24 yards. Each panel of ice created is 1 foot thick, 2 yards high, and 2 yards long. You can conjure a number of panels equal to your Willpower that last for the same number of rounds, though each panel summoned must connect to another panel and cannot stand on its own. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must pass a **Dexterity (Acrobatics)** test vs. your Spellpower or take 2d6 cold damage and be knocked prone. If they pass, they take no damage and remain standing. Each panel of ice has a Defense of 8 and 20 Health and take an additional 1d6 damage when dealt damage from fire or heat. Reducing a section of the *ice wall* to 0 Health destroys it, leaving a frigid cold patch of air in its place, dealing 1d6 cold damage to any creature that moves through the area if they fail a **Constitution (Stamina)** test vs. your Spellpower. You can spend additional MP to conjure more sections of the *ice wall*. Each additional 5 MP spent allows an additional section summoned and increases the TN by 1.

## Death Arcana

Your magic feeds on – and creates – death. The use of Death Arcana often carries significant social stigma. Deal in these magics at your peril.

**Novice:** You learn two Novice degree Death Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Death Arcana spell of your choice. You gain the **Intelligence (Death Arcana)** focus.

**Master:** You learn one Death Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Death Arcana spells.

### Decompose

 **Spell Type:** Utility
 **Casting Time:** 1 Minute
 By tracing mystic glyphs over the subject, which may be any single piece of non-living organic material, you speed up the natural process of its decay. Once your casting is finished, every second that passes is the equivalent of a day for that subject. So in a minute's time, it decays as if two months have passed. In an hour, it decays nearly ten years! This continues until the object is reduced to dust. You can halt the decomposition magically, but if the magic were to wear off, the accelerated decay continues where it left off at the same rate. *Decompose* cannot be dispelled; its effects are permanent.

### Drain Life

 **Spell Type:** Attack
 **Casting Time:** Major Action
 You suck the life energy out of a visible target within 10 yards to heal yourself. The target takes 1d6 + Willpower penetrating damage and you are healed by the same amount. Note this only heals damage you have suffered; it doesn't give you bonus Health above your normal amount. If the target passes a **Constitution (Stamina)** test vs. your Spellpower, the penetrating damage is only 1d6.

### Command Death

 **Spell Type:** Utility
 **Casting Time:** Major Action
 You speak archaic words of death into your arcane device, commanding an undead creature within 10 yards of you to obey your orders. You can give the undead directions as a minor action, which it will obey for a number of rounds equal to your Willpower as long as it fails a **Willpower (Self-Discipline)** test vs. your Spellpower. If it passes, the spell has no effect.
If you are a Master in the Death Arcana, once the undead creature has successfully been the subject of *command death*, you may spend an additional 8 MP to cause the spell to be permanent. You can control a number of undead creatures equal to your Willpower at any one time.

### Death Hex

 **Spell Type:** Attack
 **Casting Time:** Major Action
 You curse an enemy within 30 yards to suffer mightily from each strike upon them. Until the end of the encounter, all attacks made against the target gain a +3 bonus, deal +3 damage, and automatically generate +2 SP on a hit, even if doubles aren't rolled. The subject can end the effects with a passed **Intelligence (Death Arcana)** or **Willpower (Self-Discipline)** test vs. your Spellpower, made on its turn. The spell otherwise ends after a number of rounds equal to your Willpower.

## Divination Arcana

You see what others cannot.

**Novice:** You learn two Novice degree Divination Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Divination Arcana spell of your choice. You gain the **Intelligence (Divination Arcana)** focus.

**Master:** You learn one Divination Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Divination Arcana spells.

### Augury

 **Spell Type:** Utility
 **Casting Time:** 10 Minutes
 By casting gem-inlaid sticks, rolling bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity regarding a question asked in the divining process that can be answered either yes or no. The entity will give a the spellcaster a vision or some other kind of supernatural sign. The signs are meant to be taken in general, where a positive "feeling" means yes and a negative means no. It is also possible that the entity has no answer or the answer may be somewhere between a positive and negative result, but the result should always obvious to the spellcaster.
At Journeyman degree, instead of the usual one question, you are able to ask two questions at the time of casting *augury*. This is increased to three questions at Master degree.

### Forewarning

 **Spell Type:** -
 **Casting Time:** -
 As the spell of the same name in the *Fantasy AGE Companion* except the bonus is equal to your degree in the Divination Arcana.

### Guidance

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 You touch one willing creature. For as long as you concentrate, spending a minor action on each of your turns to do so, the subject of *guidance* gains a +1 bonus for each degree you have in the Divination Arcana to one ability test of its choice, then the spell then ends. For example, if you are a Novice, the bonus would be +1 while a Journeyman would be +2.

### Psychometry

 **Spell Type:** Utility
 **Casting Time:** 10 Minutes
 You hold an item in your hand, focusing on it while you attempt to learn its past or future. When you cast *psychometry*, you learn the item's origins, when and where it was created, and immediately know the name of every person who owned the item throughout its existence.
At Master degree, you can look into the item's future, learning how and when it will be destroyed assuming there are no outside influences that may change the outcome.

### Intimate Knowledge

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 You gain insight into how one creature you can see acts and thinks. For a number of rounds equal to your Willpower, you can add your **Intelligence (Divination Arcana)** focus to all attack rolls (including attack spellcasting) against that creature and to your Defense when attacked by that creature.
You don't need to have a language in common with the target of the spell, but you gain no benefit if *intimate knowledge* is cast on a creature that doesn't think (such as a golem).

## Earth Arcana

You are deeply connected to earth and stone.

**Novice:** You learn two Novice degree Earth Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Earth Arcana spell of your choice. You gain the **Intelligence (Earth Arcana)** focus.

**Master:** You learn one Earth Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Earth Arcana spells.

### Glitterdust

 **Spell Type:** Utility
 **Casting Time:** Major Action
 You toss a handful of dust into the air that explodes outward 16 yards in every direction and covers everything in the area, causing creatures who fail a **Perception (Seeing)** test vs. your Spellpower to become blinded for one round, causing them to automatically fail all **Perception (Seeing)** tests or any other test that relies on sight. Additionally, this dust visibly outlines any invisible item or creature in the area for one round.

### Stalagmite

 **Spell Type:** Attack
 **Casting Time:** Major Action
 Your connection with the earth runs deep. You cause a *stalagmite* to spring from the ground in an area 2-yards by 2-yards within 12 yards of you. This *stalagmite* stretches 4 yards high and can act as a wall to break line of sight or provide cover from attacks. If the *stalagmite* is brought up underneath a creature, it must pass a **Dexterity (Acrobatics)** test vs. your Spellpower or take 1d6 + Willpower damage and fall prone. Creatures that pass take half damage and remain standing. The *stalagmite* remains for a number of rounds equal to your Willpower.
Larger creatures might be too large to be knocked prone, but it is possible that such creatures could instead be impaled by the *stalagmite*, taking 3d6 penetrating damage and have their Speed halved, at the GM's discretion. This effect should have a higher MP cost to fashion a sharpened point on the *stalagmite* and should require the caster to be a Master in the Earth Arcana.

### Meld Into Stone

 **Spell Type:** Utility
 **Casting Time:** Major Action
 You become incorporeal for the purpose of walking into a solid stone surface that is large enough to contain your entire body. If you use a minor action to move on this turn, you can walk into a solid stone surface, causing no part of your body to remain visible outside of the stone. You can perceive what is happening outside of the stone through a **Perception (Hearing)** test but you take a -6 penalty. This effect lasts for a number of hours equal to your Willpower. If you are still encased in stone when the spell ends, you immediately take penetrating damage equal your Spellpower as you are forcibly expelled from the stone to the nearest empty space that could contain your entire body.

### Petrify

 **Spell Type:** Attack
 **Casting Time:** Major Action
 You turn a single target within 30 yards to stone unless they pass a **Constitution (Stamina)** test vs. your Spellpower. A *petrified* character gains a +5 bonus to Armor Rating, but has their Defense reduced to 7. They are not subject to a coup de grace. *Petrified* subjects may take no actions except to reattempt their test at the start of their turns until they succeed and overcome the spell.

## Enchantment Arcana

Your magic is invested into objects, and you can create temporary and permanent magic items.

**Novice:** You learn two Novice degree Enchantment Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Enchantment Arcana spell of your choice. You gain the **Intelligence (Enchantment Arcana)** focus.

**Master:** You learn one Enchantment Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Enchantment Arcana spells.

### Bane

 **Spell Type:** Attack
 **Casting Time:** Major Action
 You reach out and touch a weapon, shifting its weight and balance. For a number of rounds equal to your Willpower, the wielder of the weapon takes a penalty on attack and damage rolls equal to your degree in the Enchantment Arcana on any attack it attempts with that weapon. Additionally, the wielder is more susceptible to the Disarm stunt, allowing attackers to perform the stunt against him for -1 SP than normal. If the wielder of the weapon is able to pass a **Dexterity (Acrobatics)** test against your Willpower, the spell has no effect.

### Biting Hilt

 **Spell Type:** Attack
 **Casting Time:** Major Action
 Targeting a weapon you can see, you speak an incantation that causes the weapon to inflict biting pain on its wielder. For as long as you concentrate, using a minor action to do so, every time the wielder attempts an attack with the weapon, it takes an amount of penetrating damage equal to your degree in the Enchantment Arcana.

### Dissolve

 **Spell Type:** Utility
 **Casting Time:** 1 Minute
 By holding a nonmagical item in your hand and whispering a single word, your magics force the item to tear itself into dust. The item is destroyed and is no longer usable, at the GM's discretion.
At Master degree, you can destroy magic items in the same fashion, though doing so does not destroy the magic of the item, only the item it was attached to. In the casting of the spell, you must be holding a nonmagical item to function as a replacement. This version of the spell has a casting time of 10 minutes, an MP cost of 10, and a TN 18. If *dissolve* is cast on a cursed item, the spell fizzles away with no effect.

### Charge Item

 **Spell Type:** Utility
 **Casting Time:** Special
 You are able to enchant mundane items to be able to store and cast spells from them.
While holding a nonmagical item, you cast another spell you know into the item, using its TN + 3 and its MP cost + 10. This must be done 5 times for Novice spells, 10 times for Journeyman spells, and 15 times for Master spells in order for the effect to become permanent. No more than one 24-hour day may pass between castings or the item will lose its magical properties and the process must be started again.
Once the process has been completed, the item will have a number of charges equal to your Willpower. A Novice spell cast into the item will cost 1 charge to cast from it, while Journeyman spells will cost 3 charges, and Master spells will cost 5 charges. The spells may be cast from the item using the wielder's Spellpower but without the need to make a spellcasting roll or spend MP. If the spell cast into the item has the option to increase its potential outcome (such as additional damage or healing), each time the spell would be modified, the charge cost would increase by 2 charges.
For example, if *healing touch* is cast into the item, the regular 1d6 version would cost 1 charge, the 2d6 version would cost 3 charges, and the 3d6 version would cost 5 charges.
Each item will regain charges as the spellcaster decides upon creation, at the GM's discretion. A typical item will gain 1 charge daily at dawn, but the spellcaster may choose to change this, allowing charges to be gained by some other method. This method should somehow tie into the arcana of the spell that was cast into it. For example, if a spellcaster used a spell from the water arcana, they may decide that charges can be gained by leaving the item submerged in flowing water for a specific amount of time. In nearly all cases, if the item ever reaches 0 charges, it is destroyed.

## Fate Arcana

You can see the web of fate.

**Novice:** You learn two Novice degree Fate Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Fate Arcana spell of your choice. You gain the **Intelligence (Fate Arcana)** focus.

**Master:** You learn one Fate Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Fate Arcana spells.

### Fabric of Fate

 **Spell Type:** Attack
 **Casting Time:** Major Action
 You tear the *fabric of fate* to destroy your enemies. The tear deals 1d3 + 1 penetrating damage to a target within 16 yards for every 5 MP spent. The TN increases by 1 each time you increase the damage by spending more MP. If the target passes a **Willpower (Self-Discipline)** test vs. your Spellpower, the damage is no longer considered penetrating.

### Hands of Fate

 **Spell Type:** -
 **Casting Time:** -
 As the spell of the same name in the *Fantasy AGE Basic Rulebook* except the bonus is equal to the Stunt Die + your degree in the Fate Arcana.

### Paradox

 **Spell Type:** Attack
 **Casting Time:** Major Action
 You touch the target and they must pass a **Willpower (Self-Discipline)** test vs. your Spellpower or they cease to exist for one round. It reappears in its former space or in the nearest open space to it if it is occupied.

### Precognition

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 You manipulate fate to hinder your enemies. One creature within 12 yards of you must pass a **Willpower (Self-Discipline)** test vs. your Spellpower or lose their major action on their next turn. Additionally, you control their minor action on their next turn.

### Prophecy

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 Make an **Intelligence (Fate Arcana)** test. The result can be substituted for any test result within a number of rounds equal to your Willpower. This result can be applied to an enemy's test result or an ally's test result.

### Advantageous

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 You call upon the magical energies of fate to enhance your allies. For one full round, you and your allies gain advantage on every test attempted.

## Fire Arcana

Fire is an old friend.

**Novice:** You learn two Novice degree Fire Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Fire Arcana spell of your choice. You gain the **Intelligence (Fire Arcana)** focus.

**Master:** You learn one Fire Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Fire Arcana spells.

### Faerie Fire

 **Spell Type:** Utility
 **Casting Time:** Major Action
 Each object in an 8-yard cube within 24 yards is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a **Dexterity (Acrobatics)** test vs. your Spellpower. For the duration, objects and affected creatures shed dim light in a 4-yard radius.
Any attack roll against an affected creature or object has a bonus equal to your degree in the Fire Arcana if the attacker can see it, and any invisible affected creature or object has an outline that can be clearly seen.

### Flaming Sphere

 **Spell Type:** Attack
 **Casting Time:** Major Action
 A 2-yard diameter sphere of fire appears in an unoccupied space of your choice within 24 yards and lasts for a number of rounds equal to your Willpower. Any creature that begins its turn adjacent to the sphere must pass a **Dexterity (Acrobatics)** test vs. your Spellpower. The creature takes 1d6 + Willpower fire damage on a failed test, or half as much on a passed test. As a minor action, you can move the sphere up to 12 yards.

### Burning Shield

 **Spell Type:** -
 **Casting Time:** -
 As the spell of the same name in the *Fantasy AGE Basic Rulebook* except add the following text: “At Master degree, the amount of penetrating damage dealt is increased to 3.”

### Rays of Flame

 **Spell Type:** Attack
 **Casting Time:** Major Action
 You create three *rays of flame* and hurl them at one target or several within 20 yards of you. The target of your spell must pass a **Dexterity (Acrobatics)** test vs. your Spellpower for each ray that is cast towards it. If targeted by multiple rays, the target gains a +2 bonus to the test if the prior test was passed. If the prior test was failed, it takes a -2 penalty. These modifiers are cumulative. The target takes 2d6 + Willpower fire damage on a failed test and half as much on a passed test for each ray. If you are a Master in the Fire Arcana, you can spend additional MP to add one additional ray per additional 4 MP spent. Each additional ray causes the TN to raise by 1.

### Inferno

 **Spell Type:** Attack
 **Casting Time:** Major Action
 Calling upon the raw elements of creation, you ignite a column of air 6 yards in radius and 12 yards tall anywhere within 50 yards. Anyone, whether ally or enemy, who enters the *inferno* or starts their turn their turn in it, suffers 3d6 + Willpower damage. Targets who pass a **Dexterity (Acrobatics)** test vs. your Spellpower suffer only 2d6 damage but fall prone.
Additionally, any target that leaves the column of fire continues to burn, taking 1d6 damage at the start of their turn until they pass a **Dexterity (Acrobatics)** test vs. your Spellpower to put out the flames. The column normally lasts a single round, but you can extend its duration another round by spending 10 MP at the start of your subsequent turns as a free action.

## Healing Arcana

Your magic can heal with a touch.

**Novice:** You learn two Novice degree Healing Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Healing Arcana spell of your choice. You gain the **Intelligence (Healing Arcana)** focus.

**Master:** You learn one Healing Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Healing Arcana spells.

### Bandages

 **Spell Type:** Utility
 **Casting Time:** Major Action
 You magically create a single set of ethereal *bandages* infused with healing energies. These *bandages* heal as per the Heal action but can be used as a minor action instead of a major action, or a free action if it is already a minor action for you.
Additionally, these magical *bandages* heal for an additional amount equal to your Willpower. The magical properties of these *bandages* fade after they're used and they appear as normal *bandages* until the end of the encounter, after which they vanish. If not used for one full day after they're created, the *bandages* disappear and cannot be used. These *bandages* can be given to and used by any character, even those who are not spellcasters.

### Orb of Life

 **Spell Type:** Utility
 **Casting Time:** Major Action
 You summon a magical *orb* to an unoccupied space within 20 yards of you that you can see. This *orb* floats one yard in the air and pulsates with magical healing energies. An ally who starts their turn within 4 yards of the *orb* regains 1d3 Health. After a number of rounds equal to your Willpower, the *orb* falls to the ground and shatters unless the caster spends an additional 2 MP to keep the *orb* magically charged as a free action. This *orb* can be picked up and moved with a **TN 11 Strength (Might)** test. Any demon, devil, or undead creature that starts its turn within 4 yards of the *orb* takes 1d3 penetrating damage.

### Life Ward

 **Spell Type:** Utility
 **Casting Time:** Major Action
 You weave a protective ward of magical energy around one ally within 6 yards of you, or around yourself. The first time the target's Health drops below 10 in this encounter, they immediately regain 2d6 Health. *Life ward* only works once per casting and it ends at the end of the encounter if not triggered. A character cannot have more than one *life ward* on them at a time.

### Regenerate

 **Spell Type:** -
 **Casting Time:** -
 As the spell of the same name in the *Fantasy AGE Companion* except you heal an amount equal to your degree in the Healing Arcana per SP spent.

### Revitalize

 **Spell Type:** Utility
 **Casting Time:** Major Action
 You channel healing energy into a number of allies up to or equal to your Willpower, though each subject beyond the first costs an additional 5 MP and raises the TN by 1. You may target yourself with this spell. Subjects each regain 1d6 Health immediately, and another 1d6 Health at the start of their respective turns each round for a number of rounds equal to your Willpower.

## Heroic Arcana

Your magic inspires heroism and great deeds.

**Novice:** You learn two Novice degree Heroic Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Heroic Arcana spell of your choice. You gain the **Intelligence (Heroic Arcana)** focus.

**Master:** You learn one Heroic Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Heroic Arcana spells.

### Enhance Ability

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 Your touch gives magical benefits to a creature. Choose one ability (Strength, Fighting, Intelligence, etc.); the target gains a bonus equal to your degree in the Heroic Arcana on ability tests which use that ability for a number of rounds equal to your Willpower.

### Heroic Aura

 **Spell Type:** Defense
 **Casting Time:** Major Action
 This spell surrounds a subject within 30 yards with an arcane aura that absorbs incoming attacks. You can cast this spell on yourself. The subject gains a temporary shield that can absorb an amount of damage equal to the amount of MP spent. Once the subject has taken damage equal to or higher than this number, the shield is destroyed. The TN of this spell is equal to 5 + the amount of MP spent. Only one *heroic aura* can be cast on a subject at a time. Any attempt to cast this spell on a subject who is already under the effects of another *heroic aura* spell automatically fails.

### Hero's Might

 **Spell Type:** -
 **Casting Time:** -
 As the spell of the same name in the *Fantasy AGE Basic Rulebook* except the bonus gained is equal to your degree in the Heroic Arcana.

### Beacon of Hope

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 This spell bestows hope and vitality. Choose any number of creatures within 10 yards of you, raising the MP cost and the TN by +1 for each creature you choose beyond the first. For a number of rounds equal to your Willpower, each subject gains the maximum amount of Health possible from any healing.

### Heroic Defense

 **Spell Type:** Defense
 **Casting Time:** Major Action
 You surround an ally within 30 yards of you with bands of protective force that stop all but the most devastating attacks. The subject gains a +5 bonus to Defense and a +2 bonus to Armor Rating for a number of rounds equal to half your Willpower (rounded down). You can extend this duration at the cost of 4 MP per additional round, paid on the start of you subsequent turns as a free action.
You can cast this spell on yourself. Its effects do not stack with those that adjust your Defense to be based on your Spellpower, such as *arcane shield*.

## Illusion Arcana

Deception and illusion are your purview, and your magic is rarely ever what it appears to be.

**Novice:** You learn two Novice degree Illusion Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Illusion Arcana spell of your choice. You gain the **Intelligence (Illusion Arcana)** focus.

**Master:** You learn one Illusion Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Illusion Arcana spells.

### Bewitch

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 You become more likable, attractive, and easier to talk to. For the rest of the encounter, you gain a bonus equal to your degree in the Illusion Arcana to all of your Communication tests.

### Color Spray

 **Spell Type:** Attack
 **Casting Time:** Major Action
 A dazzling array of flashing, colored lights spring from your hand or arcane device in a 6-yard cone. A number of creatures equal to your Willpower are struck blind for a number of rounds equal to your Willpower, automatically failing all tests that require sight, unless they pass a **Perception (Seeing)** test vs. your Spellpower.

### Dream Sending

 **Spell Type:** Utility
 **Casting Time:** 5 Minutes
 You appear to the target of this spell in a dream to send a message. When you cast this spell, you enter a trance and can perform no other actions until the message has been delivered. If the target of this spell is not asleep when the spell is cast, they receive the *dream sending* the next time they sleep. The target of the spell cannot ask questions or offer any information in response to the *dream sending*, but they remember the message perfectly when they awaken. After the message has been sent, you return to your normal state and can perform actions as normal.

### Prismatic Spray

 **Spell Type:** Attack
 **Casting Time:** Major Action
 Five multicolored rays of light flash from your hand or arcane device. Each ray is a different color and has a different power and purpose. Each creature in a 24 yard cone must pass a **Dexterity (Acrobatics)** test vs. your Spellpower. For each target, roll 1d6 to determine which color ray affects it.
1. **Red:** The target takes 3d6 fire damage, or half as much on a passed test.
2. **Blue:** The target takes 3d6 cold damage, or half as much on a passed test.
3. **Green:** The target takes 2d6 penetrating poison damage, or half as much on a passed test.
4. **Yellow:** The target takes 2d6 penetrating lightning damage, or half as much on a passed test.
5. **Indigo:** If the target fails the test, they are restrained by the light as it wraps itself around the creature, halving its Speed. It must then attempt a **Constitution (Stamina)** test vs. your Spellpower at the end of each of its turns. If the target passes the test three times, the spell ends. If it fails the test three times, the creature is permanently turned to stone as if under the effects of a *petrify* spell.
6. **Special:** The target is struck by two rays. Roll twice more, rerolling any 6.

## Lightning Arcana

You are the storm's fury.

**Novice:** You learn two Novice degree Lightning Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Lightning Arcana spell of your choice. You gain the **Intelligence (Lightning Arcana)** focus.

**Master:** You learn one Lightning Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Lightning Arcana spells.

### Jolt

 **Spell Type:** -
 **Casting Time:** -
 As the spell of the same name in the *Fantasy AGE Basic Rulebook* except the damage inflicted is equal to your degree in the Lightning Arcana.

### Shocking Grasp

 **Spell Type:** Attack
 **Casting Time:** Major Action
 Lightning springs from your hand to deliver a shock to a creature you touch. You have advantage on the casting roll if the target is wearing armor made of metal or is made of metal itself. On a hit, the target must pass a **Constitution (Stamina)** test vs. your Spellpower or take 1d6 + Willpower penetrating damage and cannot take any major actions for one round. A target that passes the test takes normal damage and can take actions normally.

### Shocking Weapon

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 The readied melee weapons of allies within 10 yards of you each begin to crackle with magical lightning and inflict and additional amount of penetrating damage equal to your degree in the Lightning arcana with each successful attack. This lasts for one minute; you extend this duration when you cast the spell by expending an additional 3 MP per additional minute you would like it to last. This spell does not harm the weapons it affects and may be cast on weapons with other benefits such as *flaming weapon*.

### Tempest

 **Spell Type:** Attack
 **Casting Time:** Major Action
 You create a small electrical storm centered anywhere within 40 yards of you with a radius of 4 yards. Anyone in the storm's area suffers 2d6 + Willpower penetrating lightning damage. Targets that pass a **Constitution (Stamina)** test vs. your Spellpower only suffer 1d6 penetrating damage. The storm only lasts a single round, but you may extend its duration another round by expending 10 MP as a free action at the start of your subsequent turns. If you extend the spell, all creatures within the radius immediately suffer its effects again.

### Lightning Weapon

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 You conjure a magical weapon of your choice to your hand. You can only choose a type of weapon that you are trained in the weapon group for. This weapon appears as a crackling bolt of lightning shaped into the chosen weapon. Its damage is considered magical for all purposes. Attack rolls made with this weapon can substitute Intelligence for your normal attack roll and Willpower for your normal damage roll, if desired. Focuses for the selected weapon still apply to the roll if you have them. All damage done by this weapon is considered penetrating and the Lightning Attack stunt can be performed for 2 SP instead of the usual 3 SP. This effect stacks with other effects that may lower the cost of the Lightning Attack stunt. This weapon lasts for a number of rounds equal to your Willpower. You may extend the number of rounds this spell lasts by spending an additional 5 MP at the beginning of subsequent turns as a free action.

## Power Arcana

You work with the raw stuff of magic itself – power in its essential form.

**Novice:** You learn two Novice degree Power Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Power Arcana spell of your choice. You gain the **Intelligence (Power Arcana)** focus.

**Master:** You learn one Power Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Power Arcana spells.

### Arcane Missile

 **Spell Type:** Attack
 **Casting Time:** Major Action
 Your launch a *missile* of arcane energy from your hand or arcane device. This *missile* deals 1d3 + 1 damage.
Additionally, you can double the cost of the MP to add an additional *missile* and each *missile* gains a +1 bonus to the *missile* before it. This means a second *missile* would deal 1d3 + 2 damage for 4 MP while a third would deal 1d3 + 3 damage for 8 MP and so on. The TN increases by 1 for each additional *missile*.

### Comprehend Language

 **Spell Type:** Utility
 **Casting Time:** Major Action
 You understand any spoken language that you hear while the spell lasts. While touching a surface where words are written, you can also understand any written language you see. One page of text can be read in approximately one minute. Secret codes in text and glyphs that aren't part of any written language can't be decoded with this spell. This spell lasts for one hour. You can spend additional MP at the time it is cast to increase the duration by one hour per 5 MP spent.

### Draw Power

 **Spell Type:** -
 **Casting Time:** -
 As the spell of the same name in the *Fantasy AGE Companion* except the bonus is equal to your degree in the Power Arcana.

### Crushing Prison

 **Spell Type:** Attack
 **Casting Time:** Major Action
 You encase one enemy within 20 yards in a constricting cage of force. The spell immediately deals 1d6 + Willpower damage and the target must pass a **Constitution (Stamina)** test vs. your Spellpower or become immobilized. Immobilized targets cannot move, though they may make attacks and cast spells through the prison. They also take an additional 2d6 + Willpower damage at the start of their next turn and remain immobilized until they pass a **Constitution (Stamina)** or **Strength (Might)** test vs. your Spellpower to break free of the prison. Targets that fail a third test take another 3d6 + Willpower damage at the beginning of their next turn and remain immobilized until they break free, but suffer no additional damage on subsequent turns.

### Arcane Protection

 **Spell Type:** Defense
 **Casting Time:** Major Action
 Shifting magical energies, you bolster your arcane defenses. For one round, your Defense increases to a number of your choice. The TN of this spell matches the number you choose and the MP cost is the difference between that number and your current Defense.

## Protection Arcana

Your magic can shield and ward yourself and others against dangers of both the physical and mystical kind.

**Novice:** You learn two Novice degree Protection Arcana spells of your choice.

**Journeyman:** You learn one Journeyman or Novice degree Protection Arcana spell of your choice. You gain the **Intelligence (Protection Arcana)** focus.

**Master:** You learn one Protection Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for -1 SP when casting Protection Arcana spells.

### Mage Lock

 **Spell Type:** -
 **Casting Time:** -
 As the spell of the same name in the *Fantasy AGE Companion* except that you add the following text: “At the Journeyman degree, a casting of *mage lock* can unlock ordinary locks. The TN of casting the spell in this manner is equal to the TN if the lock was to be picked with lockpick.”

### Vigilance

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 Your touch imbues a creature with heightened readiness and awareness. For a number of hours equal to your Willpower, the target receives a +2 bonus on all Perception tests and cannot be frightened, surprised, put to sleep by magic, or mind-controlled. You can cast this spell on yourself.

### Vigor

 **Spell Type:** Enhancement
 **Casting Time:** Major Action
 Your touch grants magical fortitude. The subject of this spell receives 1d6 + Willpower added to their maximum Health for one hour. This additional Health can be increased by spending 3 MP for an additional 1d6, to a maximum of 3d6 + Willpower for 9 MP.

### Entrapment

 **Spell Type:** Utility
 **Casting Time:** 1 Minute
 You draw sigils on the ground in a 2-yard by 2-yard area, then activate them with a command word, turning them invisible. When a creature other than you moves into the space containing the sigils, the sigils become visible and emit a bright red light. The creature that triggered the trap becomes immobilized and cannot be moved from the space unless they pass a **Strength (Might)** test vs. your Spellpower, the sigils beneath the creature are broken, or 24 hours pass. A creature too large to be contained by the spell passes over it without the spell triggering.
You can spend additional MP in increments of 3 and increase the TN by 2 to increase the size of the trap by 2 yards in each direction to trap larger creatures. For example, you could trap a creature of large size (roughly the size of a bear), making your sigils cover an area of 4-yards by 4-yards with an MP cost of 13 and a TN of 16.

### Slumber

 **Spell Type:** Utility
 **Casting Time:** Major Action
 You touch a creature that has 0 Health but has not yet died. For 7 days, the creature is locked in a protective coma and it does not need food or water to survive; it cannot die even if it takes additional damage. The affected creature still shows signs of life, though an observer might need to look closely to detect them. The spell ends when the creature regains any amount of Health or after 7 days pass. If the creature has not received any healing in that time, the spell ends and the creature dies.