Arcane Magic

Arcane
Magic

Spell casting uses a force called arcane energy, Every
character has arcane energy, it is equal to the combined total of all skill
points invested in the arcane schools & spheres + the characters
intelligence modifier.

Using a school requires one arcane energy.

The limit for overcharging is your skill in the school of
magic being used.

## Pyromancy – Evocation

**Range: 5 + 1 per  rank**

**Area of effect: 1 Hex**
radius per 2 Evocation ranks

**Duration: Instant**

**Save/Defence: Reflex**
DC10+evocation for half

**Resistance: Pyromancy**

Evoking Pyromancy causes an explosion at the targeted location;
anything caught in the blast suffers 1D10+1 damage equal to your highest skill
in either evocation or Pyromancy.

## Pyromancy – Abjuration

**Range: Touch**

**Area of effect:**
Touched Creature

**Duration: 1 round per**
abjuration rank

**Save/Defence: Must be**
willing

**Resistance: N/A**

Abjuring Fire creates a roiling destructive shell around
yourself or a target granting a +1 bonus to armour class for every 2 ranks in
the Pyromancy sphere.

## Pyromancy – Illusion

**Range: Line of Sight**

**Area of effect: One**
Target

**Duration: Instant**

**Save/Defence: D20+**
Illusion Skill vs Mind Save

**Resistance: None**

Creating a Pyromancy illusion summons a terrifying roiling
horror, it shifts itself reacting to its targets terror and attempts to destroy
their minds, the caster rolls a Mind attack, and if the target fails they move
to the next state of fear.

## Pyromancy – Enchantment

**Range: Touch**

**Area of effect:**
Touched Object

**Duration: 1 round per**
Enchantment rank.

**Save/Defence: N/A**

**Resistance: Fire**

Enchanting a weapon with Pyromancy wreathes it in flames
causing it to deal additional damage to anyone wielding a shield.
The shield user suffers an amount of additional fire damage equal to your skill
in Pyromancy with each hit.

## Pyromancy – Conjuration

**Range: 1 hex per**
conjuration skill

**Area of effect: 1 hex**

**Duration: Permanent**
(becomes natural fire)

**Save/Defence: None**

**Resistance: Fire**

Conjuring fire creates a self-fuelled fire at the target
location, This can be as small as a candle but is usually much bigger, The fire
deals 1D10+1 fire damage to anyone passing through it each round (Range =
Conjuration skill)

## Pyromancy – Divination

**Range: 10 + 1 per Pyromancy**
rank.

**Area of effect: Touch**

**Duration: 1 round per**
Divination rank.

**Save/Defence: N/A**

**Resistance: N/A**

Divining fire allows the target to see the heat signatures
of anything around them, this sight is called infravision. (Sending Rituals).

## Pyromancy – Transmutation

**Range: Line of Sight**

**Area of effect: 1 hex**
per rank in Transmutation

**Duration: 1 per rank**
in Pyromancy

**Save/Defence: N/A**

**Resistance: N/A**

The adjacent sphere to fire is water, Transmuting fire to
water creates an aura that prevents any ignition effect from taking place, any
fires in the area are instantly turned into liquid, and the effect lasts for 1
round per skill in transmutation.

## Aeromancy – Evocation

**Range: 5 + 2 per rank**
in evocation

**Area of effect: 1**
Target

**Duration: Instant**

**Save/Defence: Attack**
roll using Evocation

**Resistance: Air**

Evoking air creates a crackling bolt of lightning that can
be fired at your enemies, the bolts deals 1D6+1 per rank in the Aeromancy
Sphere

## Aeromancy – Abjuration

**Range: Touch**

**Area of effect:**
Touched Creature

**Duration: 1 per rank**
in Abjuration

**Save/Defence: N/A**

**Resistance: N/A**

Abjuring air creates a whirling aura of hyper fast air that
deflects any incoming ranged attacks; this effect grants a +1 AC bonus per
skill in the Aeromancy sphere against any ranged missile attacks, this effect
does not prevent AOE effects from hitting the caster.

 of your Arcane power can be very helpful,
*The ability*
 to overcharge your spells allows you to create very powerful effects in an
 emergency or powerful attacks to end a combat quickly don’t run out though or
 you will be unable to cast anything but basic spells!

## Aeromancy – Illusion

**Range: Touch**

**Area of effect:**
Touched Creature

**Duration: 1 round per**
illusion rank

**Save/Defence:**
Perception check DC 10 + Aeromancy Skill

**Resistance: N/A**

This effect creates a rippling aura of air that bends light
obscuring the caster, this aura can also effect heat signatures obscuring the
caster from sight, Astute watchers can see the imperfections in this spell as
ripples in the air and visual distortions. Taking an obvious action against the
target or a successful perception check negates this effect.

## Aeromancy – Enchantment

**Range: Touch**

**Area of effect:**
Touched Object

**Duration: 1 Per**
Enchantment Rank

**Save/Defence: N/A**

**Resistance: Air**

Enchanting a weapon with Aeromancy increases the effective
range of that weapon by 1 per 3 ranks in the Aeromancy sphere, This effect is
primarily used for melee weapons but may also be used to extend the range of a
divine or arcane touch skill, Channeling a spell through this effect ends the
enchantment.

## Aeromancy – Conjuration

**Range: 1 per rank in Aeromancy**

**Area of effect: One**
Target

**Duration: 1 per rank**
in Conjuration

**Save/Defence: N/A**

**Resistance: N/A**

Conjuring air allows you to cause gusts of wind to move
vapours, It can also be used to cushion falls, while under the influence of
this effect the target moves at their normal movement speed instead of a
terminal falling velocity, When impacting the ground they take one less damage dice
per rank in the Aeromancy sphere.

## Aeromancy – Divination

**Range: Self**

**Area of effect: 1 per**
rank in Divination

**Duration: Instant**

**Save/Defence: N/A**

**Resistance: N/A**

Divining air allows you to probe the airways ahead of you,
it reveals any obstructions and the shape of any rooms in front of you, This effect
has a range equal to your skill in divination, this effects cannot penetrate
walls or closed doors, You may make a perception check with your Aeromancy
skill as a modifier to determine the nature of objects/obstructions in the
affected area.

## Aeromancy – Transmutation

**Range: Line of sight**

**Area of effect: 1 Hex**
per 2 Evocation ranks

**Duration: Instant**

**Save/Defence: Reflex**
for None

**Resistance: Fire**

The adjacent sphere to Air is Fire, Converting air to fire
creates a flash of immolation, the effect deals 1D10+1 damage per rank in the Aeromancy
sphere.

## Cryomancy – Evocation

**Range: 1 hex per**
evocation rank

**Area of effect: 1**
target

**Duration: 1 round per**
rank in Cryomancy

**Save/Defence: Ranged**
attack using Evocation

**Resistance: Water**

Evoking water creates a spray of frozen shards that deal
cold damage for a number of rounds, This damage does not require concentration
or energy to maintain, It deals 1D4+1 water damage per 2 ranks in Cryomancy
sphere per round for 1 round per rank in evocation.

## Cryomancy – Abjuration

**Range: Touch**

**Area of effect:**
Touched Creature

**Duration: 1 per rank**
in abjuration

**Save/Defence: N/A**

**Resistance: N/A**

Abjuring water creates roiling armour of water that absorbs
elemental attacks, the caster must specify the element to be warded against, it
grants 1 resistance to that element per rank in the Cryomancy sphere and lasts
for 1 round per rank in abjuration.

## Cryomancy – Illusion

**Range: Touch**

**Area of effect:**
Touched Creature

**Duration: 1 min per**
illusion rank

**Save/Defence:**
Perception DC 10+1 per Cryomancy rank

**Resistance: N/A**

Crafting a water illusion allows you to shift and change the
features of your target, You can make them appear like any other creature of
their size category, A skilled observer can see through this effect, The
difficulty for the perception check is equal to 10+1 per rank in the Cryomancy
sphere.

## Cryomancy – Enchantment

**Range: Touch**

**Area of effect:**
Touched Creature

**Duration: 1 round per**
rank in Enchantment

**Save/Defence: N/A**

**Resistance: N/A**

Enchanting with Cryomancy allows the target to move freely
through any obstacles, They flow through the path of least resistance and get a
+1 per rank in Cryomancy to any checks to resist an effect that would hold them
in place, This bonus also applies to Swimming, Climbing, and moving through
difficult terrain, The effect lasts for 1 round per rank in enchantment.

## Cryomancy – Conjuration

**Range: Line of sight**

**Area of effect: 1 hex**
per conjuration rank

**Duration: Permanent**

**Save/Defence: N/A**

**Resistance: Water**

Conjuring water allows you to  fill a hex with water (or any similar liquid)
this water flows instantly to the lowest point in the room or else spreads out
to the floor around the area, Any creature trying to pass through this water
must make an athletics check equal to 10+ your skill in the Cryomancy sphere or
be held in place for the round This liquid can even be a mild acid that deals
1D4+1 damage per skill in the Cryomancy sphere per round to each creature
submerged in it, You can create a number of hexes equal to your skill in
Conjuration.

## Cryomancy – Divination

**Range: self**

**Area of effect: 10 +1**
per rank in Cryomancy

**Duration: 1 round per**
rank in divination

**Save/Defence: N/A**

**Resistance: N/A**

Divining water allows you to detect living creatures around
you, You must have an Item or relic related to the creature i.e a tooth, hair,
footprint, possession, anything that contains their essence, The spell will
reveal any creatures of the same race within the spells radius and will also
indicate the exact creature in question if it is present.

## Cryomancy – Transmutation

**Range: Line of sight**

**Area of effect: 1 hex**
per rank in Cryomancy

**Duration: 1 round per**
transmutation rank

**Save/Defence:**
Athletics check 10 + transmutation

**Resistance: N/A**

The adjacent sphere to water is earth, This effects will
transform water into solid stone, Anything trapped in the stone may attempt to
dig itself out with an athletics check equal to 10+ your skill in transmutation.

## Geomancy – Evocation

**Range: 1 per rank in**
evocation

**Area of effect: 1 hex**

**Duration: Instant**

**Save/Defence: Ranged**
attack using evocation

**Resistance: Earth**

Evoking earth sends huge spikes of rock or metal shooting up
out of the earth into the target, The spikes deal 1D12+1 per skill in Geomancy,
The range of this effect is equal to 1 + your skill in evocation, The height of
the spikes can be controlled to hit flying or levitating opponents up to 1 hex
higher per skill in evocation.

## Geomancy – Abjuration

**Range: Touch**

**Area of effect:**
Touched Creature

**Duration: 5 +**
Abjuration skill

**Save/Defence: N/A**

**Resistance: N/A**

Abjuring earth creates a shell of solid matter about the
caster, the shell grants the caster DR equal to their half skill in Geomancy
rounded down and an  amount of temporary
hit points equal to total skill, when those temporary hitpoints are expended
the effect ends.

## Geomancy – Illusion

**Range: Line of sight.**

**Area of effect: 1 hex**
per Geomancy rank

**Duration: 1 hour per Geomancy**
rank

**Save/Defence: Perception**
DC 10 + Illusion

**Resistance: N/A**

Earth illusions can used to obscure items or structures, An
item protected by an Geomancy illusion makes opposed checks against any
divination effect equal to 10 + your skill in Geomancy magic and can be made to
appear like any other item of a similar size, The size of the structure
affected can be no more than 1 hex per your skill in Geomancy magic, This can
be used to hide doors & passageways, hide traps, Obscure runes, Or create
false walls.

## Geomancy – Enchantment

**Range: Touch**

**Area of effect: Touched**
object

**Duration: permanent/**
1 round per enchantment

**Save/Defence: N/A**

**Resistance: N/A**

Enchanting an item or structure with Geomancy increases its
durability and resistance, The item or structure enchanted gains a +1 bonus to
all saves per skill in Geomancy and an equal amount of DR, This affect will
also repair any non-magical item it is used on i.e a broken door, A sundered
shield, Acid damaged armour etc, This effect lasts for 1 round per skill in Geomancy
except for the repair effect which is permanent.

## Geomancy – Conjuration

**Range: Line of sight**

**Area of effect: 1 hex**
per Geomancy rank

**Duration: Permanent**

**Save/Defence: N/A**

**Resistance: N/A**

Conjuring earth creates a hex of solid earth for each rank
you have in the Geomancy sphere, Each one has a hardness equal to your skill in
conjuration and five times that many hitpoints, Slashing and piercing attacks
deal half damage to these creations, The height of the creation can be
controlled to create ramps, platforms, barricades, support pillars etc.

## Geomancy – Transmutation

**Range: Line of sight**

**Area of effect: 1 hex**
per Geomancy skill.

**Duration: 1 minute**
per transmutation rank.

**Save/Defence: Athletics**
DC10+transmutation

**Resistance: N/A**

The adjacent sphere to earth is air, You may transmute any
form of earth (but not metal) to air, Anything caught in the hexes when it
transmutes back to stone is sealed in solid rock, The effect however makes the
rock structurally unstable and the target may claw themselves out by making an
athletics check equal to 10+1 per skill in Geomancy to tunnel through each hex
of earth

## Umbramancy – Evocation

**Range: 10 +1 per rank**
in Umbramancy

**Area of effect:**
Target

**Duration: Instant**

**Save/Defence: Ranged**
attack using Evocation

**Resistance: Shadow**

Evoking shadow creates a writhing tendril of darkness that
lashes out at your opponent; the attack does 1D4+1 damage per rank in the Umbramancy
sphere, this effect also reduces the target movement rate by 4 and silences
them for one round.

## Umbramancy – Abjuration

**Range: Touch**

**Area of effect:**
Touched Creature

**Duration: 1 round per**
abjuration rank

**Save/Defence: Mind**
save DC 10+Umbramancy

**Resistance: N/A**

Shadow conjuration shields the caster from targeted spell
effects, anyone attempting to target the caster with a magical ability must
make a mind saving throw equal to 10+1 per skill in the Umbramancy sphere.

## Umbramancy – Illusion

**Range: Line of sight**

**Area of effect:**
Varies

**Duration: 1 round per**
illusion rank

**Save/Defence:**
Perception DC10 +1 per Umbramancy

**Resistance: N/A**

Shadow illusions are used to create figures or shapes where
none exist, you can have the illusion behave any way you want but exceeding the
bounds of the creatures normal ability will allow the viewer to pierce the
illusion, You can project a phantasmal creature that appears as any other
creature until it is attacked, You may also create a double of yourself to
confuse attackers, Whenever you are attacked your opponent has a 50% chance of
hitting your double instead, Doing so will end the illusion.

## Umbramancy – Conjuration

**Range: Line of sight**

**Area of effect: 1 hex**
radius per rank in Umbramancy

**Duration: 1 round per**
rank in conjuration

**Save/Defence: N/A**

**Resistance: N/A**

Conjuring shadow creates a sphere of complete darkness,
sight into or out of the darkness is impossible and anyone inside is considered
blind, Any time light and dark conjuration occur in the same area an opposed
conjuration check is made to decide which effect takes precedence.

## Umbramancy – Divination

**Range: self**

**Area of effect: 1**
target mechanism

**Duration: Instant**

**Save/Defence: None**

**Resistance: None**

Divining shadow reveals the nature of a trap, lock or
mechanism, If the DC of the trap or lock is less than 20+ your skill in
divination it reveals its exact effects and DC to you, you must already know
the trap or lock is there to use this effect, If the trap is triggered anyone
hit by it will get a bonus to their reflex saving throw equal to your skill in Umbramancy.

## Umbramancy – Enchantment

**Range: Touch**

**Area of effect:**
Touched Creature

**Duration: 5 + 1 round**
per enchantment rank

**Save/Defence: N/A**

**Resistance: N/A**

Umbramancy enchantment infuses a melee weapon with the
piercing effects of Umbramancy magic; the weapon will pierce 1 point of damage
reduction per rank in the Umbramancy sphere.

## Umbramancy – Transmutation

**Range: Line of sight**

**Area of effect: 1 hex**
per Umbramancy rank

**Duration: 1 round per**
transmutation rank

**Save/Defence: None**

**Resistance: None**

Shadow transmutation allows you to shift anything touched
into the spectral realm, Its weight and mass are reduced to one tenth and its
appearance becomes wavy and indistinct, this effect cannot be used on living
creatures, The items shifted have their DR and HP reduced by your skill in the Umbramancy
sphere and may even pass through solid objects (as a full round action per hex)
This effect removes any cover bonuses granted by terrain and lasts for 1 round
per skill in transmutation.

## Illumancy – Evocation

**Range: 5 + evocation**
skill

**Area of effect:**
Target

**Duration: Instant**

**Save/Defence: Ranged**
attack using evocation

**Resistance: Radiance**

Evoking Radiance creates a shining lance of energy that
homes in on its target using refracted light guidance, The lance deals 1D4+1
damage per skill in Illumancy, it also ignores 1 AC for every 2 ranks in Illumancy,
The range for this attack is equal to 5 + your skill in evocation, This attacks
can also be fired around corners as long as the caster has some means either
mundane or magical to confirm the location of the target.

## Illumancy – Abjuration

**Range: Touch**

**Area of effect:**
Touched Creature

**Duration: 1 round per**
abjuration rank

**Save/Defence: N/A**

**Resistance: N/A**

Abjuring radiance creates a bright and blazing aura of
radiance that shields the caster from any area effect spells, the cast gains an
additional point of DR to resist any non-directed damage per skill in Illumancy.

## Illumancy – Illusion

**Range: Line of sight**

**Area of effect: One**
target

**Duration: 1 per**
illusion rank

**Save/Defence: Perception**
DC 10+1 per Illumancy rank

**Resistance: N/A**

Radiant illusions interfere with the mind of the target
showing them a warped and distorted view of the world, The target must make a
perception check each round equal to 10+1 per skill in Illumancy or be rendered
effectively blind by the illusion the illusion also turns the target about so
they cannot move more than 1 hex per round.

## Illumancy – Divination

**Range: Self**

**Area of effect: 1 hex**
per Illumancy rank

**Duration: 1 round per**
divination rank

**Save/Defence: N/A**

**Resistance: N/A**

Illumancy divination reveals the magical aspects and effects
of a magical item, The magic item will have an EGO score relating to how
powerful the magic stored with is, The caster will make a check against this
number equal to D20+ their skill in divination, This effect can also be used to
search for magical auras and has a range equal to 1 hex per rank in the Illumancy
sphere.

## Illumancy – Conjuration

**Range: Line of sight**

**Area of effect: 1 hex**
radius per conjuration rank

**Duration: 1 round per**
conjuration rank

**Save/Defence: N/A**

**Resistance: N/A**

Conjuring radiance creatures a beacon of shining light at
the target location, it shines with intense light from a focal point for 1 hex
per skill in Illumancy, creates illuminated in this way are easier to hit and
anyone attacking them gets a +2 bonus to hit, This effect lasts for 1 round per
skill in conjuration.

## Illumancy – Enchantment

**Range: Touch**

**Area of effect:**
Touched object

**Duration: 1 day per**
enchantment rank

**Save/Defence: Mind**
save DC 10+Illumancy

**Resistance: None**

Enchanting an item, person or place with radiance gives it a
distinct signature or mage mark, the caster creates a scaled map to combine
with the enchantment and can then see the presence of the target on the map.

## Illumancy – Illusion

**Range: Touch**

**Area of effect: 1 Hex**
radius per Illumancy Rank

**Duration: 1 Hour per**
Illusion Rank

**Save/Defence: N/A**

**Resistance: None**

This spell creates a spectral sentry, If anyone not
nominated by the caster enters its area of effect it will light up and make the
sound of the casters choice, It will also cause anyone using magic within its
area of effect to glow with an unearthly light.

## Proculmancy – Evocation

**Range: 1 per skill in**
evocation

**Area of effect: 1**
target

**Duration: Instant**

**Save/Defence: Mind**
Save DC10 + skill

**Resistance: Nexus**

This attack batters the target with Nexus energies and
propels them through space away from the caster.

The target suffers 1D6+1 nexus damage per rank in evocation
and is propelled away from the caster up to 1 hex per rank in Proculmancy, they
cannot end up in a hex occupied by another item or person.

## Proculmancy – Abjuration

**Range: Touch**

**Area of effect: 1**
target

**Duration: 1 per rank**
in Abjuration

**Save/Defence: None**

**Resistance: None**

While under the effect of this spell any weapon or ability
directed at the target has its range penalty increased by your skill in Proculmancy
to a minimum of one, Melee weapons with a range greater than 1 must be used
directly adjacent to the caster, this effect does not protect you from AOE
attacks.

## Proculmancy – Conjuration

**Range: 1 hex per**
conjuration skill

**Area of effect: 1 target**

**Duration: Instant**

**Save/Defence: Mind**
DC10 + skill

**Resistance: none**

The target must make a save equal to 10 plus the casters
skill in Proculmancy or be teleported next to the caster, the space they
teleport to cannot be occupied and must have a stable floor.

## Proculmancy – Enchantment

**Range: Touch / 1 per**
rank in Proculmancy

**Area of effect: 1 hex**
per 5 ranks in Proculmancy

**Duration: 1 round per**
rank in Enchantment

**Save/Defence: None**

**Resistance: N/A**

The caster creates a 2 way portal initiated directly in
front of the caster and ending a number of hexes away equal to the casters
skill in Proculmancy, The portal is 2 way but can only be entered from one
direction.

## Proculmancy – Illusion

**Range: 1 km per rank**
in Illusion

**Area of effect: Self**

**Duration: 1 Round per**
rank in Proculmancy

**Save/Defence: None**

**Resistance: Fire**

This spell allows the caster to project their image over
long distances, the target must be familiar with the location they wish to
project to, The target may use Perception and Diplomatic skills through their
illusion but are unable to exceed a total result greater than 10+ their skill
in Proculmancy.

## Proculmancy – Divination

**Range: 1 hex per**
conjuration skill

**Area of effect: 1 hex**

**Duration: Permanent**
(becomes natural fire)

**Save/Defence: None**

**Resistance: Fire**

This spell is used to create gateways over long distances,
the first part of the spell will created a gatestone, The stone must be large
enough for the user to step onto or they will be unable to use the gate, The
second part of the spell creates a recall portal that multiple characters can
use, the duration of the gate once opened is equal to your skill in divination
and can transport one person per 3 ranks in Proculmancy, the total distance
from the gateway cannot be greater than 1KM per rank in divination

## Proculmancy – Transmutation

**Range: 1 per rank in**
Transmutation

**Area of effect: 1**
target

**Duration: 1 per rank**
in Proculmancy

**Save/Defence: None**

**Resistance: Mind Save**
DC10+Proculmancy ranks

This spell adjusts the size category of the target up or
down (1 size category per 5 ranks in transmutation) to a minimum of tiny or
maximum of Gigantic.

## Velomancy – Evocation

**Range: 1 hex per**
Evocation skill

**Area of effect: 1**
target

**Duration: Instant**

**Save/Defence: Mind**
Save DC10+Velomancy Ranks

**Resistance: Inertia**

Evoking Inertia charges the particles in your target with
force instantly hurtling them through space at speed, They are thrown a number
of hexes equal to your skill in Evocation and suffer 1 point of inertia damage
per skill point in Velomancy if they make contact with a solid object during
this time.

If they hit another character that character must make a
reflex save DC10+your Velomancy skill or also take 1 points of inertia damage
per skill point in Velomancy.

## Velomancy – Abjuration

**Range: 1 per rank in**
abjuration

**Area of effect: 1**
target

**Duration: 1 per rank**
in abjuration

**Save/Defence: N/A**

**Resistance: N/A**

Abjuring Inertia protects the caster from all forms of
impact damage, they still fall at the same rate but all the energy caused by
deceleration and the impact is reduced or nullified, the spell increases the
number of hexes a character can fall by 1 per rank in Velomancy and reduces any
falling damage by 1 per rank in Velomancy.

## Velomancy – Conjuration

**Range: 1 per rank in**
Conjuration

**Area of effect: 1 hex**
+1 per 4 ranks

**Duration: 1 per rank**
in abjuration

**Save/Defence: N/A**

**Resistance: N/A**

Conjuring inertia creates a zone of dense gravity, anyone
entering the zone must make a mind save with DC10+1 per rank in Velomancy or be
knocked prone, The save must be made an additional time each round they remain
in the zone.

## Velomancy – Enchantment

**Range: Touch**

**Area of effect: 1**
target

**Duration: 1 per rank**
in Enchantment

**Save/Defence: N/A**

**Resistance: N/A**

An Inertia enchantment allows the target to Use melee
attacks at an increased range, the target may make a number of attacks equal to
your skill in Velomancy at a range improved by 1 per 3 ranks in Velomancy.

## Velomancy – Illusion

**Range: 1 per rank in**
Illusion

**Area of effect: 1 hex**
per rank in Velomancy

**Duration: 1 per rank**
in Illusion

**Save/Defence: Mind**
Save DC 10+skill

**Resistance: N/A**

Using a Velomancy illusion creates a spectral barrier that
the target perceives as solid, they must make a mind save to pass through the
affected hexes, allies may walk through the hexes unhindered

## Velomancy – Divination

**Range: 1 per rank in**
Divination

**Area of effect: 1**
target

**Duration: 1 per rank**
in abjuration

**Save/Defence: N/A**

**Resistance: N/A**

Velomancy divination allows you to detect any movement
within the range of the spells effect, it gives the caster direction and size
but not any specific details, this spell is confused by moving machinery and
water but not by moving air

## Velomancy – Transmutation

**Range: 1 per rank in**
Transmutation

**Area of effect: 1**
target

**Duration: Concentration**

**Save/Defence: Only if**
willing

**Resistance: N/A**

Transmuting Inertia allows you to levitate yourself or an
ally a number of hexes equal to your skill in Velomancy, This effect can be
used to lift items as well but not more than 1 hex or 20KG per rank in Velomancy.

## Chronomancy – Evocation

**Range: 1 per rank in Evocation**

**Area of effect: 1**
target

**Duration: 1 per rank**
in Chronomancy

**Save/Defence: Mind**
10+skill in evocation

**Resistance: N/A**

Evoking time causes any time damaging effects on the target
to be accelerated and have their effects for a number of turns equal to your
skill in Chronomancy, This cannot extend the normal timeframe of an ability.

## Chronomancy – Abjuration

**Range: Touch**

**Area of effect: 1**
target

**Duration: 1 per rank**
in abjuration

**Save/Defence: N/A**

**Resistance: N/A**

A Chronomancy abjuration creates a bubble of protection that
reduces any timed effects directed at you by your skill in Chronomancy, this
does not affect skills that require concentration to maintain, If the caster is
affected by natural acid or fire the effect instantly ends

## Chronomancy – Conjuration

**Range: 1 per rank in**
Conjuration

**Area of effect: 1**
target

**Duration: 1 per rank**
in Chronomancy

**Save/Defence: Mind DC**
10+skill

**Resistance: N/A**

Conjuring time allows you to increase the duration of any
timed effect on an ally or enemy by your skill in the Chronomancy sphere

## Chronomancy – Illusion

**Range: 1 per rank in**
illusion

**Area of effect:**
Target

**Duration:**
Concentration

**Save/Defence: N/A**

**Resistance: 10+1 per**
rank in Chronomancy

This spell creates an illusion of decelerated time around
the target reducing their movement speed to 3.

## Chronomancy – Enchantment

**Range: Touch**

**Area of effect: 1**
target

**Duration: 1 per rank**
in Enchantment

**Save/Defence: N/A**

**Resistance: N/A**

This spell increases the targets initiative by your skill in
Chronomancy and their movement speed by 1 per 4 ranks you have in Chronomancy
magic

## Chronomancy – Transmutation

**Range: 1 per rank in**
Transmutation

**Area of effect: 1**
target

**Duration: Instant**

**Save/Defence: 10+1**
per rank in Chronomancy

**Resistance: N/A**

Transmuting time shifts your target into the future, willing
targets are sent forward immediately but unwilling targets get a mind save, If
the space the target needs to return to is occupied they will arrive at the
nearest unoccupied space

## Chronomancy – Divination

**Range: Self**

**Area of effect: self**

**Duration: 1 per rank**
in Chronomancy

**Save/Defence: N/A**

**Resistance: N/A**

Divining time allows you to rewind events in the space you
occupy, You cannot go back further than your skill in time magic, the area of
effect for this spell is 1 per rank in divination.

## Radomancy – Evocation

**Range: 1 per rank in**
evocation

**Area of effect: 1 hex**
beam per rank in radiation

**Duration: Instant**

**Save/Defence: reflex**
DC

**Resistance: Plasma**

Evoking Plasma causes a pulse of destructive radiation to
ripple forth from your hands; it pierces all walls and barriers dealing 1D20+1
Plasma damage to you and every enemy struck.

## Radomancy – Abjuration

**Range: Touch**

**Area of effect: 1**
target

**Duration: 1 per rank**
in Abjuration

**Save/Defence: N/A**

**Resistance: Plasma**

Anyone striking or using a targeted effect on the caster
will suffer an amount of damage equal to your skill in Radomancy.

## Radomancy – Conjuration

**Range: 1 per rank in Radomancy**

**Area of effect: 1 hex**
per 5 ranks in conjuration

**Duration: 1 per rank**
in Conjuration

**Save/Defence: N/A**

**Resistance: Plasma**

Conjuring plasma creates an area of dense destructive energy
damaging and obstructing anyone attempting to move through it, Anyone
attempting to move through the square takes damage equal to your skill in Radomancy
and must make an athletics check with DC equal to 10+ your skill in
Conjuration.

## Radomancy – Enchantment

**Range: touch**

**Area of effect: 1 per**
5 ranks in enchantment

**Duration: 1 per rank**
in enchantment

**Save/Defence: Mind**
save DC 10 + enchant skill

**Resistance: Plasma**

Enchanting a suit of armour with Radomancy creates a
destructive aura that surrounds your target; this plasma damage affects
everyone within range including yourself.
Each turn the target gets an additional save to end the effect but the DC to
succeed is increased by 1

## Radomancy – Transmutation

**Range: 1 per rank in Transmutation**

**Area of effect: 1**
target

**Duration: 1 per rank**
in Transmutation

**Save/Defence: N/A**

**Resistance: N/A**

Transmuting plasma allows you to drain energy from a magic
user, the target loses two arcane or divine energy per rank you have in Radomancy,
If they have their total reduced below 0 they are unable to cast until the
energy regenerates.

## Radomancy – Divination

**Range: 1 per rank in Radomancy**

**Area of effect: 1**
target

**Duration: 1 per rank**
in Divination

**Save/Defence: N/A**

**Resistance: N/A**

Plasma divination allows you to detect magical signatures
around you and detect magical items or summoned creatures, Magic effects in a
location are detected but their nature is not revealed