The Grimoire
Thirty-eight spells across six schools — every tool a caster can wield
Schools are humanity's attempt to impose taxonomy on something fundamentally wild — categories that help organize understanding but don't perfectly contain the reality. Nobody knows if magic actually works in six neat domains, but these are the boxes people have built, and they're useful enough.
We draw lines between schools as if the Aether respects our filing systems. It doesn't. A healer's touch and a fire-caller's fury are the same force wearing different faces. The schools help us teach. They do not help us understand.
The Six Schools
Aetheric Manipulation — raw force, energy, elemental power
The most direct and visceral school. You grab the raw stuff of magic and project it. Least subtle, most immediately impressive. Aetheric Manipulators are the artillery of the magical world.
You see an Aetheric manipulator light up and you move. You don't watch. You don't admire. You get behind something solid and you wait for the air to stop screaming. They're artillery. Treat them accordingly.
| Spell | Time | Concept |
|---|---|---|
| Force | 2ct | Push, pull, strike, crush with invisible blunt force |
| Elemental Manipulation | 4ct | Shape or direct fire, ice, wind, lightning, water, earth |
| Barrier | 4ct | Walls, shields, or domes of magical energy |
| Kinesis | 4ct | Move objects at a distance — fine manipulation to brute force |
| Disruption | 4ct | Shatter, destabilize, or unravel matter and magical constructs |
| Amplify | 2ct | Enhance physical forces already in motion — make a blow heavier, a sound deafening |
| Arc | 4ct | Channel energy between points, redirect incoming power, ground or discharge |
Vivimancy — life, body, biology
The magic of living things. Healing and bolstering, but also withering and reshaping flesh. Vivimancers walk an uncomfortable line — where does “mend this wound” end and dark magic begin? People are grateful and suspicious in equal measure.
Every Society wants a Vivimancer. Nobody trusts one. Healing is the gift that makes people nervous — if they can knit bone, what else can they do to a body? Keep your healer close and don't ask what they practice on their own time.
| Spell | Time | Concept |
|---|---|---|
| Mend | 5ct | Heal wounds, knit bone, cure disease, purge poison |
| Fortify | 4ct | Bolster stamina, resist pain, harden flesh temporarily |
| Wither | 5ct | Drain vitality, accelerate decay, weaken biological systems |
| Sense Life | 2ct | Feel the presence, health, and condition of living things nearby |
| Shape Flesh | Ritual (30m) | Alter biological features — cosmetic changes to dramatic transformation |
| Purge | 6ct | Cleanse corruption, contamination, parasites, and foreign influence |
| Bloom | 4ct | Accelerate growth, encourage life, cause plants to flourish |
Warding — protection, sealing, banishment
The most “respectable” school. Everyone wants protection from the magical chaos engulfing the world. Warders are the closest thing the magical world has to trusted professionals.
Warding enjoys institutional favor not because it is safer — it is not — but because it is legible. A ward can be inspected, measured, and certified. Governments and corporations prefer magic they can audit. This tells you more about governments than about Warding.
| Spell | Time | Concept |
|---|---|---|
| Shield | 3ct | Personal magical protection against physical or magical harm |
| Seal | 5ct | Lock, close, bind shut — doors, containers, wounds, portals |
| Banish | 6ct | Drive away entities, dispel active magic, force out foreign influence |
| Circle | Ritual (30m) | Create a bounded area with specific magical properties |
| Anchor | 3ct | Stabilize, fix in place, resist forced movement or transformation |
| Unbind | 3ct | Break seals, dispel wards, shatter bindings, unlock magical locks |
Divination — perception, knowledge, detection
Seeing the unseen. Invaluable for investigators, relic hunters, and navigating magical zones. The downside: Divination doesn't filter what you see. Sometimes you learn things you wish you hadn't.
Divination spells give players information. Information changes the game. Before a caster uses Scry or Reveal, decide what they'll learn and what remains hidden. Divination works best when it answers one question and raises two more.
| Spell | Time | Concept |
|---|---|---|
| Reveal | 4ct | See hidden things — invisible objects, concealed doors, disguised creatures |
| Scry | Ritual (10m) | See distant places, people, or events |
| Read | 5ct | Psychometry — touch an object and sense its history and emotional imprint |
| Foresight | 6ct | Brief, unreliable glimpses of what’s about to happen |
| Detect | 2ct | Sense the presence and nature of magic nearby |
| Commune | 6ct | Reach out to distant minds — send messages, brief telepathic contact |
Transmutation — altering matter and material properties
The engineer's school. Transmuters change what things are. This is where magic and technology get dangerously close — a Transmuter who reshapes metal is doing with magic what factories do with machines. The crown jewel, actual substance-to-substance transmutation, attracts dangerous attention from powerful interests.
| Spell | Time | Concept |
|---|---|---|
| Reshape | 5ct | Change an object’s form without changing its material |
| Alter Property | 5ct | Change a material property — make iron brittle, stone flexible, wood fireproof |
| Refine | 5ct | Purify, separate, distill — extract metals from ore, isolate poisons |
| Enlarge/Reduce | 6ct | Change the size of objects or creatures — temporary and stressful on living targets |
| Fuse | 5ct | Join dissimilar materials into a seamless whole, or separate fused things cleanly |
| Transmute | Ritual (1hr) | Change one material into another — lead to gold, wood to stone |
Ley Weaving — manipulating magic itself
The rarest and most feared school. Ley Weavers don't cast spells so much as reshape the magical landscape itself. They amplify, dampen, redirect, and sever the mana flows that all other casters depend on. Other casters are deeply uncomfortable around Ley Weavers — because a skilled Weaver can shut your magic down.
Ley Weaving is the closest thing to speaking the Aether's own language. Other schools shape what the Aether does. Ley Weavers shape what the Aether is. It is the most beautiful and the most terrifying school, and I say that as someone who has watched it save lives and shatter minds.
| Spell | Time | Concept |
|---|---|---|
| Dampen | 6ct | Suppress or weaken magic in an area — create zones of magical calm |
| Channel | 6ct | Redirect mana flows, draw power from ley lines to reduce exhaustion costs |
| Attune | 5ct | Harmonize with a magical source or artifact — understand its nature, tap its power |
| Surge | 6ct | Flood an area with raw mana — amplifies all magic, friend and foe alike |
| Sever | 8ct | Cut a caster’s connection to mana flows — the most feared spell in the game |
| Enchant | Ritual (2h+) | Bond Aether permanently into an object — create a magical artifact |
Casting Time Reference
| Speed | Spells |
|---|---|
| 2ct | Force, Amplify, Sense Life, Detect |
| 3ct | Shield, Anchor, Unbind |
| 4ct | Elemental Manipulation, Barrier, Kinesis, Disruption, Arc, Fortify, Bloom, Reveal |
| 5ct | Mend, Wither, Seal, Read, Reshape, Alter Property, Refine, Fuse, Attune |
| 6ct | Purge, Banish, Foresight, Commune, Enlarge/Reduce, Dampen, Channel, Surge |
| 8ct | Sever |
| Ritual (10 min) | Scry |
| Ritual (30 min) | Shape Flesh, Circle |
| Ritual (1 hour) | Transmute |
| Ritual (2 hours+) | Enchant |
Spell Reference
Full descriptions for all spells, listed alphabetically. Each entry includes tier effects, exhaustion costs, and misfire consequences.
Alter Property Transmutation
Change a material property: make iron brittle, stone flexible, wood fireproof, water viscous, glass soft. Covers hardening, softening, and any property manipulation.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Alter one property of a small object by a noticeable but minor degree — make a rope slippery, a blade duller (-1 damage), wood fire-resistant (smolders instead of burns), metal pliable enough to bend by hand. Lasts 1d4 minutes. Subtle enough to miss visually. |
| Standard | 6 | Significantly alter one property of a moderate object — make iron brittle enough to shatter with a hammer, wood as fireproof as stone, cloth as tough as leather (+1 soak for improvised armor), water too viscous to flow. Lasts up to an hour. |
| Strong | 9 | Dramatically alter properties of a large object or multiple smaller ones — make stone as flexible as rubber, metal transparent, wood as hard as steel. Can alter multiple properties simultaneously. Lasts up to a day. Material looks normal but behaves impossibly. |
| Spectacular | 14 | Reality-bending property alteration — make air solid enough to walk on (small area), water as hard as ice without freezing, fire cold, stone lighter than wood. Can affect structural materials in a small building. Lasts several days. The altered materials feel fundamentally wrong to touch — everyone senses something is off. |
| Misfire | 3 | A random property of the caster's clothing or equipment shifts — leather becomes brittle, metal becomes rubbery, fabric becomes abrasive. One random worn item becomes unusable until the effect fades. Lasts 1d4 hours. |
Amplify Aetheric Manipulation
Enhance physical forces already in motion. Make an explosion bigger, a fall harder, a blow heavier, a sound deafening.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 2 | Amplify a single force slightly. Add +1d4 damage to an ally's next attack, make a shout loud enough to be heard across a building, make a small fire flare brightly. Must be cast on something already happening. |
| Standard | 4 | Significant amplification. Add +2d6 damage to an attack, make a gunshot deafeningly loud (stun nearby for 1 round), double the force of an impact, make a fire roar up dangerously. |
| Strong | 6 | Major amplification. Add +3d6 damage to an attack, amplify an explosion to double its radius, make a sound carry across a district, turn a campfire into a bonfire. Can amplify multiple instances of the same force. |
| Spectacular | 10 | Extreme amplification. Add +4d8 damage to an attack, turn a grenade into a demolition charge, make a whisper audible across a city block, amplify a vehicle's engine to dangerous overspeed. Reality-bending scale of amplification. |
| Misfire | 2 | The amplification targets the wrong force — the next physical impact the caster experiences (a step, a bump, a handshake) is amplified. They take 1d6 damage from an everyday action as it hits with wildly disproportionate force. |
Anchor Warding
Stabilize, fix in place, resist forced movement or transformation. Can stabilize unstable magic zones. Opposed check if targeting an unwilling creature.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Anchor a single object or person in place — resist being pushed, pulled, or moved by force (mundane or magical). Grants +20% to resist forced movement. Lasts 1d4 minutes. Target feels heavy, planted. |
| Standard | 6 | Strong anchoring — target cannot be moved by Standard-tier or lower magical effects. Physical force required to move them must exceed extraordinary strength. Can stabilize a flickering magical effect, preventing it from fading. Lasts 10 minutes. |
| Strong | 9 | Powerful anchoring — fix a person, object, or small area in its current state. Resist transformation, transmutation, and forced change. Can stabilize a small unstable magic zone, calming its fluctuations for up to 1 hour. |
| Spectacular | 14 | Absolute anchoring — the target becomes an immovable, unchangeable point. Nothing short of Spectacular-tier magic can displace or transform them. Can stabilize a large magic zone for days. The anchored point feels like a still point in a storm — everything else moves around it. |
| Misfire | 3 | The caster anchors themselves accidentally — they cannot move from their position for 1d4 rounds. They can still act, attack, and cast, but their feet are rooted to the spot. |
Arc Aetheric Manipulation
Channel energy between points, redirect incoming energy, ground or discharge power. Routing and rerouting raw power.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Redirect a small energy source — ground a static charge, redirect a candle's heat to another spot, channel a spark between two points. Can safely discharge a minor magical overload. |
| Standard | 6 | Redirect a significant energy source — catch and redirect an incoming Weak/Standard-tier energy spell (requires readied action, opposed check vs original caster), ground an electrical system, channel heat from a fire to a distant target for 2d6 damage. |
| Strong | 9 | Redirect powerful energy — catch and redirect a Strong-tier spell, arc lightning between multiple targets (2d8 to each, up to 3 targets), drain heat from an area to create intense cold or vice versa. |
| Spectacular | 14 | Master-level energy routing — catch and redirect a Spectacular-tier spell, create a sustained arc of energy between points that damages anything passing through (3d10), completely drain or redirect a major energy source (a generator, a ley line node). |
| Misfire | 3 | The caster becomes a conduit — ambient energy arcs through them. They take 1d8 damage and nearby metal objects become magnetically attracted to them for 1d4 minutes. |
Attune Ley Weaving
Harmonize with a magical source, artifact, or zone. Understand its nature, tap its power safely, communicate with magical phenomena.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Basic attunement — sense the nature of a magical zone (how intense, what flavor, how stable) or an artifact (what it does, roughly how powerful). Surface-level understanding. Like touching something and getting a general impression. |
| Standard | 6 | Meaningful attunement — understand the patterns and flows of a magical zone, identify an artifact's specific properties and how to activate them, sense disturbances or corruption in the magical field. Takes several minutes of quiet focus. The caster feels connected to the source. |
| Strong | 9 | Deep attunement — commune with a magical zone or artifact, understanding its history and purpose. Can safely tap a ley line node, attune to an artifact to use it without risk, sense the “intentions” of a magical phenomenon (wild zones, bleed events). The caster briefly becomes part of the magical ecosystem — disorienting but revelatory. |
| Spectacular | 14 | Total harmonization — become one with a magical source temporarily. The caster understands its nature completely, can manipulate it safely, and can communicate with any intelligence within it. Can attune to alien magical phenomena that other schools can't comprehend. The caster's consciousness merges with the source — their body is unresponsive and vulnerable. Profoundly strange experience that permanently alters the caster's understanding of magic. |
| Misfire | 3 | Dissonant attunement — the caster picks up “noise” from the magical source. Random magical impressions flood their mind — fragments of other spells, echoes of past magic, meaningless patterns. -10% to IN-based checks for 1d4 hours as they try to sort signal from noise. |
Banish Warding
Drive away magical entities, dispel active magic, force out foreign magical influence. The anti-magic spell — essential for cult hunters. Opposed check when targeting a caster's active magic or a magical entity.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 4 | Dispel a single Weak-tier magical effect or drive a minor magical presence from an object. Push a small magical creature away. The banished magic dissipates with a faint pop. |
| Standard | 8 | Dispel Standard-tier magic, drive out moderate magical influence from a person or area, force a magical creature to flee a room. Banished magic crackles and fades visibly. Can suppress a magical item's properties for 10 minutes. |
| Strong | 12 | Dispel Strong-tier magic, drive a powerful magical entity from an area, purge all active magical effects from a room. Banished magic shatters with a flash and concussive sound. Can suppress a magical item for hours. |
| Spectacular | 18 | Dispel Spectacular-tier magic, drive an ancient entity from a location, create a zone of magical nullification for several hours. All active magic within the area collapses. The effect is felt by every caster within range — a void, a silence, a sudden absence. |
| Misfire | 4 | The banishment inverts — instead of driving magic away, it draws more in. Ambient magical energy surges in the area. Random minor magical effects manifest (objects glow, temperature shifts, sounds echo strangely) for 1d4 minutes. Any magical creatures nearby are attracted rather than repelled. |
Barrier Aetheric Manipulation
Create walls, shields, or domes of magical energy. Can block physical and magical attacks. Unlike Shield (personal protection), Barrier creates environmental obstacles.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | A shimmering curtain across a doorway or narrow gap. Stops projectiles and slows movement through it. Can take 8 points of focused damage before shattering. Lasts 1 minute. |
| Standard | 6 | A solid wall of force up to 10 feet wide. Stops all physical passage. Takes 20 points of damage to break. Lasts 10 minutes. Faintly visible, hums when struck. |
| Strong | 9 | A dome or large wall — can enclose a small room or block a corridor. Takes 40 points to break. Lasts up to 1 hour. Can selectively permit passage (caster chooses who passes). |
| Spectacular | 14 | A massive barrier — enclose a building, wall off a street, create a dome over a camp. Takes 80+ points to break. Lasts several hours. Visible as a translucent wall of rippling energy. Impressive and unmistakable. |
| Misfire | 3 | The barrier forms around the caster instead — a tight cage of force that traps them for 1d4 rounds. They can't move or act but are protected from outside harm. Embarrassing. |
Bloom Vivimancy
Accelerate growth, encourage life, cause plants to flourish, seeds to sprout, wounds to scar over rapidly. The “gentle” Vivimancy.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Accelerate plant growth in a small area — a seed sprouts, flowers bloom, grass grows to cover bare soil. A wound scars over cleanly (cosmetic, no HP recovery). Takes effect over minutes. |
| Standard | 6 | Significant growth — a sapling grows into a small tree in minutes, vines cover a wall, thick vegetation fills a gap. Can accelerate natural healing (target recovers an extra 1d4 HP during their next rest). Lasts and grows over hours. |
| Strong | 9 | Dramatic growth — create a thicket dense enough to block passage, grow a tree large enough to climb, cause a garden to flourish from barren soil. Can create natural barriers, concealment, or even crude shelter from plant growth. Healing bonus: extra 2d6 HP during next rest. |
| Spectacular | 14 | Explosive growth — transform a barren lot into a dense grove, cause vines to overrun a small building, create a living wall of thorns and wood that rivals a stone fortification. The area feels alive — buzzing with vitality. Healing bonus: extra 3d8 HP during next rest. Animals are drawn to the area. |
| Misfire | 3 | Uncontrolled growth — plants near the caster go wild. Vines grab at ankles, roots buckle the floor, thorns sprout from wooden objects. 1d4 damage to anyone in arm's reach (including caster) from sudden aggressive vegetation. |
Channel Ley Weaving
Redirect mana flows, create temporary conduits, draw power from ley lines or magical zones. Can “borrow” ambient magical energy to reduce personal exhaustion costs.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 4 | Tap into ambient magic to recover 1d4 EP. Only works in areas with noticeable magical presence (not in Deep Galvanic Zones). The caster must remain still and concentrate. Feels like drinking cold water on a hot day. |
| Standard | 8 | Create a conduit between two nearby magical sources, or draw significant power from a ley line — recover 2d6 EP. Can redirect a mana flow away from a sensitive area or toward a specific target. Takes several minutes of sustained focus. |
| Strong | 12 | Major channeling — draw 3d8 EP from a ley line or wild zone, create a sustained conduit that allies can tap into (each ally recovers 1d4 EP). Can redirect mana flows to stabilize or destabilize a zone. The channeled energy is visible — streams of light flow toward the caster. |
| Spectacular | 18 | Reshape the magical landscape — redirect a ley line (temporarily), create a node of magical power where none existed, draw 4d10 EP from a major magical source. Can feed power to an entire group (each ally recovers 2d6 EP). The caster becomes a visible beacon of magical energy. Risks drawing attention from magical entities. |
| Misfire | 4 | The channel reverses — the caster's own EP is drained by 1d6 and dispersed into the environment. The area around them becomes slightly more magical for 1d4 hours. If near a ley line, the caster may be briefly pulled toward it physically (1d4 damage from stumbling/falling). |
Circle Warding
Create a bounded area with specific magical properties — protection, containment, alarm, sanctuary. Requires preparation and focus but creates powerful, lasting effects.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 4 | A small circle (arm's reach radius) with a single property: alarm (alerts caster when crossed), sanctuary (mild calming effect inside), or containment (weak barrier against entry/exit). Lasts 1 hour. Must be physically drawn or traced. |
| Standard | 8 | A room-sized circle with up to two properties. Can serve as a reliable ward against magical creatures (they cannot cross without opposed check). Sleeping inside provides bonus to exhaustion recovery (+1d4 EP). Lasts up to a day. Glows faintly along its border. |
| Strong | 12 | A large circle (enclose a camp, a floor of a building) with up to three properties. Strong containment — can hold a captured magical entity. Strong protection — all inside gain +10% to resist magical effects. Lasts up to a week. Hums with palpable energy. |
| Spectacular | 18 | A permanent circle with full properties — containment, protection, alarm, sanctuary all active. Can ward an entire building. Magical entities cannot approach, dark magic cannot penetrate, those inside recover faster and feel safe. Requires rare materials to inscribe. The circle becomes a landmark — other casters can sense it from a distance. |
| Misfire | 4 | The circle forms but with inverted properties — a “protection” circle makes those inside more vulnerable to magic (+10% to incoming magical effects). An “alarm” circle deafens the caster to magical warnings. The inversion isn't immediately obvious. |
Commune Divination
Reach out to distant minds. Send and receive messages, establish brief telepathic contact.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 4 | Send a brief mental message (a sentence or two) to a person within the same building. Target recognizes the sender. One-way only — no reply unless they also cast Commune. Like receiving a thought that isn't yours. |
| Standard | 8 | Two-way telepathic contact with a person within the same city. Conversation-length exchange, lasting several minutes. Both parties must be willing. The mental link feels intimate and slightly invasive — even cooperative targets find it uncomfortable. |
| Strong | 12 | Telepathic contact with any person the caster has met, within a day's travel. Clear, sustained conversation for up to an hour. Can include emotional impressions and mental images, not just words. Can establish a group link with up to 3 people. |
| Spectacular | 18 | Contact any known person regardless of distance. Crystal-clear mental link lasting hours. Full emotional and sensory sharing — the other person can see through the caster's eyes and vice versa. Group link with up to 6 people. The connection is deep enough that both parties sense each other's emotional state involuntarily. |
| Misfire | 4 | The message goes to the wrong mind — a random person within range receives the caster's intended communication. The caster doesn't know who received it. Additionally, the caster picks up surface thoughts from random nearby minds for 1d4 minutes — distracting and disorienting. |
Dampen Ley Weaving
Suppress or weaken magic in an area. Reduce spell effectiveness, quiet active enchantments, create zones of magical calm. Opposed check when targeting another caster's active magic.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 4 | Quiet magic in a small area (arm's reach). Active spells within the area operate at -10% effectiveness. Magical items dim slightly. Lasts 1d4 minutes. Subtle — most people won't notice. |
| Standard | 8 | Dampen magic across a room. All casting within the area suffers -15% to casting target numbers. Active magical effects weaken noticeably. Magical creatures in the area feel sluggish and uncomfortable. Lasts up to 10 minutes. |
| Strong | 12 | Significantly suppress magic in a large area (a floor of a building). -25% to all casting target numbers. Weak-tier active spells simply collapse. Magical items cease functioning temporarily. Lasts up to 1 hour. The area feels cold and dead to anyone with magical sensitivity. |
| Spectacular | 18 | Near-total magical suppression across a building or city block. -50% to all casting targets (effectively impossible for most casters). All active magic collapses. Magical creatures cannot enter. Mimics an Deep Galvanic Zone. Lasts several hours. Other casters describe it as suffocating — like the air has been sucked out of the room. |
| Misfire | 4 | The dampening inverts — the area becomes magically amplified instead. All magic in the area operates at +10% effectiveness and +10% backlash chance. Lasts 1d4 minutes. Chaotic and potentially dangerous if other casters are active. |
Detect Divination
Sense the presence and nature of magic. Identify spell effects, map magical zones, feel intensity of nearby magical activity.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 2 | Sense whether magic is present within arm's reach. Binary: yes/no. Can tell if an object is magical or if a person is currently casting. Instantaneous pulse. |
| Standard | 4 | Sense all magic within a room. Identify the school of active spells, gauge approximate strength (weak/moderate/powerful), detect magical traps or wards. Lasts several minutes. |
| Strong | 6 | Map magical activity within a building. Identify specific spells, trace their casters, sense ley lines and mana flows, detect the boundaries of magical zones. Lasts up to 1 hour. Magic appears as visible light and color to the caster. |
| Spectacular | 10 | Full magical awareness within a city block. Every spell, every enchantment, every magical creature, every ley line — all visible as a web of light and color. Can identify individual casters by their magical “signature.” Lasts several hours. Overwhelming in magically active areas. |
| Misfire | 2 | The caster's magical senses invert — magic appears as absence, and non-magical things appear to radiate magic. Everything seems magical or nothing does. Lasts 1d4 hours, -10% to any magic-related checks. |
Disruption Aetheric Manipulation
Shatter, destabilize, or unravel physical matter or magical constructs. Destruction made precise.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Crack a small object — shatter glass, snap a rope, splinter a plank, break a chain link. Can also unravel a Weak-tier magical construct (ward, barrier, seal). |
| Standard | 6 | Shatter a moderate object — break a weapon, crack a stone block, burst a lock, compromise a load-bearing beam. Unravels Standard-tier magic. 2d6 damage if used against a worn object (armor, shield). |
| Strong | 9 | Destroy a large object or structure component — collapse a doorway, shatter a section of wall, break a vehicle axle. Unravels Strong-tier magic. 3d8 damage against structures or worn equipment. |
| Spectacular | 14 | Catastrophic unraveling — collapse a floor, shatter a bridge support, crack a ship's hull. Unravels Spectacular-tier magic. Can destroy multiple objects simultaneously. Witnesses hear a deep, unsettling crack as matter gives way. |
| Misfire | 3 | The disruption hits the ground beneath the caster — the floor/ground cracks and becomes unstable in a small radius. Caster and nearby allies must scramble to avoid falling or stumbling. |
Elemental Manipulation Aetheric Manipulation
Shape, summon, or direct fire, ice, wind, lightning, water, earth. The broadest spell in the school.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | 1d6 damage or minor utility. Light a fire, snuff a torch, create a gust of wind, chill a drink, spark a small arc of lightning. Personal scale, brief. |
| Standard | 6 | 2d8 damage or significant utility. Hurl a bolt of fire or lightning, freeze a puddle solid, create a strong sustained wind, heat metal uncomfortably. Room scale, several minutes. |
| Strong | 9 | 3d10 damage or major utility. Call down lightning, create a wall of fire or ice, generate gale-force winds, freeze a pond solid, cause localized tremors. Area scale, sustained. Can affect multiple targets. |
| Spectacular | 14 | 4d12 damage or dramatic utility. Call a lightning storm, create a blizzard in a building, raise a wall of earth, generate a firestorm across a street. Devastating, indiscriminate, hard to aim precisely. The element rages. |
| Misfire | 3 | The element turns on the caster. Fire burns them (1d6), ice freezes their hands (-10% to PC for 10 min), lightning shocks them (1d6 + stunned 1 round), wind hurls them. GM picks element most dramatically appropriate. |
Enlarge/Reduce Transmutation
Change the size of objects or creatures. Temporary and stressful on living targets. Opposed check vs BR if targeting unwilling creature.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 4 | Change size by roughly 25% — make a person noticeably larger or smaller, enlarge a tool for better leverage, shrink an object to pocket size. Lasts 1d4 minutes. Mild discomfort on living targets. |
| Standard | 8 | Change size by roughly 50% — a person becomes notably large (7-8 feet) or small (3 feet). Enlarged targets gain +1 BR, -1 PC. Reduced targets gain +1 PC, -1 BR. Objects scale accordingly. Lasts up to 10 minutes. Painful for living targets. |
| Strong | 12 | Double or halve size — a person becomes massive (10+ feet, +2 BR, -2 PC) or tiny (1-2 feet, +2 PC, -2 BR). Objects can be shrunk small enough to hide easily or enlarged for dramatic effect. Lasts up to 1 hour. Very painful and disorienting for living targets. |
| Spectacular | 18 | Triple or quarter size — person becomes giant (15+ feet, +3 BR, -3 PC, can lift vehicles) or miniature (inches tall, +3 PC, -3 BR). Dramatic enough to reshape tactical situations entirely. Lasts several hours. Agonizing for living targets — risk of 1d4 physical damage from the stress of transformation. |
| Misfire | 4 | Random body parts change size inconsistently — one arm swells, a leg shrinks, head enlarges. -10% to all physical rolls for 1d4 hours as the caster struggles with a body that doesn't fit together. Deeply uncomfortable and grotesque-looking. |
Enchant Ley Weaving
Bond Aether permanently into a prepared object, transforming it into a magical artifact. Any handcrafted object can be enchanted — weapons, armor, tools, jewelry, locks, instruments. Manufactured objects (factory-produced, mass-stamped) cannot hold an enchantment; the Aether bonds with accumulated human craft, not industrial process. The caster must have access to the source spell for the desired enchantment (scholarly casters must know the specific spell; wild casters have access through their school). Requires Craft skill 2+. One enchantment per object.
Process: (1) Prepare the vessel — Craft check, failure wastes materials. (2) Cast Enchant — tier determines the mystical tag’s power level and Magical Reliability, locked permanently. (3) Backlash check — on backlash, d100: 50 or under destroys the object. Scholarly casters may choose a lower tier; wild casters get what they get.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 6 | Mystical tag applied at Weak level. Magical Reliability 80. Ritual takes 2 hours. A functional but modest enchantment — faint magical signature, subtle effect. The object hums faintly when held. Serviceable work from a competent enchanter. |
| Standard | 10 | Mystical tag applied at Standard level. Magical Reliability 85. Ritual takes 4 hours. A proper enchantment — clearly magical, reliably powerful. The object glows faintly in dim light and feels warm to the touch. |
| Strong | 16 | Mystical tag applied at Strong level. Magical Reliability 90. Ritual takes 1 day. An impressive enchantment — the object radiates magical presence. Other casters can feel it from across a room. Master-level work in a discipline barely a generation old. |
| Spectacular | 24 | Mystical tag applied at Spectacular level. Magical Reliability 95. Ritual takes 2–3 days. A legendary enchantment — the object has its own presence, almost its own personality. It wants to be used. Other casters describe being near it as standing next to a bonfire. The caster will be physically wrecked for days. |
| Misfire | 6 | The Aether rejects the bond. The object is ruined — warped, cracked, or scorched beyond repair. Caster takes 1d6 damage. If re-enchanting an existing artifact, the previous enchantment is permanently destroyed. |
Source spells for common mystical tags: Thundering (Force/Kinesis), Elemental (Elemental Manipulation), Keen (Alter Property), Homing (Foresight), Venomous (Wither), Shielding (Shield), Silent (Dampen). Any spell concept that can plausibly be bonded into an object is a candidate. See Artifacts & Enchantments for full tag effect tables and non-weapon artifact guidelines.
Force Aetheric Manipulation
Push, pull, strike, crush with raw magical force. Invisible, blunt, undeniable.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 2 | 1d4 damage. A blunt shove — knock someone back a step, slam a door, stagger a target. |
| Standard | 4 | 2d6 damage. Focused blast — cracks wood, dents metal, sends a person flying back several feet, can knock prone. |
| Strong | 6 | 3d8 damage. Crushing wave — splinters doors, buckles armor, hurls a person across a room. Can hit a small cluster of targets. |
| Spectacular | 10 | 4d10 damage. Devastating concussive impact — collapses walls, sends multiple targets flying, levels a small structure. |
| Misfire | 2 | 1d6 to caster. Force rebounds — caster hurled backward, nearby allies may be caught in blast. |
Foresight Divination
Brief, unreliable glimpses of what's about to happen. The future is mutable — never perfectly reliable.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 4 | A split-second flash — danger sense. The caster gets a jolt of warning just before something bad happens (an ambush, a trap, a betrayal). Enough to avoid being surprised but no details. +10% to the caster's next defensive roll. |
| Standard | 8 | A brief vision — several seconds of a likely near-future event (within the next hour). Enough to see a face, a place, an action. “I see armed men coming through that door.” Unreliable — the vision shows the most likely future, which may change based on the caster's actions. |
| Strong | 12 | A clear vision lasting a minute or more — detailed impression of a likely event within the next day. Can see consequences of a specific planned action (“If I open this vault, what happens?”). Still mutable, but detailed enough to plan around. The caster's eyes go white during the vision. |
| Spectacular | 18 | Profound prophetic vision — extended, vivid, covering events up to a week ahead. Multiple possible futures branch and diverge. The caster can ask specific questions and receive symbolic (not literal) answers. Deeply disorienting — the caster may struggle to distinguish present from future for 1d4 hours afterward (-10% to AW). |
| Misfire | 4 | The caster sees a vivid, convincing vision of a future that will NOT happen — a false prophecy. They believe it completely. GM constructs a plausible but incorrect future event. The caster discovers it's false only when events diverge from the vision. |
Fortify Vivimancy
Bolster stamina, resist pain, harden flesh, enhance physical resilience. Temporary biological enhancement.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Dull pain and sharpen focus. Negate wound penalties for 1d4 rounds. Target is still injured but can fight through it. |
| Standard | 6 | Toughen flesh and bolster endurance. Target gains +2 natural soak (stacks with armor) and wound penalties are reduced by one tier for 10 minutes. |
| Strong | 9 | Significant physical enhancement. Target gains +4 natural soak, wound penalties reduced by two tiers, and +10% to BR-based checks for up to 1 hour. Skin visibly toughens — takes on a faintly unnatural sheen. |
| Spectacular | 14 | Extraordinary fortification. Target gains +6 natural soak, all wound penalties negated, +20% to BR-based checks for several hours. The target feels nearly invulnerable. Visible transformation — skin becomes almost stone-like in resilience. Deeply unnerving to witness. |
| Misfire | 3 | The target's body seizes — muscles lock rigid for 1d4 rounds. They can't move or act. The body “fortified” the wrong systems — skeletal muscles locked instead of toughened. |
Fuse Transmutation
Join dissimilar materials or objects into a seamless whole. Also works in reverse — separate fused things cleanly.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Fuse two small objects or repair a clean break — mend a broken blade, join two pieces of metal without a forge, seal a crack in stone. Or reverse: cleanly separate a small fused joint. Bond is as strong as the weaker material. |
| Standard | 6 | Fuse dissimilar materials seamlessly — bond metal to stone, wood to glass, fabric to metal. Create a joint stronger than welding. Can fuse a door to its frame (effective seal). Or reverse: separate complex joints, disassemble a mechanism cleanly. |
| Strong | 9 | Fuse large objects or multiple joints simultaneously — join structural elements, fuse armor plates together into a seamless shell, bond a wall breach closed permanently. Can fuse organic to inorganic (attach a tool to a glove, bond a prosthetic to a limb — uncomfortable but functional). |
| Spectacular | 14 | Seamless fusion at any scale — merge two vehicles into one, fuse a building's structural elements into a monolith, create composites that shouldn't exist (wood with the strength of steel). Organic fusion is precise enough for medical prosthetics. Reversed, can disassemble any object into its component parts cleanly. |
| Misfire | 3 | The caster's hands fuse to whatever they're touching — their own equipment, the target object, or each other. Not painful but requires another caster's Unbind or a Strong Fuse (reversed) to separate. Deeply inconvenient. |
Kinesis Aetheric Manipulation
Move objects at a distance. Telekinesis — fine manipulation to brute force.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Move a small object (up to a few pounds) slowly and crudely. Slide a key off a table, pull a lever, push a button from across a room. No precision — like using a clumsy invisible hand. |
| Standard | 6 | Move a moderate object (up to 50 lbs) with reasonable control. Lift a chair, pull a weapon from someone's hand (opposed check vs their BR), manipulate a mechanism. Sustained for several minutes. |
| Strong | 9 | Move heavy objects (up to 500 lbs) or multiple smaller ones with fine control. Hurl furniture, rip a door off hinges, manipulate multiple locks simultaneously. Can be used as a crude attack — hurl objects for 2d6 damage. |
| Spectacular | 14 | Move massive objects (up to several tons) or exert precise control over many objects simultaneously. Lift a vehicle, rearrange a room's contents, create a whirlwind of debris (3d8 damage to all in area). Sustained concentration required. |
| Misfire | 3 | The caster loses kinetic control of their own body — they stumble, drop what they're holding, and are knocked prone. Items they're carrying scatter within arm's reach. |
Mend Vivimancy
Heal wounds, knit bone, cure disease, purge poison.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 4 | 1d4 HP restored. Stop bleeding, close a shallow wound, dull pain. Stabilize but not combat-ready. |
| Standard | 8 | 2d6 HP restored. Heal moderate wound, knit cracked bone, neutralize common poison. Pull from edge of Maimed to functional. |
| Strong | 12 | 3d8 HP restored. Mend broken bones, cure disease, close deep wounds, purge serious poison. Bring from Incapacitated to Harmed. |
| Spectacular | 18 | 4d10 HP restored. Regrow lost tissue, purge deep corruption, mend catastrophic injury, pull from edge of death. Visibly dramatic — flesh knits, bones snap into place. |
| Misfire | 4 | -1d6 HP (drains target). Spell inverts — drains vitality. Caster's hands blacken briefly. Could trigger death saves on Incapacitated target. |
Purge Vivimancy
Cleanse corruption, magical contamination, parasites, and foreign influences from a living body. Critical for dealing with dark magic exposure.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 4 | Cleanse minor contamination — remove magical residue, flush a mild toxin faster, neutralize a weak curse's symptoms temporarily. Target feels a brief burning sensation. |
| Standard | 8 | Drive out moderate corruption — break a standard curse, cleanse magical disease, purge parasitic magic, remove foreign magical influence. Target convulses briefly. The corruption exits visibly — dark wisps, foul-smelling vapor. |
| Strong | 12 | Purge deep corruption — break powerful curses, cleanse long-term magical contamination, drive out an entity's influence, reverse early-stage dark magic mutation. Violent process — target screams, bleeds from the nose, may lose consciousness. What comes out is disturbing. |
| Spectacular | 18 | Total purification — purge even deeply-rooted corruption, reverse advanced mutations, break bindings placed by powerful entities, cleanse an area of dark magic contamination. Traumatic for the target — they relive the moment of corruption. The expelled corruption manifests physically and must be contained or it will re-infect. |
| Misfire | 4 | The purge draws corruption toward the caster instead of expelling it. The caster absorbs a minor echo of the target's contamination — disturbing visions, whispered urges — lasting 1d4 hours. The target's corruption is not reduced. |
Read Divination
Psychometry. Touch an object or place and sense its history, emotional imprint, last user, purpose.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Get a single strong impression — the dominant emotion associated with the object, a flash of its last user's face, a sense of its purpose. Vague and fragmentary, like remembering a dream. |
| Standard | 6 | Read the object's recent history — last few days. See who handled it, sense how it was used, feel the emotional context. Clearer impressions, but still filtered through the caster's interpretation. Takes several minutes to process. |
| Strong | 9 | Read deep history — weeks to months. Multiple handlers, significant events, strong emotions all surface. Can trace an object's journey through several owners. The caster experiences the impressions vividly — they may temporarily feel the emotions of past users. |
| Spectacular | 14 | Read the full history of an object — its entire existence from creation to now. Every significant moment, every hand that held it, every strong emotion imprinted on it. The caster relives key moments as if they were there. Exhausting and potentially overwhelming — old objects carry a LOT of history. Risk of temporary emotional imprinting (-10% to SP for 1d4 hours as the caster processes foreign emotions). |
| Misfire | 3 | The caster imprints their own emotions onto the object instead of reading it. The object now carries a strong sense of the caster's current mental state — detectable by other Diviners. The caster gets no useful information and doesn't realize the Read failed until they act on bad data. |
Refine Transmutation
Purify, separate, distill. Extract metals from ore, purify water, separate compounds, isolate poisons. The alchemist's spell.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Basic purification — make dirty water drinkable, remove impurities from a small sample, identify the components of a simple mixture. Handful of material. |
| Standard | 6 | Significant separation — extract metal from a chunk of ore, distill a potion to identify its components, separate poison from food, purify a barrel of contaminated water. Takes several minutes to complete fully. |
| Strong | 9 | Complex refinement — extract specific trace elements, separate alchemical compounds with precision, purify a room's air of toxins, distill magical essence from an enchanted object (temporarily suppresses its properties). |
| Spectacular | 14 | Master-level refinement — extract rare elements from common materials, perfectly purify any substance, separate intertwined magical effects from each other, distill the magical essence of an area. Can produce materials of extraordinary purity — valuable to craftsmen and alchemists. |
| Misfire | 3 | The refinement process runs backward — pure components re-mix chaotically. If working with potions or chemicals, they combine into a volatile, useless compound (GM determines specific hazard). If working with water, it becomes fouler than before. |
Reshape Transmutation
Change the form of an object without changing its material.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Reshape a small, simple object — bend a nail, flatten a coin, warp a key. Handful of material. Crude changes. |
| Standard | 6 | Reshape a moderate object with precision — bend bars, mold stone, reshape a lock, sculpt a tool. One carryable object. |
| Strong | 9 | Reshape a large object — warp a door from its frame, open a doorway through a thin wall, sculpt a statue, bend a vehicle chassis. Fine enough for mechanical parts. |
| Spectacular | 14 | Reshape a small structure — create a passageway through a thick wall, reshape a room, forge a mechanism from raw metal. Material flows like liquid. |
| Misfire | 3 | Wrong target — an object on the caster's person warps. Weapon bends, armor crumples, tool becomes useless. GM picks the most inconvenient item. |
Reveal Divination
See hidden things: invisible objects, concealed doors, disguised creatures, buried items.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Flash of enhanced perception — notice one hidden thing within arm's reach. Instantaneous. |
| Standard | 6 | Sustained perception for several minutes. Hidden objects, secret doors, concealed creatures within a room become apparent. |
| Strong | 9 | Deep sight for up to 1 hour. See through thin walls, detect buried objects, pierce magical disguises. Range: large building. |
| Spectacular | 14 | Veil stripped completely for several hours. See through solid matter, detect hidden rooms, vaults, passages within a city block. Caster must concentrate or suffer -10% to all actions from sensory overload. |
| Misfire | 3 | GM introduces 1d3 false hidden objects/doors/creatures that appear completely real. Can't distinguish from genuine until interacted with. |
Scry Divination
See distant places, people, or events. Range and clarity scale with tier.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 4 | Glimpse a familiar location within the same building or nearby area. Blurry, silent, lasts only a few seconds — like peering through foggy glass. |
| Standard | 8 | View a known location within the same city. Reasonable clarity, with sound. Lasts several minutes. Requires a focus (reflective surface, bowl of water, flame). Target location shimmers faintly — attentive observers might notice they're being watched. |
| Strong | 12 | View any known location within a day's travel. Clear image and sound. Lasts up to an hour, can pan and focus. The caster's eyes glaze over — they are fully absorbed. Very difficult for the target to detect. |
| Spectacular | 18 | View any location the caster has ever visited, regardless of distance. Crystal clarity, full sound, can sense ambient magic and mood. Lasts several hours. Can track a specific person if the caster has a personal item or strong connection. The caster appears to be in a trance — completely unresponsive to their surroundings. |
| Misfire | 4 | The scrying connects to the wrong location — the caster sees a random place, possibly disturbing or disorienting. Additionally, the intended target (if a person) becomes aware that someone tried to scry them and gets a vague sense of direction toward the caster. |
Seal Warding
Lock, close, bind shut. Works on doors, containers, wounds, portals, magical breaches. What is sealed stays sealed until deliberately unbound.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Seal a single simple closure — lock a door, bind a chest shut, seal a jar, close a shallow wound (stops bleeding but doesn't heal). Requires physical effort equivalent to a strong person (BR +2) to force open. Lasts hours. |
| Standard | 6 | Strong seal — reinforce a door beyond its normal strength, seal a room's exits, bind a container so tightly nothing leaks. Requires tools or significant force to break. Resists casual magic (opposed check to Unbind). Lasts days. |
| Strong | 9 | Powerful seal — seal a vault, bind a breach in a wall, seal a magical portal or rift closed. Requires siege equipment or Strong-tier Unbind/Disruption to break. Lasts weeks. Sealed objects faintly glow at the edges. |
| Spectacular | 14 | Absolute seal — nothing passes in or out. Seal an entire building, permanently bind a portal, seal away a dangerous artifact so completely that it can't be sensed. Requires Spectacular-tier magic or extraordinary physical force to break. Lasts months to years. The seal is visible as glowing lines of power. |
| Misfire | 3 | The caster's own equipment seals shut — a backpack won't open, a holster won't release a weapon, pockets fuse closed. Lasts 1d4 hours or until someone casts Unbind. |
Sense Life Vivimancy
Feel the presence, health, and condition of living things nearby.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 2 | Sense living presence within arm's reach. Know if something is alive, dead, or undead. Detect a hidden person behind a door or in a closet. Instantaneous pulse. |
| Standard | 4 | Sense all living things within a room. Gauge general health (healthy, injured, dying). Detect creatures hiding or lying in ambush. Lasts several minutes. |
| Strong | 6 | Sense life within a building. Identify specific conditions (poisoned, diseased, magically affected). Count creatures accurately, distinguish types (human, animal, something else). Lasts up to 1 hour. |
| Spectacular | 10 | Sense all life within a city block. Feel the “pulse” of an entire ecosystem. Detect unnatural life (corrupted creatures, magically animated beings) as a wrong note in the symphony. Lasts several hours. Overwhelming in populated areas — caster must concentrate or be distracted by the flood of life-sense. |
| Misfire | 2 | Caster's life-sense inverts — they feel every death within range instead. Insects dying, rats being killed, someone's old injury aching. Deeply unpleasant, -10% to concentration for 10 minutes from the psychic noise. |
Sever Ley Weaving
Cut a caster's connection to mana flows. Temporarily strip magical ability. Opposed check required — target resists with their own casting target.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 6 | Brief disruption — interrupts current casting (forces concentration check at -20%), -10% to casting for 1d4 rounds. Target feels a sudden headache. |
| Standard | 10 | Connection frays — target cannot cast for 1d4 minutes. Sustained effects fade. Target feels hollow and dizzy — a sense cut off. |
| Strong | 16 | Connection severed — target cannot cast for 1d4 hours. All sustained effects collapse. Target feels deaf and blind to magic. Many panic. |
| Spectacular | 24 | Complete severance — target cannot cast for 1d4 days. Mana connection utterly silenced. Magical items on target's person lose attunement for the same duration. Described as the worst experience of a caster's life. Other casters nearby feel the severance as a shockwave of absence. |
| Misfire | 6 | Rebounds — caster severs their own connection. Cannot cast for 1d4 hours, all active effects collapse. 1d4 damage from psychic shock. |
Shape Flesh Vivimancy
Alter biological features — cosmetic changes, functional adaptations, temporary mutations. At high tiers, dramatic physical transformation. Opposed check vs target's BR if unwilling.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 6 | Minor cosmetic alteration — change eye color, smooth scars, alter skin tone, grow or remove hair. Lasts 1d4 hours. Uncomfortable tingling during transformation. |
| Standard | 10 | Significant alteration — reshape facial features (basic disguise), grow functional claws (+1d4 unarmed damage), develop night-adapted eyes (+10% to AW in darkness), webbed fingers (swim bonus). Lasts up to a day. Painful. |
| Strong | 16 | Major transformation — completely change appearance (perfect disguise), grow functional gills, develop armored skin (+3 natural soak), elongate limbs for reach, enhance muscle density (+1 temporary BR). Lasts up to a week. Very painful, psychologically disorienting. |
| Spectacular | 24 | Radical reshaping — complete physical transformation into a different body type, grow wings (limited gliding, not true flight), develop multiple functional adaptations simultaneously. Lasts up to a month. Agonizing process, risk of identity dysphoria. Multiple uses risk addiction — the body starts to feel “wrong” in its natural form. |
| Misfire | 6 | Uncontrolled mutation — something on the caster changes wrong. A finger bends backward, an ear reshapes, skin texture changes on one hand. Cosmetically disturbing, fades in 1d4 days. -10% to SP until it fades. |
Shield Warding
Personal magical protection against harm. Absorbs damage from any source — physical or magical — using the same soak mechanic.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Absorbs 4 points of damage from a single source, then shatters. Lasts until hit or 1 minute. Faint shimmer. |
| Standard | 6 | Absorbs 8 points of damage across multiple hits. Lasts up to 10 minutes. Faint glow around caster. |
| Strong | 9 | Absorbs 15 points of damage, any number of hits. Lasts up to 1 hour. Can extend to one adjacent ally. Hums when struck. |
| Spectacular | 14 | Absorbs 25 points of damage. Lasts several hours. Covers a small group (3-4 people). Visibly radiant — everyone can see you're warded. |
| Misfire | 3 | Shield inverts — amplifies next damage source by 1d4. Caster doesn't know until hit. |
Surge Ley Weaving
Flood an area with raw mana. Amplifies all magic in the area — friend and foe alike. Destabilizes technology. Extremely dangerous and indiscriminate.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 4 | Mild surge — a room-sized area becomes magically charged. All casting within the area gains +5% to casting targets. Technology in the area becomes slightly unreliable (-5% to tech-related checks). Lasts 1d4 minutes. Feels like static electricity in the air. |
| Standard | 8 | Significant surge — a building-floor-sized area floods with mana. All casting gains +15% to targets. Technology becomes unreliable (-15% to tech checks, firearms gain misfire chance). Lasts up to 10 minutes. The air shimmers. Small objects levitate. |
| Strong | 12 | Major surge — a building-sized area becomes a temporary wild zone. All casting gains +25% to targets. Technology fails outright (firearms don't fire, engines stall, electrical systems short out). Lasts up to 1 hour. Reality warps slightly — sounds echo strangely, shadows move wrong, colors shift. |
| Spectacular | 18 | Catastrophic surge — a city-block-sized area becomes a full wild zone. All casting gains +50% to targets. All technology ceases to function. The environment mutates — walls sprout organic growths, the ground shifts, the air tastes like copper. Lasts several hours. May attract magical creatures and entities. May become semi-permanent if near a ley line. This is how urban bleed zones start. |
| Misfire | 4 | The surge pulses outward then collapses inward, centered on the caster. All of the caster's magical equipment overloads — enchanted items flare and temporarily burn out. The caster takes 1d6 damage from the whiplash and loses 1d6 additional EP. Nearby technology, ironically, is unaffected. |
Transmute Transmutation
Change one material into another entirely. Lead to gold, wood to stone, water to oil. The signature spell of the school — and the one most likely to attract dangerous attention.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 6 | Transmute a handful of simple material into a related substance — iron to copper, sandstone to limestone, dirty water to clean water. The transmutation is imperfect — visible flaws and impurities that an expert would recognize on inspection. Permanent, but reverts over 1d4 weeks. |
| Standard | 10 | Transmute a moderate amount of material into a different substance — wood to stone, iron to silver, sand to glass. Permanent and clean. Up to roughly 10 lbs. The transmuted material is genuine — it can be worked, sold, and used. Quality is good but not exceptional. |
| Strong | 16 | Transmute large quantities or into rare substances — stone to marble, iron to gold, wood to ivory, water to acid. Up to roughly 100 lbs. Transmutation is perfect — indistinguishable from natural material. This is the tier that attracts corporate attention and criminal interest. |
| Spectacular | 24 | Transmute at massive scale or into exotic substances — create materials that don't normally exist, transmute an entire wall from stone to glass, create precious metals by the hundredweight. The transmutation is flawless and permanent. Word of a Spectacular Transmuter gets out. Powerful people will come calling. |
| Misfire | 6 | Uncontrolled transmutation — 1d3 random items on the caster's person transmute into fragile materials. Metal becomes glass, leather becomes paper, cloth becomes something brittle and crumbling. Affected items are rendered useless. |
Unbind Warding
Break seals, dispel wards, shatter bindings, unlock magical locks. The counter to Warding itself.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 3 | Break a Weak-tier seal or ward. Unlock a magically locked door, dispel a minor binding, unravel a simple magical trap. Quick and clean — the magic unravels like thread. |
| Standard | 6 | Break a Standard-tier seal or ward. Shatter a serious magical lock, unravel a ward that's been in place for weeks, free someone from a moderate magical binding. The magic resists — sparks and crackles as it comes apart. |
| Strong | 9 | Break a Strong-tier seal or ward. Shatter powerful containment circles, unravel wards protecting a building, free someone from a powerful curse's bindings. The magic fights back — brief backlash of energy as the ward collapses. |
| Spectacular | 14 | Break a Spectacular-tier seal or ward. Unbind the most powerful magical locks, shatter ancient wards, free someone from bindings placed by legendary casters. The collapse of the ward is dramatic — a shockwave of released energy, a sound like shattering glass made of light. |
| Misfire | 3 | The Unbinding energy targets the caster's own magical effects instead. Any active spells the caster is sustaining (shields, circles, seals) unravel. If they have no active effects, a random magical item on their person temporarily loses its properties for 1d4 hours. |
Wither Vivimancy
Drain vitality, accelerate decay, weaken biological systems. Offensive Vivimancy. Opposed check vs target's BR to resist.
| Tier | Exhaust | Effect |
|---|---|---|
| Weak | 4 | 1d4 damage, target feels fatigue and weakness. -10% to BR-based rolls for 1d4 rounds. Living plants in contact with target wilt. |
| Standard | 8 | 2d6 damage, target suffers muscle weakness and nausea. -10% to all physical rolls for 10 minutes. Organic material near target ages visibly. |
| Strong | 12 | 3d8 damage, target's body begins to fail — joints ache, vision blurs, stamina drains. -25% to all physical rolls for 1 hour. Food and drink near target spoils. |
| Spectacular | 18 | 4d10 damage, catastrophic biological degradation. Target can barely stand — all physical rolls at -50% for several hours. Hair grays, skin sags, body ages years in moments. Terrifying to witness. Effect fades but the psychological trauma doesn't. |
| Misfire | 4 | Caster drains their own vitality. 1d6 damage and -10% to all physical rolls for 1d4 hours. One of their hands visibly ages — wrinkled, spotted, weakened. Fades slowly. |
