You learn the spells Elemental Shield and Shelter You learn the spell Stone Embrace. You also gain the focus Intelligence (Elemental Arcana). You learn the spell Elemental Mastery. You can also choose choose one spell stunt you can perform perform for -1 SP when casting Elemental Arcana spells
Elemental Arcana (Novice) Defense 6 Major Action 14 None You surround yourself yourself with a protective barrier barrier against the element. All elemental elemental damage against you are reduced by 2. Elemental Elemental Shield lasts lasts for an hour.
Elemental Arcana (Novice) Utility 2 Major Action: 12 none A glyph traced upon upon the earth with hand hand or staff creates a faintly shimmering shimmering dome, up to 6 yards yards across and up up to 3 yards high at the center. The environment within within the dome is cool, dry, and comfortable comfortable regardless of the weather outside. outside. Rain, snow, and other minor debris (including falling leaves, ash, or smoke) are kept out, though fresh air can penetrate the dome, and smoke— smoke—such as from a campfire— campfire—can escape. The escape. The shelter’s barrier is of no use whatsoever in combat. You can control the light level within from shade (slightly darker than the outside) to lit as brightly as by a lantern.
Elemental Arcana (Journeymen) Attack 15 Major Action 17 Strength (Might) vs. Spellpower The earth swallows swallows up and traps the feet of a number of enemies up to your Magic Magic ability within within 30 yards unless unless they succeed succeed at a Strength (Might) test vs. your Spellpower. If they fail, they remain trapped until they succeed at the test as a minor action on their turn.
Elemental Arcana (Master) Enhancement 5 Major Action 15 None You strengthen your ties with the primal primal forces of the elements. elements. For one minute, minute, you add +2 to the damage of any Elemental attack spell you cast. This includes damage dealt through an intermediary object, as with flaming weapons and frost weapons. You can extend the spell’s duration when you cast it by spending an additional 4 MP per additional minute you would like it to last.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells Winters Grasp Grasp and Frost Weapon You learn the spell Cone of Cold You also gain the focus focus Intelligence (Primal Cold Arcana). You learn the spell Blizzard You can also also choose one spell stunt you can perform perform for -1 SP when casting Primal Cold Arcana spells
Primal Cold Arcana (Novice) Attack 3 Major Action 12 Constitution (Stamina) vs. Spellpower You envelop a visible target target within 20 yards yards of you in a cloud of frost and and ice that lasts a number of rounds rounds equal to your Willpower. The round you cast it, Winter’s Grasp inflicts 1d6 penetrating damage. While the spell is in effect, the target must make a Const itution (Stamina) test vs. your Spellpower at the start of each of his turns. If successful, the spell ends. ends. If the test is failed, the target takes takes 1d6 penetrating damage and suffers a cumulative - 2 penalty to Speed. Those killed by winter’s grasp are frozen solid
Primal Cold Arcana (Novice) Enhancement 6 Major Action: 14 none The readied melee melee weapon of all allies allies within 10 yards of you exude exude freezing cold, inflicting +2 penetrating damage damage with each successful attack. The freezing cold lasts for one minute; you can extend extend this duration duration when you cast the spell spell by spending spending an additional 3 MP MP per additional minute you would like it to last. This spell does not harm the weapons it affects and may be cast on flaming weapons. Only the additional damage is penetrating.
Primal Cold Arcana (Journeymen) Attack 11 Major Action 15 Constitution (Stamina) vs. Spellpower You project a blast of freezing freezing air from your outstretched hands that is 2 yards wide and 8 yards yards long. Anyone caught caught in the blast suffers 2d6 + Willpower penetrating damage and a -10 penalty to Speed for a number of rounds equal to half your Intelligence. Subjects who make a successful Constitution (Stamina) test vs. your Spellpower only suffer 1d6 + Intelligence penetrating damage and a -5 penalty to their Speed for the same round.
Primal Cold Arcana (Master) Attack 20+ Major Action 17 Dexterity (Acrobatics) vs. Spellpower This spell conjures conjures forth a blizzard with with a 6 yards radius, radius, centered anywhere anywhere within 50 yards. Anyone in its howling winds winds takes 2d6 + Intelligence penetrating penetrating damage and must succeed succeed at a Dexterity (Acrobatics) test vs. your Spellpower or slip and fall prone on the accumulating ice. Targets that start their turn in the blizzard take an additional 1d6 penetrating damage and must make an immediate test to avoid falling prone. All melee attacks made into or from the blizzard suffer a -2 penalty, all such ranged attacks suffer a -5 penalty. This spell normally lasts for one round but for 10 MP, paid at the start of your subsequent turns as a free action, you may extend the duration by an additional round.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells brittle and cold snap . You learn the spell freezing fog . You also gain the focus Intelligence (Cold Arcana). You learn the spell ice barrage . You can also choose one spell stunt you can perform for –1 SP when casting Cold Arcana spells.
Cold Arcana (Novice) Utility 2-6 1-3 rounds 10 Strength (Might) vs. TN Your touch causes a hand-held hand-held object to become brittle brittle and is easily easily broken. After the first round that the object is held, it can be shattered with a TN 11 Strength (Might) test. An object can be held fo r up to 3 rounds, with you spending 2 MP at the start o f each turn and the target number being reduced by 2. If you have the Cold Arcana focus, you can cast brittle on an object or surface up to 2 yards across.
Cold Arcana (Novice) Attack 3 Major Action 12 Constitution (Stamina) test vs. Spellpower You cause a cloud of frost and ice to coalesce around a visible visible target within within 20 yards of you that that lasts a number number of rounds equal to your Willpower. The round you cast it, cold snap inflicts 1d6 penetrating penetrating damage. While the spell is in effect, the target must make a Constitution (Stamina) test vs. your Spellpower Spellpower at the start of each of his or her turns. If successful, the spell ends. ends. If the test is failed, the target takes 1d6 penetrating damage and suffers a cumulative –2 penalty to Speed. Those killed by cold snap are frozen solid.
Cold Arcana (Journeyman) Utility 6 Major Action 13 Dexterity (Acrobatics) test vs. Spellpower You create a heavy, cold mist mist that freezes the ground in an area up to 10 yards in diameter anywhere anywhere within 30 yards of you. Anyone within within the freezing fog when when it is cast, anyone anyone entering the area, and anyone anyone who moves within the area must make make a successful Dexterity Dexterity (Acrobatics) test against your Spellpower Spellpower or fall prone at each of those times, as they apply. Prone characters characters may crawl normally. Freezing fog also obscures the affected area and all melee attacks made into or from the freezing fog suffer a –2 penalty, while all such ranged attacks suffer a – 5 penalty.
Cold Arcana (Master) Attack 11 Major Action 15 Constitution (Stamina) vs. Spellpower You launch a hail of ice shards shards and freezing freezing air from your your outstretched hands hands that is 2 yards wide and 8 yards yards long. Anyone caught in the blast suffers 2d6 + Willpower penetrating damage and a –10 penalty to Speed for a number of rounds equal to half your Willpower. Subjects who make a successful Constitution (Stamina) test vs. your Spellpower only suffer 1d6 + Willpower penetrating damage and and a – 5 penalty to their Speed for the same duration.
http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium
You learn the spells Flame Blast and Flaming Weapon. You learn the spell Fireball. You also gain gain the focus Intelligence (Primal Fire Arcana). You learn the spell Inferno. You can also choose choose one spell stunt you can perform perform for –1 SP when casting Primal Fire Arcana spells.
Primal Fire Arcana (Novice) Attack 4 Major Action 12 Dexterity (Acrobatics) vs. Spellpower Gouts of blazing fire erupt from your outstretched hands, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. Anyone hit by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.
Primal Fire Arcana (Novice) Enhancement 6 Major Action 14 None The readied melee melee weapons of allies allies within 10 yards yards of you burst into flames, and inflict inflict an additional 1d6 damage damage with each successful successful attack. This last for one minute; minute; you can extend this duration when you cast cast the spell by spending spending an additional additional 3 MP per additional additional minute you would like it to last. This spell does not not harm the weapons weapons it affects and may be cast on frost weapons. weapons.
Primal Fire Arcana (Journeyman) Attack 11 Major Action 15 Dexterity (Acrobatics) vs. Spellpower You throw a mote of fire to a point point anywhere within within 50 yards, where where it erupts into a ball of flame with with a 4-yard radius. radius. Anyone caught in the the blast takes 3d6 + Willpower damage and may be knocked prone; those who make a successful Dexterity (Acrobatics) test vs. your Spellpower remain standing.
Primal Fire Arcana (Master) Attack 20 Major Action 19 Dexterity (Acrobatics) vs. Spellpower Calling upon the raw elements of creation, you ignite a column of air 6 yards in radius and 12 yards tall anywhere within 50 yards. Anyone, whether ally or enemy, who enters the inferno or starts their turn in it, it, suffers 3d6 + Intelligence Intelligence damage. Targets who make make a successful Dexterity (Acrobatics) test vs. your Spellpower Spellpower suffer only 2d6 damage but fall prone. prone. Additionally, any target that leaves leaves the column of fire continues to burn, taking 1d6 damage at the start start of their turn until they succeed on a Dexterity (Acrobatics) test vs. your Spellpower to put out the flames. The column normally lasts lasts a single round, but you can extend its duration duration another round by spending 10 MP at the start of your subsequent subsequent turns as a free free action.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
flame blast blast . You learn the spells arcane lantern and flame You learn the spell burning shield . You also gain the focus focus Intelligence (Fire (Fire Arcana). You learn the spell firestorm . You can also choose one spell stunt you can perform for –1 SP when casting Fire Arcana spells.
Fire Arcana (Novice) Utility 2 per hour Major Action 8 None You illuminate the area around you with with a steady light light similar to that of a lantern. lantern. The spell spell illuminates a 10 yard radius radius centered on you. Arcane lantern lasts for one hour, but can be extended for 2 MP per additional hour.
Fire Arcana (Novice) Attack 4 Major Action 12 Dexterity (Acrobatics) vs. Spellpower Gouts of blazing fire erupt from your outstretched hands or arcane device, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. wide. Anyone hit by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.
Fire Arcana (Journeyman) Defense 6 Major Action 12 None You surround yourself yourself with an aura aura of fire. Any adjacent adjacent enemy that makes makes a melee attack against you takes takes 2 penetrating damage. Burning shield lasts lasts for a number of minutes minutes equal equal to your Willpowe Willpower. r.
Fire Arcana (Master) Attack 11 Major Action 15 Dexterity (Acrobatics) vs. Spellpower You create an explosive explosive firestorm with a 4-yard radius radius anywhere anywhere within 50 yards yards of you. Anyone caught caught in the area takes takes 3d6+Willpower 3d6+Willpower damage and and may be knocked prone. Those who make make a successful successful Dexterity (Acrobatics) test vs. your your Spellpower remain standing.
Fantasy Age Basic Rulebook
You learn the spells arcane spring and water whip . You learn the spell water wall . You also gain the focus Intelligence (Water Arcana). You learn the spell watery doom . You can also choose one spell stunt you can perform for –1 SP when casting Water Arcana spells.
Water Arcana (Novice) Utility 2 Major Action 10 Strenght Strenght (Might) (Might) vs. Spellpower You cause a number number of gallons of water equal to your Willpower Willpower (minimum of 1; +2 gallons ifif you have the Water Arcana focus) to pour out of nowhere. This water can pour into a container (and is clean and safe to drink), onto a small fire to quench it, or even onto a target. Such a target must make a Strength (Might) (Might) test vs. your Spellpower to avoid being knocked prone, in addition to being wet for some time thereafter.
Water Arcana (Novice) Enhancement 4 Minor Action 11 None You create a long whip whip of water that appears appears in your empty empty hand. You can wield wield the water whip as a weapon, using your Intelligence (Water Arcana) to make attack rolls. You can attack targets up to 4 yards away and the Water Whip inflicts 1d6 + Willpower damage. You can also perform the Disarm stunt for 1 SP instead of 2 when wielding it, and you use Willpower instead of Strength to determine how far away the weapon lands. The water whip lasts until the end of the encounter, although you can end it earlier earlier as a free action if you so choose.
Water Arcana (Journeyman) (Journeyman) Defense 6 Major Action 11 Strenght (Might) vs. Spellpower You conjure a cascade of water, water, up to 4 yards long and 1 yard wide. wide. It blocks all fire attacks from passing passing through it, and anyone anyone trying to attack through it takes a –2 penalty on their attack rolls. Anyone attempting to cross through the Water Wall must make a Strength (Might) test vs. your Spellpower or be knocked prone. If you cast this spell more than once in an encounter, encounter, you can link together the sections into one continuous wall. The water wall lasts until the end of the encounter, although you can end it earlier as a free action if you so choose.
Water Arcana (Master) Attack 9 Major Action 15 Constitution (Stamina) vs. Spellpower You cause a target’s lungs to fill with with water, drowning drowning them even in the open air. The target must make a Constitution (Stamina) test vs. your Spellpower. Spellpower. On a success, the spell spell has no effect. On a failure, the target target takes 2d6 + your Willpower penetrating penetrating damage and cannot speak. At the start of each their turns, the target must make another Constitution (Stamina) test vs. your Spellpower, taking 2d6 + Willpower penetrating penetrating damage on a failure. The spell continues until until a successful test is made or 5 rounds rounds pass. Watery doom has no effect on targets that do not breathe air (or do not breathe at all).
Fantasy Age Basic Rulebook
You learn the spells Shock and Lightning You learn the spell Tempest. You also gain gain the focus Intelligence (Prmal Lightning Arcana). You learn the spell Chain Lightning. You can also choose one spell stunt you can perform for -1 SP when casting Primal Lightning Arcana spells.
Primal Lightning Arcana (Novice) Attack 4 Major Action 13 Constitution (Stamina) vs. Spellpower Electricity arcs from your hands or the end of your staff, shocking enemies in a 6-yard by 6-yard area. Anyone in this area takes 1d6 + Willpower penetrating penetrating damage. Targets that make make a successful successful Constitution (Stamina) test test vs. your Spellpower only take 1d6 penetrating penetrating damage.
Primal Lightning Arcana (Novice) Attack 7 Major Action 15 Constitution (Stamina) vs. Spellpower A bolt of electricity leaps from from your outstretched hand or staff to strike a single target target within 30 yards. yards. The bolt inflicts 2d6 + Willpower penetrating damage. Targets Targets who make a successful Constitution (Stamina) test vs. your Spellpower take 1d6 + Willpower penetrating damage instead.
Primal Lightning Arcana (Journeyman) Attack 11+ Major Action 17 Constitution (Stamina) vs. Spellpower You create a small electrical storm centered centered anywhere within 40 yards, with a radius of 4 yards. yards. Anyone in the the storm’s area s uffers 2d6 + Willpower penetrating penetrating damage from lightning. Targets Targets that make a successful Constitution Constitution (Stamina) test vs. your Spellpower only suffer 1d6 penetrating damage. The storm only lasts a single round, but you may extend its duration another round by spending 10 MP as a free action at the start of your subsequent turns. If you extend the spell, all creatures in the radius immediately immediately suffer its effects again.
Primal Lightning Arcana (Master) Attack 15+ Major Action 17 Constitution (Stamina) vs. Spellpower Lightning leaps from your outstretched hand or staff to a target of your choice within 30 yards. It then arcs to up to five secondary s econdary targets of your choice within 10 yards yards of the primary primary target. You must must pay 3 MP for each each target beyond the first (declare secondary secondary targets before you roll to complete the spell). The primary target suffers 3d6 + Intelligence penetrating damage, while secondary secondary targets each suffer s uffer 2d6 + Intelligence penetrating damage. damage. Any target that makes a successful Constitution (Stamina) test vs. your Spellpower reduces their damage by one die (thus the primary target would suffer only 2d6 + Intelligence penetrating damage and secondary targets would suffer only 1d6 + Intelligence penetrating damage).
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
shock blast blast . You learn the spells jolt and shock You learn the spell lightning bolt . You also gain the focus Intelligence (Lightning Arcana). You learn the spell chain lightning . You can also choose one spell stunt you can perform for –1 SP when casting Lightning Arcana spells.
Lightning Arcana (Novice) Attack 3 Major Action 11 Constitution (Stamina) vs. Spellpower You jolt one visible character within 10 yards of you. The target takes 2 penetrating damage damage and must succeed succeed in a Constitution Constitution (Stamina) test vs. your Spellpower or become stunned. On his next turn a stunned stunned character cannot take a major action; only a single minor action action is allowed.
Lightning Lightning Arcana Arcana (Novice) Attack 4 Major Action 13 Constitution (Stamina) vs. Spellpower Electricity arcs from your hands or your arcane device, shocking enemies in a 6-yard by 6-yard area. Anyone in this area takes 1d6 + Willpower penetrating penetrating damage. Targets that make a successful Constitution Constitution (Stamina) test vs. your your Spellpower only take 1d6 penetrating penetrating damage.
Lightning Lightning Arcana Arcana (Journeyman (Journeyman)) Attack 7 Major Action 15 Constitution (Stamina) vs. Spellpower A bolt of electricity leaps from your outstretched hand or arcane device to strike a single visible target within 30 yards of you. you. The lightning bolt inflicts 2d6 + Willpower penetrating damage. A target that make a successful Constitution (Stamina) test vs. your Spellpower only takes 1d6 + Willpower penetrating damage.
Lightning Lightning Arcana Arcana (Master) Attack 12 Major Action 17 Constitution (Stamina) vs. Spellpower This spell is similar to lightning bolt but it can affect multiple targets by arcing from one to the next. You pick a single visible character within 20 yards of you. It affects that target and an additional number number of characters equal to the result result of the casting roll’s Stunt Die. They must all be within 10 yards of the original target. Chain Lightning inflicts 2d6 + Willpower penetrating damage. Targets that make a successful Constitution Constitution (Stamina) test vs. your your Spellpower only take 1d6 + Willpower Willpower penetrating damage.
Fantasy Age Basic Rulebook
You learn the spells Protective Protective winds and Voices on the wind. You learn the spell Wind Blast. You also also gain the focus Intelligence (Air Arcana). You learn the spell Winds of flight. flight. You can also choose one spell stunt you can perform for –1 SP when casting Air Arcana spells.
Air Arcana (Novice) Defense 4 Major Action 10 None You summon up a whipping whipping wind that circles circles about you and protects protects you from harm. You gain a +2 to your Defense Defense vs. ranged attacks. Anyone adjacent to you (friend (friend or foe) suffers a –1 penalty when making melee attacks. Protective winds last until the end of the encounter.
Air Arcana (Novice) Utility 4+ 1 minute 11 None You can focus in on any conversation conversation happening within within 100 yards of you that you can see. The wind carries the conversation to your ears and and you can hear it as clearly as if you were were sitting next next to the participants. participants. You can switch to a different different conversation as a major action. Voices on the wind lasts for 10 minutes, and you can extend it f or 10 minutes for each 2 MP you spend.
Air Arcana (Journeyman) Attack 8 Major Action 14 Strength (Might) vs. Spellpower You send a powerful powerful gust of wind from your outstretched hands or arcane device. The wind blast is 6 yards long and 4 yards wide. Anyone caught inside it must make a Strength Strength (Might) test vs. your Spellpower or be knocked prone. The wind will also send light light objects flying, blow out candles, etc.
Air Arcana (Master) Utility 10+ Major Action 15 None You summon winds that bear you aloft. You You gain a flying Speed Speed of 8 + Willpower. Willpower. You must use the rules rules for flying found found in Chapter 2: Basic Rules, though you retain your land speed speed while on the ground. Winds of flight lasts lasts for 1 hour and you can extend it for up to 5 hours for a cost of 2 MP per hour.
Fantasy Age Basic Rulebook
You learn the spells Sunbeam and Wind Weaving. You learn the spell Wind Wall. You also gain the focus Intelligence (Weather Arcana). You learn the spell Weather Weaving. You can also choose choose one spell stunt you can perform perform for –1 SP when casting Weather Arcana spells.
Weather Arcana (Novice) Attack 5 Major Action 12 Dexterity (Acrobatics) vs. Spellpower You focus sunlight into an intense beam of heat and light on a single single target dealing dealing 1d6 + Willpower Willpower penetrating damage and temporarily temporarily blinding it. The blinded creature takes a -2 penalty on its attack roll and Defense. The blinded creature may make a Perception (Seeing) TN 13 test each turn as a free action to cancel the blinding effect. The target target creature may take take a Dexterity (Acrobatics) test vs. your Spellpower when the spell is cast at it to take only only 1d6 penetrating damage and avoid being blinded. blinded. The caster must must be in sunlight to to cast this spell.
Weather Arcana (Novice) Utility 5 1 minute 14 None You cause the wind wind to blow in whatever direction direction you wish, with force up up to a stiff gust: strong enough to blow out candles and other small open flames, and to scatter light debris like leaves or paper. You can direct the wind for up to an hour, although changing its direction or intensity requires a major action each time you do so. Among other things, wind weaving is used to propel sailing vessels without the need to rely on the often-fickle nature of the weather, and to calm winds that might otherwise prove disruptive.
Weather Arcana (Journeyman) Attack 6 Major Action 13 Strength (Might) vs. Spellpower You create a wall of furious wind protecting protecting your position. The wall wall is 6 yards long and 1 yard wide and lasts until the end of the encounter. encounter. You may end it early early as a free action. If the spell is cast more than once during during an encounter, encounter, you may link together the sections into one continuous wall. The wind wall prevents every non-magical projectile to pass through it. Any creature passing or attacking through it must take a Strength (Might) test vs. your Spellpower Spellpower or be knocked prone and pushed back on the side side of the wall it came from.
Weather Arcana (Master) Utility 8 1 hour 16 None You shape and direct direct the weather in an area with with a radius equal equal to your Willpower in in miles. You can choose any any natural weather weather condition normally possible in the area for the given time of year (so you cannot make it snow in the middle of summer, for example, or rain in the desert). The weather forms within eight hours of your casting, so generally only limited changes are possible. You can make it warmer or colder by about 20 degrees Fahrenheit (12 degree Celsius), cause it to rain or snow (or stop doing so), or make the sky overcast or clear. Multiple castings castings (and expenditures expenditures of mana) over multiple days can extend the spell’s effect, creating more dramatic shifts in the weather. weather. Note that you you do not control the weather from moment moment to moment. Once you have set it in motion, it follows its natural course.
Dragon Age Core Rulebook Rulebook Conversio Conversion n Samuel Dery & Dragon
You learn the spells rock blast and stone cloak . You learn the spell earth speed . You also gain the focus focus Intelligence (Earth (Earth Arcana). You learn the spell earthquake . You can also choose one spell stunt you can perform for –1 SP when casting Earth Arcana spells.
Earth Arcana (Novice) Attack 4 Major Action 12 Constitution (Stamina) vs. Spellpower A blast of small rocks burst from your your hand or arcane device device at a visible enemy within 20 yards. They inflict 1d6 + Willpower Willpower penetrating damage and the target is knocked prone. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, Rock blast only inflicts 1d6 penetrating damage and the target remains standing.
Earth Arcana (Novice) Defense 3 1 minute 10 None Your clothing takes on the toughness of stone while while remaining pliable. pliable. Stone cloak gives you an Armor Rating equal equal to your Willpower Willpower ability for 1 hour. If you are wearing regular armor, stone cloak has no effect. You can only cast this on yourself.
Earth Arcana (Journeyman) Utility 6 Major Action 13 None You let the earth swallow swallow and transport transport you, re-emerging re-emerging anywhere within 30 yards yards that you can see. You must be standing on dirt dirt when you cast the spell and you must emerge from the dirt as well. well.
Earth Arcana (Master) Attack 11+ Major Action 17 Dexterity (Acrobatics) vs. Spellpower The ground bucks and rolls in an area area with a 6-yard 6-yard radius anywhere you choose within 30 yards. Anyone caught in the area area suffers a –2 penalty to Defense and a – 5 penalty to Speed for one round. They must must also succeed on a Dexterity Dexterity (Acrobatics) test vs. your your Spellpower or fall prone. This spell normally lasts for one round but for 5 MP, paid at the start of your subsequent turns as a free action, you may extend the duration by an additional round.
Fantasy Age Basic Rulebook
You learn the spells Rock Armor and Stonefist. You learn the spell Pit. You also gain gain the focus Intelligence (Stone Arcana). Arcana). You learn the spell Petrify. You can also choose choose one spell stunt you can perform for –1 SP when casting Stone Arcana spells.
Stone Arcana (Novice) Defense 3-8 1 minute 10 None Your skin becomes as as hard as stone and protects you from harm. Rock armor has an Armor Rating equal equal to your Willpower ability. ability. The spell lasts for 1 hour but its duration duration can be extended by spending additional mana points. points. F or each additional MP MP spent beyond the first 3, rock armor remains in effect for another hour, to a maximum of 6 hours total. A mage wearing regular armor gains no benefit from this spell. You can only only cast this on yourself. yourself.
Stone Arcana (Novice) Attack 3 Major Action 11 Constitution (Stamina) vs. Spellpower You hurl a magical rock at a visible enemy enemy up to 20 yards away. The rock inflicts inflicts 1d6 + Willpower penetrating penetrating damage damage and the target target is knocked prone. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, the spell only inflicts 1d6 penetrating damage and remains standing.
Stone Arcana (Journeyman) Utility 14 Major Action 15 Dexterity (Acrobatics) vs. Spellpower You magically carve a pit into the bare earth earth or nearby stone, up to 4 yards long by 4 yards wide wide by 4 yards deep. deep. Subjects standing on the affected ground must succeed at a Dexterity Dexterity (Acrobatics) test vs. your Spellpower or fall prone into the pit. Climbing out of the pit requires a minor action.
Stone Arcana (Master) Attack 15 Major Action 19 Constitution (Stamina) vs. Spellpower You turn a single target within 30 yards yards to stone unless unless they succeed on a Constitution (Stamina) test vs. your Spellpower. A petrified character gains a +5 Armor Rating, Rating, but has their Defense reduced reduced to 7 and may take no no actions on their turn. They are not subject to a coup de grace. Petrified subjects may take no actions except to reattempt their test at the start of their turns until they succeed and overcome the spell.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells (Grasp) & (Oust) You learn (Suppression Bonds). Gain the focus Intelligence (Hieromancy Arcana) You learn the spell (Celestial Flare). You can Choose 1 spell stunt stunt you can perform for -1 SP when casting casting Hieromancy Hieromancy Arcana Arcana Spells.
Hieromancy Hieromancy Arcana Arcana (Novice) Attack 4 Major Action 13 Dexterity (Acrobatics) vs Spellpower Chains of white light erupt from the ground that the Target is standing on. Ensnaring them and restricting their movements. T he Target must make a Dexterity (Acrobatics) test against the caster's Spellpower. Failure reduces the targets speed to 1 and they are unable to make an attack, or fire ranged weapons. Mages can still cast Spells but suffer Strain (5) to their casts. A Target ensnared by this spell can make a Strength (Might) check against against Spellpower as a major action to break free from the chains.
Hieromancy Hieromancy Arcana Arcana (Novice) Attack 5 Major Action 14 Dexterity (Acrobtics) or Strength (Might) vs Spell Powe r Create an orb of condensed pressure that can be fired at a target 10 yards away. The target must make a Dexterity (Acrobatics) or Strength (Might) check against the caster's spellpower. Failure leads to being knocked prone and 1d6 of damage.
Hieromancy Hieromancy Arcana Arcana (Journeyman (Journeyman)) Attack 7 Major Actions 15 Dexterity (Acrobatics) vs Spellpower Shackles of white light erupt from the ground within a 6 yards by 6 yards square area within 2 yard range of the caster. This can then be launched at multiple targets within a 8 yard range. Targets caught within the path must make Dexterity (Acrobatics) check against the caster's Spellpower. Failure leads to the targets cuffed with heavy shackles around their wrists, ankles, and neck, causing a -2 to any Fighting or Accuracy tests, and prevents Mages from casting by silencing their voice. Targets must then spend a major action to roll e ither a Strength (Might) or Willpower (Faith and/or Self Discipline) test to be free of the debilitating shackles.
Hieromancy Hieromancy Arcana Arcana (Master) Attack Major Action 10 16 Willpower (Self-Discipline) (Self-Discipline) vs Spellpower. The chosen target's life force is manipulated manipulated and brought brought to the surface in a brilliant flash! A chosen target must must make a Willpower (self(selfdiscipline) check against the caster's Spellpower to resist the influence. Failure leads to receiving 3d6 worth of damage, being burnt and knocked prone. Targets caught near the chosen target must also make a Perception (Seeing) check against the caster's Spellpower. Failure leads to being temporarily blinded for 30 seconds (2 Rounds) and being unable to take any actions actions beside " Defend ", "Guard-up", "Guard-up", and " Stand Firm ".
http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium
You learn the spells Drain Essence and Voices Voices of the Dead. You learn the spell Animate Corpse. You You also gain the focus Intelligence (Necromancy (Necromancy Arcana). You learn the spell Summon Spectre. You can also also choose one spell stunt you can perform perform for -1SP when casting Necromacy Necromacy Arcana Arcana spells.
Necromancy Arcana (Novice) Utility 7 Major Action 15 None You draw upon nearby nearby entropic energy to replenish your own mana. Any living living creature that dies dies within 6 yards yards of you while this spell spell is active restores a number of your spent mana points equal to the creature’s Willpower, with a minimum of 1. It cannot bring you above your normal full complement of mana points. Death syphon lasts for a number of rounds equal to your Intelligence ability.
Necromancy Arcana (Novice) Utility 4 1 Minute 13 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower You can contact a dead soul and and question it. There is no language barrier, but the creature must have been sentient sentient in life. You can ask up to three questions, questions, but the spell fades after one minute. The soul can attempt to resist resist answering at any point point in the process, but only once. A success means it breaks contact without answering any further questions. questions. If you have a piece of the departed's remains (bone, hair, etc.), your spellpower is effectively at +2. The soul can only speak to what it knew in life. It's answers answers may be incorrect incorrect (telling what it believes to be true) but it cannot lie.
Necromancy Arcana (Journeyman) Utility 10 Major Action 13 None You raise up a walking walking dead corpse (see Chapter 9: Adversaries) from a dead body or burial burial site within within 10 yards of you. you. It is friendly to you and obedient to your commands for the duration of the encounter. At the end of the encounter encounter the spirit returns returns to the grave unless another 10 MP is spent, where where it becomes bound bound to the world. An earthbound walking dead is still bound to obey you. You may have a number of walking dead under your control equal to your Willpower. Any additional bound walking dead will not obey you although they will not be hostile to you unless provoked.
Necromancy Arcana (Master) Utility 15 Major Action 15 None You summon forth a Spectre (see Chapter 9: Adversaries) Adversaries) from a dead body or burial burial site within 10 10 yards of you. It is friendly to you and obedient to your commands for the duration of the encounter. At the end of the encounter encounter the spirit returns returns to the grave unless another 15 MP is spent, where where it becomes bound to the world. An earthbound spectre spectre is still bound to obey you. You may have a number number of spectres under your control equal equal to your Willpower. Willpower. Any additional bound Spectres will not obey you although they will not be hostile to you unless provoked. provoked.
Modified version from Jeff Sparks
You learn the spells Drain Life and Death Magic. Magic. You learn the spell Curse if Mortality. Mortality. You also gain the focus Intelligence Intelligence (Death Arcana). You learn the spell Death Cloud. You can also choose choose one spell stunt you can perform perform for –1 SP when casting Death Arcana spells.
Death Arcana (Novice ) Attack 4 Major Action 12 Constitution (Stamina) vs. Spellpower You suck life energy out of a visible target within within 10 yards to heal yourself. The target takes 1d6 + Willpower penetrating penetrating damage and you are healed by the same amount. Note this only heals damage you have suffered; it doesn’t give you bonus Health above your nor mal amount. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, the penetrating damage is only 1d6.
Death Arcana (Novice) Enhancement 7 Major Action 15 none You draw upon the residual residual life force of the dying to replenish replenish your own. Any living living creature that dies within 6 yards yards of you while this spell is active heals damage to your Health equal to the creature’s Constitution, with a minimum of 1. It cannot bring you ab ove ove your your unwounded Health, however. Death magic lasts for a number of rounds equal to your Willpower.
Death Arcana (Journeyman) Attack 15 Major Action 19 Constitution (Stamina) vs. Spellpower This spell forces a single enemy ever closer to its inevitable inevitable death. The subject suffers 2d6 + Willpower penetrating penetrating damage initially, and 1d6 + Willpower damage at the start of each of their turns. Additionally, they cannot regain Health by any means. The effects of this curse last for a number of rounds equal to your Willpower Willpower ability. If the target makes a successful Constitution (Stamina) test test vs. your Spellpower when the spell is cast, they instead suffer 1d6 penetrating damage per turn and can regain Health Health as usual.
Death Arcana (Master) Attack 20+ Major Action 21 Constitution (Stamina) vs. Spellpower You unleash a cloud of entropic entropic energy with a 6-yard radius radius centered anywhere anywhere within 50 yards. Anyone, Anyone, be they ally or enemy, enemy, who enters the cloud or starts their turn in it suffers 3d6 + Willpower penetrating damage. Targets who make a successful Constitution (Stamina) test vs. your Spellpower only suffer 2d6 penetrating penetrating damage. This spell spell normally lasts for one round but for 10 MP, paid at the start of your subsequent subsequent turns as a free free action, you may extend extend the duration by an additional round. round.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells Drain Life and Decompose. Decompose. You learn the spell Death Magic You also gain gain the focus Intelligence (Entropy Arcana). Arcana). You learn the spell Entropic Cloud. Cloud. You can also choose one spell stunt you can perform for –1 SP when casting Entropic Arcana spells.
Entropy Arcana (Novice) Attack 4 Major Action 13 Constitution (Stamina) vs. Spellpower You infuse the blood of an opponent opponent within 10 yards yards with a corrosive corrosive poison. The round you cast it, it, walking bomb inflicts inflicts 1d6+1 penetrating damage. While the spell spell is in effect, the target must make a Constitution Constitution (Stamina) test vs. your Spellpower at the start of each of their turns. If successful, the spell ends. If the test is failed, the target takes another 1d6+1 penetrating damage. Should the spell’s dama ge dama ge reduce the target’s Health to 0, they explode in a spray of blood, flesh, and bones. Anyone within 4 yards of the exploding victim takes 2d6 damage.
Entropy Arcana (Novice) Utility 5 One Minute 12 None By tracing mystic glyphs over the subject, which may be any single piece of non-living organic material, you speed up the natural process of its decay. Once your casting is finished, every second that passes is the equivalent of a day for the subject. So in a minute’s t ime, it decays as if two months have passed. In an hour, hour, it decays nearly ten years! This continues until the object is reduced to dust. You can halt the decomposition with a glyph of preservation, but the subject decays some ten months in just the time it takes to cast that spell, and if the glyph of preservation wears off the accelerated decay continues where it left off, at the same rate. Decompose can’t be dispelled; its effects are perman ent
Entropy Arcana (Journeyman) Attack 13 Major Action 17 Constitution (Stamina) vs. Spellpower You infect the blood of a target within 10 yards with deadly magical magical venom. When first first cast, this spell spell immediately deals 2d6 + Willpower penetrating damage. The subject subject must then make a Constitution (Stamina) test vs. your Spellpower at the start of each of its turns. If it succeeds, the spell ends. If it fails, the target suffers another 1d6 + Willpower penetrating damage. If the target dies while virulent virulent walking bomb is still in effect, it explodes in a shower of gore, dealing 2d6 damage damage to anyone within 4 yards. Subjects Subjects caught in this blast must succeed at a Constitution (Stamina) test vs. your Spellpower –2 or become secondary targets of this spell, suffering 1d6 + Willpower penetrating damage on each of their turns until they succeed on the test. Secondary targets do not infect additional targets.
Entropy Arcana (Master) Enhancement 20 Major Action 19 Willpower (Morale) vs. Spellpower Spellpower The chaos of battle is yours to command as you extend a cloud of entropic energy energy 20 yards in radius from your your own body. Allies in the cloud enjoy a +2 bonus to all attacks and receive +1 SP on all rolls that generate stunt points. Enemies in the cloud receive a –2 penalty to all attacks and –1 SP on all rolls that generate stunt points unless they succeed at a Willpower (Morale) test vs. your Spellpower. This spell lasts until the end of the encounter.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells Vulnerability Vulnerability Hex and Affliction Hex. You learn the spell Misdirection Misdirection Hex. You learn the spell Death Hex. You can also choose choose one spell stunt you can perform perform for -1 SP when casting Hex Arcana spells
Hex Arcana (Novice) Attack 4 Major Action 12 Willpower (Faith) vs. Spellpower You curse a visible target within 20 yards, making them more vulnerable vulnerable to attacks and spells. spells. Until the end of the encounter, the target suffers a –1 penalty to Defense and a –2 penalty on ability tests vs. Spellpower. A target that makes a successful Willpower (Faith) test vs. your Spellpower only suffers the Defense penalty. penalty. A character can can only be subject to one vulnerability vulnerability hex at at a time.
Hex Arcana (Novice) Attack 7 Major Action 14 Willpower (Faith) vs. Spellpower You curse a visible target within 30 yards and all other foes within 10 yards of your target. target. Until the end end of the encounter, those affected by the affliction hex have a –2 penalty to all tests against Spellpower. A primary target who makes a successful Willpower (Faith) test against your Spellpower suffers only a –1 penalty and completely negates the effects on the secondary targets. Secondary targets may also make Willpower (Faith) resistance resistance tests to negate their own penalties entirely, entirely, but their individual individual successes or failures only affect affect themselves. It doesn’t matter whether a given target is a primary or secondary target of an affliction hex; additional castings of the same spell while the original casting’s duration persists have no effect on the target (see Stacked Spells and Effects).
Hex Arcana (Journeyman) Attack 10 Major Action 15 Willpower (Courage) vs. Spellpower Spellpower Fortune turns against the subject of this spell at every opportunity, making their attacks all but fruitless. Until the end of the encounter, a single enemy within 30 yards suffers a –2 penalty to attack rolls and cannot generate stunt points. The subject may make a Willpower (Courage) test vs. your Spellpower Spellpower as a free action at the start of each of their turns to end the spell. Otherwise, Otherwise, the effects end after a number of rounds equal to your Intelligence.
Hex Arcana (Master) Attack 17 Major Action 18 Willpower (Morale) vs. Spellpower Spellpower You curse an enemy within 30 yards to suffer mightily from each strike upon upon them. Until the end of the encounter, all attacks attacks made against the target gain a +3 bonus, deal +3 damage, and automatically generate +2 Stunt Point on a hit, even if doubles aren’t rolled . The subject can end the effects with a successful Willpower (Morale) test vs. your Spellpower, made on its turn. The spell otherwise ends after a number of rounds equal to your Intelligence.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells Hellfire Blast and Corrupted Corrupted Wound. You learn the spell Abyssal Retaliation. Retaliation. You also gain the focus Intelligence Intelligence (Infernal Arcana). You learn the spell Call Forth Demon. Demon. You can also choose one spell stunt you can perform for -1SP when casting Infernal Arcana spells.
Infernal Arcana (Novice) Attack 4 Major Action 12 None You unleash a blast blast of black fire in a 2 yards radius radius within 12 yards. Those hit by this blast take 1d6 + Willpower Willpower damage and make a Dexterity Dexterity (Acrobatics) vs. Spellpower test. On a failure, the target takes takes a -2 penalty to Defense until the start of their next next turn.
Infernal Arcana (Novice) Attack 3 Minor Action 10 Constitution (Stamina) vs. Spellpower A foul curse that corrupts corrupts immediate wounds. wounds. Any damage the target takes by the end of the turn turn cannot be healed by any means save sleep (healing spells on the target can be used used at twice the MP cost). If the target succeeds on a Constitution Constitution (Stamina) vs. Spellpower test, only penetrating damage is cursed.
Infernal Arcana (Journeyman) Defense 6+ Major Action 13 None You call up dark magics magics to take a terrible vengeance on any who do you harm. When you cast this spell you are covered by a crimson smoke. Until the end of the turn, anyone who damages you must must take a Constitution (Stamina) vs. Spellpower test and take 1d6 damage on a failure. failure. You can extend this up up to 5 turns by spending spending an additional additional 1 MP per turn.
Infernal Arcana (Master) Utility 15 Major Action 15 None You summon forth a devil soldier soldier (see Chapter 9: Adversaries) within 10 yards of you. It is friendly to you and obedient to your commands for the duration of the encounter. At the end of the encounter the demon returns to his home plane unless another 15 MP is spent, where it becomes bound to the world. An earthbound demon is still bound to obey you. You may have a number of demonic soldiers under your control equal to your Willpower. Any additional bound demons will not obey you although they will not be hostile to you unless provoked.
https://sites.google.com/site/fagewiki/arcanas/infernal
You learn the spells Demon's Claws and Demon's Hide. You learn the spell Hellfire. You also gain the focus Intelligence (Demonology (Demonology Arcana). You learn the spell Demon's Wings. You can also choose one spell stunt you can perform for -1 SP when casting Demonology Arcana spells.
Demonology Arcana (Novice) Enhancement 4 Major Action 11 None The caster's fingers fingers and nails nails elongate and sharpen sharpen into wicked wicked claws. They deal deal damage equal equal to 1d6 + Strength. The spells lasts for the combat scene or until no longer needed (i.e. used in an intimidation attempt). The caster can also use the Bleed stunt for 2 stunt points which causes the target to bleed 1 HP HP per round until until healed by magic or a First Aid check. Bleed stunts are cumulative.
Demonology Arcana (Novice) Enhancement 4 Major Action 12 None The caster's skin skin thickens and changes color/texture color/texture (description from caster) caster) to a more demon-like appearance. appearance. It provides provides an Armor bonus equal to the caster's Willpower score, or 2, whichever is higher. The spell lasts for the combat scene. Demon's Hide also provides immunity to the Demonic Eruption spell.
Demonology Arcana (Journeyman) Attack 8 Major Action 13 Dexterity (Acrobatics) vs. Spellpower The caster can spit/breathe/hurl spit/breathe/hurl (caster's description) description) a dark red fire. It does 3d6 plus plus Willpower score in damage. The fire lingers for 2 rounds, doing 2d6 plus Willpower then 1d6 plus Willpower in respective rounds. The fire effects an area 4 yards wide by 10 yards yards long. The caster caster is only immune immune if they have Demon Demon Skin active. All other characters can be affected. Anyone who saves has leapt out of the way, if figures are being used, move them out of the area.
Demonology Arcana (Master) Enhancement 10 Major Action 14 None Thick, leathery wings wings burst from the caster's back, allowing flight. The caster is slow (6 + Dexterity) and not very maneuverable, but but they can carry twice their weight. They are also able to use the Knock Prone stunt for 3 stunt points. If the caster loses 75% of their HP they can no longer fly. If they are in flight they will fall, possibly taking more damage.
https://sites.google.com/site/agerpg/
You learn the spells mind reading and suggestion . You learn the spell change memory . You also gain the focus Intelligence (Mind Arcana). You learn the spell Dominate . You can also choose one spell stunt you can perform for -1 SP when casting Mind Arcana spells.
Mind Arcana (Novice) Utility 4+ Major Action 12 None / Willpower (Self-Discipline) vs. Spellpower When casting this spell, you become aware aware of any unusually unusually high emotions within within a radius of 20 yards. As a major major action you can focus on the thought of any mind detect this way or of any creature you can see within the area and attempt to sense its thoughts. For each such attempts the target makes a Willpower (Self-Discipline) (Self-Discipline) test against your Spellpower to resist your intrusion. If the test fails you learn what the target is thinking about and you might be able to pick up some names or faces, but mostly you are limited to sensing emotions and the topic of its thoughts and cannot pick out specific details. You can maintain the spell spell for as long as you want, but for each additional round after the first you have to spend another Magic Point.
Mind Arcana (Novice) Utility 6 Major Action 14 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower You put a single command command into the mind of the target target of your spell that compels it to perform a specific order either either at a set time or the first time a specified situation happens within the next hour. If the order is something the target would never do voluntarily, it gets another Willpower (Self-Discipline) test against your your Spellpower to resist obeying it. If the spell is successful, the target immediately forgets that it was given the order and will not be able to explain why it did what it was compelled to do.
Mind Arcana (Journeyman) Utility 6 Major Action 16 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower You touch the target and and make it forget a memory memory of an event that may have happened happened as much as a number of hours ago as your Willpower score. You can also change a memory that has happened within that time span or create a new one. Alternatively, you can restore a memory that has been altered or magically or otherwise ot herwise lost and make the target of the spell remember it correctly.
Mind Arcana (Master) (Master) Utility 20 Major Action 19 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower The target of the spell becomes compelled compelled to obey any verbal order given by you as best as it can. can. Any time the target target is ordered to do something that would cause serious harm to its friends and allies, put itself at extreme risk, or would force it to do something it would never do willingly, it can make another Willpower (Self-Discipline) (Self-Discipline) test against your Spellpower to end the spell. What the target considers a great danger to itself or its friends depends on how it perceives the situation and it can be tricked into breaking the spell even if no actual threat is present. You can order the target to not reveal that it is compelled by your spell to others in any way or to trust you and don't worry about being enspelled, but you may choose not to do so for whatever reasons you might have.
http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium
You learn the spells Dream Sending and Invigorate. Invigorate. You learn the spell Hallucination. Hallucination. You also gain the focus Intelligence Intelligence (Spirit Arcana). You learn the spell Dowse. You can also choose choose one spell stunt you can perform perform for –1 SP when casting Spirit Arcana spells.
Spirit Arcana (Novice) Utility 7 5 minutes 15 None You send a dream across the Fade to a particular subject, subject, who must be known to you. When the subject subject next dreams, it will be the dream you have sent. You can script the general events of the dream, including including things like like conversations, but you do do not become aware of the subject’s reactions and are not truly interacting with them. You can use a dream sending to carry a message or convey informa tion, or to display imagery meant meant to incite emotional reactions. Generally, the content of a dream sending cannot be longer than an hour or so. While the dream may influence the subject’s decision making (providing a particular omen or key piece of information, for example) it does not exert any direct power over the subject’s mind or will. Dream sending does not work on subjects that do not dream, such as dw arves or the Tranquil.
Spirit Arcana (Novice) Utility 4 Major Action 14 None You emit waves of mana, mana, bolstering your allies allies minds. Allies Allies within 10 yards yards of you get +1 SP whenever whenever they generate generate stunt points. points. You may spend 1 MP at the start of each of your turns to extend the effects for another round; round; otherwise they end at the beginning beginning of your turn.
Spirit Arcana (Journeyman) Attack 15 1 minute 15 Perception (Hearing, Seeing, or Smelling) vs. Spellpower You conjure, in the mind of a subject within 30 yards, yards, an optical, auditory, and and olfactory hallucination that can appear to be no wider wider or taller than your Willpower ability in yards. Add additional targets for 5 MP each. Targets must succeed at a Perception (Hearing, Seeing, or Smelling) test test vs. your Spellpower Spellpower to realize the illusory nature of the sight. “Touching” the hallucination automatically reveals the ruse but does not end the spell unless you want it to. The hallucination lasts for as long as you spend free actions to concentrate on it.
Spirit Arcana (Master) Utility 10 1 minute 17 None You extend your senses senses throughout a 100-yard 100-yard radius radius in order to locate a desired desired object. This spell may be used used to locate any one of a type of item (for example, a nearby source of clean water or the nearest nearest item of jewelry) or one particular particular item (for example, the Cauld Creek or your uncle’s lost signet signet ring). You must must be familiar enough enough to picture in mind any specific item you you intend to find with this spell. The GM may immediately reveal reveal the location of the object, if it is within range, or grant you 5 SPs to spend immediately on explor exploration ation stunts.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells Daze and Horror. You learn the spell Sleep. You also gain the focus focus Intelligence (Nightmare Arcana). You learn the spell Death Cloud. You can also also choose one spell stunt you can perform perform for –1 SP when casting Nightmare Arcana spells.
Nightmare Arcana (Novice) Attack 2 Major Action 11 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower You ensorcell one visible target within within 10 yards. A target that makes makes a successful Willpower (Self-Discipline) (Self-Discipline) test vs. your Spellpower Spellpower is slightly confused and suffers a –1 penalty on all ability tests until the beginning of your next turn. A target that fails the test suffers the same penalty and cannot take any actions on their next turn.
Nightmare Arcana (Novice) Attack 8 Major Action 17 Willpower (Courage) vs. Spellpower Spellpower You overwhelm a visible visible target within 20 yards with a blast of sheer terror. Until the target succeeds succeeds on a Willpower (Courage) (Courage) test vs. your Spellpower, they can do nothing but cower in fear. A target failing the initial test may try again at the start of each of their turns.
Nightmare Arcana (Journeyman) Attack 15 Major Action 19 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower Enemies within 10 yards of a point you choose within 30 yards of you are overcome with heavy drowsiness, drowsiness, falling asleep on their feet unless they succeed at a Willpower (Self-Discipline) test vs. your Spellpower. Targets that fail the initial test may make another test on each of their turns until they awaken. Sleeping targets have a Defense of 10, but are not subject to a coup de grace. Any damage immediately awakens a subject.
Nightmare Arcana (Master) Attack 20 Major Action 17 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower You trap a single enemy within 20 yards in a waking waking nightmare. Until it succeeds at a Willpower (Self-Discipline) (Self-Discipline) test vs. your your Spellpower, the target falls into a fugue and attacks your enemies to the best of its ability. A target already asleep when affected by this spell takes a –3 penalty to its initial test. The target may make another test on each of its subsequent turns until it awakens.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells simple illusion and illusory mask . You learn the spell invisibility . You also gain the focus Intelligence (Illusion Arcana). You learn the spell grand illusion . You can also choose one spell stunt you can perform for -1 SP when casting Illusion Arcana spells.
Illusion Arcana (Novice) Utility 3+ Major Action 8 Perception (Seeing) vs Spellpower Create a roughly human sized illusion illusion (or smaller) within 20 yards of you. It cannot move from its spot but can incorporate movements into it (such as waving and shuffling it's feet, but not walking around). The caster can incorporate sounds into the illusion for an additional 2 MP at the time of casting. The illusion can be programmed with a set motion, or controlled if the caster stays within range. The illusion lasts for 1 minute and you can extend it for up to 10 minutes for a cost of 1 MP per minute.
Illusion Arcana (Novice) Utility 4+ Major Action 10 or 13 Perception (Seeing) vs Spellpower Change the physical appearance appearance and gear of a touched target. If made to look taller, shorter, fatter, or thinner, it is just an illusion so you interact with the world the same way. The TN is 13 when trying to imitate a specific person. Fail to meet the higher TN, but still get a 10 or higher and you get an illusion that's close, but anyone who knows who the illusion is supposed to look like will automatically know it's not really that person, even if they can't see through the illusion. This lasts for 10 minutes and can you c an extend it up to 1 hour for a cost of 2 MP per 10 minutes.
Illusion Arcana (Journeyman) Utility 12+ 1 Minute 15 Perception (Seeing or Hearing) vs Spellpower Render a number of creatures, up to your Willpower, invisible to normal sight by touching them. When an invisible creature moves, it leaves a slight shimmer/warping shimmer/warping in the air. If someone makes a successful test and "spots" you, they take a -1 to anything that targets you specifically (-2 if done by hearing). The spell lasts for 1 hour and you can extend it up to 5 hours at the cost of 3 MP per hour. An invisible creature becomes visible if it takes an aggressive action, successful or not.
Illusion Arcana (Master) Utility 10+ Major Action 15 Perception (Seeing) vs Spellpower Create a roughly dragon or Giant sized illusion (or smaller) within 50 yards of you. It can make sounds and move as you desire. The illusion can be programmed with a set motion, or controlled if the caster stays within range. Alternatively, the illusion illusion can cover a 20 yard radius area of terrain within range of the caster, caster, making a ground ground where there is is none, making it seem as if the forest is afire, etc. The illusion lasts for 1 minute and you you can extend it for up up to 10 minutes for a cost of 2 MP MP per minute.
http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium
You learn the spells Blink and Portal clash. clash. You learn the spell Time Trap. You also gain the focus focus Intelligence (Portal Arcana). You gain the spell Free fall. You also choose one one spell stunt you can perform for -1 SP when casting casting Portal arcana spells.
Portal Arcana (Novice) Utility Major Action 11 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower You can transport horizontally horizontally one object, player, or creature creature up to 1d6 + Willpower Willpower yards. An unwilling unwilling target may make a test of Willpower Willpower (Self-Discipine) vs. your Spellpower to resist the spell. You can extend the spell by 2 yards per additional 1MP spent.
Portal Arcana (Novice) Attack 4 Major Action 13 Strength (Might) vs. Spellpower You summon one small portal portal in each of your hand and clash them together. together. On contact, the two portals portals create a shock wave wave dealing 1d6 + Willpower penetrating penetrating damage to every creature within within 6 yards of you and gets knocked knocked prone. Targets that that make a successful successful Strength (Might) test vs. your Spellpower only take 1d6 damage and remain remain standing.
Portal Arcana (Journeyman) Defense 7 Major Action 13 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower You create an invisible invisible portal 2x2 yards in size on the ground that that transports the next creature that steps on it in a timeless dimension. The target is stuck in that dimension for a number of rounds equal to half of your Willpower rounded down. At the end of that time, it is transported at the same place and in the same position as it was before getting trapped and is unaware of what happened during its absence. If there is something or someone in the place of the target when it is transported back, the target takes 2d6 damage as the it is violently separated of the object or creature. If it is a creature, it takes 1d6 damage. The target may make a Willpower Willpower (Self-discipline) vs Spellpower test every turn to come back from the trap.
Portal Arcana (Master) Attack 10 Major Action 14 Strength (Might) or Dexterity (Acrobatics) vs. Spellpower You open a portal right under a target within 4 yards of you. You open a second portal at a height of 3 times the height of your target yards within 10 yards of you. You can open the second second portal anywhere within range, over another creature or a ravine for example. example. That target falls falls from that portal and take 3d6 penetrating damage and if the target falls on a creature, this creature take 2d6 penetrating damage and is also knocked prone. Both creature may take take a Strength (Might) or Dexterity (Acrobatics) (Acrobatics) whichever is greater vs. Spellpower Spellpower test to avoid being knocked prone.
Dragon Age Core Rulebook Rulebook Conversio Conversion n Samuel Dery & Dragon
You learn the spells Ant Army Army and Spider Climb You learn the spell Summon Wurm. You You also gain the focus Intelligence Intelligence (Insect Arcana). You learn the spell Stinging Swarm. You can also choose one spellstunt you can perform for –1 SP when casting Insect Arcana spells
Insect Arcana (Novice) Attack 5 Major Action 11 None Ants hamper your your foes, biting and swarming swarming them relentlessly. relentlessly. All opponents in a 2 yards yards radius up up to 10 yards away away take piercing damage damage equal to your intelligence for a number of rounds equal to h alf your Willpower ability. They must also succeed at Dexterity (Acrobatics) test vs Spellpower or have their speed speed reduced by 5.
Insect Arcana (Novice) Enhancement 8 Major Action 10 None You gain the ability to move along vertical surfaces surfaces and ceilings for a number of rounds rounds equal to your intelligence. intelligence.
Insect Arcana (Journeyman) Attack 14 Major Action 14 None Choose a spot within 16 yards. A large carnivorous wurm bursts from the ground and attacks all enemies that start within 6 yards of it for a number of rounds equal to your willpower dealing 1D6 + Intelligence damage
Insect Arcana (Master) Attack 20 Major Action 17 Constitution (Stamina) vs. Spellpower A swarm of biting insects insects materializes materializes around a single single target within within 30 yards. The subject takes 2d6 2d6 + Intelligence penetrating penetrating damage at at the start of each of their turns for a number of rounds equal to half your Willpower ability. They must also succeed at a Constitution (S tamina) test vs. your Spellpower Spellpower each round or suffer a –2 penalty to all attacks and spell-casting tests. If the subject dies before the swarm dissipates, the swarm moves on to another target (closest) within 20 yards.
https://gamingingotham.wordpress.com/insect-arcana/
You learn the spells Glyph of Paralysis and Glyph of Warding. You learn the spell Glyph of Repulsion. You You also gain the focus Intelligence Intelligence (Glyph Arcana). You learn the spell Glyph of Destruction. Destruction. You can also choose one spell stunt stunt you can perform for -1 SP when casting Glyph Arcana spells.
Glyph Arcana (Novice) Attack 3 1 Minute 10 Constitution (Stamina) vs. Spellpower You trace your fingers fingers on the ground, creating creating an invisible invisible glyph that holds a charge of magical power. power. The fist enemy enemy that moves within 2 yards of the glyphs glyphs location triggers it. The target must must make a successful successful Constitution (Stamina) (Stamina) test vs. Spellpower or become paralyzed for 1d3 rounds. A paralyzed character can take no actions and has a Defense of 7. You can maintain a number of glyphs of paralysis equal to your Intelligence Intelligence at any one time. Each Each glyph is good for one use. use.
Glyph Arcana (Novice) Defense 5 Major Action 15 None You trace an arcane glyph on the ground where where you stand with your hand or staff. Allies within within 2 yards of the Glyph Glyph of Warding gain a +2 bonus to Willpower tests and to their Defense against ranged attacks so long as they remain within the glyphs area. A glyph lasts until the end of the current encounter. You can maintain a number of different glyphs of warding equal to your Intelligence at any one time (although this does not allow the effects of multiple glyphs of warding to stack on the same target).
Glyph Arcana (Journeyman) Attack 10 Major Action 15 Constitution (Stamina) vs. Spellpower You trace a hasty arcane symbol onto the ground ground in front of you and strike strike it with all your might, causing causing a wave of force to send enemies within 10 yards yards reeling. All All enemies are pushed 10 yards yards away from you and must succeed succeed at a Constitution (Stamina) (Stamina) or Dexterity (Acrobatics) test vs. your Spellpower Spellpower or be knocked prone.
: Glyph Arcana (Master) Attack 20 Major Action 17 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower The bane of all mages, mages, this magical glyph saps mana from a target and temporarily prevents them from casting spells. The first enemy that moves within 2 yards of the glyph’s location triggers it. The target and anyone within 10 yards is drained of 3d6 + Intellige nce MP and and must must succeed at a Willpower (Self-Discipline) (Self-Discipline) test vs. your Spellpower or lose the ability to cast spells for 1d3 rounds. You can maintain a number number of active glyphs of neutralization equal to your Intelligence ability at any one time. Each glyph is goo d for only one use.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells Symbol of Preservation Preservation and Symbol of Sealing. You learn the spell Glyph of Repulsion. You You also gain the focus Intelligence Intelligence (Symbol Arcana). You learn the spell Symbol of Destruction. Destruction. You can also choose one spell stunt stunt you can perform for -1 SP when casting Symbol Arcana spells.
Symbol Arcana (Novice) Attack 3 1 Minute 10 Constitution (Stamina) vs. Spellpower You trace your fingers on the ground, creating an invisible glyph glyph that holds a charge of magical power. The fist enemy that moves within within 2 yards of the glyphs location triggers it. it. The target must must make a successful successful Constitution (Stamina) test test vs. Spellpower or become paralyzed for 1d3 rounds. A paralyzed character can take no actions and has a Defense of 7. You can maintain a number of glyphs of paralysis equal to your Intelligence at at any one time. Each glyph glyph is good for one use. use.
Symbol Arcana (Novice) Utility 3 1 minute 11 None You touch any object that closes, closes, from a door or gate to a jar, drawing a faint symbol symbol that connects its its two surfaces. Once the the symbol of sealing is complete, the object is held closed and only you or someone you designated when casting the spell may open it. For anyone else, the only way to open the seal is by breaking whatever it is inscribed upon, whether smashing open a jar or breaking down a door. The symbol lasts until until the object is opened, after which it must be recast to seal the object object again (assuming it is not destroyed in the process).
Symbol Arcana (Journeyman) Attack 10 Major Action 15 None You trace an arcane symbol onto a chosen surface. surface. You can store any spell you know on Novice or Journeyman Journeyman level. You You must cast the stored spell into the symbol. Anyone that moves within 2 yards of the symbol triggers the spell stored in it.
: Symbol Arcana (Master) Attack 15 Major Action 15 Dexterity (Acrobatics) vs. Spellpower You trace an arcane symbol on a surface with your hand or staff the glows with with power for a moment then vanishes. The first enemy to come within 2 yards of the symbol activates it. it. The symbol explodes explodes dealing 3d6 + Intelligence penetrating penetrating damage to everyone within 10 yards. yards. A successful Dexterity (Acrobatics) test vs your Spellpower causes the glyph do deal 3d6 + Intelligence Intelligence damage.
You learn the spells Summon Animal Companion and Animal Senses. You learn the spell Sooth Beasts. You learn the spell Beastform.
Animal Arcana (Novice) Utility 6 1 minute 13 None You summon an animal animal companion for the next 24 hours. They will be a natural animal animal who becomes a loyal loyal friend. You can give the companion simple commands which immediately immediately understand. The companion will be based on the type of terrain in which you cast the spell. The caster may not have more than one companion at a time. When the companion dies the caster suffers damage equal to half the companions hit points minus Willpower.
Animal Arcana (Novice) Enhancement 4 Major Action 11 None The caster enhances enhances their sense sense of smell, sight or hearing. The effect on the caster depends depends on the sense sense enhanced and is described in the table table below. The duration of the spell is equal equal to one hour per willpower but the caster can end the spell spell at any time. However if the spell is ended before the total duration the caster must must recast again. The number number of senses the caster can change at any given time is equal to their Willpower. However they can only effect one change per sense.
Animal Arcana (Journeyman) Utility 6 Major Action 14 None The caster can sooth sooth a number of natural natural wild animals equal to 1d6+willpower. Once soothed the animals will obey simple commands from the caster for the duration of the spell. Examples of such commands would be sleep, stop, attack, leave. The duration of the spell spell is 2d6+willpower. 2d6+willpower.
Sense
Effect
Physical Change
Eagle Sight
Bionuclar Bionuclar Vision Vision – Caster can see high detail clearly up to a distance of 5 km away
Caster's eyes change to a golden iris like a raptor
Night Vision – Caster gains Dark Sight and can see clearly without a light source up to 32 yards away
Caster's eyes change to a cats with golden irises and vertical pupils Cast Caster erss nose nose flat flatte tens ns and and nostrels widen into a more animal form Cast Caster erss ears ears elon elonga gate te grea greatl tly y
Cat Sight
Hounds Smell
Cast Caster er gai gains ns a Per Perce cept ptio ion n (Sme (Smell llin ing) g) Focu Focuss +3
Rabbits Ears
Cast Caster er gain gainss a Per Perce cept ptio ion n (He (Hear arin ing) g) Focu Focuss +3
Animal Arcana (Master) Utility 10 Major Action 15 None Upon casting this spell the casters body morphs into a natural animal. The duration of the spell is equal to 1d6 + Willpower hours. If the casters hit points reduce to zero while in Beast form they return to their own form with half the number of hit points they had before casting the spell. While in Beast form the casters abilities change to that of the animal and they can use any any attacks and movement of that animal.
http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium
You learn the spells Spell Wisp and Grease. You learn the spell Spellbloom. You also gain the focus focus Intelligence (Mana Arcana). You learn the spell Stinging Swarm. You can also choose one spell stunt you can perform for –1 SP when casting Creation Arcana spells.
Creation Arcana (Novice) Utility 3 1 minute 11 None You summon a small wisp that floats near near you for up to an hour hour and boosts the power power of your spells. While While the wisp is aiding you, you gain a +1 bonus to your Spellpower. The wisp itself is insubstantial insubstantial and cannot be attacked or touched.
Creation Arcana (Novice) Utility 7 Major Action 14 Dexterity (Acrobatics) vs. Spellpower You create a slick of grease grease covering an area up to 10 yards yards in diameter anywhere within within 30 yards of you. you. Anyone within the slick when when it is cast, anyone entering the area, and anyone who moves within the area must make a successful Dexterity (Acrobatics) test against your Spellpower or fall prone at each of those times, as they apply. Prone characters characters may crawl normally. normally. The grease created created by this spell spell is flammable; flammable; contact with fire ignites ignites it, immediately causing 1d6 penetrating penetrating damage to everyone in the area. A grease fire burns for rounds equal to your Intelligence before burning out (which expends the grease), and those inside insi de the area take 1d6 penetrating damage on their turn each round until they exit it. A slick that is not burned persists indefinitely, indefinitely, dispersing only in rain, when appropriately appropriately provisioned characters characters scour it away, away, or in similar conditions.
Creation Arcana (Journeyman) Utility 8 Major Action 15 None You conjure a font of magical energy energy with a 4-yard radius centered anywhere anywhere within 50 yards yards that you can see, see, and that lasts for a number of rounds equal to your Willpower ability. Each mage, whether ally or enemy, inside the spellbloom at the beginning of their turn, regains 1d6 MP. As a free action on your turn you may dispel the bloom to gain a number of SP equal to the rounds of duration remaining on it. These SP must be used on spell stunts stunts on the same round round they are gained. gained. Any unspent unspent points are lost at the end of your turn
Creation Arcana (Master) Attack 20 Major Action 17 Constitution (Stamina) vs. Spellpower A swarm of biting insects materializes materializes around a single single target within within 30 yards. The subject takes 2d6 + Intelligence penetrating penetrating damage at the start of each of their turns for a number of rounds equal to half your Willpower ability. They must also succeed at a Constitution (Stamina) test vs. your your Spellpower each round or suffer a –2 penalty to all attacks and spell-casting tests. If the subject dies before the swarm dissipates, the swarm moves on to another target (closest) within 20 yards.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells Weakness and Paralyze. You learn the spell Miasma. You also gain gain the focus Intelligence (Paralyze Arcana). You learn the spell Mass Paralyze. You can also choose choose one spell stunt you can perform perform for –1 SP when casting Paralysis Arcana spells.
Paralyze Arcana (Novice) Attack 3 Major Action 11 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower Your magic drains a visible enemy within 20 yards of energy, making them slower and more sluggish. The target suffers suffers a –1 penalty to Strength and Dexterity and a –5 penalty to Speed for a number of rounds equal to the casting roll’s Stunt Die. If the target makes a successful Willpower (Self-Discipline) (Self-Discipline) test vs. your Spellpower, they only suffer the Speed penalty.
Paralyze Arcana (Novice) Attack 7 Major Action 15 Constitution (Stamina) vs. Spellpower Ghostly wisps of entropic energy surround an opponent within 30 yards. A target failing a Constitution (Stamina) test vs. your Spellpower is paralyzed, completely unable to move, while a successful test means the target’s Speed is cut by one quarter (rounded in the target’s favor). Both effects last for the rest of the encounter. A paralyzed target gets a new test at the start of their turn each round. Paralyzed characters lose the Dexterity bonus to their Defense and can obviously take no actions, but are not subject to a coup de grace unless they are otherwise unconscious or dying.
Paralyze Arcana (Journeyman) Attack 8 Major Action 15 Constitution (Stamina) vs. Spellpower A sickly green mist radiates out along the ground from your feet. All enemies enemies within 10 yards yards of you at the start start of their turns must make a Constitution (Stamina) test test vs. your Spellpower or suffer a –2 penalty to Defense and a –2 penalty to all attacks. Subjects must make this test each turn they begin in the miasma or upon entering the miasma. This spell lasts one round unless you extend its duration another round by spending 2 MP as a free action at the start of your subsequent turns.
Paralyze Arcana (Master) Attack 22 Major Action 21 Constitution (Stamina) vs. Spellpower You surround each enemy enemy within 20 yards yards with tendrils tendrils of entropic energy, energy, all but locking them in place. Each target must succeed at a Constitution (Stamina) test vs. your Spellpower or become paralyzed. Targets that pass this initial test lose their Dexterity rating rating from their Speed until they pass the test again or the spell expires. Paralyzed characters have a Speed of 2 yards per turn, lose their Dexterity factor to Defense, and can take no actions, but are not subject to a coup de grace unless they would would otherwise be vulnerable. vulnerable. A paralyzed target makes a new test at the start of their turn each round to shake off the spell. Effects otherwise persist for a number of rounds equal to your Willpower.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells Force Field and Levitate. Levitate. You learn the spell Repulsion Field. You learn the spell Crushing Prison. You can also choose one spell stunt stunt you can perform for –1 SP when casting Mental Defense Arcana spells.
Force Defense Arcana (Novice) Defense 10 Major Action 18 None You surround surround a subject within 25 yards (which may be yourself) with a protective protective field of magical force that absorbs all damage that would otherwise otherwise affect its target. The force field lasts for one round. During that time, the subject is completely immune to damage, but also cannot move from the spot (the force field is immobile), make melee or ranged ranged attacks, or give or receive any items. Spells and other effects that do not cause direct damage, such as daze, mana drain, or vulnerability hex, still affect the subject subject normally, and and spells pass out of the force field normally. You can extend the spell’ spell’ss effect when you cast it by spending 5 MP per additional round you would like it to last.
Force Defense Arcana (Novice) Utility 5 Major Action 15 Strength (Might) vs. Willpower (Self-Discipline) You exert telekinetic telekinetic force force to move an an inanimate object object as though it were motivated motivated by an invisible invisible pair of of hands. When you cast levitate, split your your Intelligence score as you wish between the effective Dexterity and Strength the object will have as you manipulate it. Neither can be assigned a value less than 0. If your Intelligence is negative, both Dexterity and Strength are automatically automatically 0. You must be able to see the object in order to manipulate it; the spell ends if it moves out of your vision. You cannot levitate anything that is both aware and able to animate itself. You can move a levitated object with a Speed equal to your (Willpower 3) with a minimum of 1. If you try to wrest an object from someone’s grasp, its holder may resist by making an opposed Strength Streng th (Might) vs. Willpower (SelfDiscipline) test. If successful, your spell ends immediately. immediately. You may spend 1 MP at the start of your turn to maintain this spell for another round, otherwise it ends at the start of your turn. Once the spell is cast, moving the object is typically a minor action, unless you do something like attack with a levitating weapon, in which case it is a major action. Attack rolls are based on the Strength or Dexterity you assigned when you cast the spell (depending on the type of weapon or object being animated), save that you use your Spellpower rather than the relevant weapon focus. Most objects do damage as improvised weapons. weapons. Weapons do their regular damage if you have that weapon group; otherwise they do improvised damage. ×
Force Defense Arcana (Journeyman) Defense 6 Major Action 16 Strength (Might) vs. Spellpower This spell surrounds surrounds you with a field of energy that pushes pushes foes away from you. Every Every other round, round, at the end of your turn, beginning on the round you cast the spell, a wave of repulsive energy surges out. Enemies within 6 yards must make a successful Strength (Might) test vs. your Spellpower or be pushed 4 yards away from you and knocked prone. To maintain this spell you must spend 1 MP at the sta rt of each of your turns, even on the rounds when no wave surges out. You may not cast this spell twice in order to generate a wave each round.
Force Defense Arcana (Master) Attack 15 Major Action 17 Constitution (Stamina) or Strength (Might) vs. Spellpower You encase one one enemy within 20 yards in a contracting contracting cage of force. force. The spell immediately immediately deals 1d6 + Intelligence damage and the target must succeed succeed on a Constitution (Stamina) (Stamina) test vs. your Spellpower or become immobilized. immobilized. Immobilized targets cannot move, though they may make attacks and cast spells through the cage of force. They also take an additional 2d6 + Intelligence damage at the start of their next turn and remain immobilized until they pass a Constitution (Stamina) or Strength (Might) test vs. your Spellpower to break free of the cage. Targets that fail a third test take another 3d6 + Intelligence damage at the beginning of their next turn and remain immobilized until they break free, but suffer no additional damage on subsequent turns.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells Heal and Rejuvenate. You learn the spell Rejuvenate Field. You also gain the focus Intelligence Intelligence (Primal Healing Arcana). You learn the spell Mass Rejuvenation. You can also choose choose one spell stunt you can perform perform for –1 SP when casting Life Energy Arcana spells.
Primal Healing Arcana (Novice) Utility 1-3 Major Action 10 None Your touch seals wounds wounds and restores vigor to one wounded target. You can choose to spend up to 3 mana points when you cast this spell. For each mana point spent, the target gets back 1d6 Health. You can cast this on yourself.
Primal Healing Arcana (Novice) Utility 7-9 Major Action 15 None You channel regenerative regenerative energy to an ally within 10 yards. The subject regains 1d6 Health immediately, immediately, and another 1d6 Health at the start of their turn each round for a number of rounds equal to your Willpower ability. Your touch infuses the target with Mana, replenishing replenishing their energy energy reserves. reserves. It costs 2 more Mana Mana Points to reduce th e target’s Fatigue level by 1D6, increased by an additional 1D6 per additional Mana Point spent up to a total of 3D6.
Primal Healing Arcana (Journeyman) Utility 15 1 hour 15 None Grievous wounds close and broken bones knit together as you speed up a subject’s natural healing to accomplish in an hour what would normally take weeks. The subject regains 3d6 + Willpower in Health and is cured of o f any major injuries, such as broken bones or damaged organs. Powerful as this spell is, it cannot be used to reattach severed body parts. It is also unable to cure diseases or neutralize poisons, though it can counteract some symptoms and repair organ damage suffered.
Primal Healing Arcana (Master) Utility 10+ Major Action 17 None You channel healing energy to a number number of allies within within 10 yards equal equal to twice your Intelligence Intelligence score, though each subject subject beyond the first costs an additional 5 MP. You may target yourself. Subjects each regain 1d6 Health immediately, and another 1d6 Health at the start of their respective turns each round for a number of rounds equal to your Willpower ability. You also replenishing their energy reserves. Every target reduces their Fatigue by 2D6 + Willpower.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells healing touch and revival . You learn the spell healing aura . You also gain the focus Intelligence (Healing Arcana). You learn the spell restoration . You can also choose one spell stunt you can perform for –1 SP when casting Healing Arcana spells.
Healing Arcana (Novice) Utility 1-3 Major Action 10 None Your touch seals wounds wounds and restores vigor to one wounded target. You can can choose to spend up to 3 MPs when you cast the spell. spell. For each MP spent, the target gets back 1d6 Health. You can cast this on yourself.
Healing Healing Arcana Arcana (Novice) (Novice) Utility 5 Major Action 14 None Your touch helps restore restore the grievously wounded or fallen. A dying dying character adjacent adjacent to you immediately immediately regains 10 + their Constitution + your Willpower in Health. Since dying dying characters cannot take actions, you cannot cast this this spell on yourself.
Healing Healing Arcana Arcana (Journeyman) (Journeyman) Utility 3-9 Major Action 15 None Waves of healing energy radiate radiate from you and aid your your nearby allies. allies. You can pick a number number of targets up to twice your Willpower, Willpower, all of whom must be within within 10 yards of you. you. All targets regain regain 1d6 Health per 3 MP you spend spend (to a maximum of 3d6 Health Health for 9 MP). You can designate yourself as one of the targets.
Healing Healing Arcana Arcana (Master) (Master) Utility 15 1 minute 17 None You can restore a gravely gravely injured injured character to health, though this spell takes 1 minute to cast and is is thus most useful useful outside of combat encounters. You must remain adjacent to the target throughout the casting. If successful, the target regains Health equal to your Willpower × 10.
Fantasy Age Basic Rulebook
spelll ward ward . You learn the spells arcane awareness and spel You learn the spell arcane abatement. You also gain the focus Intelligence Intelligence (Power Arcana). You learn the spell arcane circle . You can also choose one spell stunt you can perform for –1 SP when casting Power Arcana Arcana spells. spells.
Power Arcana (Novice) Utility 2 Minor Action 9 None You attune your senses senses to the flow of arcane power. For one minute, minute, you can sense active magic magic within 10 yards yards of you and make Perception tests to detect details about it (usually with a TN equal to the effect’s Spellpower or equivalent) including including arcana, spell type, type, and affected area or point of origin. If you have the Power Arcana focus, you may add it to the Perception test.
Power Arcana (Novice) Defense 4+ Major Action 10 None You can weave arcane energies for magical protection. You give yourself yourself or one target within 4 yards of you a +2 bonus on all tests to resist resist spells until the end of the encounter. By expending additional MP, you can extend this benefit to more targets: 2 MP per additional target, up to a number of targets equal to your Willpower. If you have the Power Arcana focus, you can extend this benefit to two more creatures, c reatures, or alternately increase the spell’s bonus to +3.
Power Arcana (Journeyman) Utility Special Major Action Target Spellpower None You attempt to end an ongoing ongoing spell or magical effect within 20 yards of you. Make a casting casting test against the Spellpower of the target spell. spell. If it is successful, you can spend MP equal to the original cost of the spell or effect to negate it. If either the casting test fails or you do not have sufficient MP to cover the cost, then you cannot cancel the target effect.
Power Arcana (Master) Defense 10 1 minute 12 Special You create a glowing glowing arcane circle , up to 4 yards in diameter, on the ground where you cast the spell. It is etched with symbols of power, and lasts for 1 hour. During that time, you and any allies inside the arcane circle have protection against spells cast from outside its confines. The casting roll of any such spells trying trying to affect the occupants occupants must exceed the arcane circle’s Spellpower to take effect. This does not cancel the spell entirely, just prevents it from affecting those inside the circle . Those outside the circle would be affected normally normally if in the spell’s area of effect. You can be inside or outside of the circle when it is created created and can cross it at will. An arcane circle is no barrier to your own spells.
Fantasy Age Basic Rulebook
You learn the spells Heroic Offense Offense and Heroic Aura. You learn the spell Heroic Defense. You learn the spell Haste. You can also choose choose one spell stunt you can perform perform for –1 SP when casting Inspiration Arcana spells.
Inspiration Arcana (Novice) Enhancement 3 Major Action 11 None Your touch fills one ally with magical might and precision. Until the end of the encounter, encounter, the target gains a +1 bonus to Fighting & Accuracy
Inspiration Arcana (Novice) Defense 6 Major Action 15 None This spell surrounds surrounds a subject subject within 30 yards with an arcane aura that deflects deflects incoming attacks. The subject gains a +2 bonus to Defense for the rest of the encounter. You can cast c ast this spell on yourself. Its effects do not stack with those of spells that reset your Defense to be based on your Spellpower, such as Arcane Shield and Fade Shield.
Inspiration Arcana (Journeyman) Defense 8+ Major Action 15 None You surround an ally ally within 30 yards yards with bands of protective force that stop all but but the most devastating attacks. The subject gains gains a +5 bonus to Defense and a +2 bonus to Armor Rating for a number of rounds equal to half your Willpower score. You can extend this duration at the cost of 4 MP per additional round, paid on the start of your subsequent turns as a free action. You can cast this spell spell on yourself. Its effects effects do not stack with those that adjust your Defense Defense to be based on your Spellpower, such as arcane shield and fade shield.
Inspiration Arcana (Master) Enhancement 10 Major Action 17 None This spell turns turns a single ally ally into a blur on the battlefield, battlefield, allowing them them to move and strike with blinding speed. speed. The subject gains a +10 bonus to their Speed, treats the Lightning Attack stunt as having a cost of 2 SP, and may buy the stunt multiple times to make multiple extra attacks in one round. None of these extra extra attacks can generate stunt stunt points. Haste only lasts for a single round round unless its duration is extended at a cost of 10 MP per additional round, paid as a free action at the beginning of the caster’s subseque nt turns. You may cast this spell spell on yourself.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells hero’s inspiration and hero’s might . You learn the spell hero’s aegis . You also gain the focus focus Intelligence (Heroic (Heroic Arcana). You learn the spell hero’s spirit . You can also choose one spell stunt you can perform for –1 SP when casting Heroic Arcana spells.
Heroic Arcana (Novice) Enhancement 3 Major Action 10 None Your arcane power power gives confidence to a number number of targets equal to your Willpower. They They must be within within 6 yards of you when when the spell is cast but may then move freely and still enjoy its effects. Those with Hero’s Inspiration gain a +2 bonus on the next ability test they take (whatever it is). If they have not used this bonus by the end of the encounter, the benefit is lost. You can designate yourself as one of the targets.
Heroic Heroic Arcana Arcana (Novice) (Novice) Enhancement 5 Major Action 12 None Your arcane power power infuses a number number of targets equal equal to your Willpower. Willpower. They must be within within 6 yards of you when the spell is cast but may then move freely and still enjoy its effects. Until the end of the encounter, those enhanced with Hero’s Might Hero’s Might gain a +1 bonus to damage when making melee and ranged ranged attacks. You can designate designate yourself yourself as one of the targets. targets.
Heroic Heroic Arcana Arcana (Journeyma (Journeyman) n) Defense 6 Major Action 13 None Your power protects a number of targets equal to your Willpower. Willpower. They must be within 6 yards of you when the spell spell is cast but may then then move freely and still enjoy its effects. Until the end of the encounter, those under the Hero’s Aegis gain a +1 bonus to Defense. You can designate yourself as one of the targets.
Heroic Heroic Arcana Arcana (Master) (Master) Enhancement 8 Major Action 14 Dexterity (Acrobatics) vs. Spellpower You bolster yourself and nearby allies allies with arcane arcane power. You and your your allies within 10 yards of you get +1 SP when generating generating stunt points. Hero’s Spirit lasts until the end of the encounter.
Fantasy Age Basic Rulebook
You learn the spells Bloodhound and Blood Blood mark You learn the spell Ill Omens. You You also gain the focus Intelligence (Divination (Divination Arcana). You learn the spell Good Omens. You You can also choose one spell stunt you can perform for –1 SP when casting Divination Arcana spells.
Divination Arcana (Novice) Utility 4+ 1 minute 11 None You can divine the presence presence of an object you have put a blood mark on or a living living creature whose whose blood you have a sample sample of. You can get a sample of blood from any weapon that has damaged the target in combat. When you first cast the spell, you will know if the ta rget is within a mile of you and if so, what direction. This lasts for 10 minutes and you can keep it active for 2 MP per further 10 minutes. While the spell is active, you will know what direction the target is from you. you. This acts like a beacon but the spell has no intelligence intelligence behind it . It can’t tell you how to navigate a maze to find the target, for example—only example —only that the target is “that way.”
Divination Arcana (Novice) Utility 3 1 minute 9 None You inscribe an object with with an arcane mark mark unique to you that remains until until you dismiss it (a free free action). It requires requires a drop of your blood, although the mark itself is invisible to the naked eye. Once an object has a blood mark on it, you can track it with the bloodhound bloo dhound spell. You can maintain a number of blood marks equal to your Willpower at any one time.
Divination Arcana (Journeyman) Attack 8 1 minute 14 Willpower (Faith) vs. Spellpower Spellpower Your knowledge of the future future makes one target vulnerable. vulnerable. When you meet the target in any any type of encounter during during the following 24 hours, you can choose to use ill omens omens as a free action. action. For the remainder of the encounter, the target target suffers a -2 penalty penalty on ability tests based on one ability of your choice (Communication, Dexterity, etc.). Stunts based on that ability also generate -2 stunt points. If the target makes a successful Willpower (Faith) test vs. your Spellpower, the ability test and stunt point penalties are only -1. Ill omens is only effective for a single encounter and it cannot be cast again on the same target until the full 24 hours have passed.
Divination Arcana (Master) Defense 10 1 minute 15 None Your knowledge of the future future provides good fortune fortune to your party. In the next combat encounter, encounter, you and your allies gain two benefits. First, First, each of you can re-roll your Initiative tests and take the better result. Second, you and your allies gain a +1 to your Defense for the whole encounter.
Fantasy Age Basic Rulebook
You learn the spells Spell Shield and Dispel Magic You learn the spell Anti-Magic Ward. You learn the spell Anti-Magic Burst. Burst. You can also choose one one spell stunt you can perform for -1 SP when casting casting Magic Defense Arcana spells
Magic Defense Arcana (Novice) Defense 4 Major Action 13 None You use your own magical magical power to protect yourself yourself from the spells spells of others. The spell spell shield lasts lasts a number of rounds rounds equal to your Willpower ability. ability. During that time any spell (helpful or harmful) cast cast on you has no effect, but you must must spend mana mana points equal to the spell’s base mana cost (not counting deductions for spell stunts or talents). An arcane bolt cast at you would cause no damag e, for example, but you would have to spend 2 MP (the spell’s mana cost). If it’s a spell that affects multiple targets, you are not affected but others are as normal. If you do not have enough mana points points left to pay the cost, the spell shield ends and the spell affects affects you as normal.
Magic Defense Arcana (Novice) Utility 8 Major Action 17 Intelligence (Arcane Lore) vs. Spellpower You remove all magical spell effects from a chosen visible target target within 25 yards of you. Roll a test of your Intelligence Intelligence (Arcane Lore) vs. the Spellpower of any affected magic. Success means you remove that magic. Failure means means you do not remove that magic, as it is too powerful. Make a single roll for all magic affecting the target; you may remove some effects and not others, based on their varying Spellpowers. The Gamemaster may rule that some magical effects not from spells can be affected by dispel magic, in which case an effective Spellpower is assigned to represent the effect’s resistance to being dispelled.
Magic Defense Arcana (Journeyman) Enhancement 10 Major Action 17 None You ward an ally ally against harmful harmful magic until the end of the encounter, encounter, granting them a +5 bonus bonus to all tests made made to oppose or resist Spellpower.
Magic Defense Arcana (Master) Utility 20 Major Action 20 Intelligence (Arcane Lore) vs. Spellpower You dispel all magical magical effects, both harmful and beneficial, within within a 20-yard radius. radius. Make an Intelligence (Arcane (Arcane Lore) test vs. Spellpower Spellpower of any affected magic. Make a single roll and apply the results to each magical effect. Success means you remove the effect, while failure means it is too powerful to be dispelled. You may remove remove some effects and not others, based upon the various Spellpower Spellpower totals. The GM may rule that some magical effects not created by spells can also be affected by anti-magic burst, in which case he assigns a Spellpower rating to describe the effect’s potency.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells Arcane Bolt and Arcane Shield You learn the spell Fade Shield. You also gain the focus Intelligence (Arcane Guard Arcana). You learn the spell Fade Shield. You can also choose one one spell stunt you can perform for for –1 SP when casting Arcane Guard Arcana spells.
Arcane Guard Arcana (Novice) Attack 2 Major Action 10 Dexterity (Acrobatics) vs. Spellpower A bolt of arcane energy springs from your your hand or your staff staff and streaks towards a visible target within 30 yards. yards. The arcane arcane bolt inflicts 2d6 damage, with bonus damage equal to the casting roll’s Stunt Die. If the target makes a successful Dexterity (Acrobatics) test vs. your Spellpower, the spell only inflicts 1d6 damage.
Arcane Guard Arcana (Novice) Defense 3 Major Action 10 None You create an arcane aura around you that that deflects attacks. Arcane Shield increases increases your Defense Defense by +2. The spell spell lasts 6 hours. hours.
Arcane Guard Arcana (Journeyman) Defense 6 Major Action 12 None Shifting partway into the Fade enhances your arcane defenses. Fade Shield increases your Defense by +4. The spell lasts 6 hours. This does not stack with Arcane Shield.
Arcane Guard Arcana (Master)
Utility 8 Major Action 17 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower You reflect all magical spell effects from a chosen chosen visible target within 25 yards of you. Roll a test of your Willpower Willpower (Self-Discipline) (Self-Discipline) vs. the Spellpower of any spell. Success Success means you turn that magic back against against his caster. Failure means you do not remove that magic, as it is too powerful.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells hands of fate and puppets of fate . You learn the spell strings of fate . You also gain the focus Intelligence (Fate Arcana). You learn the spell chosen of fate . You can also choose one spell stunt you can perform for –1 SP when casting Fate Arcana spells.
Fate Arcana (Novice) Enhancement 4 Major Action 12 None You can manipulate fate to help your allies. allies. When you cast this spell, you get a total total bonus equal to your Stunt Stunt Die +1. For the remainder of the encounter, you can give part or all of this bonus to an ally within 20 yards of you if it would make one of their failed ability tests into a success. If an ally failed a test by 2, for example, you could give them 2 of your total bonus to make that into a success. The GM must tell you the cost and you can then decide if you want to apply any of your bonus to the test. Hands of fate lasts until you’ve spent your spent your total bonus, or the encounter encounter ends. If your your total bonus from casting the spell was 5, for example, example, you might give give 3 of it to one ally and later give 2 to another. You can only have one hands of fate spell active at one time.
Fate Arcana (Novice) Attack 6 Major Action 13 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower Spellpower You manipulate fate to discomfort your enemies. enemies. For the remainder remainder of the encounter, encounter, you may force enemies within within 12 yards of you to reroll successful ability tests and take the worse result. You can attempt this a total number of times equal to the Stunt Die result of your casting roll. Enemies can resist Puppets of Fate with successful Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower tests (test for each attempt). You can only have one puppets of fat e spell active at one time.
Fate Arcana (Journeyman) Enhancement 8 Major Action 14 None You pull the web of fate to favor your party. For For the remainder of the encounter, you and your your allies within 10 yards of you benefit as follows. Whenever one of the affected characters generates stunt points, that character gains +1 SP. If you rolled a 3 on the Stunt Die, for example, you would get 4 points instead of the usual 3.
Fate Arcana (Master) Enhancement 12 Major Action 16 None You weave the web of fate to favor you at a critical time. time. For the remainder remainder of the encounter, encounter, you and your allies within within 10 yards of you may re-roll your Stunt Die when generating stunt points and take the better result. Chosen of fate only takes effect if the original die roll qualified for stunt points (the test was successful and doubles were rolled).
Fantasy Age Basic Rulebook
You learn the spells Detect Life and Detect Undead . You learn the spell Detect Fade . You also gain the focus focus Intelligence (Detection (Detection Arcana). You learn the spell Clairaudience-Clairvoyance . You can also choose one spell stunt you can perform for –1 SP when casting Detection Arcana spells.
Detection Arcana (Novice) Utility 4 Major Action 11 None You are aware of the presence of all all sentient/thinking beings within 20 yards around you. The spell can penetrate penetrate barriers, barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of life. 2nd Round: Number of sentient/thinking beings in the area. 3rd Round: The location of each beings. If a beings is outside your line of sight, then you discern its direction but not its exact location.
Detection Arcana (Novice) Utility 5 Major Action 13 None You can detect the aura that surrounds surrounds undead creatures in the 20 yards around you. The spell spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The amount of information revealed depends on how long you study a particular particular area. 1st 1st Round: Presence or absence absence of undead auras. auras. 2nd Round: Number of undead auras in in the area. 3rd 3rd Round: The location of each undead undead aura. If an aura aura is outside your your line of sight, then you discern its direction direction but not its exact location.
Detection Arcana (Journeyman) Utility 6 Major Action 13 None You can detect Outer plane plane creatures (Darkspane (Darkspane,, Demon, Spirit, Entities…) in the 20 yards around you. You can also detect on sight any Fade manifestation (portal, breach,…). breach ,…). The spell can penetrate barriers, barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area. 3rd Round: The location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Detection Arcana (Master) Utility 8 Major Action 15 None This spell creates an invisible invisible magical sensor sensor at a specific location that enables you to hear or see (your choice) almost almost as if you were there. You don't need line of sight sight or line of effect, but the locale must be known - a place familiar to you, or an obvious one. Once you have selected the locale, the sensor doesn't move, but you c an rotate it in all directions to view the area as desired. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 4 yards radius around the center of the spell's effect. Clairaudience/clairvoyance Clairaudience/clairvoyance functions only on the plane of existence you are currently currently occupying.
Fantasy Age Basic Rulebook
You learn the spells Mana Drain and Mana Cleanse. You learn the spell Spell Might. You also gain the the focus Intelligence (Mana Arcana). You learn the spell Mana Clash. You can also choose choose one spell stunt you can perform for –1 SP when casting Mana Arcana spells.
Mana Arcana (Novice) Utility 3 Major Action 12 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower You create a parasitic bond with a visible spellcasting target within within 30 yards unless the target target makes a successful Willpower (Self-Discipline) test vs. your Spellpower. Until the end of the encounter, an affected target must spend 1 extra mana point each time he casts a spell and each time this happens you gain 1 mana point.
Mana Arcana (Novice) Defense 7 Major Action 14 None You use your own mana to block that of other casters. For the duration of the encounter, if someone spends mana points in a 16-yard radius of you, you can spend your own mana points to negate their spell on a 1-for-1 basis. For example, if another mage spends 4 MP to cast a spell within 16 yards of you, you can spend 4 MP to negate that spell. If you do not have enough mana points to counter the entire cost, your spell has no effect. This spell does not reveal which spell the other mage is trying to cast; only how many MP are being spent to fuel it.
Mana Arcana (Journeyman) Enhancement 11 Major Action 15 None You channel deep reserves of magical energy, granting yourself yourself +2 to Spellpower and gaining +2 SP on all rolls that generate stunt points until until the end of the encounter. While While under the effects of this spell, each additional additional spell you cast costs an additional 2 MP. You may end this spell as a free action at the beginning of your turn.
Mana Arcana (Master) Attack 10+ Major Action 19 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower You sacrifice personal magical reserves to to burn out an enemy’s mana. One target within 30 yards suffers 1d6 + Intelligence penetrating damage. Additionally, for every 2 MP you spend beyond the initial cost of this spell, the target loses 2 MP and suffers an additional 1 penetrating damage. If the subject makes a successful Willpower (Self-Discipline) (Self-Discipline) test vs. your Spellpower, they take no additional damage for the mana drain but still take the initial 1d6 + Intelligence penetrating damage and lose the mana you y ou paid to burn. This spell has no effect on targets without mana.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells shadow dagger and shadow’s embrace . You learn the spell veil of darkness . You also gain the focus Intelligence (Shadow Arcana). You learn the spell shadow slip . You can also choose one spell stunt you can perform for –1 SP when casting Shadow Shadow Arcana Arcana spells. spells.
Shadow Arcana (Novice) Attack 3 Major Action 11 None A shard of darkness darkness bursts from your hand or arcane arcane device and speeds speeds toward the target target of your choice within 20 yards. It inflicts 1d6+1 1d6+1 penetrating damage.
Shadow Shadow Arcana Arcana (Novice) (Novice) Enhancement 4 Major Action 10 None You deepen the shadows shadows in a 6 yard yard by 6 yard area within 30 yards yards of you for 5 minutes. minutes. Anyone in the area area receives a +2 bonus on Dexterity (Stealth) tests. There must already be some natural shadows present or t he spell does not work.
Shadow Shadow Arcana Arcana (Journeym (Journeyman) an) Utility 6 Major Action 12 None You create a wall of impenetrable darkness darkness within within 30 yards of you that is is 10 yards long, long, 2 yards wide, and and 4 yards tall. The wall does not impede impede movement in any any way, but it does block all all sight (even Dark Sight). Entering such such total darkness is disconcerting, so those moving through it halve their Speed (rounded down) for the round.
Shadow Shadow Arcana Arcana (Master) (Master) Utility 8 Major Action 14 None Using this spell you can transport instantly from one area of shadow to another within 50 yards of you that you can see. To others it looks like you you disappear into into the shadows and re-emerge re-emerge elsewhere.
Fantasy Age Basic Rulebook
You learn the spells forest blend and regrowth . You learn the spell ensnaring roots . You also gain the focus Intelligence (Wood Arcana). You learn the spell awaken tree . You can also choose one spell stunt you can perform for –1 SP when casting Wood Arcana spells.
Wood Arcana (Novice) Utility 4 Major Action 11 Perception (Seeing) vs. Spellpower You and a number of creatures up to your your Willpower within 6 yards of you blend into natural or wooded wooded surroundings. For the duration of the encounter, a successful Perception (Seeing) (Seeing) test vs. your Spellpower is required to spot anyone concealed by this spell. Making an attack gives away your position , negating the spell’s benefits until the beginning of your your next next turn turn..
Wood Arcana (Novice) Utility 3 Major Action 10 None You infuse wood with a burst of life-force. This causes a piece piece of dead wood to return to life, sprouting sprouting branches, roots, and even leaves. It twists and warps wooden objects like furniture, doors, chests, or even weapons or shields, making them unusable. Used on a seed, it matures into a hearty sapling in an instant, while a mature tree enjoys a year’s growth, immediately giving forth fruit or seeds as appropriate.
Wood Arcana (Journeyman) Attack 8 Major Action 11 Dexterity (Acrobatics) vs. Spellpower Tough, gnarled roots spring up from the ground to grab and entangle entangle targets in a 4 yard by 4 yard area within within 20 yards of you that you designate. Those affected must make a Dexterity (Acrobatics) test against your Spellpower. Failure means the target is trapped and rooted to that spot for the duration of the encounter (though they can fire ranged weapons, cast spells, and take other actions that do not involve moving). Trapped targets can make a Strength Strength (Might) check against against your Spellpower Spellpower as a major action to tear tear free of the ensnaring ensnaring roots. Anyone moving through the area affected by the spell has a – 5 penalty to speed. speed.
Wood Arcana (Master) Utility 15 Major Action 15 None You “awaken” a mature tree within within 10 yards of you, giving it senses, awareness, and movement. It becomes the equivalent of an ogre (see ; use the maul attack to represent attacks from the tree’s branches). It is f riendly to you and obedient to your commands for the duration of the encounter. At the end of the spell, the tree reverts to its normal form, putting down roots wherever it is standing.
Fantasy Age Basic Rulebook
You learn the spell Mind Blast. You learn the spell Aura of Might You learn the spell Telekinetic Weapons.
Arcane Warrior Specialization Specialization (Novice) Attack 3 Major Action 12 Strength (Might) vs. Spellpower You create a circular blast of of telekinetic force with a 2 yard radius that’s centered centered anywhere within 50 yards that you you can see. see. Those caught in the blast are knocked prone and cannot cannot take a major action on their next turn. turn. Targets that make a successful Strength (Might) test vs. vs. your Spellpower are only knocked prone. In either case, any prepared actions are lost. lost.
Arcane Warrior Specialization Specialization (Journeyman) Enhancement 5 Major Action 14 None Magic flows through the Arcane Warrior, Warrior, giving them a +2 bonus to damage with melee attacks for one one minute.
Arcane Warrior Specialization Specialization (Master) Enhancement 8+ Major Action 14 None The readied melee weapons of all all allies within 10 yards of you pulse pulse with arcane force. Affected weapons inflict bonus damage equal to your Willpower ability. ability. Any attack made with an affected weapon weapon that generates stunt points may treat treat the Pierce Armor Armor stunt as costing 1 fewer SP. (This can be combined with other effects, effects, such as the level 2 Rogue stunt bonus, to reduce the cost of the stunt to 0 SP.) The enchantment lasts for one minute, but you can extend the duration when you cast the spell by spending an additional 6 MP for each extra minute you would like it to last. This spell does not harm the weapons it affects and may be cast on weapons currently subject to the spells frost weapon and flaming weapon.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spell Fist of the Maker. Maker. You learn the spell Telekinetic Burst . You learn the spell Pull of the Abyss.
Force Mage Specialization (Journeyman) Attack 5 Major Action 15 Strength (Might) vs. Spellpower You create a circular circular burst of force with a 4- yard radius that’s centered anywhere within within 24 yards that you you can see. Those caugh caugh t inside must make a successful Strength (Might) test vs. your Spellpower or be thrown to the nearest edge of the burst and knocked prone. Targets may take damage from terrain and hazards depending on the situation. A burst that sends enemies flying into a wall inflicts 1d6 damage if the wall is wood and 2d6 damage if the wall is stone, for example. The GM determines what damage, ifif any, is applied. Those that make the test are not moved but are still knocked prone.
Force Mage Specialization (Novice) Attack 5 Major Action 15 Constitution (Stamina) vs. Spellpower You slam your enemies enemies to the ground with with magical force. You create create a circular blast blast with a 4- yard radius that’s centered anywhere within 24 yards that you can can see. Those caught caught in the blast are knocked prone and take 1d6 penetrating penetrating damage. Targets Targets that make a successful Constitution (Stamina) test test vs. your Spellpower are only knocked prone. prone.
Force Mage Specialization (Master) Attack 8 Major Action 17 Strength (Might) vs. Spellpower You use telekinetic telekinetic force to cluster your enemies enemies together and slow slow them down. You create a circular area of force with a 6-yard radius that’s centered anywhere within 30 yards of you. Those caught inside must make a successful Strength (Might) test vs. your Spellpower or be pulled to the center of the area (or as close as terrain and other obstructions allow). Affected enemies cannot run, have their Speed reduced by 6, and suffer a –2 penalty to attack and spell casting rolls for 1 round. Those that make the test are not moved but do suffer a –1 penalty to attack and spell casting rolls for 1 round.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spell Small Animal. You learn the spell Form Large Animal Form. You learn the spell Vicious Beast Form.
Shapeshifter Specialization (Novice) Utility 5+ Major Action 11 None You transform yourself yourself into a small animal animal for a number of hour equal to your Willpower Willpower ability. You can can extend the spell for the cost of 1 MP per additional hour. You retain your own Intelligence and Willpower but otherwise your stats are those of the animal. Dogs and falcons are examples of small animals. GMs may create similar stats for others.
Shapeshifter Specialization (Journeyman) Utility 10+ Major Action 12 None You transform yourself yourself into a large animal animal for a number of hour equal to your Willpower Willpower ability. You can extend the spell spell for the cost of 3 MP per additional hour. You retain your own Intelligence and Willpower but otherwise your stats are those of the animal. Bear, horse, brontos are examples of large animals. GMs may create similar stats for others.
Shapeshifter Specialization (Master) Utility 25+ Major Action 14 None You transform yourself yourself into a vicious beast for a number of minutes equal to your Willpower Willpower ability. You can extend extend the spell for the cost of 10 MP per additional additional minute. You retain your own Intelligence Intelligence and Willpower but but otherwise your stats are those of the beast. beast. Giant spiders spiders and drakes from are examples of vicious beasts appropriate for this spell. The maximum threat level is Moderate.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spell Group Heal. You learn the spell Revival. You learn the spell Life Ward.
Spirit Healer Specialization (Novice) Utility 3-9 Major Action 15 None A number of subjects equal to twice your Willpower, Willpower, all of whom must must be within 10 yards yards of you, regain 1d6 Health per 3 MP spent on the casting (maximum: 3d6 Health for 9 MP). You may make yourself one of the spell’s subjects.
Spirit Healer Specialization (Journeyman) Utility 5 Major Action 14 None Your touch helps to restore the fallen. A dying dying subject adjacent to you immediately immediately regains regains 10 + their Constitution + your Willpower Willpower in Health. Since dying characters cannot take actions, you cannot cast this spell on yourself.
Spirit Healer Specialization (Master) Utility 5 Major Action 16 None You weave a protective ward ward of mystic energy around one ally within within 6 yards of you, or around yourself. yourself. The first time the target’s Health drops below 10 in this encounter, they immediately regain 2d6 Health. Life ward only works once per casting and it ends at the end of the encounter if not triggered. A character cannot have more than one life ward on them at the same time.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spell Wrath of the elvhen. You learn the spell Ensnare. You learn the spell Stone’s Throw.
Keeper Specialization (Novice) Attack 6 Major Action 13 Constitution (Stamina) vs. Spellpower Earth, wood, plant, and stone lash out against your enemies. While this spell is active, any enemy that starts its turn within 4 yards of you must make a successful Constitution (Stamina) vs. your Spellpower test or take penetrating damage equal to half your Willpower ability. Spend 2 MP as a free action at the start of your turn turn each round to maintain maintain this spell.
Keeper Specializa Specialization tion (Journeyma (Journeyman) n) Attack 8 Major Action 17 Strength (Might) vs. Spellpower You send out tendrils of raw nature magic that pull enemies enemies towards you. you. You can target a number of enemies up to your Willpower ability who are each within 8 yards of you. Each target must make a successful Strength (Might) test vs. your Spellpower or be pulled adjacent to you (or as close to adjacent as terrain and other obstructions obstructions allow). Targets that fail the roll and get 1, 2, or 3 on their Stunt Die also take penetrating damage equal to half your Willpower as the tendrils lash and squeeze.
Keeper Specializa Specialization tion (Master) Utility 4 Major Action 13 None You disappear into the earth or stone under your feet and reappear anywhere anywhere within 24 yards, erupting from from below without warning. warning. This is not teleportation; you are traveling through the ground. There must be uninterrupted uninterrupted earth or stone between your starting and ending points (you could not get from one wooden rooftop to another with this spell, for example), but most mortar is as good as stone for traveling within stone structures.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spell Death Syphon. You learn the spell Spirit Mark. Mark. You learn the spell Lingering Mark.
Necromancy Arcana (Novice) Utility 4 Major Action 15 None You draw upon nearby nearby entropic energy to replenish your your own mana. Any living living creature that dies within 6 yards yards of you while this spell spell is active restores a number of your spent mana points equal to the creature’s Willpower, with a minimum of 1. It cannot bring yo u above your normal full complement of mana points. Death syphon lasts for a number of rounds equal to your Intelligence ability.
Necromancer Specialization (Journeyman) Attack 18 Major Action 17 Willpower (Morale) vs. Spellpower Spellpower You mark an enemy within 30 yards so that spirits will will assault them, doing doing ongoing damage. Until the end of the encounter, encounter, the subject takes 1d6 + the Caster’s Willpower Penetrating Damage per turn. The subject can end the effects with a successful Willpower (Morale) test vs. your Spellpower, made made on its turn. Otherwise Otherwise the spell spell ends after a number number of rounds equal equal to your Willpower Willpower ability. If a target target dies while the Spirit Mark is on them, their spirit will arise to fight for the caster for a brief time. The spirit has all the normal statistics of the deceased, but they ignore the effects of terrain, and only magical attacks (spells or hits f rom magical weapons) can harm them. Other attacks pass through their forms without effect. The spirits fight for the caster for turns equal to the caster’s Willpower before they depart.
Necromancer Specialization (Master) Attack 21 Major Action 19 Willpower (Morale) vs. Spellpower Spellpower Lingering mark is the upgraded version of the spirit mark spell. You mark an enemy within 40 yards so that spirits will assault them, doing ongoing damage. Until the end of the encounter, the subject takes 2d6 + the Caster’s Willpower Penetrating Damage per turn. The subject can end the effects with a successful Willpower (Morale) test vs. your Spellpower, made on its turn. The spell otherwise ends after a number of rounds equal to your Willpower ability. If a target dies while the lingering mark is on them, their spirit will arise to fight for the caster for a time. The spirit’s intensity and how long they will fight for the caster is greatly increased over Spirit Mark. The spirit has all the normal statistics of the deceased but gain +2 bonuses to attack and damage. These spirits ignore the effects of terrain and normally only magical attacks (spells or hits from magical weapons) can harm them, other attacks passing through their forms without effect. The spirits fight for the caster for turns equal to the caster’s Willpower × 2 befor beforee they they depart depart..
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells Blood Sacrifice Sacrifice and Wrack You learn the spells Blood Wound and Thought-Taking. Thought-Taking. You learn the spells Blood Slave and Hemorrhage
Blood Mage Arcana (Novice) Enhancement 5 Major Action 14 None You can draw upon the life force of a willing willing and visible ally within within 20 yards to replenish replenish your own own Health. This ally ally must have blood (no golems, for example). You gain 1 Health for each 1 Health lost by your ally, up to 25. This can result in the subject’s death, if reduced to 0 Health. The subject of a blood sacrifice recovers the lost Health normally.
Blood Mage Specializ Specialization ation (Novice) (Novice) Utility 3 1 minute 13 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower You extend faint tendrils tendrils of entropic energy into the target of this spell, spell, which must be within 2 yards while it is cast. So long as as you concentrate you can inflict terrible, wracking pain on the subject at will. The victim must make a Willpower (Self-Discipline) (Self-Discipline) test vs. your Spellpower to resist answering your questions or capitulating to your demands. A victim wracked by pain suffers a –3 penalty to all tests while it persists, persists, though suffers no damage from the spell. You cannot have more than one wrack spell spell active at once.
Blood Mage Specialization (Journeyman) Attack 8 Major Action 17 Constitution (Stamina) vs. Spellpower You make the blood of all enemies enemies within 12 12 yards of you boil, causing excruciating pain. All targets take 1d6 + Willpower penetrating penetrating damage damage and must make a Constitution (Stamina) test vs. your Spellpower. Those that fail can only take a minor action on their next turns. Targets without blood or some similar similar substance are are not affected by this spell. Golems are not affected, for example, while while wild sylvans sylvans are affected through their sap. Insubstantial and incorporeal targets like shades and ash wraiths are also not affected.
Blood Mage Specialization (Journeyman) Attack 15 1 minute 17 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower This spell allows allows a blood mage to probe deep deep into a target’s thoughts, thoughts, uncovering their deepest secrets, desires, and fears. You must touch a target’s forehead and concentrate for one minute, during which time the target makes a Willpower (Self-Discipline) test vs. your Spellpower. If they succeed, you fail to penetrate their mind but you may spend another 5 MP to extend the casting time by another minute and force the target to make the test again. Once a target fails the test, you have access to their mind and may expend 2 MP to ask the Game Master for the target’s honest answer to a single question. You may ask a total number of questions equal to your Willpower ability, at a rate of one question per minute. This spell spell is often quite painful for the target even though it deals no actual actual damage.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion
You learn the spells Blood Sacrifice Sacrifice and Wrack You learn the spells Blood Wound and Thought-Taking. Thought-Taking. You learn the spells Blood Slave and Hemorrhage
Blood Mage Arcana (Master) Attack 20 Major Action 19 Willpower (Self-Discipline) (Self-Discipline) vs. Spellpower One of the most feared powers available to blood mages, this spell allows you to take complete control of an enemy’s body unless they make a successful Willpower (Self-Discipline) (Self-Discipline) test vs. your Spellpower. If the subject fails, you may dictate the actions he takes on their next turn. The subject may attempt attempt a new test to to resist you at the start start of each of their subsequent subsequent turns. Once Once the target successfully successfully resists, resists, the spell ends. All attacks made by a target under your control suffer a –2 penalty (if the target chooses to resist) due to the imprecise nature of your manipulation. Targets without without blood cannot be affected by this spell.
Blood Mage Specialization (Master) Attack 15 Major Action 19 Constitution (Stamina) vs. Spellpower You take control of a large volume of a target’s blood blood and force it out through their mouth, nose, and eyes. unless they succeed at a Constitution (Stamina) test vs. your Spellpower. If the target fails the test it takes 4d6 + Willpower penetrating damage; damage; if it succeeds it suffers only 2d6 penetrating damage. Regardless of whether the target succeeds, succeeds, the horrific nature of this spell may demoralize enemies; the Imposing Spell stunt only costs 2 SP when used while while casting hemorrhage. hemorrhage. The target of this spell must be within 50 yards and visible to you.
Dragon Dragon Age Core Rulebook Rulebook Conversion Conversion