Black Magic

Tier One Spells

Aero
Prerequisites Black Magic, MR1 Action Type Attack
Action Half Action Sustain Action - XP Cost 200 XP
Spell Test Spells (Black+20) Pattern Spell Bolt Range MR*20m
Damage 1d10+MR Rending Air Penetration 0 Qualities Tearing
Effect
You tear at a foe with ribbons of razor wind. This is a Spell Bolt attack; on a successful hit the enemy suffers the above effects.
Special Effects
Air. This Spell acts as a gust of wind. It can propel fires toward a certain direction (or snuff smaller ones out), and may be made harmless (and SUstain Free, with a +40 bonus to activate), in order to push things such as windmills or the sails of a ship.
Enhancements
This Spell may be purchased multiple times. Each time you purchase it past the first purchase past the first purchase, you may choose two of the following Enhancements.
Focused Attack 1 When used with the Spell Bolt pattern, this spell gains +2 Damage.
Focused Attack 2 When used with the Spell Bolt pattern, this spell gains +2 Damage. Stacks with Focused Attack 1.
Focused Attack 3 When used with the Spell Bolt pattern, this spell gains +2 Damage. Stacks with Focused Attack 1 and 2.
Cone Pattern You may swap this spell's Pattern out for the Spell Cone Pattern, halving its range.
Wave Pattern You may swap this spell's Pattern out for the Spell Wave Pattern, reducing the range to MR*1m.
Rune Pattern You may swap this spell's Pattern out for the Spell Rune Pattern.
Enveloping The spell gains the Devastating (MR/2) Quality. Attempts to dodge it take an MR*2 penalty.
Long Range 1 You may increase the spell's range by +5 per MR.
Long Range 2 You may increase the spell's range by +5 per MR. Stacks with above.
Penetrative You may increase the spell's Penetration by your MR/2.
Penetrative 2 You may increase the spell's Penetration by your MR/2. Stacks with above.
Proven The Spell gains the Proven (MR/2) Quality (Min. 2, round up).
Razor Sharp The Spall gains the Razor Sharp Quality. Requires Penetrative 1 and 2 to be purchased first.
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

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Tier Two Spells

Blast Ground
Prerequisites Earth, MR4 Action Type Attack
Action Half Action Sustain Action - XP Cost 400 XP
Spell Test Spells (Black+0) Pattern Spell Blast Range MR*10m
Damage 1d10 Impact Penetration 0 Qualities -
Effect
You gouge the ground before you. This counts as a Penetration (MR*2) attack against cover; furthermore, it blasts the ground, reducing it in height by roughly a metre for general soil and dirt. Anyone standing on affected ground must make an Acrobatics test, Opposed by your Spell test; on a failure they are knocked prone; on a failure of 3 DoF or more they take a level of fatigue.
Special Effects
Hardness. The depth of ground this spell blasts is influenced by its hardness. Whether or not it affects the ground depends on the ground's hardness, which is treated like Cover for this purpose only.
Enhancements
This Spell may be purchased multiple times. Each time you purchase it past the first purchase past the first purchase, you may choose two of the following Enhancements.
Blast Power Increase the Penetration against cover modifier to MR*3.
Enveloping The spell gains the Devastating (MR/2) Quality. Attempts to dodge it take an MR*2 penalty.
Line Pattern You may swap this spell's Pattern out for the Spell Line Pattern.
Long Range 1 You may increase the spell's range by +5 per MR.
Long Range 2 You may increase the spell's range by +5 per MR. Stacks with above.
Penetrative You may increase the spell's Penetration by your MR/2.
Penetrative 2 You may increase the spell's Penetration by your MR/2. Stacks with above.
Proven The Spell gains the Proven (MR/2) Quality (Min. 2, round up).
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

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Tier Three Spells

Command Weather
Prerequisites Aero, Bolt, Command Element, MR7 Action Type Concentration
Action Extended Action (One Hour) Sustain Action No Action XP Cost 1000 XP
Spell Test Spells (Black-40) Pattern Single Location Range See Effect
Sustain Cost 3 MR - - - -
Effect
You spend one hour preparing yourself and the energies you intend to cast. Once you have done this you may, within the next 24 hours, alter the weather above you, changing it into any weather pattern you desire. This affects the sky above you in an MR*1km radius. If you do not use this within 24 hours of casting, the charge is lost and you must recast the spell.
Enhancements
This Spell may be purchased multiple times. Each time you purchase it past the first purchase past the first purchase, you may choose two of the following Enhancements.
Exemption You may choose a number of characters equal to half your MR to be exempt from the spell's effects.
Foul Weather You increase any penalties associated with your chosen weather pattern by your MR.
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

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