Spells

Spells

Spells are a set of Persona powers that use up Spirit. They have a variety of different effects, most notably recovery, elemental attacks and area augmentations. They make up a highly useful part of an Evoker's arsenal.

Each Spell has its own card, shown below, that details what it can do. Each spell may have the following fields:

  • Test. If the spell requires a test to activate, then this entry outlines what test is to be made and any inherent modifiers it possesses.
  • Keywords. This lists the keywords of the spell, which are explained in detail below.
  • Action. The action required to activate the spell. Usually this is 1 Action, although some spells may be 1 Move, or done not on your turn.
  • Effect. If the spell has a numerical effect, such as damage, healing or other things, it will be listed here.
  • Range. The range at which the spell can be cast.
  • Qualities. If the spell is an offensive one, then the attack qualities will be listed here.
  • Opposed. If the spell is Opposed, then this field lists which characteristic or skill the target uses to oppose the test; if the field is blank, then it is not opposed.
  • Duration. Spells that remain in play after being cast do so for a set number of turns, recorded here.
  • Description. This outlines the instructions on how the spell actually operates.
  • Critical Effect. Spells that roll damage dice can Critical as normal; this lists the Spell's effect.
  • Surge Bonus. Spells cast on Surge sometimes can offer the user the chance to choose a Surge Bonus.
  • Special Notes. This outlines any other special usage notes as necessary.

All spells are divided into one of up to five tiers. The higher the tier, the more powerful and rare the ability is. Casting a spell requires using Spirit equal to the spell's Tier- thus a Tier 1 Spell uses up 1 Spirit.

Using Spells

To use a Spell, you must first have the Spirit to cast it, as well as an action to use it. Spells don't count as melee or ballistic attacks, and so do not get any advantages or disadvantages specific to either of those. That means the following:

  • Range
  • Cover
  • Outnumbering
  • Attacking into a melee
  • Attacking a prone target
  • Attacking a running target.

Spells are divided into Tiers. Activating a Spell costs an amount of Spirit equal to the Tier rank (so Tier 2 = 2 Spirit).

When you activate a Spell, you must first decide whether to cast it at Regular strength, or at Surge strength.

At Regular strength, the spell is cast as shown on its card, using the listed actions and using normal values.

At Surge strength, however, the spell is more powerful but also more strenuous. Firstly, the spell requires you to not move this turn and costs twice as much Spirit. In exchange, you may add a single Surge Bonus to the spell.

Many spells have their own Surge Bonuses listed on their profile- you may choose one of these. Alternatively, there are a handful of generic Surge Bonuses which may be applied instead:

  • Damage boost. Spells that deal damage may add half your Evoker Rank to damage, minimum 1.
  • Wound boost. Spells that deal damage, should they wound a target, deal an extra wound.
  • Test boost. Spells that require passing a test to use may add an Advantage to the test.
  • Heal boost. Spells that heal wounds may add your Evoker Rank to your Magic Bonus to determine wounds healed.
  • Range boost. Spells increase their range by 100%.
  • Duration boost. Spells with a duration increase that duration by one round.

Finally, certain spells- such as Megido- have the keyword 'Surge Only', and may only be cast at Surge strength. Follow the rules for Surges normally, although you cannot apply a Surge Bonus unless you have extra Surges from other sources.

Special Spell Mechanics

Below is a list of specific mechanics unique to Spells.

Attack types. Several Spells deal damage to enemies and use the following descriptors to determine how the attack is performed. All of these are subject to the same modifiers as a normal melee or ranged attack as appropriate.

  • Standard Attack. This acts like a standard attack, and can be called and dodged as normal.
  • Burst. This acts like an Attack with the Burst quality.
  • Multi-Target. The user nominates a single target within range and Line of Sight, then makes the listed test. On a success, the user strikes the target, but for every DoS strikes a different target, so long as that target is in range and hitting them would be no harder than hitting the original target. Any DoS in excess of targets produces wasted hits.
  • Arc. This acts like an attack with the Arc Quality.
  • Wave. This attack acts as though it has the Wave quality
  • Blast. This attack acts as though it has the Blast quality.
  • Line. This attack acts as though it has the Line quality.
  • Opposed. This power is an Opposed test against a target. The user nominates a target (or more, if the power allows) and makes the listed test. The target then opposes with the 'Opposed Test' listed. If you win, you apply the effects to the target. Opposed tests may not be Parried or Dodged.

Magic Scorre. (MS/MB)
Most spells list using 'MS' or 'MSB', which stands for Magic Score or Magic Score Bonus respectively. This means that one of your normal characteristics also doubles as the characteristic you use to activate and power spells. The characteristic in question is determined by your Primary Arcana, listed on that Arcana's profile.

Power Duration.
Some Spells remain in play even after they are cast. When this happens, they remain in play until certain conditions are met- for most spells, it's a number of turns to pass.

When calculating how long a spell lasts turn-wise, start counting at the end of the caster's turn, and tick down one at the end of their subsequent turns. So if a character casts a 3-turn spell on Round 1, the spell will apply for Round 2 and 3, before ending at the end of the character's turn on Round 4.

If the spell has the Ailment spell, then the Duration refers to how long the Ailment persists.

Cancels.
Some spells 'cancel' another spell out, often competing augments and hexes. For example, the Firebreak spell improves fire resistance, whilst Firewall weakens fire resistance. When a spell is cast and cancels another spell out, they are both negated instantly, meaning that your effect does not apply, and the other spell's ends.

Spells often have Keywords. Keywords tell the user about the spell's behaviour in a way- its role, its element and so on. By and large, keywords don't do anything by themselves (with a few exceptions), but are important for interacting with other abilities: if an Evoker has a passive ability that adds +2 damage to all spells with the 'Fire' keyword, for example, then any spells with the Fire keyword benefit from that ability. A list of common Keywords is below.

  • Element. This is actually a family of keywords that state the spell as belonging to one of the nine magic elements: Fire, Ice, Electricity, Wind, Psy, Nuclear, Light, Dark and Almighty.
  • Restoration. This means the spell restores wounds to the target.
  • Augment. This means the spell augments the capability of its target.
  • Hex. This means the spell applies a penalty of some kind to the target.
  • Ailment. This means the spell inflicts the target with an ailment.
  • Mental. This means the spell counts as a 'mental' attack.
  • Duration. This means the spell remains in play after cast until certain conditions are met (usually turns running out).
  • Surge Only. This means the spell can only be used as part of a Surge casting, meaning its Spirit cost is always Tier*2.

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Spells

Spells are a set of Persona powers that use up Spirit. They have a variety of different effects, most notably recovery, elemental attacks and area augmentations. They make up a highly useful part of an Evoker's arsenal.

Each Spell has its own card, shown below, that details what it can do. Each spell may have the following fields:

  • Test. If the spell requires a test to activate, then this entry outlines what test is to be made and any inherent modifiers it possesses.
  • Keywords. This lists the keywords of the spell, which are explained in detail below.
  • Action. The action required to activate the spell. Usually this is 1 Action, although some spells may be 1 Move, or done not on your turn.
  • Effect. If the spell has a numerical effect, such as damage, healing or other things, it will be listed here.
  • Range. The range at which the spell can be cast.
  • Qualities. If the spell is an offensive one, then the attack qualities will be listed here.
  • Opposed. If the spell is Opposed, then this field lists which characteristic or skill the target uses to oppose the test; if the field is blank, then it is not opposed.
  • Duration. Spells that remain in play after being cast do so for a set number of turns, recorded here.
  • Description. This outlines the instructions on how the spell actually operates.
  • Critical Effect. Spells that roll damage dice can Critical as normal; this lists the Spell's effect.
  • Surge Bonus. Spells cast on Surge sometimes can offer the user the chance to choose a Surge Bonus.
  • Special Notes. This outlines any other special usage notes as necessary.

All spells are divided into one of up to five tiers. The higher the tier, the more powerful and rare the ability is. Casting a spell requires using Spirit equal to the spell's Tier- thus a Tier 1 Spell uses up 1 Spirit.

Using Spells

To use a Spell, you must first have the Spirit to cast it, as well as an action to use it. Spells don't count as melee or ballistic attacks, and so do not get any advantages or disadvantages specific to either of those. That means the following:

  • Range
  • Cover
  • Outnumbering
  • Attacking into a melee
  • Attacking a prone target
  • Attacking a running target.

Spells are divided into Tiers. Activating a Spell costs an amount of Spirit equal to the Tier rank (so Tier 2 = 2 Spirit).

When you activate a Spell, you must first decide whether to cast it at Regular strength, or at Surge strength.

At Regular strength, the spell is cast as shown on its card, using the listed actions and using normal values.

At Surge strength, however, the spell is more powerful but also more strenuous. Firstly, the spell requires you to not move this turn and costs twice as much Spirit. In exchange, you may add a single Surge Bonus to the spell.

Many spells have their own Surge Bonuses listed on their profile- you may choose one of these. Alternatively, there are a handful of generic Surge Bonuses which may be applied instead:

  • Damage boost. Spells that deal damage may add half your Evoker Rank to damage, minimum 1.
  • Wound boost. Spells that deal damage, should they wound a target, deal an extra wound.
  • Test boost. Spells that require passing a test to use may add an Advantage to the test.
  • Heal boost. Spells that heal wounds may add your Evoker Rank to your Magic Bonus to determine wounds healed.
  • Range boost. Spells increase their range by 100%.
  • Duration boost. Spells with a duration increase that duration by one round.

Finally, certain spells- such as Megido- have the keyword 'Surge Only', and may only be cast at Surge strength. Follow the rules for Surges normally, although you cannot apply a Surge Bonus unless you have extra Surges from other sources.

Special Spell Mechanics

Below is a list of specific mechanics unique to Spells.

Attack types. Several Spells deal damage to enemies and use the following descriptors to determine how the attack is performed. All of these are subject to the same modifiers as a normal melee or ranged attack as appropriate.

  • Standard Attack. This acts like a standard attack, and can be called and dodged as normal.
  • Burst. This acts like an Attack with the Burst quality.
  • Multi-Target. The user nominates a single target within range and Line of Sight, then makes the listed test. On a success, the user strikes the target, but for every DoS strikes a different target, so long as that target is in range and hitting them would be no harder than hitting the original target. Any DoS in excess of targets produces wasted hits.
  • Arc. This acts like an attack with the Arc Quality.
  • Wave. This attack acts as though it has the Wave quality
  • Blast. This attack acts as though it has the Blast quality.
  • Line. This attack acts as though it has the Line quality.
  • Opposed. This power is an Opposed test against a target. The user nominates a target (or more, if the power allows) and makes the listed test. The target then opposes with the 'Opposed Test' listed. If you win, you apply the effects to the target. Opposed tests may not be Parried or Dodged.

Magic Scorre. (MS/MB)
Most spells list using 'MS' or 'MSB', which stands for Magic Score or Magic Score Bonus respectively. This means that one of your normal characteristics also doubles as the characteristic you use to activate and power spells. The characteristic in question is determined by your Primary Arcana, listed on that Arcana's profile.

Power Duration.
Some Spells remain in play even after they are cast. When this happens, they remain in play until certain conditions are met- for most spells, it's a number of turns to pass.

When calculating how long a spell lasts turn-wise, start counting at the end of the caster's turn, and tick down one at the end of their subsequent turns. So if a character casts a 3-turn spell on Round 1, the spell will apply for Round 2 and 3, before ending at the end of the character's turn on Round 4.

If the spell has the Ailment spell, then the Duration refers to how long the Ailment persists.

Cancels.
Some spells 'cancel' another spell out, often competing augments and hexes. For example, the Firebreak spell improves fire resistance, whilst Firewall weakens fire resistance. When a spell is cast and cancels another spell out, they are both negated instantly, meaning that your effect does not apply, and the other spell's ends.

Spells often have Keywords. Keywords tell the user about the spell's behaviour in a way- its role, its element and so on. By and large, keywords don't do anything by themselves (with a few exceptions), but are important for interacting with other abilities: if an Evoker has a passive ability that adds +2 damage to all spells with the 'Fire' keyword, for example, then any spells with the Fire keyword benefit from that ability. A list of common Keywords is below.

  • Element. This is actually a family of keywords that state the spell as belonging to one of the nine magic elements: Fire, Ice, Electricity, Wind, Psy, Nuclear, Light, Dark and Almighty.
  • Restoration. This means the spell restores wounds to the target.
  • Augment. This means the spell augments the capability of its target.
  • Hex. This means the spell applies a penalty of some kind to the target.
  • Ailment. This means the spell inflicts the target with an ailment.
  • Mental. This means the spell counts as a 'mental' attack.
  • Duration. This means the spell remains in play after cast until certain conditions are met (usually turns running out).
  • Surge Only. This means the spell can only be used as part of a Surge casting, meaning its Spirit cost is always Tier*2.

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Elemental Spells

Tier One

Name: Agi
Test: MS+10 Keywords: Fire Action: Action Range: 30m
Effect: MSB+2 Fire Damage Qualities: - Opposed: Any Evasion Duration: -
Description
Standard Attack that deals the above damage.
Critical Effect
Confirmed Criticals inflict the Burn status on the target(s).
Surge Bonuses
Maragi: The attack becomes Blast 3 and takes a Disadvantage.

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Tier Two

Name: Agilao
Test: MS Keywords: Fire Action: Action Range: 30m
Effect: MSB+4 Fire Damage Qualities: High Crit (10) Opposed: Any Evasion Duration: -
Description
Standard Attack that deals the above damage.
Critical Effect
Confirmed Criticals inflict the Burn status on the target(s).
Surge Bonuses
Maragion: The attack becomes Blast 5 and takes a Disadvantage.

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Tier Three

Name: Agidyne
Test: MS Keywords: Fire Action: Action Range: 30m
Effect: MSB+6 Fire Damage Qualities: High Crit (15), Penetration (2) Opposed: Any Evasion Duration: -
Description
Standard Attack that deals the above damage.
Critical Effect
Confirmed Criticals inflict the Burn status on the target(s).
Surge Bonuses
Maragidyne: The attack becomes Blast 7 and takes a Disadvantage
Fire Storm: The attack becomes Wave and takes a Disadvantage.

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Tier Four

Name: Inferno
Test: MS-10 Keywords: Fire, Surge Only Action: Action Range: 30m
Effect: MSB+8 Fire Damage Qualities: Blast (6), High Crit (20) Opposed: Any Evasion Duration: 2 Rounds
Description
Blast 6 attack that deals the above damage. However, after all damage and hits have been allocated, the spell creates a persistent vortex of flame that lasts for 2 rounds on the target square. This vortex has a radius of 3 metres; at the start of the round, roll a 1d100, with it moving a number of metres equal to the tens, and in a direction equal to the ones (as per a keypad). Anyone who passes through or starts their turn within the vortex suffer an attack with you rolling and they evading as normal; if you succeed they take damage as above.
Critical Effect
Confirmed Criticals inflict the Burn status on the target(s).

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Restoration Spells

Tier One

Name: Dia
Test: - Keywords: Restoration Action: Action Range: 30m
Effect: 1 Light Wound, +1 per 4 MSB Qualities: - Opposed: - Duration: -
Description
Single target spell that heals 1 Light Wound to a Persona or Shadow, but heals another per 4 MSB (so 1 Light Wound, 2 at MSB 4, 3 at MSB 8)
Surge Bonuses
Media: The spell affects all allies in range.

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Tier Two

Name: Diarama
Test: - Keywords: Restoration Action: Action Range: 30m
Effect: 1 Light Wound, +1 per 2 MSB Qualities: - Opposed: - Duration: -
Description
Single target spell that heals 1 Light Wound to a Persona or Shadow, but heals another per 2 MSB (so 1 Light Wound, 2 at MSB 2, 3 at MSB 4)
Surge Bonuses
Mediarama: The spell affects all allies in range.

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Tier Three

Name: Diarahan
Test: - Keywords: Restoration Action: Action Range: 30m
Effect: MSB Light Wounds Restored Qualities: - Opposed: - Duration: -
Description
Single target spell that heals 1 Light Wound to a Persona or Shadow per MSB.
Surge Bonuses
Mediarahan: The spell affects all allies in range.

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Tier Four

Name: Samarecarm
Test: - Keywords: Restoration, Surge Only Action: Action Range: 30m
Effect: Full Restoration Qualities: - Opposed: - Duration: -
Description
Single target spell that recovers all Deadly, Heavy and Light Wounds to a Persona or Shadow. This can be used on a defeated Persona, restoring them to full strength.

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Tier Five

Name: Salvation
Test: - Keywords: Restoration, Surge Only Action: Action Range: 30m
Effect: Full Restoration Qualities: - Opposed: - Duration: -
Description
Affects all allies in range, restoring all Wounds to all Personas, both living and dead.

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Augment Spells

Tier One

Name: Tarukaja
Test: - Keywords: Augment Action: Action Range: 30m
Effect: +MCB/2 Damage Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell that improves all damage the target deals by your MCB/2. Cancels Tarunda.
Surge Bonuses
Matarukaja: The spell affects all allies in range.

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Tier Two

Name: Edge Builder
Test: - Keywords: Augment Action: Action Range: 30m
Effect: +MCB Damage to weakness Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell: whenever the target strikes a weakness, they deal one extra Wound.
Surge Bonuses
Team Edge: The spell affects all allies in range.

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Tier Three

Name: Certain Blow
Test: - Keywords: Augment Action: Action Range: 10m
Effect: Extra Wounds Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell; whenever the attacker inflicts wounds, they inflict one extra.
Surge Bonuses
Proven Team: The spell affects all allies in range.

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Tier Four

Name: Triumphant Revelry
Test: - Keywords: Augment, Surge Only Action: Action Range: 30m
Effect: Staggering snowball Qualities: - Opposed: - Duration: 2 Rounds
Description
A spell centered on you that creates a bubble which affects all allies in range. Whenever an ally within the bubble Staggers an enemy, all allies within the bubble gain the High Crit (10) Quality, which stacks with itself up to (+40). Effect lasts until the spell runs out.

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Hex Spells

Tier One

Name: Dekaja
Test: - Keywords: Hex Action: Action Range: 30m
Effect: Nulls -Kaja on enemy Qualities: - Opposed: - Duration: -
Description
Single target spell that cancels the Tarukaja, Sukukaja and Rakukaja spell effects on the target.
Surge Bonuses
Madekunda: The spell affects all enemies in range.

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Tier Two

Name: Foul Breath
Test: - Keywords: Hex Action: Action Range: 30m
Effect: Reduces resistance to ailment Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell; the target now takes a Disadvantage to resist Ailments and Hexes.
Surge Bonuses
Stagnant Air: The spell affects all enemies in range.

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Tier Three

Name: Fortune Theft
Test: - Keywords: Hex Action: Action Range: 30m
Effect: Steals rerolls Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell; whenever the target fails a test whilst affected by the spell, you gain a free reroll which may be used at any time or given to an ally. The rerolls persist until the end of the battle. Rerolls can be stockpiled up to your MSB.
Surge Bonuses
Misfortune 500: The spell affects all enemies in range.

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Tier Four

Name: Catastrophise
Test: - Keywords: Hex Action: Action Range: 30m
Effect: Staggered enemies vulnerable Qualities: - Opposed: - Duration: 3 Rounds
Description
Single target spell; if the target is suffering from the Staggered ailment when hit by this hex, then for so long as the spell lasts, they take +2 damage from all sources and two Disadvantages on all tests.
Surge Bonuses
Masstrophise: The spell affects all enemies in range.

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Ailment Spells

Tier One

Name: Dazzler
Test: MS Keywords: Ailment Action: Action Range: 30m
Effect: Dizzies enemy Qualities: - Opposed: Toughness Duration: -
Description
Single target spell; if you win the above test, the enemy is made Dizzy.
Surge Bonuses
Blinding Flash: The spell becomes Multi-Attack and takes a disadvantage.

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Tier Two

Name: Dormina
Test: MS-10 Keywords: Ailment Action: Action Range: 30m
Effect: Drowses enemy Qualities: - Opposed: Toughness Duration: Up to 3 rounds
Description
Single target spell; if you win the above test, the enemy is Drowsed.
Surge Bonuses
Lullaby: The spell becomes Multi-Attack and takes a disadvantage.

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Tier Three

Name: Calamitous Word
Test: MS-10 Keywords: Ailment Action: Action Range: 30m
Effect: Despairs enemy Qualities: - Opposed: Willpower Duration: 2 Rounds
Description
Single target spell; if you win the above test, the enemy is Despaired.
Surge Bonuses
Banishing Wave: The spell becomes Multi-Attack and takes a disadvantage.

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Restoration Spells

Tier One

Name: Dia
Test: - Keywords: Restoration Action: Action Range: 30m
Effect: 1 Light Wound, +1 per 4 MSB Qualities: - Opposed: - Duration: -
Description
Single target spell that heals 1 Light Wound to a Persona or Shadow, but heals another per 4 MSB (so 1 Light Wound, 2 at MSB 4, 3 at MSB 8)
Surge Bonuses
Media: The spell affects all allies in range.

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Tier Two

Name: Diarama
Test: - Keywords: Restoration Action: Action Range: 30m
Effect: 1 Light Wound, +1 per 2 MSB Qualities: - Opposed: - Duration: -
Description
Single target spell that heals 1 Light Wound to a Persona or Shadow, but heals another per 2 MSB (so 1 Light Wound, 2 at MSB 2, 3 at MSB 4)
Surge Bonuses
Mediarama: The spell affects all allies in range.

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Tier Three

Name: Diarahan
Test: - Keywords: Restoration Action: Action Range: 30m
Effect: MSB Light Wounds Restored Qualities: - Opposed: - Duration: -
Description
Single target spell that heals 1 Light Wound to a Persona or Shadow per MSB.
Surge Bonuses
Mediarahan: The spell affects all allies in range.

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Tier Four

Name: Samarecarm
Test: - Keywords: Restoration, Surge Only Action: Action Range: 30m
Effect: Full Restoration Qualities: - Opposed: - Duration: -
Description
Single target spell that recovers all Deadly, Heavy and Light Wounds to a Persona or Shadow. This can be used on a defeated Persona, restoring them to full strength.

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Tier Five

Name: Salvation
Test: - Keywords: Restoration, Surge Only Action: Action Range: 30m
Effect: Full Restoration Qualities: - Opposed: - Duration: -
Description
Affects all allies in range, restoring all Wounds to all Personas, both living and dead.

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Augment Spells

Tier One

Name: Tarukaja
Test: - Keywords: Augment Action: Action Range: 30m
Effect: +MCB/2 Damage Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell that improves all damage the target deals by your MCB/2. Cancels Tarunda.
Surge Bonuses
Matarukaja: The spell affects all allies in range.

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Tier Two

Name: Edge Builder
Test: - Keywords: Augment Action: Action Range: 30m
Effect: +MCB Damage to weakness Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell: whenever the target strikes a weakness, they deal one extra Wound.
Surge Bonuses
Team Edge: The spell affects all allies in range.

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Tier Three

Name: Certain Blow
Test: - Keywords: Augment Action: Action Range: 10m
Effect: Extra Wounds Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell; whenever the attacker inflicts wounds, they inflict one extra.
Surge Bonuses
Proven Team: The spell affects all allies in range.

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Tier Four

Name: Triumphant Revelry
Test: - Keywords: Augment, Surge Only Action: Action Range: 30m
Effect: Staggering snowball Qualities: - Opposed: - Duration: 2 Rounds
Description
A spell centered on you that creates a bubble which affects all allies in range. Whenever an ally within the bubble Staggers an enemy, all allies within the bubble gain the High Crit (10) Quality, which stacks with itself up to (+40). Effect lasts until the spell runs out.

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Hex Spells

Tier One

Name: Dekaja
Test: - Keywords: Hex Action: Action Range: 30m
Effect: Nulls -Kaja on enemy Qualities: - Opposed: - Duration: -
Description
Single target spell that cancels the Tarukaja, Sukukaja and Rakukaja spell effects on the target.
Surge Bonuses
Madekunda: The spell affects all enemies in range.

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Tier Two

Name: Foul Breath
Test: - Keywords: Hex Action: Action Range: 30m
Effect: Reduces resistance to ailment Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell; the target now takes a Disadvantage to resist Ailments and Hexes.
Surge Bonuses
Stagnant Air: The spell affects all enemies in range.

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Tier Three

Name: Fortune Theft
Test: - Keywords: Hex Action: Action Range: 30m
Effect: Steals rerolls Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell; whenever the target fails a test whilst affected by the spell, you gain a free reroll which may be used at any time or given to an ally. The rerolls persist until the end of the battle. Rerolls can be stockpiled up to your MSB.
Surge Bonuses
Misfortune 500: The spell affects all enemies in range.

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Tier Four

Name: Catastrophise
Test: - Keywords: Hex Action: Action Range: 30m
Effect: Staggered enemies vulnerable Qualities: - Opposed: - Duration: 3 Rounds
Description
Single target spell; if the target is suffering from the Staggered ailment when hit by this hex, then for so long as the spell lasts, they take +2 damage from all sources and two Disadvantages on all tests.
Surge Bonuses
Masstrophise: The spell affects all enemies in range.

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Ailment Spells

Tier One

Name: Dazzler
Test: MS Keywords: Ailment Action: Action Range: 30m
Effect: Dizzies enemy Qualities: - Opposed: Toughness Duration: -
Description
Single target spell; if you win the above test, the enemy is made Dizzy.
Surge Bonuses
Blinding Flash: The spell becomes Multi-Attack and takes a disadvantage.

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Tier Two

Name: Dormina
Test: MS-10 Keywords: Ailment Action: Action Range: 30m
Effect: Drowses enemy Qualities: - Opposed: Toughness Duration: Up to 3 rounds
Description
Single target spell; if you win the above test, the enemy is Drowsed.
Surge Bonuses
Lullaby: The spell becomes Multi-Attack and takes a disadvantage.

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Tier Three

Name: Calamitous Word
Test: MS-10 Keywords: Ailment Action: Action Range: 30m
Effect: Despairs enemy Qualities: - Opposed: Willpower Duration: 2 Rounds
Description
Single target spell; if you win the above test, the enemy is Despaired.
Surge Bonuses
Banishing Wave: The spell becomes Multi-Attack and takes a disadvantage.

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