Lore Of Heavens

Lore of Heavens

The Lore of Heavens is based on the Blue Wind of Azyr, the art of astronomy, mystery, omens, fortune-telling and the skies. Those who dedicate themselves to the Lore of Heavens seek answers and mystic truths amongst the stars and the other celestial signs, and can bend the weather itself to their will. Over time, many grow slowly aloof and preoccupied with fates and futures far disconnected from the now.

Empire Wizards who study the Lore of Heavens are known as Celestial Wizards.

Tier 1

Clear Skies

Name Clear Skies
Phase Utility
Modifier +3
Targets Area, 25m radius
Range 50m
Effect
You pick a point within range. The sky within 25m of this point clears: clouds part, rain stops, and so on, letting in clear sunshine or starshine. This disperses magical clouds as well. The effect lasts for 3+Spell Dice rounds, during which no other spell can modify the weather in that area.

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Divination

Name Divination
Phase Non-Combat
Modifier +3
Targets Self
Range Self
Effect
You spend at least an hour studying the stars and other portents. On casting this spell, you may ask a single question: this question can be in order to find an item, person or place that you have either seen or have had thoroughly described to you, or it can be a question as to the likelihood of something happening. If it is an object/etc you seek, then you will be given the direction, although not the distance (and the spell does not respect the difficulty of traversing that direction). If it is a likelihood question, then you are told how likely that thing is. The answer will remain such for 24 hours, after which you can ask about that thing again.

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First Portent of Amul

Name First Portent of Amul
Phase Passive
Modifier N/A
Targets Self
Range Self
Effect
So long as this spell is memorised, you may reroll a single test of your choice per turn.

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Roiling Skies

Name Roiling Skies
Phase Passive
Modifier N/A
Targets Self
Range 60m
Effect
So long as this spell is memorised, the skies become hostile to enemy fliers; enemies with the Flyer trait in range of this effect reduce their Flyer trait by your Spellcasting score, and Lore of Heavens spells you cast against them gain +2 Strength.

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Tier 2

Curse

Name Curse
Phase Utility
Modifier +0
Targets 1 Enemy
Range 20m
Effect
You lay a curse on one enemy in range, who may resist with a Willpower test, with a bonus equal to their remaining Fate Points. Those who fail suffer a -1 penalty to all tests for the duration of the encounter. Multiple Curses do not stack.

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Lightning Bolt

Name Lightning Bolt
Phase Ranged
Modifier +0
Targets 1 Enemy
Range 30m
Effect
This is a Magic Missile attack spell, dealing 1 Strength 4+Spell Dice hit to the target. If this knocks the target to 0 wounds, they count any Knocked Down roll as Stunned instead.

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Project Spirit

Name Project Spirit
Phase Non-Combat
Modifier +0
Targets Self
Range Self
Effect
After a minute of meditation, you will your spirit from your body. Your spirit form is invisible and makes no sound, but can see and hear normally. You can go anywhere you like, but you are still limited by the laws of the mortal world: you cannot fly or move through solid objects, nor can you manipulate solid objects. You remain in this state for a number of hours equal to your Spellcasting score multiplied by the Spell Dice used. If the spell ends, you re-enter your body.

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Starshine

Name Starshine
Phase Utility
Modifier +0
Targets Self
Range 80m
Effect
You call down the light of the stars on you. Everything within range is perfectly illuminated by soft silver starlight, which illuminates all that is hidden. All shadows and darkness vanish, everything that is invisible becomes visible, disguises fail, hiding characters are exposed, secret doors are revealed. Starlight lasts for 3 times Spell Dice turns.

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Tier 3

Fate of Doom

Name Fate of Doom
Phase Non-Combat
Modifier -3
Targets 1 Enemy
Range 1km
Effect
You use the mightiest of magics to alter the fate of one enemy. This spell takes an hour to cast, and you must have a lock of hair or a drop of blood from the intended target (which is burned away, success or no). Your opponent must pass a Willpower-2 test, or permanently lose a Fate Point. Fate Points cannot be spent to reroll this test. If the target is someone who has no Fate Points, then the next time they make an Injury roll, they Incapacitate and then instantly die. A character whose Fate Points you have stolen can regain them by slaying you personally. This incredible spell alerts all Casters within 10km. The Celestial College is extremely unimpressed with frivolous uses of this spell.

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Lightning Storm

Name Lightning Storm
Phase Ranged
Modifier -3
Targets Blast area
Range 30m
Effect
This is a Vortex attack spell which acts like a Blast (2+Spell Dice) attack. Everything within the area of effect is struck by Spell Dice number of Strength 3 hits, ignoring Armour. Anyone injured by these who rolls a Knocked Down effect becomes Stunned instead. The spell lasts for Spell Dice turns, and at the start of each turn moves 1d10m in a random direction; its Blast radius then increases by 1. You cannot deactivate Lightning Storm.

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Wind Blast

Name Wind Blast
Phase Ranged
Modifier -2
Targets Wave
Range 40m
Effect
This is a Magic Missile attack spell which acts like a Wave attack. All within the area of effect take Spell Dice number of Strength 3 hits. Those who suffer 1 wound from these hits do not lose wounds, but are instead Knocked Down; those who suffer 2 wounds are stunned instead, and those who suffer 3 or more wounds instead lose 1 piece of equipment for every wound past 2.

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Wings of Heaven

Name Wings of Heaven
Phase Utility
Modifier -2
Targets Self
Range Self
Effect
You gain the Flyer trait with a level equal to your Spellcasting score multiplied by Spell Dice. You keep this trait for Spell Dice turns.

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Arcane Marks

Name Effect Prerequisite Cost
Zephyr Aura You manifest an aura of lightlessness and wind. The air around you is constantly blowing gently, rushing to a gale whenever you channel magic, forming patterns that you can decipher before they pass. The air also smells fresh around you, removing bad scents and odors even from your own body. You no longer have to memorise the First Portent of Amul or Roiling Skies spells, and for good measure you take a +1 bonus to climb and jump tests. However, the constant blowing of wind unsettles aims and nerves; you and those within 2m of you take a -1 penalty to Ranged attacks with non-Magical attacks/weapons. First Portent of Amul, Roiling Skies 1 XP
Star-Struck Visions Portents and visions come easily to you, sometimes unbidden when you close your eyes; sometimes they are overwhelmingly disconcerting. You take a +1 bonus to casting the Curse, Divination, Fate of Doom and Starshine spells. However, whenever you miscast a spell, you are overwhelmed with ferocious premonitions; although they might contain information, the first result is that you must take an instant Injury test, treating Incapacitations as Stunned. Curse, Starshine 1 XP
Mark of Azyr You manifest the rune of the wind Azyr on your body, giving you a +1 bonus to casting Lore of Heavens spells. Any Tier 3 Lore of Heavens spell 2 XP

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