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Arcadomai Spell Compendium
A supplement to the Risus setting Arcadomai created by Dan Suptic©2007
A note about Risus and Arcadomai
Arcadomai is a fantasy setting (created by Dan Suptic) that uses the Risus system to play. It can be found at http://risusiverse.wetpaint.com/page/Arcadomai. Risus itself is a free and easy to learn role-playing game (created by S. John Ross) that is used to play Arcadomai. Simply go to the freebie page on http://www222.pair.com/sjohn/risus.htm and download it there. The whole system is 6 pages long, and that’s all you’ll need to play. Download it, print it, heck, even put it in a nice 6-page binder. So long as you understand it, you’ll be able to use the Arcadomai Spell Compendium.
What lies within
This supplement contains spell lists for all magic clichés found in the Arcadomai setting. While certainly not an extensive list of every single spell for each cliché, every list here should be enough to certainly give the GM and the Player a good knowledge of what the cliché can do.
Cliché name – The name of the cliché used for the spells
Combat – A brief description of spell effects when engaged in direct cliché to cliché combat, for each level of the mage’s cliché. These are simply meant for added description, and no impact on combat itself. This section only applies to clichés that have a direct combat effect – even if the cliché can be used to help someone in combat, this area is reserved for obvious attack magic.
Level (x) – This is the header for the spells of each cliché level. The level of each spell is the optimal cliché level a character should have before trying to cast the spell. Higher level spells may be attempted by the character with no penalty (other than that the TNs will be quite high for his cliché). When making magic cards, the level of the card made is equal to the level of the spell.
Spell name – TN – Description – This is the spell name, followed by the TN you must beat to use the spell, followed by what the spell itself does
Spell lengths
Unless otherwise noted, spells last until the end of the encounter. An Encounter can be defined as a series of events in which the PCs are in the same location working towards the same immediate goal (separate rooms in a dungeon, meeting someone on the way to another city, hanging out one evening at the bar, etc). In general, spell lengths are up to the GM
Trying again
If a Player misses the TN and fails to cast the spell, they may try again in an amount of time defined as Whatever the GM Deems Appropriate.
Resisted spells
A lot of spells allow the target to resist or avoid the spell effects. The TN to resist/avoid/throw off effects is always equal to the spell's TN.
Read on, fellow mage!
Enjoy the following spells for the world of Arcadomai. These should help to flesh out each magic cliché, and also give GMs and Players ideas for new spells for their favorite cliché. If you have any questions or comments, please email them to dsuptic@gmail.com
Pyromancer
Combat
Level 1 – Small streams of fire, fire darts, pea sized fireballs
Level 2 – Larger streams of fire, fire arrows, fist sized fireballs
Level 3 – Hand-width gouts of fire, fire javelins, melon sized fireballs
Level 4 – Explosive fireballs, white hot streams of fire, lava streams
Level 5 – Lava balls, white hot fireballs, rains of fire
Level 6 – Gouts of magma, lava rain
Level 1
Light – TN 2 – This basic fire spell lights a candle, torch, lamp or lantern
Warm Object – TN 3 – Causes and object to become noticeably warm (not enough to do damage)
Cook – TN 4 – Heats any prepared meat up, cooking it well enough to eat
Level 2
Ignite – TN 6 – Set fire to any readily flammable object (paper, firewood, etc). Will not affect anything held by or worn by someone
Dancing Flame – TN 7 – Creates a small ball of fire that follows the caster, providing light
Scalding Weapon – TN 8 – Makes a weapon you hold scalding hot against foes, giving you a +1 bonus to your combat cliché until the end of combat
Level 3
Campfire – TN 9 – Creates a campfire sized blaze that hovers over the ground. This blaze can follow you around, and lasts up to 12 hours
Resist Heat – TN 10 – You gain a +3 bonus against fire magic
Flaming Weapon – TN 11 – Your weapon is wreathed in flames, giving you a +1 die bonus in combat until the end of combat
Level 4
Immolate – TN 13 – Sets ablaze any flammable object (paper, worn clothes, held magic cards)
Halo of Flames – TN 14 – Anytime an opponent beats you in Melee combat, they must make a Dexterity based cliché roll or lose a die in their melee combat cliché.
Resist Flames – TN 15 – You gain a +1 pip bonus against fire magic
Level 5
Flametaker – TN 16 - Must be cast on a bonfire or larger blaze. The blaze is extinguished, and the next fire spell you cast is at a +1 die bonus
Flaming wall – TN 17 - Creates a wall of fire 100 feet long. Anyone passing through (or forced through) this wall takes 2 dice of damage to a cliché of their choice
Ignore Flames – TN 18 – You take no cliché damage due to fire or fire magic
Level 6
Roast – TN 20 – Reduces any flammable object to ashes
Burn Alive – TN 21 – The target creature or person is reduced to 1 in all clichés, as horrible burns cover their entire body
Raze – TN 22 – A fast burning fire engulfs an area. An entire small building can be engulfed at once. Larger buildings can have whole floors engulfed at once
Cryomancer
Combat
Level 1 – Small shards of ice, hard snowballs
Level 2 – Ice shards, small ice balls, chilling rays
Level 3 – Ice daggers, large ice balls, freezing rays
Level 4 – Ice spears, multiple ice balls, flash freezing
Level 5 – Ice storms, winter blasts
Level 6 – Blizzards storms, arctic blasts
Level 1
Chill – TN 2 – Chills a drink, making it pleasantly cool
Cubes – TN 3 – Creates several ice cubes
Frost – TN 4 – Creates a thin layer of frost on any surface
Level 2
Cold Hand – TN 6 – Your hand becomes very cold (not enough to damage someone, but certainly enough to distract)
Ice Object – TN 7 – Creates a fist sized or smaller object out of ice (cups, lock picks, rings etc)
Chill – TN 8 – The area the caster is in becomes uncomfortably cold
Level 3
Freezing Weapon – TN 9 - Makes a weapon you hold freezing cold against foes, giving you a +1 bonus to your combat cliché until the end of combat
Resist Cold – TN 10 - You gain a +3 bonus against ice magic
Slick – TN 11 – Covers an area of ground with slick ice (Dexterity based cliché roll to avoid slipping and falling)
Level 4
Cold Aura – TN 13 – Anytime an opponent beats you in Melee combat, they must make a Dexterity based cliché roll or lose a die in their melee combat cliché.
Encase – TN 14 – The subject is encased in ice. They must make a Strength based cliché roll to escape
Frostbite – TN 15 – The victim gets major frostbite on a limb and loses 2 dice in a cliché of their choice
Level 5
Arctic Weapon – TN 16 – Your weapon becomes absolutely frigid to enemies, giving you a +1 pip to your combat rolls with it
Ice Sculpture – TN 17 – You can create any object made of ice up to the size of a person
Ignore Ice – TN 18 – You ignore all cold and ice based attacks, conditions and magic
Level 6
Freeze – TN 20 – Any non living object is frozen solid, through and through. Reduce the TN to break the object by 10
Dire Cold – TN 21 – An area’s temperature drops drastically (100 square feet max). Anyone going through this area loses 1 die to all clichés (can’t go below 1 in any 1 cliché)
Ice Structure – TN 22 – You can create any object made of ice up to 30 cubic feet
Hydromancer
Combat
Level 1 – Small jets of steam, minor dehydration
Level 2 – Jets of steam, average dehydration
Level 3 – Large jets of steam, sever dehydration, high pressure streams of water
Level 4 – Blasts of steam, high pressure jets of water
Level 5 – Great blasts of steam and high pressure water
Level 6 – Tidal blasts, Geysers
Level 1
Mist – TN 2 – Creates a gentle spray of cool mist
Fill Up – TN 3 – Fills a cup or other small container with fresh water
Test Water – TN 4 – Tells you if water is fine to drink. Reveals poison or contaminates, but not magical enchantment
Level 2
Water Ball – TN 6 – Creates a gallon of water, which can be thrown. This can extinguish small fires and possibly annoy opponents
Boil – TN 7 – Boils a small container of water. If thrown at an opponent, they must make a Dexterity based cliché roll, or take a -1 penalty to rolls until the end of combat
Detoxify – TN 8 – Renders poisoned, contaminated or salty water drinkable.
Level 3
Rain – TN 9 – Creates a gentle rain in an area for about half an hour
Water Walk – TN 10 – Allows you to walk on top of water for three turns
Satiate – TN 11 – Sustains you without water for one day
Level 4
Surge – TN 13 – Creates a strong blast of water. Anyone hit by this blast must make a Strength based cliché roll or be knocked back ten feet and knocked down
Breathe Water – TN 14 – You may breathe and speak while immersed in water
Whirlpool – TN 15 – A whirlpool forms in a large body of water. Those caught in it make a Strength based cliché roll to escape
Level 5
Drown – TN 16 – Causes a target to begin to drown. For 3 consecutive turns, they must make a Health based Cliché roll or lose a die in a cliché of their choice
Deluge – TN 17 – Fills an area with dense, driving rain for an hour. This will turn the ground to mud, and destroy most crops and ornamental vegetation
River – TN 18 – Causes a raging river to spring from your hand for five turns. This can knock targets back as per Surge
Level 6
Water Tread – TN 20 – You and your companions can walk on water as long as they remain on the same body of water
Tidal Wave – TN 21 – A large body of water produces an impressive wave, smashing into the shore and causing damage to buildings and flora
Burst – TN 22 – The water in the target’s body forcibly ejects itself. The target may make a Health or Strength based cliché roll to avoid a messy death
Aeromancer
Combat
Level 1 – Small electric arcs, small debris filled gusts of wind
Level 2 – Electric arcs, debris filled streams of wind
Level 3 – Small lighting bolts, small blasts of air
Level 4 – Lightning bolts, whirlwinds of debris, blasts of air
Level 5 – Huge lightning bolts, gales of air and debris
Level 6 – Continual blasts of lightning, hurricane force blasts
Level 1
Whisper – TN 2 – You may whisper a single word that can be heard by one target in sight
Breeze – TN 3 – Creates a pleasant breeze in the area
Scent – TN 4 – Causes a faint but definable odor of the caster’s choice in the area
Level 2
Shock – TN 6 – A target that you touch is mildly shocked. They must make a Health based cliché roll or take a -2 penalty to their next roll
Wind Aura – TN 7 – You’re surrounded by gusts of wind, giving you a +1 die bonus against non-magical ranged attacks
Purify – TN 8 – Cleanses the air in an area, removing smoke and airborne poisons
Level 3
Expel – TN 9 – The air from a target’s lungs is pushed out. They must make a Health based cliché roll or lose their next turn as they gasp for breath
Conduit – TN 10 – If you’re wielding a metal weapon, and your opponent is wearing metal armor, your successful melee attacks causes the target to lose 2 dice
Wind Storm – TN 11 – The area is filled with swirling gusts of wind. Non-magical ranged attacks lose half their dice
Level 4
Arc Field – TN 13 – Until the end of combat, a random opponent each turn must make a Dexterity based cliché roll or take 1 die of lightning damage in a cliché of their choice
Wind Blast – TN 14 – Creates a strong blast of air. Anyone hit by this blast must make a Strength based cliché roll or be knocked back ten feet and knocked down
Raging Winds – TN 15 – The area is filled with raging, howling winds. Non-magical ranged attacks automatically fail
Level 5
Breathless – TN 16 – You do not have to breathe while the spell lasts
Suffocate – TN 17 – The target must make a Health based cliché roll or lose 2 dice in clichés of their choice every turn for 5 turns
Neural Shock – TN 18 – Unless a Health based cliché roll is made the target falls unconscious
Level 6
Path of Wind – TN 20 – You and your companions are whisked away to a different location. You must have seen the target location in person at least once
Tornado – TN 21 – A tornado forms, devastating everything in a one mile line
Lighting Storm – TN 22 – The target is hit by 2d6 lightning bolts, and loses a die in cliché’s of his choice for each one
Geomancer
Combat
Level 1 – thin streams of sand, small stone bullets and spikes
Level 2 – large streams of sand, fist sized stone rocks and spikes
Level 3 – streams of gravel, larger stones rocks and spikes
Level 4 – streams of small rocks, multiple fist sized stones and spikes
Level 5 – streams of fist sized rocks, flying boulders and columns
Level 6 – rock storms, giant flying boulders
Level 1
Signet Stone – TN 2 – Creates a small 1 ounce stone. You choose both shape and color
Bullets – TN 3 – Creates a handful of sling bullets
Stone Claws – TN 4 – You grow small stone spikes from your fingertips. All unarmed combat rolls are at +1
Level 2
Shake – TN 6 – Causes the area under one opponent to shake. They must make a Dexterity based cliché roll or suffer a -1 die penalty to their next roll
Flatten – TN 7 – Flattens out a perfectly horizontal area of natural earth. This area is large enough to set up a small campsite
Stone Fists – TN 8 – Your fists turn to solid stone, giving you +1 dice to unarmed combat
Level 3
Quake – TN 9 – Causes the area under one opponent to violently shakes. They must make a Dexterity based cliché roll or fall to the ground
Stone Object – TN 10 – Creates a stone object, up to a pound in weight
Earth Meld – TN 11 – You sink into natural earth, and may remain there unharmed for up to an hour. You cannot see or hear anything that happens on the surface
Level 4
Sink – TN 13 – The target sinks waist deep into the earth. A Strength based Cliché roll is needed to escape
Stone to Earth – TN 14 – Changes up to 50 pounds of stone into soft earth
Flesh to Stone – TN 15 – The target must make a Health based cliché roll or be turned to stone. They will turn back to normal in 1d6 hours
Level 5
Pit – TN 16 – A 10 ft wide and 50 ft deep pit appears. Those in the area must make a Dexterity based cliché roll or fall in, taking 2 dice of damage to clichés of their choice
Earth Rest – TN 17 – Same as Earth Meld, but every 3 turns you stay in the earth, you heal 1 cliché of your choice
Stone Wall – TN 18 – Creates wall of stone 100 feet long and 10 feet high
Level 6
Stone Body – TN 20 – You and your equipment becomes a living stone statue. You gain +2 pip to your melee combat rolls
Calcify – TN 21 – The target must make a Health based cliché roll, or be permanently turned to stone
Rive the Earth – TN 22 – A giant 500 feet deep pit appears, large enough to swallow a building
Enchanter
Combat – This Cliché has no direct combat spells
Level 1
Minor Aid – TN 2 – Target equipment gains a +1 bonus for 1 turn
Minor Blight – TN 3 – Target equipment gains a -1 penalty for 1 turn
Minor Bless – TN 4 – Target equipment gains a +1 bonus until end of combat
Level 2
Minor Curse – TN 6 – Target equipment gains a -1 penalty until end of combat
Aid – TN 7 – Target equipment gains a +1 die bonus for 1 turn
Minor Transformation – TN 8 – Target must roll a Health based cliché roll or turn into a harmless creature for 1 turn
Level 3
Blight – TN 9 – Target equipment gains a -1 die penalty for 1 turn
Bless – TN 10 – Target equipment gains a +1 die bonus until end of combat
Major Aid – TN 11 – Target equipment gains a +1 pip bonus for 1 turn
Level 4
Curse – TN 13 – Target equipment gains a -1 die penalty until end of combat
Major Bless – TN 14 – Target equipment gains a +1 pip bonus until end of combat
Transformation – TN 15 – Target must roll a Health based cliché roll or turn into a harmless creature until the end of combat
Level 5
Minor Enchantment – TN 16 – Target equipment gains a permanent +1 bonus. You may add cumulative +1 bonuses, but this increases the TN by 1 for every +1 bonus after the first. You may only cast this spell once per day
Major Blight – TN 17 – Target equipment gains a -1 pip bonus for 1 turn
Enchantment – TN 18 – Target equipment gains a permanent +1 die bonus. You may add cumulative +1 die bonuses, but this increases the TN by 2 for every +1 die bonus after the first. You may only cast this spell once per day
Level 6
Major Curse – TN 20 – Target equipment gains a -1 pip bonus until end of combat
Major Enchantment – TN 21 – Target equipment gains a permanent +1 pip bonus. You may add cumulative +1 pip bonuses, but this increases the TN by 2 for every +1 pip bonus after the first. You may only cast this spell once per day
Major Transformation – TN 22 – Target must roll a Health based cliché roll or turn into a harmless creature permanently
Diviner
Combat – This Cliché has no direct combat spells
Level 1
Finder – TN 2 – You find any object that you personally have misplaced. Will not work on items that have been stolen or otherwise taken from you.
Tidbit – TN 3 – Let’s you know one minor fact about a person, like their name, age, job, marital status. Won’t let you know something that someone is actively hiding.
Find Fortune – TN 4 – You ask the GM one question about a future event. On a roll of a 6 on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.
Level 2
Seeker – TN 6 – You can find any object that you’ve owned in the past 24 hours
Informant – TN 7 – You may know a minor fact about someone, even if they are trying to hide that fact
Find Future – TN 8 – You ask the GM one question about a future event. On a roll of a 5 or more on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.
Level 3
The Right Moment – TN 9 – You gain a +1 bonus on your next die roll
Tag – TN 10 – You pick someone you can see. You then pick a point in the future, up to a week. At that predetermined time, you get sent knowledge of where that person is.
Find Fate – TN 11 – You ask the GM one question about a future event. On a roll of a 4 or more on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.
Level 4
Tell Fortune – TN 13 – You read someone’s fortune. On a success, you learn 1 important thing that will happen to them soon. On a failure, you only pick up unimportant (but still correct) little pieces of their life.
Light of the Heart – TN 14 – You can tell whether someone is attuned towards the Light, the Grey or the Dark
Find Destiny – TN 15 – You ask the GM one question about a future event. On a roll of a 3 or more on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.
Level 5
The Right Second – TN 16 – You gain a +1 die bonus on your next roll
Know Consequence – TN 17 – You know if an action you take will leave Light, Grey or Dark marks on your soul
Find Kismet – TN 18 – You ask the GM one question about a future event. On a roll of a 2 or more on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.
Level 6
Perfect Moment – TN 20 – You gain a +2 pip bonus on your next roll
Second Chance – TN 21 – You may reroll the next die roll you fail, at a +3 bonus
Find Providence – TN 22 – You ask the GM one question about a future event. The GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.
Druid
Combat – This Cliché has no direct combat spells
Level 1
Know Plant – TN 2 – Know the exact name for a target plant that you can see
Know Animal – TN 3 – Know the exact name for a target animal that you can see
Nature’s Shape – TN 4 – You become an animal with 1 die in its combat cliché until the end of combat
Level 2
Seek Shelter – TN 6 – Tells you the closest location to a natural uninhabited dwelling
Seek Sustenance – TN 7 – Tells you the closest location of edible food and potable water
Nature’s Figure – TN 8 – You become an animal with 2 dice in its combat cliché until the end of combat
Level 3
Grow Plants – TN 9 – Plants grow all around you. If they are fruit bearing plants, they sprout enough to feed you and your companions
Calm Animal – TN 10 – One animal that you can see becomes calm and leaves the area peacefully. If you run into it again, you may have to recast the spell
Nature’s Form – TN 11 – You become an animal with 3 dice in its combat cliché until the end of combat
Level 4
Command Animal – TN 13 – One animal that you can see obeys your commands for one hour. This only works on normal non-magical animals
Entangle – TN 14 – The target of this spell is wrapped with vines and roots. Unless they make a Dexterity based cliché roll, they will be immobile for 3 rounds
Nature’s Visage – TN 15 – You become an animal with 4 dice in its combat cliché until the end of combat
Level 5
Friend of Green – TN 16 – You cannot be tracked while in the woods. If no one can see you, no mundane form of tracking will reveal your presence.
Nature’s Ire – TN 17 – The forest itself attacks and impedes your foes. Any foe following you into the forest must make Strength based cliché rolls each round the spell lasts or take 1 cliché of damage to a cliché of their choice and are immobilized
Nature’s Façade – TN 18 - You become an animal with 5 dice in its combat cliché until the end of combat
Level 6
Nature’s Bounty – TN 20 – A special fruit grows in 3 rounds, from the ground near you. When someone eats this fruit (takes 2 rounds), they heal back all your damaged clichés.
Vita Arbor – TN 21 – The target makes a Health based cliché roll. If they fail, they permanently become a tree
Nature’s Countenance – TN 22 – You become an animal with 6 dice in its combat cliché until the end of combat
Cleric
Combat – This Cliché has no direct combat spells
Level 1
Detect Undead – TN 2 – You know whether a target creature is undead
Patch Up – TN 3 – The target heals 1 die in a cliché of their choice, so long as that cliché does not heal above 1
Life Watch – TN 4 – Choose a target you can see. For the next 24 hours, you’ll be sent a magic message if they die
Level 2
Diagnosis – TN 6 – Tells you if the target is wounded, poisoned or diseased, and the specifics of each
Cure – TN 7 – The target heals 1 die in a cliché of their choice, so long as that cliché does not heal above 2
Ward Undead – TN 8 – Target undead rolls a Persistent based cliché roll. If it fails, it may not attack you
Level 3
Cleanse – TN 9 – All poison and disease is removed from the target’s body
Heal – TN 10 – The target heals 1 die in a cliché of their choice, so long as that cliché does not heal above 3
Holy Power – TN 11 – Target weapon does 2 dice of damage against undead when used in combat
Level 4
Turn Undead – TN 13 – Target undead rolls a Persistent based cliché roll. If it fails, it must leave the area
Restore – TN 14 – The target heals 1 die in a cliché of their choice, so long as that cliché does not heal above 4
Compel Truth – TN 15 – The target makes a Willful based cliché roll. If they fail, they must speak the truth as they know it to any question you ask
Level 5
Sanctify – TN 16 – Once per day, you bless an area (10 foot by 10 foot) that prevents any body placed there from being raised as an undead. This spell lasts 24 hours.
Rejuvenate – TN 17 – The target heals 1 die in a cliché of their choice, so long as that cliché does not heal above 5
Restore Life – TN 18 – Brings a target back to life. A cliché of their choice is reduced permanently by one (until raised back up with experience). Must be cast within a number of days of the target’s death equal to your Cleric cliché
Level 6
Destroy Undead – TN 20 – Target undead rolls a Persistent based cliché roll. If it fails, it is destroyed
Renew – TN 21 – The target heals 1 die in a cliché of their choice, so long as that cliché does not heal above 6
Resurrect – TN 22 – The target is brought back to life. Must be cast within a number of weeks of the target’s death equal to your Cleric cliché
Necromancer
Combat – This Cliché has no direct combat spells
Level 1
Detect Undead – TN 2 – You know whether a target creature is undead
Hatch Undead – TN 3 – A dead creature becomes an undead (1) under your control until end of combat
Death Watch – TN 4 – Choose a target you can see. For the next 24 hours, you’ll be sent a magic message if they die
Level 2
Scourge – TN 6 – Target makes a Health based cliché roll or takes -1 to rolls until end of combat
Create Undead – TN 7 – A dead creature becomes an undead (2) under your control until end of combat
Harm – TN 8 – Target makes a Health based cliché roll or lose 1 die in a cliché of their choice
Level 3
Poison – TN 9 – Target makes a Health based cliché roll or is a -1 die to rolls until end of combat
Formulate Undead – TN 10 – A dead creature becomes an undead (3) under your control until end of combat
Bolster Undead – TN 11 – All undead you in the area gain +2 to their combat rolls
Level 4
Quench Life – TN 13 – Target makes a Health based cliché roll or has their highest cliché reduced to one (their choice if 2 or more are their highest cliché)
Generate Undead – TN 14 – A dead creature becomes an undead (4) under your control until end of combat
Permanency – TN 15 – This spell can be cast once per day, and adds 1 point to your Permanency Pool. Your pool cannot exceed your cliché level in Necromancer. When you spend points from the pool, the same number of points equals the total cliché worth of undead you can make permanent
Level 5
Desecrate - TN 16 – Once per day, you defile an area (10 foot by 10 foot) that reduces the TN required for the creation of undead by 3. This spell lasts 24 hours.
Fabricate Undead – TN 17 – A dead creature becomes an undead (5) under your control until end of combat
Snuff Life – TN 18 – Target makes a Health based cliché roll or is reduced to 1 in all clichés
Level 6
Lichdom – TN 20 – You become an Undead Lich. Add Lich to your primary cliché. You no longer age. After casting the spell, you remove a small bone from your hand and place it in a sacred box. So long as the bone remains intact, you can never be completely killed – you’ll always come back, no matter what. You no longer gain experience. If you fail casting this spell, you lose 1 die permanently in all clichés
Spawn Undead – TN 21 – A dead creature becomes an undead (6) under your control until end of combat
Extinguish Life – TN 22 – Target makes a Health based cliché roll or dies
Telemancer
Combat – This Cliché has no direct combat spells
Level 1
Tap – TN 2 – A target that you can see feels a tapping sensation on their shoulder
Grab – TN 3 – Any unattended object under 1 pound within 10 feet flies to your hand
Congregate – TN 4 – Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take a -1 penalty to their next roll
Level 2
Manipulate – TN 6 – You can move an object up to 1 pound without touch, up to 20 feet away
Hover – TN 7 – You hover about a foot off the ground. You cannot move horizontally from the spot you’re hovering at
Converge – TN 8 – Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take a -1 penalty until the end of combat
Level 3
Projectile Push – TN 9 – Until the end of combat, non-magical ranged attacks you make gain a +2 bonus
Compact – TN 10 – Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take a -1 die penalty on their next roll
Move – TN 11 – You can move an object up to 10 pounds without touch, up to 50 feet away
Level 4
Push – TN 13 – Target must make a Strength based cliché roll or be pushed back 15 feet
Constrict – TN 14 – Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take a -1 die penalty on their next roll
Fly – TN 15 – You can slowly fly, at a speed equal to a brisk run
Level 5
Compress – TN 16 – Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take 2 dice of damage to a cliché of their choice
Hold – TN 17 – Target must make a Strength based cliché roll or they are unable to move at all for 1 turn
Teleport – TN 18 – You and your companions are teleported to another location. You must have seen the target location in person at least once
Level 6
Condense – TN 20 – Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take 2 dice of damage to all clichés
Transport – TN 21 – You can move an object up to 250 pounds without touch, up to 500 feet away
Baleful Teleport – TN 22 – You teleport to the exact location of an opponent. They must make a Dexterity based cliché roll, or die as you burst from within them
Chronomancer
Combat – This Cliché has no direct combat spells
Level 1
Know Time – TN 2 – You know what time it is, down to the minute
Alarm – TN 3 – This spell wakes you up at a specified time when cast
Quick – TN 4 – On the target’s next roll, they may reroll their lowest die and take the higher result
Level 2
Stutter – TN 6 – On the target’s next roll, they must reroll their highest die and take the lower result
Swift – TN 7 – Until the end of combat, the target may reroll their lowest die and take the higher result
Lag – TN 8 – Until the end of combat, the target must reroll their highest die and take the lower result
Level 3
Fast – TN 9 – The target may roll their next roll twice, taking the higher of the 2 results
Delay – TN 10 – The target must roll their next roll twice, taking the lower of the 2 results
Haste – TN 11 – The target may take 2 separate actions on their next turn
Level 4
Slow – TN 13 – The target’s next die roll is made at half dice
Quick Night – TN 14 – You compress time for yourself, allowing you to get a full night’s sleep in one hour
Time Warp – TN 15 – Until the end of combat, you warp in and out of the time stream, to points (usually) where you were in better health. On every turn, roll a d6. 1 – Take a die of damage in any cliché. 2 or 3 – Nothing happens. 4 or 5 – Heal 1 die in any cliché. 6 – Heal 2 dice in clichés
Level 5
Time Stop – TN 16 – Time stops for you. You cannot affect the world around you, but you may use anything on your person to yourself when you cast the spell (eat food, drink water, lay out bedroll). You may remain in the Time Stop as long as you like (more likely until your supplies run out)
Accelerate – TN 17 – Until the end of combat, the target may reroll every roll, taking the higher of the 2 results
Idle – TN 18 – Until the end of combat, the target must reroll every roll, taking the lower of the 2 results
Level 6
Time Out – TN 20 – Target must roll a Health based cliché roll. If they fail, they may be sent up to 24 hours into the future
Alacrity – TN 21 – Target gets 5 actions, right now. If you fail to cast the spell, you take a die of damage to your Chronomancer cliché
Stop – TN 22 – Target must roll a Health based cliché roll. If they fail, they cannot act for 5 rounds. During this time, any combat rolls automatically succeed against the target, and the target may not roll to resist spell effects. If you fail to cast the spell, you take a die of damage to your Chronomancer cliché
Stasiomancer
Combat – This Cliché has no direct combat spells
Level 1
Mingle – TN 2 – This gives you a +1 bonus when trying to hide or blend in with a crowd
Salvage Hex – TN 3 – You find where people at one point dropped spare money. You gain 1d6 hex. This spell can only be cast once per day
Charm – TN 4 – The target makes a Willful based cliché roll. If they fail, they will not take any direct action against you (raising prices, lying to, attacking). This spell does not work in combat
Level 2
Aura of Concurrence – TN 6 – Any long project you’re involved in (training animals, building a house, teaching students) takes half the time it normally would
Deflect – TN 7 – The next 3 times you would take a die of damage to a cliché, roll 1d6. On a 6, you do not take the damage
Beguile – TN 8 – The target makes a Willful based cliché roll. If they fail, they will treat you as a good friend. This spell does not work in combat
Level 3
Circulate – TN 9 – This gives you a +1 die bonus when trying to hide or blend in with a crowd
Deter – TN 10 – The next 3 times you would take a die of damage to a cliché, roll 1d6. On a 5 or 6, you do not take the damage
Procure Hex – TN 11 – You find where people at one point dropped spare money. You gain 5 times 1d6 hex. This spell can only be cast once per day
Level 4
Captivate – TN 13 – The target makes a Willful based cliché roll. If they fail, they will treat you as close family. This spell does not work in combat
Aura of Conjunction – TN 14 – Any long project you’re involved in (training animals, building a house, teaching students) takes a quarter of the time it normally would
Blend in – TN 15 – This gives you a +2 pip bonus when trying to hide or blend in with a crowd
Level 5
Ward – TN 16 – The next 3 times you would take a die of damage to a cliché, roll 1d6. On a 4, 5 or 6, you do not take the damage
Reap Hex – TN 17 – You find where people at one point dropped spare money. You gain 20 times 1d6 hex. This spell can only be cast once per day
Aura of Synchronicity – TN 18 – Any long project you’re involved in (training animals, building a house, teaching students) takes a tenth of the time it normally would
Level 6
Unify – TN 20 – You blend in perfectly with a crowd. No one can find you, even if they go through person by person
Evade – TN 21 – The next 3 times you would take a die of damage to a cliché, roll 1d6. On a 2, 3, 4, 5 or 6, you do not take the damage
Enthrall – TN 22 – The target makes a Willful based cliché roll. If they fail, they will do anything you ask. This spell does not work in combat
Chaomancer
Combat – This Cliché has no direct combat spells
Level 1
Annoy – TN 2 – The target makes a Willful based cliché roll. If they fail, for the next 10 minutes every new person they meet will mildly dislike them
Trade – TN 3 – Target object (worth 10 hex or less) becomes a random object of the same value
Omit – TN 4 – The target makes a Willful based cliché roll. If they fail, they forget your name
Level 2
Disarray – TN 6 – Small objects (book sized or less) in the building change places randomly with each other. This is permanent, until moved back to their normal places
Jinx – TN 7 – The target makes a Willful based cliché roll. If they fail, roll a d6 on the next 3 spells they cast. On a 6, the spell has the opposite effect that was intended
Forget – TN 8 – The target makes a Willful based cliché roll. If they fail, they forget your name and clichés
Level 3
Estrange – TN 9 – The target makes a Willful based cliché roll. If they fail, for the next hour every new person they meet will be unhelpful and argumentative
Curse – TN 10 – The target makes a Willful based cliché roll. If they fail, roll a d6 on the next 3 spells they cast. On a 5 or 6, the spell has the opposite effect that was intended
Exchange – TN 11 – Target object (worth 50 hex or less) becomes a random object of the same value
Level 4
Unlearn – TN 13 – The target makes a Willful based cliché roll. If they fail, they forget everything about you
Reposition – TN 14 – Objects and furniture in the building change places randomly with each other. This is permanent, until moved back to their normal places
Offend – TN 15 – The target makes a Willful based cliché roll. If they fail, for the next 8 hours every new person they meet will fight them (non lethal combat) or run away
Level 5
Bane – TN 16 – The target makes a Willful based cliché roll. If they fail, roll a d6 on the next 3 spells they cast. On a 4, 5 or 6, the spell has the opposite effect that was intended
Substitute – TN 17 – Target object (worth 250 hex or less) becomes a random object of the same value
Resystamize – TN 18 – Everything in the building changes. Even floor layouts (walls, doors) completely change. This is permanent, until the building is rebuilt
Level 6
Alienate – TN 20 – The target makes a Willful based cliché roll. If they fail, for the next 24 hours every new person they meet will try to kill them
Calamity – TN 21 – The target makes a Willful based cliché roll. If they fail, roll a d6 on the next 3 spells they cast. On a 2, 3, 4, 5 or 6, the spell has the opposite effect that was intended
Repudiate – TN 22 – The target makes a Willful based cliché roll. If they fail, they forget everything about you, and will never remember anything about you ever again
Illusionist
Combat – This Cliché has no direct combat spells
Level 1
Mark – TN 2 – Creates a palm sized mark on the target, of the style and color chosen by you. On non living targets, this is permanent, otherwise it lasts an hour
Glow – TN 3 – Creates a soft glow in the area, as if it were lit by a few candles
Apparition – TN 4 – Creates a visual-only illusion. This can be of anything the caster can think of, provided it’s no bigger than 1 cubic foot
Level 2
Cache – TN 6 – Makes a small object (3 pounds or less) invisible
Torch – TN 7 – An object shines like a torch. This is permanent
Guise – TN 8 – You change slight aspects of your appearance (hair color, eye color, skin tone, body type, small variation in height, clothing)
Level 3
Sentence – TN 9 – Creates up to a full sentence of text on the target. On non living targets, this is permanent, otherwise it lasts an hour
Illusion – TN 10 – Creates an audio-visual illusion. This can be of anything the caster can think of, provided it’s no bigger than a person
Nightfall – TN 11 – The area is totally darkened. Torches and other light sources only shine for 5 feet
Level 4
Etch – TN 13 – Creates a palm sized mark on the target, of the style and color chosen by you. This is permanent
Masquerade – TN 14 – You can change you appearance drastically, from looking like a child, to a different gender and even looking like specific people
Invisibility – TN 15 – You become invisible. People can still discern your location if you make sound or stand on soft ground
Level 5
Daylight – TN 16 – Fills the area with true daylight. Undead who are damaged by daylight take full damage from the effects of this spell
Scribe – TN 17 – Inscribes up to a book’s worth of information on the subject. On non living targets, this is permanent, otherwise it lasts an hour
Phantasm – TN 18 – Creates an illusion that fools all 5 senses (although no illusion can actually affect anything real). This can be of anything the caster can think of
Level 6
Facio Mortus – TN 20 – You appear dead to any careful examination. If someone stabs you or otherwise hurts you to see if you’re playing dead, the spell provides realistic effects of the damage while you remain unharmed. This spell also provides fire resistance and air to breathe in case you are cremated or buried
Semblance – TN 21 – You change your appearance to that of any creature (undead, dragons, Cicatrix creatures, golems, all these are valid)
Obscure – TN 22 – You become completely invisible. You make no sound (unless you choose to), you leave no tracks, and you have no scent. The spell also casts illusions that cover up things you affect (opening doors, stealing objects, etc)
Summoner
Combat – This Cliché has no direct combat spells
Note – summoned creatures act on the turn after they are summoned. So if they last 1 turn, you summon them, they act on the next turn and then they disappear
Level 1
Quick Paltry Summons – TN 2 – Summons a creature of your choice that lasts for 1 turn. It has a combat cliché of (1) and follows your commands
Summon Familiar – TN 3 – Summons a small natural animal to server permanently as your familiar. It has no combat clichés, but can do small tasks for you within reason. If your familiar dies, you take a die of damage to a cliché of your choice
Paltry Summons – TN 4 – Summons a creature of your choice that lasts for 3 turns. It has a combat cliché of (1) and follows your commands
Level 2
Quick Trivial Summons – TN 6 – Summons a creature of your choice that lasts for 1 turn. It has a combat cliché of (2) and follows your commands
Regenerate – TN 7 – Heals 1 cliché of damage to one of your summoned creatures
Trivial Summons – TN 8 – Summons a creature of your choice that lasts for 3 turns. It has a combat cliché of (2) and follows your commands
Level 3
Quick Common Summons – TN 9 – Summons a creature of your choice that lasts for 1 turn. It has a combat cliché of (3) and follows your commands
Amplify Summoning – TN 10 – This spell does not count as an action. When cast with a summoning spell, the summoned creature’s duration is doubled
Common Summons – TN 11 – Summons a creature of your choice that lasts for 3 turns. It has a combat cliché of (3) and follows your commands
Level 4
Quick Standard Summons – TN 13 – Summons a creature of your choice that lasts for 1 turn. It has a combat cliché of (4) and follows your commands
Unsummon – TN 14 – Target summoned creature must make a cliché roll or vanish
Standard Summons – TN 15 – Summons a creature of your choice that lasts for 3 turns. It has a combat cliché of (4) and follows your commands
Level 5
Quick Prodigious Summons – TN 16 – Summons a creature of your choice that lasts for 1 turn. It has a combat cliché of (5) and follows your commands
Poach – TN 17 – Target summoned creature makes a cliché roll. If it fails, it falls under your control for the rest of its duration
Prodigious Summons – TN 18 – Summons a creature of your choice that lasts for 3 turns. It has a combat cliché of (5) and follows your commands
Level 6
Quick Supreme Summons – TN 20 – Summons a creature of your choice that lasts for 1 turn. It has a combat cliché of (6) and follows your commands
Urgency – TN 21 – You may only attempt to cast this spell once per day. All your summoned creatures can attack the moment they are summoned, for 24 hours. They still last their normal duration (a total of 2 attacks for the quick summons, 4 attacks for others)
Supreme Summons – TN 22 – Summons a creature of your choice that lasts for 3 turns. It has a combat cliché of (6) and follows your commands
A note about Risus and Arcadomai
Arcadomai is a fantasy setting (created by Dan Suptic) that uses the Risus system to play. It can be found at http://risusiverse.wetpaint.com/page/Arcadomai. Risus itself is a free and easy to learn role-playing game (created by S. John Ross) that is used to play Arcadomai. Simply go to the freebie page on http://www222.pair.com/sjohn/risus.htm and download it there. The whole system is 6 pages long, and that’s all you’ll need to play. Download it, print it, heck, even put it in a nice 6-page binder. So long as you understand it, you’ll be able to use the Arcadomai Spell Compendium.
What lies within
This supplement contains spell lists for all magic clichés found in the Arcadomai setting. While certainly not an extensive list of every single spell for each cliché, every list here should be enough to certainly give the GM and the Player a good knowledge of what the cliché can do.
Cliché name – The name of the cliché used for the spells
Combat – A brief description of spell effects when engaged in direct cliché to cliché combat, for each level of the mage’s cliché. These are simply meant for added description, and no impact on combat itself. This section only applies to clichés that have a direct combat effect – even if the cliché can be used to help someone in combat, this area is reserved for obvious attack magic.
Level (x) – This is the header for the spells of each cliché level. The level of each spell is the optimal cliché level a character should have before trying to cast the spell. Higher level spells may be attempted by the character with no penalty (other than that the TNs will be quite high for his cliché). When making magic cards, the level of the card made is equal to the level of the spell.
Spell name – TN – Description – This is the spell name, followed by the TN you must beat to use the spell, followed by what the spell itself does
Spell lengths
Unless otherwise noted, spells last until the end of the encounter. An Encounter can be defined as a series of events in which the PCs are in the same location working towards the same immediate goal (separate rooms in a dungeon, meeting someone on the way to another city, hanging out one evening at the bar, etc). In general, spell lengths are up to the GM
Trying again
If a Player misses the TN and fails to cast the spell, they may try again in an amount of time defined as Whatever the GM Deems Appropriate.
Resisted spells
A lot of spells allow the target to resist or avoid the spell effects. The TN to resist/avoid/throw off effects is always equal to the spell's TN.
Read on, fellow mage!
Enjoy the following spells for the world of Arcadomai. These should help to flesh out each magic cliché, and also give GMs and Players ideas for new spells for their favorite cliché. If you have any questions or comments, please email them to dsuptic@gmail.com
Pyromancer
Combat
Level 1 – Small streams of fire, fire darts, pea sized fireballs
Level 2 – Larger streams of fire, fire arrows, fist sized fireballs
Level 3 – Hand-width gouts of fire, fire javelins, melon sized fireballs
Level 4 – Explosive fireballs, white hot streams of fire, lava streams
Level 5 – Lava balls, white hot fireballs, rains of fire
Level 6 – Gouts of magma, lava rain
Level 1
Light – TN 2 – This basic fire spell lights a candle, torch, lamp or lantern
Warm Object – TN 3 – Causes and object to become noticeably warm (not enough to do damage)
Cook – TN 4 – Heats any prepared meat up, cooking it well enough to eat
Level 2
Ignite – TN 6 – Set fire to any readily flammable object (paper, firewood, etc). Will not affect anything held by or worn by someone
Dancing Flame – TN 7 – Creates a small ball of fire that follows the caster, providing light
Scalding Weapon – TN 8 – Makes a weapon you hold scalding hot against foes, giving you a +1 bonus to your combat cliché until the end of combat
Level 3
Campfire – TN 9 – Creates a campfire sized blaze that hovers over the ground. This blaze can follow you around, and lasts up to 12 hours
Resist Heat – TN 10 – You gain a +3 bonus against fire magic
Flaming Weapon – TN 11 – Your weapon is wreathed in flames, giving you a +1 die bonus in combat until the end of combat
Level 4
Immolate – TN 13 – Sets ablaze any flammable object (paper, worn clothes, held magic cards)
Halo of Flames – TN 14 – Anytime an opponent beats you in Melee combat, they must make a Dexterity based cliché roll or lose a die in their melee combat cliché.
Resist Flames – TN 15 – You gain a +1 pip bonus against fire magic
Level 5
Flametaker – TN 16 - Must be cast on a bonfire or larger blaze. The blaze is extinguished, and the next fire spell you cast is at a +1 die bonus
Flaming wall – TN 17 - Creates a wall of fire 100 feet long. Anyone passing through (or forced through) this wall takes 2 dice of damage to a cliché of their choice
Ignore Flames – TN 18 – You take no cliché damage due to fire or fire magic
Level 6
Roast – TN 20 – Reduces any flammable object to ashes
Burn Alive – TN 21 – The target creature or person is reduced to 1 in all clichés, as horrible burns cover their entire body
Raze – TN 22 – A fast burning fire engulfs an area. An entire small building can be engulfed at once. Larger buildings can have whole floors engulfed at once
Cryomancer
Combat
Level 1 – Small shards of ice, hard snowballs
Level 2 – Ice shards, small ice balls, chilling rays
Level 3 – Ice daggers, large ice balls, freezing rays
Level 4 – Ice spears, multiple ice balls, flash freezing
Level 5 – Ice storms, winter blasts
Level 6 – Blizzards storms, arctic blasts
Level 1
Chill – TN 2 – Chills a drink, making it pleasantly cool
Cubes – TN 3 – Creates several ice cubes
Frost – TN 4 – Creates a thin layer of frost on any surface
Level 2
Cold Hand – TN 6 – Your hand becomes very cold (not enough to damage someone, but certainly enough to distract)
Ice Object – TN 7 – Creates a fist sized or smaller object out of ice (cups, lock picks, rings etc)
Chill – TN 8 – The area the caster is in becomes uncomfortably cold
Level 3
Freezing Weapon – TN 9 - Makes a weapon you hold freezing cold against foes, giving you a +1 bonus to your combat cliché until the end of combat
Resist Cold – TN 10 - You gain a +3 bonus against ice magic
Slick – TN 11 – Covers an area of ground with slick ice (Dexterity based cliché roll to avoid slipping and falling)
Level 4
Cold Aura – TN 13 – Anytime an opponent beats you in Melee combat, they must make a Dexterity based cliché roll or lose a die in their melee combat cliché.
Encase – TN 14 – The subject is encased in ice. They must make a Strength based cliché roll to escape
Frostbite – TN 15 – The victim gets major frostbite on a limb and loses 2 dice in a cliché of their choice
Level 5
Arctic Weapon – TN 16 – Your weapon becomes absolutely frigid to enemies, giving you a +1 pip to your combat rolls with it
Ice Sculpture – TN 17 – You can create any object made of ice up to the size of a person
Ignore Ice – TN 18 – You ignore all cold and ice based attacks, conditions and magic
Level 6
Freeze – TN 20 – Any non living object is frozen solid, through and through. Reduce the TN to break the object by 10
Dire Cold – TN 21 – An area’s temperature drops drastically (100 square feet max). Anyone going through this area loses 1 die to all clichés (can’t go below 1 in any 1 cliché)
Ice Structure – TN 22 – You can create any object made of ice up to 30 cubic feet
Hydromancer
Combat
Level 1 – Small jets of steam, minor dehydration
Level 2 – Jets of steam, average dehydration
Level 3 – Large jets of steam, sever dehydration, high pressure streams of water
Level 4 – Blasts of steam, high pressure jets of water
Level 5 – Great blasts of steam and high pressure water
Level 6 – Tidal blasts, Geysers
Level 1
Mist – TN 2 – Creates a gentle spray of cool mist
Fill Up – TN 3 – Fills a cup or other small container with fresh water
Test Water – TN 4 – Tells you if water is fine to drink. Reveals poison or contaminates, but not magical enchantment
Level 2
Water Ball – TN 6 – Creates a gallon of water, which can be thrown. This can extinguish small fires and possibly annoy opponents
Boil – TN 7 – Boils a small container of water. If thrown at an opponent, they must make a Dexterity based cliché roll, or take a -1 penalty to rolls until the end of combat
Detoxify – TN 8 – Renders poisoned, contaminated or salty water drinkable.
Level 3
Rain – TN 9 – Creates a gentle rain in an area for about half an hour
Water Walk – TN 10 – Allows you to walk on top of water for three turns
Satiate – TN 11 – Sustains you without water for one day
Level 4
Surge – TN 13 – Creates a strong blast of water. Anyone hit by this blast must make a Strength based cliché roll or be knocked back ten feet and knocked down
Breathe Water – TN 14 – You may breathe and speak while immersed in water
Whirlpool – TN 15 – A whirlpool forms in a large body of water. Those caught in it make a Strength based cliché roll to escape
Level 5
Drown – TN 16 – Causes a target to begin to drown. For 3 consecutive turns, they must make a Health based Cliché roll or lose a die in a cliché of their choice
Deluge – TN 17 – Fills an area with dense, driving rain for an hour. This will turn the ground to mud, and destroy most crops and ornamental vegetation
River – TN 18 – Causes a raging river to spring from your hand for five turns. This can knock targets back as per Surge
Level 6
Water Tread – TN 20 – You and your companions can walk on water as long as they remain on the same body of water
Tidal Wave – TN 21 – A large body of water produces an impressive wave, smashing into the shore and causing damage to buildings and flora
Burst – TN 22 – The water in the target’s body forcibly ejects itself. The target may make a Health or Strength based cliché roll to avoid a messy death
Aeromancer
Combat
Level 1 – Small electric arcs, small debris filled gusts of wind
Level 2 – Electric arcs, debris filled streams of wind
Level 3 – Small lighting bolts, small blasts of air
Level 4 – Lightning bolts, whirlwinds of debris, blasts of air
Level 5 – Huge lightning bolts, gales of air and debris
Level 6 – Continual blasts of lightning, hurricane force blasts
Level 1
Whisper – TN 2 – You may whisper a single word that can be heard by one target in sight
Breeze – TN 3 – Creates a pleasant breeze in the area
Scent – TN 4 – Causes a faint but definable odor of the caster’s choice in the area
Level 2
Shock – TN 6 – A target that you touch is mildly shocked. They must make a Health based cliché roll or take a -2 penalty to their next roll
Wind Aura – TN 7 – You’re surrounded by gusts of wind, giving you a +1 die bonus against non-magical ranged attacks
Purify – TN 8 – Cleanses the air in an area, removing smoke and airborne poisons
Level 3
Expel – TN 9 – The air from a target’s lungs is pushed out. They must make a Health based cliché roll or lose their next turn as they gasp for breath
Conduit – TN 10 – If you’re wielding a metal weapon, and your opponent is wearing metal armor, your successful melee attacks causes the target to lose 2 dice
Wind Storm – TN 11 – The area is filled with swirling gusts of wind. Non-magical ranged attacks lose half their dice
Level 4
Arc Field – TN 13 – Until the end of combat, a random opponent each turn must make a Dexterity based cliché roll or take 1 die of lightning damage in a cliché of their choice
Wind Blast – TN 14 – Creates a strong blast of air. Anyone hit by this blast must make a Strength based cliché roll or be knocked back ten feet and knocked down
Raging Winds – TN 15 – The area is filled with raging, howling winds. Non-magical ranged attacks automatically fail
Level 5
Breathless – TN 16 – You do not have to breathe while the spell lasts
Suffocate – TN 17 – The target must make a Health based cliché roll or lose 2 dice in clichés of their choice every turn for 5 turns
Neural Shock – TN 18 – Unless a Health based cliché roll is made the target falls unconscious
Level 6
Path of Wind – TN 20 – You and your companions are whisked away to a different location. You must have seen the target location in person at least once
Tornado – TN 21 – A tornado forms, devastating everything in a one mile line
Lighting Storm – TN 22 – The target is hit by 2d6 lightning bolts, and loses a die in cliché’s of his choice for each one
Geomancer
Combat
Level 1 – thin streams of sand, small stone bullets and spikes
Level 2 – large streams of sand, fist sized stone rocks and spikes
Level 3 – streams of gravel, larger stones rocks and spikes
Level 4 – streams of small rocks, multiple fist sized stones and spikes
Level 5 – streams of fist sized rocks, flying boulders and columns
Level 6 – rock storms, giant flying boulders
Level 1
Signet Stone – TN 2 – Creates a small 1 ounce stone. You choose both shape and color
Bullets – TN 3 – Creates a handful of sling bullets
Stone Claws – TN 4 – You grow small stone spikes from your fingertips. All unarmed combat rolls are at +1
Level 2
Shake – TN 6 – Causes the area under one opponent to shake. They must make a Dexterity based cliché roll or suffer a -1 die penalty to their next roll
Flatten – TN 7 – Flattens out a perfectly horizontal area of natural earth. This area is large enough to set up a small campsite
Stone Fists – TN 8 – Your fists turn to solid stone, giving you +1 dice to unarmed combat
Level 3
Quake – TN 9 – Causes the area under one opponent to violently shakes. They must make a Dexterity based cliché roll or fall to the ground
Stone Object – TN 10 – Creates a stone object, up to a pound in weight
Earth Meld – TN 11 – You sink into natural earth, and may remain there unharmed for up to an hour. You cannot see or hear anything that happens on the surface
Level 4
Sink – TN 13 – The target sinks waist deep into the earth. A Strength based Cliché roll is needed to escape
Stone to Earth – TN 14 – Changes up to 50 pounds of stone into soft earth
Flesh to Stone – TN 15 – The target must make a Health based cliché roll or be turned to stone. They will turn back to normal in 1d6 hours
Level 5
Pit – TN 16 – A 10 ft wide and 50 ft deep pit appears. Those in the area must make a Dexterity based cliché roll or fall in, taking 2 dice of damage to clichés of their choice
Earth Rest – TN 17 – Same as Earth Meld, but every 3 turns you stay in the earth, you heal 1 cliché of your choice
Stone Wall – TN 18 – Creates wall of stone 100 feet long and 10 feet high
Level 6
Stone Body – TN 20 – You and your equipment becomes a living stone statue. You gain +2 pip to your melee combat rolls
Calcify – TN 21 – The target must make a Health based cliché roll, or be permanently turned to stone
Rive the Earth – TN 22 – A giant 500 feet deep pit appears, large enough to swallow a building
Enchanter
Combat – This Cliché has no direct combat spells
Level 1
Minor Aid – TN 2 – Target equipment gains a +1 bonus for 1 turn
Minor Blight – TN 3 – Target equipment gains a -1 penalty for 1 turn
Minor Bless – TN 4 – Target equipment gains a +1 bonus until end of combat
Level 2
Minor Curse – TN 6 – Target equipment gains a -1 penalty until end of combat
Aid – TN 7 – Target equipment gains a +1 die bonus for 1 turn
Minor Transformation – TN 8 – Target must roll a Health based cliché roll or turn into a harmless creature for 1 turn
Level 3
Blight – TN 9 – Target equipment gains a -1 die penalty for 1 turn
Bless – TN 10 – Target equipment gains a +1 die bonus until end of combat
Major Aid – TN 11 – Target equipment gains a +1 pip bonus for 1 turn
Level 4
Curse – TN 13 – Target equipment gains a -1 die penalty until end of combat
Major Bless – TN 14 – Target equipment gains a +1 pip bonus until end of combat
Transformation – TN 15 – Target must roll a Health based cliché roll or turn into a harmless creature until the end of combat
Level 5
Minor Enchantment – TN 16 – Target equipment gains a permanent +1 bonus. You may add cumulative +1 bonuses, but this increases the TN by 1 for every +1 bonus after the first. You may only cast this spell once per day
Major Blight – TN 17 – Target equipment gains a -1 pip bonus for 1 turn
Enchantment – TN 18 – Target equipment gains a permanent +1 die bonus. You may add cumulative +1 die bonuses, but this increases the TN by 2 for every +1 die bonus after the first. You may only cast this spell once per day
Level 6
Major Curse – TN 20 – Target equipment gains a -1 pip bonus until end of combat
Major Enchantment – TN 21 – Target equipment gains a permanent +1 pip bonus. You may add cumulative +1 pip bonuses, but this increases the TN by 2 for every +1 pip bonus after the first. You may only cast this spell once per day
Major Transformation – TN 22 – Target must roll a Health based cliché roll or turn into a harmless creature permanently
Diviner
Combat – This Cliché has no direct combat spells
Level 1
Finder – TN 2 – You find any object that you personally have misplaced. Will not work on items that have been stolen or otherwise taken from you.
Tidbit – TN 3 – Let’s you know one minor fact about a person, like their name, age, job, marital status. Won’t let you know something that someone is actively hiding.
Find Fortune – TN 4 – You ask the GM one question about a future event. On a roll of a 6 on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.
Level 2
Seeker – TN 6 – You can find any object that you’ve owned in the past 24 hours
Informant – TN 7 – You may know a minor fact about someone, even if they are trying to hide that fact
Find Future – TN 8 – You ask the GM one question about a future event. On a roll of a 5 or more on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.
Level 3
The Right Moment – TN 9 – You gain a +1 bonus on your next die roll
Tag – TN 10 – You pick someone you can see. You then pick a point in the future, up to a week. At that predetermined time, you get sent knowledge of where that person is.
Find Fate – TN 11 – You ask the GM one question about a future event. On a roll of a 4 or more on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.
Level 4
Tell Fortune – TN 13 – You read someone’s fortune. On a success, you learn 1 important thing that will happen to them soon. On a failure, you only pick up unimportant (but still correct) little pieces of their life.
Light of the Heart – TN 14 – You can tell whether someone is attuned towards the Light, the Grey or the Dark
Find Destiny – TN 15 – You ask the GM one question about a future event. On a roll of a 3 or more on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.
Level 5
The Right Second – TN 16 – You gain a +1 die bonus on your next roll
Know Consequence – TN 17 – You know if an action you take will leave Light, Grey or Dark marks on your soul
Find Kismet – TN 18 – You ask the GM one question about a future event. On a roll of a 2 or more on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.
Level 6
Perfect Moment – TN 20 – You gain a +2 pip bonus on your next roll
Second Chance – TN 21 – You may reroll the next die roll you fail, at a +3 bonus
Find Providence – TN 22 – You ask the GM one question about a future event. The GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.
Druid
Combat – This Cliché has no direct combat spells
Level 1
Know Plant – TN 2 – Know the exact name for a target plant that you can see
Know Animal – TN 3 – Know the exact name for a target animal that you can see
Nature’s Shape – TN 4 – You become an animal with 1 die in its combat cliché until the end of combat
Level 2
Seek Shelter – TN 6 – Tells you the closest location to a natural uninhabited dwelling
Seek Sustenance – TN 7 – Tells you the closest location of edible food and potable water
Nature’s Figure – TN 8 – You become an animal with 2 dice in its combat cliché until the end of combat
Level 3
Grow Plants – TN 9 – Plants grow all around you. If they are fruit bearing plants, they sprout enough to feed you and your companions
Calm Animal – TN 10 – One animal that you can see becomes calm and leaves the area peacefully. If you run into it again, you may have to recast the spell
Nature’s Form – TN 11 – You become an animal with 3 dice in its combat cliché until the end of combat
Level 4
Command Animal – TN 13 – One animal that you can see obeys your commands for one hour. This only works on normal non-magical animals
Entangle – TN 14 – The target of this spell is wrapped with vines and roots. Unless they make a Dexterity based cliché roll, they will be immobile for 3 rounds
Nature’s Visage – TN 15 – You become an animal with 4 dice in its combat cliché until the end of combat
Level 5
Friend of Green – TN 16 – You cannot be tracked while in the woods. If no one can see you, no mundane form of tracking will reveal your presence.
Nature’s Ire – TN 17 – The forest itself attacks and impedes your foes. Any foe following you into the forest must make Strength based cliché rolls each round the spell lasts or take 1 cliché of damage to a cliché of their choice and are immobilized
Nature’s Façade – TN 18 - You become an animal with 5 dice in its combat cliché until the end of combat
Level 6
Nature’s Bounty – TN 20 – A special fruit grows in 3 rounds, from the ground near you. When someone eats this fruit (takes 2 rounds), they heal back all your damaged clichés.
Vita Arbor – TN 21 – The target makes a Health based cliché roll. If they fail, they permanently become a tree
Nature’s Countenance – TN 22 – You become an animal with 6 dice in its combat cliché until the end of combat
Cleric
Combat – This Cliché has no direct combat spells
Level 1
Detect Undead – TN 2 – You know whether a target creature is undead
Patch Up – TN 3 – The target heals 1 die in a cliché of their choice, so long as that cliché does not heal above 1
Life Watch – TN 4 – Choose a target you can see. For the next 24 hours, you’ll be sent a magic message if they die
Level 2
Diagnosis – TN 6 – Tells you if the target is wounded, poisoned or diseased, and the specifics of each
Cure – TN 7 – The target heals 1 die in a cliché of their choice, so long as that cliché does not heal above 2
Ward Undead – TN 8 – Target undead rolls a Persistent based cliché roll. If it fails, it may not attack you
Level 3
Cleanse – TN 9 – All poison and disease is removed from the target’s body
Heal – TN 10 – The target heals 1 die in a cliché of their choice, so long as that cliché does not heal above 3
Holy Power – TN 11 – Target weapon does 2 dice of damage against undead when used in combat
Level 4
Turn Undead – TN 13 – Target undead rolls a Persistent based cliché roll. If it fails, it must leave the area
Restore – TN 14 – The target heals 1 die in a cliché of their choice, so long as that cliché does not heal above 4
Compel Truth – TN 15 – The target makes a Willful based cliché roll. If they fail, they must speak the truth as they know it to any question you ask
Level 5
Sanctify – TN 16 – Once per day, you bless an area (10 foot by 10 foot) that prevents any body placed there from being raised as an undead. This spell lasts 24 hours.
Rejuvenate – TN 17 – The target heals 1 die in a cliché of their choice, so long as that cliché does not heal above 5
Restore Life – TN 18 – Brings a target back to life. A cliché of their choice is reduced permanently by one (until raised back up with experience). Must be cast within a number of days of the target’s death equal to your Cleric cliché
Level 6
Destroy Undead – TN 20 – Target undead rolls a Persistent based cliché roll. If it fails, it is destroyed
Renew – TN 21 – The target heals 1 die in a cliché of their choice, so long as that cliché does not heal above 6
Resurrect – TN 22 – The target is brought back to life. Must be cast within a number of weeks of the target’s death equal to your Cleric cliché
Necromancer
Combat – This Cliché has no direct combat spells
Level 1
Detect Undead – TN 2 – You know whether a target creature is undead
Hatch Undead – TN 3 – A dead creature becomes an undead (1) under your control until end of combat
Death Watch – TN 4 – Choose a target you can see. For the next 24 hours, you’ll be sent a magic message if they die
Level 2
Scourge – TN 6 – Target makes a Health based cliché roll or takes -1 to rolls until end of combat
Create Undead – TN 7 – A dead creature becomes an undead (2) under your control until end of combat
Harm – TN 8 – Target makes a Health based cliché roll or lose 1 die in a cliché of their choice
Level 3
Poison – TN 9 – Target makes a Health based cliché roll or is a -1 die to rolls until end of combat
Formulate Undead – TN 10 – A dead creature becomes an undead (3) under your control until end of combat
Bolster Undead – TN 11 – All undead you in the area gain +2 to their combat rolls
Level 4
Quench Life – TN 13 – Target makes a Health based cliché roll or has their highest cliché reduced to one (their choice if 2 or more are their highest cliché)
Generate Undead – TN 14 – A dead creature becomes an undead (4) under your control until end of combat
Permanency – TN 15 – This spell can be cast once per day, and adds 1 point to your Permanency Pool. Your pool cannot exceed your cliché level in Necromancer. When you spend points from the pool, the same number of points equals the total cliché worth of undead you can make permanent
Level 5
Desecrate - TN 16 – Once per day, you defile an area (10 foot by 10 foot) that reduces the TN required for the creation of undead by 3. This spell lasts 24 hours.
Fabricate Undead – TN 17 – A dead creature becomes an undead (5) under your control until end of combat
Snuff Life – TN 18 – Target makes a Health based cliché roll or is reduced to 1 in all clichés
Level 6
Lichdom – TN 20 – You become an Undead Lich. Add Lich to your primary cliché. You no longer age. After casting the spell, you remove a small bone from your hand and place it in a sacred box. So long as the bone remains intact, you can never be completely killed – you’ll always come back, no matter what. You no longer gain experience. If you fail casting this spell, you lose 1 die permanently in all clichés
Spawn Undead – TN 21 – A dead creature becomes an undead (6) under your control until end of combat
Extinguish Life – TN 22 – Target makes a Health based cliché roll or dies
Telemancer
Combat – This Cliché has no direct combat spells
Level 1
Tap – TN 2 – A target that you can see feels a tapping sensation on their shoulder
Grab – TN 3 – Any unattended object under 1 pound within 10 feet flies to your hand
Congregate – TN 4 – Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take a -1 penalty to their next roll
Level 2
Manipulate – TN 6 – You can move an object up to 1 pound without touch, up to 20 feet away
Hover – TN 7 – You hover about a foot off the ground. You cannot move horizontally from the spot you’re hovering at
Converge – TN 8 – Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take a -1 penalty until the end of combat
Level 3
Projectile Push – TN 9 – Until the end of combat, non-magical ranged attacks you make gain a +2 bonus
Compact – TN 10 – Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take a -1 die penalty on their next roll
Move – TN 11 – You can move an object up to 10 pounds without touch, up to 50 feet away
Level 4
Push – TN 13 – Target must make a Strength based cliché roll or be pushed back 15 feet
Constrict – TN 14 – Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take a -1 die penalty on their next roll
Fly – TN 15 – You can slowly fly, at a speed equal to a brisk run
Level 5
Compress – TN 16 – Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take 2 dice of damage to a cliché of their choice
Hold – TN 17 – Target must make a Strength based cliché roll or they are unable to move at all for 1 turn
Teleport – TN 18 – You and your companions are teleported to another location. You must have seen the target location in person at least once
Level 6
Condense – TN 20 – Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take 2 dice of damage to all clichés
Transport – TN 21 – You can move an object up to 250 pounds without touch, up to 500 feet away
Baleful Teleport – TN 22 – You teleport to the exact location of an opponent. They must make a Dexterity based cliché roll, or die as you burst from within them
Chronomancer
Combat – This Cliché has no direct combat spells
Level 1
Know Time – TN 2 – You know what time it is, down to the minute
Alarm – TN 3 – This spell wakes you up at a specified time when cast
Quick – TN 4 – On the target’s next roll, they may reroll their lowest die and take the higher result
Level 2
Stutter – TN 6 – On the target’s next roll, they must reroll their highest die and take the lower result
Swift – TN 7 – Until the end of combat, the target may reroll their lowest die and take the higher result
Lag – TN 8 – Until the end of combat, the target must reroll their highest die and take the lower result
Level 3
Fast – TN 9 – The target may roll their next roll twice, taking the higher of the 2 results
Delay – TN 10 – The target must roll their next roll twice, taking the lower of the 2 results
Haste – TN 11 – The target may take 2 separate actions on their next turn
Level 4
Slow – TN 13 – The target’s next die roll is made at half dice
Quick Night – TN 14 – You compress time for yourself, allowing you to get a full night’s sleep in one hour
Time Warp – TN 15 – Until the end of combat, you warp in and out of the time stream, to points (usually) where you were in better health. On every turn, roll a d6. 1 – Take a die of damage in any cliché. 2 or 3 – Nothing happens. 4 or 5 – Heal 1 die in any cliché. 6 – Heal 2 dice in clichés
Level 5
Time Stop – TN 16 – Time stops for you. You cannot affect the world around you, but you may use anything on your person to yourself when you cast the spell (eat food, drink water, lay out bedroll). You may remain in the Time Stop as long as you like (more likely until your supplies run out)
Accelerate – TN 17 – Until the end of combat, the target may reroll every roll, taking the higher of the 2 results
Idle – TN 18 – Until the end of combat, the target must reroll every roll, taking the lower of the 2 results
Level 6
Time Out – TN 20 – Target must roll a Health based cliché roll. If they fail, they may be sent up to 24 hours into the future
Alacrity – TN 21 – Target gets 5 actions, right now. If you fail to cast the spell, you take a die of damage to your Chronomancer cliché
Stop – TN 22 – Target must roll a Health based cliché roll. If they fail, they cannot act for 5 rounds. During this time, any combat rolls automatically succeed against the target, and the target may not roll to resist spell effects. If you fail to cast the spell, you take a die of damage to your Chronomancer cliché
Stasiomancer
Combat – This Cliché has no direct combat spells
Level 1
Mingle – TN 2 – This gives you a +1 bonus when trying to hide or blend in with a crowd
Salvage Hex – TN 3 – You find where people at one point dropped spare money. You gain 1d6 hex. This spell can only be cast once per day
Charm – TN 4 – The target makes a Willful based cliché roll. If they fail, they will not take any direct action against you (raising prices, lying to, attacking). This spell does not work in combat
Level 2
Aura of Concurrence – TN 6 – Any long project you’re involved in (training animals, building a house, teaching students) takes half the time it normally would
Deflect – TN 7 – The next 3 times you would take a die of damage to a cliché, roll 1d6. On a 6, you do not take the damage
Beguile – TN 8 – The target makes a Willful based cliché roll. If they fail, they will treat you as a good friend. This spell does not work in combat
Level 3
Circulate – TN 9 – This gives you a +1 die bonus when trying to hide or blend in with a crowd
Deter – TN 10 – The next 3 times you would take a die of damage to a cliché, roll 1d6. On a 5 or 6, you do not take the damage
Procure Hex – TN 11 – You find where people at one point dropped spare money. You gain 5 times 1d6 hex. This spell can only be cast once per day
Level 4
Captivate – TN 13 – The target makes a Willful based cliché roll. If they fail, they will treat you as close family. This spell does not work in combat
Aura of Conjunction – TN 14 – Any long project you’re involved in (training animals, building a house, teaching students) takes a quarter of the time it normally would
Blend in – TN 15 – This gives you a +2 pip bonus when trying to hide or blend in with a crowd
Level 5
Ward – TN 16 – The next 3 times you would take a die of damage to a cliché, roll 1d6. On a 4, 5 or 6, you do not take the damage
Reap Hex – TN 17 – You find where people at one point dropped spare money. You gain 20 times 1d6 hex. This spell can only be cast once per day
Aura of Synchronicity – TN 18 – Any long project you’re involved in (training animals, building a house, teaching students) takes a tenth of the time it normally would
Level 6
Unify – TN 20 – You blend in perfectly with a crowd. No one can find you, even if they go through person by person
Evade – TN 21 – The next 3 times you would take a die of damage to a cliché, roll 1d6. On a 2, 3, 4, 5 or 6, you do not take the damage
Enthrall – TN 22 – The target makes a Willful based cliché roll. If they fail, they will do anything you ask. This spell does not work in combat
Chaomancer
Combat – This Cliché has no direct combat spells
Level 1
Annoy – TN 2 – The target makes a Willful based cliché roll. If they fail, for the next 10 minutes every new person they meet will mildly dislike them
Trade – TN 3 – Target object (worth 10 hex or less) becomes a random object of the same value
Omit – TN 4 – The target makes a Willful based cliché roll. If they fail, they forget your name
Level 2
Disarray – TN 6 – Small objects (book sized or less) in the building change places randomly with each other. This is permanent, until moved back to their normal places
Jinx – TN 7 – The target makes a Willful based cliché roll. If they fail, roll a d6 on the next 3 spells they cast. On a 6, the spell has the opposite effect that was intended
Forget – TN 8 – The target makes a Willful based cliché roll. If they fail, they forget your name and clichés
Level 3
Estrange – TN 9 – The target makes a Willful based cliché roll. If they fail, for the next hour every new person they meet will be unhelpful and argumentative
Curse – TN 10 – The target makes a Willful based cliché roll. If they fail, roll a d6 on the next 3 spells they cast. On a 5 or 6, the spell has the opposite effect that was intended
Exchange – TN 11 – Target object (worth 50 hex or less) becomes a random object of the same value
Level 4
Unlearn – TN 13 – The target makes a Willful based cliché roll. If they fail, they forget everything about you
Reposition – TN 14 – Objects and furniture in the building change places randomly with each other. This is permanent, until moved back to their normal places
Offend – TN 15 – The target makes a Willful based cliché roll. If they fail, for the next 8 hours every new person they meet will fight them (non lethal combat) or run away
Level 5
Bane – TN 16 – The target makes a Willful based cliché roll. If they fail, roll a d6 on the next 3 spells they cast. On a 4, 5 or 6, the spell has the opposite effect that was intended
Substitute – TN 17 – Target object (worth 250 hex or less) becomes a random object of the same value
Resystamize – TN 18 – Everything in the building changes. Even floor layouts (walls, doors) completely change. This is permanent, until the building is rebuilt
Level 6
Alienate – TN 20 – The target makes a Willful based cliché roll. If they fail, for the next 24 hours every new person they meet will try to kill them
Calamity – TN 21 – The target makes a Willful based cliché roll. If they fail, roll a d6 on the next 3 spells they cast. On a 2, 3, 4, 5 or 6, the spell has the opposite effect that was intended
Repudiate – TN 22 – The target makes a Willful based cliché roll. If they fail, they forget everything about you, and will never remember anything about you ever again
Illusionist
Combat – This Cliché has no direct combat spells
Level 1
Mark – TN 2 – Creates a palm sized mark on the target, of the style and color chosen by you. On non living targets, this is permanent, otherwise it lasts an hour
Glow – TN 3 – Creates a soft glow in the area, as if it were lit by a few candles
Apparition – TN 4 – Creates a visual-only illusion. This can be of anything the caster can think of, provided it’s no bigger than 1 cubic foot
Level 2
Cache – TN 6 – Makes a small object (3 pounds or less) invisible
Torch – TN 7 – An object shines like a torch. This is permanent
Guise – TN 8 – You change slight aspects of your appearance (hair color, eye color, skin tone, body type, small variation in height, clothing)
Level 3
Sentence – TN 9 – Creates up to a full sentence of text on the target. On non living targets, this is permanent, otherwise it lasts an hour
Illusion – TN 10 – Creates an audio-visual illusion. This can be of anything the caster can think of, provided it’s no bigger than a person
Nightfall – TN 11 – The area is totally darkened. Torches and other light sources only shine for 5 feet
Level 4
Etch – TN 13 – Creates a palm sized mark on the target, of the style and color chosen by you. This is permanent
Masquerade – TN 14 – You can change you appearance drastically, from looking like a child, to a different gender and even looking like specific people
Invisibility – TN 15 – You become invisible. People can still discern your location if you make sound or stand on soft ground
Level 5
Daylight – TN 16 – Fills the area with true daylight. Undead who are damaged by daylight take full damage from the effects of this spell
Scribe – TN 17 – Inscribes up to a book’s worth of information on the subject. On non living targets, this is permanent, otherwise it lasts an hour
Phantasm – TN 18 – Creates an illusion that fools all 5 senses (although no illusion can actually affect anything real). This can be of anything the caster can think of
Level 6
Facio Mortus – TN 20 – You appear dead to any careful examination. If someone stabs you or otherwise hurts you to see if you’re playing dead, the spell provides realistic effects of the damage while you remain unharmed. This spell also provides fire resistance and air to breathe in case you are cremated or buried
Semblance – TN 21 – You change your appearance to that of any creature (undead, dragons, Cicatrix creatures, golems, all these are valid)
Obscure – TN 22 – You become completely invisible. You make no sound (unless you choose to), you leave no tracks, and you have no scent. The spell also casts illusions that cover up things you affect (opening doors, stealing objects, etc)
Summoner
Combat – This Cliché has no direct combat spells
Note – summoned creatures act on the turn after they are summoned. So if they last 1 turn, you summon them, they act on the next turn and then they disappear
Level 1
Quick Paltry Summons – TN 2 – Summons a creature of your choice that lasts for 1 turn. It has a combat cliché of (1) and follows your commands
Summon Familiar – TN 3 – Summons a small natural animal to server permanently as your familiar. It has no combat clichés, but can do small tasks for you within reason. If your familiar dies, you take a die of damage to a cliché of your choice
Paltry Summons – TN 4 – Summons a creature of your choice that lasts for 3 turns. It has a combat cliché of (1) and follows your commands
Level 2
Quick Trivial Summons – TN 6 – Summons a creature of your choice that lasts for 1 turn. It has a combat cliché of (2) and follows your commands
Regenerate – TN 7 – Heals 1 cliché of damage to one of your summoned creatures
Trivial Summons – TN 8 – Summons a creature of your choice that lasts for 3 turns. It has a combat cliché of (2) and follows your commands
Level 3
Quick Common Summons – TN 9 – Summons a creature of your choice that lasts for 1 turn. It has a combat cliché of (3) and follows your commands
Amplify Summoning – TN 10 – This spell does not count as an action. When cast with a summoning spell, the summoned creature’s duration is doubled
Common Summons – TN 11 – Summons a creature of your choice that lasts for 3 turns. It has a combat cliché of (3) and follows your commands
Level 4
Quick Standard Summons – TN 13 – Summons a creature of your choice that lasts for 1 turn. It has a combat cliché of (4) and follows your commands
Unsummon – TN 14 – Target summoned creature must make a cliché roll or vanish
Standard Summons – TN 15 – Summons a creature of your choice that lasts for 3 turns. It has a combat cliché of (4) and follows your commands
Level 5
Quick Prodigious Summons – TN 16 – Summons a creature of your choice that lasts for 1 turn. It has a combat cliché of (5) and follows your commands
Poach – TN 17 – Target summoned creature makes a cliché roll. If it fails, it falls under your control for the rest of its duration
Prodigious Summons – TN 18 – Summons a creature of your choice that lasts for 3 turns. It has a combat cliché of (5) and follows your commands
Level 6
Quick Supreme Summons – TN 20 – Summons a creature of your choice that lasts for 1 turn. It has a combat cliché of (6) and follows your commands
Urgency – TN 21 – You may only attempt to cast this spell once per day. All your summoned creatures can attack the moment they are summoned, for 24 hours. They still last their normal duration (a total of 2 attacks for the quick summons, 4 attacks for others)
Supreme Summons – TN 22 – Summons a creature of your choice that lasts for 3 turns. It has a combat cliché of (6) and follows your commands
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