Arcane schools of magic

Pyrothurgy

d8 Sorcery Description
1 Fireball All combatants within a long-range blast 4 area take 1 point of elemental damage per spell level. This damage is increased by the spell level +1 for those whose defense is overcome by the activation test.
2 Embrace the flame The user is not afected by the effects of On fire and Deranged conditions until the end of next combat, and the On fire and Deranged conditions applied by the user last an additional round per spell level.
3 Inner beacon The user or a close-range target gains the ‘Beacon’ condition: while it lasts, the affected can see even in complete or magical darkness. The user can sense the exact location of other combatants with this condition and gains +x PP for the duration, where x is the spell level.
4 Embers of madness All combatants in a cone 4 area whose defense is overcome receive the Deranged condition and 1 point of elemental damage per spell level. On activation, the user may choose to receive the Deranged condition for a duration equal to the spell level; if they do, the area is increased to cone 10.
5 Feed the pyre The user gains the ‘Enflamed’ condition: while it lasts, every time they deal elemental damage, the On Fire condition is also applied. Additionally, reactions against Pyrothurgy spells cast by the affected cost x additional WP, where x is the spell level.
6 Melt With sufficient time, this spell can be used to melt almost any metal. In combat, make an INT/Magic test against a close-range target’s DEX defense. If successful, choose a metal weapon or armor carried by the target. An affected weapon reduces its base damage by an amount equal to the spell level and gives its wielder the Disarmed condition. If armor is affected instead, its melting state forces the target to shed parts of it, reducing the max PP provided by an amount equal to 2 plus twice the spell level.
7 Extinguish Make an INT/Magic test against a close-range target’s CHA defense. If successful, the target obtains the ‘Extinguished’ condition: while it lasts, the affected has disadvantage on all tests and cannot use reactions. If the level of this spell is 1 or higher, an additional target per level may be selected, all of whom can be at close or long range.
8 Wall of fire Make a DC INT/Magic test, if successful create a wall of fire up to 10 meters high and 4 meters long, plus another 4 meters per spell level. All combatants who start their round touching the wall or those who cross it get 2 elemental damage +2 damage per spell level.

Cryomancy

d8 Sorcery Description
1 Frostbite Make a close-range attack with an INT/Magic test to deal elemental damage. The base damage is equal to the spell level. The user gains advantage on the test if the target is Immobilized, and the target receives the Frozen condition if their defense is overcome.
2 Water simulacra The user creates an exact replica of themselves that appears at close range, along with 2 additional replicas per spell level. The replicas look exactly like the user, but they roll a d6 on tests, have a skill level equal to the spell level, and have 1 HP plus 1 per spell level. The replicas last until destroyed and function as summons.
3 Encase The user encases a long-range target in ice. If the target’s defense is overcome, the target gains the Immobilized and Frozen conditions. If the spell level is 1 or higher, these conditions last for a number of rounds equal to the spell level, even if the defense is not overcome.
4 Ice mirror The user creates 3 icy mirrors reflecting their image at long range, which last until the end of combat. The user can see through the mirrors and perform actions (other than the Move action) as if they were inside the mirrors. Cryomancy spells of a level lower than this spell level are activated through the mirrors with advantage by the user and cost 1 less WP to use as a reaction.
5 Water form The user’s body is replaced by water but retains its shape and function, gains 1 PP plus 1 PP per spell level, their defenses are considered 2 lower against Aeromancy spells but 2 higher against Pyrothurgy spells, this effect lasts until the next short or long rest. Additionally, if the user has water clones (from the Water simulacra spell) can switch places with any of them as part of an Evade reaction that costs 1 less WP.
6 Flood bubble The user selects a long-range target. If the target’s CON defense is overcome, their head is surrounded by a bubble of water, applying the ‘Flooded’ condition. While affected by this condition, at the end of each round, the target must pay 1 + spell level WP or fall unconscious, only regaining consciousness when the condition ends.
7 Evaporate This spell can evaporate 1 cubic meter of liquid, plus 1 additional cubic meter per spell level. In combat, it can be used to evaporate the blood of a close-range target that has the Immobilized or Frozen condition. Using the spell this way requires overcoming the target’s CON defense to deal 2 points of damage (at spell level 0) or 4 points per spell level. This damage cannot be absorbed by PP.
8 Geiser The user creates an eruption of steam in a long-range blast 4 area. Enemies within the area are expelled in a direction chosen by the user, and if their CON defense is overcome, they also receive 2 points of physical damage per spell level.

Geomancy

d8 Sorcery Description
1 Earthquake All other combatants touching the ground in a 10-area expansion, whose defense is overcome by the activation test, receive X physical damage and the Prone condition, where X is 1 + spell level.
2 Burial grounds Make a DC 2 INT/Magic test. If successful, 1 combatant at long range, plus 2 additional ones per spell level, gain the Immobilized and Petrified conditions. The affected combatants must be no more than 10 meters apart.
3 Nature sense Make a DC 2 INT/Magic test. If successful, the user can perceive their surroundings even in complete or magical darkness until their next short or long rest. Additionally, while this effect lasts, the user starts each combat with an additional 1 + spell level WP that can only be used for Evade actions.
4 Directed contagion A close-range combatant gains the Poisoned condition. The first time the affected combatant receives a wound, pustules on their body explode, infecting others and applying the Poisoned condition to 1 + spell level additional enemies of the user within close or long range.
5 Stoneskin The user or a close-range combatant gains the ‘Stoneskin’ condition, granting resistance to physical and elemental damage for the duration. An additional target may be affected by the condition per spell level.
6 Acid blood Make a DC 2 INT/Magic test. If successful, the next 1 + spell level times the user receives damage, all combatants in close range gain the ‘On Acid’ condition for 1 + spell level rounds.
7 Summon beast The user summons a beast to their aid at close range, plus 2 additional beasts per spell level. There are multiple versions of this spell, each corresponding to a different type of beast. However, a generic beast can be assumed to roll a d6 on tests, have a skill level equal to the spell level, and have 1 HP +1 per spell level. The beasts last until destroyed and function as summons.
8 Plant growth Make a DC 2 INT/Magic test. If successful, the user creates exuberant vegetation on the battlefield, causing all ranged attacks to have disadvantage and all movement to be halved until the end of combat. Additionally, the user may select up to 2 combatants per spell level who are unaffected by these effects.

Aeromancy

d8 Sorcery Description
1 Thunderbolt Make a DC 2 INT/Magic test. If successful, all combatants in a line 20 area take 1 point of elemental damage per spell level. This damage is increased by 1 + spell level for those affected whose defense is overcome by the activation test.
2 Ride the lightning Make a DC 2 INT/Magic test. If successful, a booming bolt from the sky strikes the user, granting them the ‘Blessed by Lightning’ condition. While this condition lasts, the user can fly, using the Move action in any direction. The condition ends prematurely if the user activates a spell of equal or higher level than this spell. Additionally, the ‘Blessed by Lightning’ condition cannot be earned indoors.
3 Reverse gravity Make a DC 2 INT/Magic test. If successful, create a burst 6 area at long range where gravity is reversed until the end of combat. The speed of this reversal and the damage caused by falling depend on the spell level. Everything inside the area, or entering or leaving it, is smashed to the (new) ground, receiving the Prone condition until the end of the round and X physical damage, where X is spell level +1.
4 Shock therapy whisper Make a DC 2 INT/Magic test. If successful, the user can send a message to a long-range target without detection by anyone else. Additionally, the user may choose to apply either the Deranged or Electrified condition to the target.
5 Elemental lung Make a DC 2 INT/Magic test. If successful, until the end of combat, the user may, as part of another (non-reaction) action, declare either an Exhalation or an Inhalation. Exhalation moves a close or long-range target away from the user by up to 2 meters plus 4 meters per spell level, while Inhalation does the same but pulls the target toward the user.
6 Void sphere Make a DC 2 INT/Magic test. If successful, the user creates a void sphere in a burst 10 area at long range, with a duration equal to the number of successes earned on activation. While it lasts, all ranged projectile tests are at disadvantage (except magical ones), and talents require X additional WP to be activated inside the sphere, where X is the spell level +1.
7 Thunder step Make a DC 2 INT/Magic test. If successful, the user moves up to 20 meters almost instantly (terrain effects are not ignored). If the movement ends in close range of an enemy and the enemy’s DEX defense is overcome, the enemy receives 2 points of damage per spell level and the Electrified condition on a critical hit.
8 Stormcalling Make a DC 2 INT/Magic test. If successful, the user summons a great storm that affects the entire battlefield and prevents all combatants from flying. The storm lasts until the end of combat, and each round, a random combatant is struck by lightning, taking 1 + spell level points of elemental damage. This spell cannot be cast indoors.

Alteration

d8 Sorcery Description
1 Disfigure Make a DC 2 INT/Magic test. If successful, a target in close range has their body twisted in a horrific manner and receives 2 points of physical damage plus 4 additional points of damage per spell level. This spell can be used only once on each combatant.
2 Resize Make a DC 2 INT/Magic test. If successful, a target in close or long range gains either the ‘Enlarged’ or ‘Reduced’ condition. While enlarged, the target has advantage on attacks and on being attacked. While reduced, the target has disadvantage on attacks and on being attacked. Additionally, the affected target does not expend WP the next 1 + spell level times they modify a roll to Attack while enlarged or use a reaction to Evade while reduced.
3 Telekinesis Make a DC 2 INT/Magic test. If successful, the user can manipulate objects with their mind as if using their hands. The weight that can be lifted depends on the spell level and the WP used: 1/2 kg per WP at level 0, 1 kg per WP at level 1, 5 kg per WP at level 2, 20 kg per WP at level 3, 100 kg per WP at level 4, and 500 kg per WP at level 5. WP used to maintain the telekinetik grasp are only recovered when the user ends the effect.
4 Enhance Make a DC 2 INT/Magic test. If successful, the user enhances a single attribute of themselves or a close-range combatant. For the selected attribute, the affected can use a d12 on tests once if the spell level is 0, or twice per spell level. This effect lasts until the next short or long rest or until it is used again on the same target.
5 Vanish Make a DC 2 INT/Magic test. If successful, the user gains the ‘Vanishing’ condition. While this condition lasts, the user can momentarily pass through solid objects and may reduce its duration by 1 round to pay for Evade reactions as if it were WP. The user may apply this condition to up to 1 additional close or long-range target per spell level.
6 Adaptation Make a DC 2 INT/Magic test. If successful, the user or a close-range target gains the ‘Adapted’ condition. While this condition lasts, the affected can move at their regular speed while swimming, climbing (if spell level 1+), burrowing (if level 2+), or flying (if level 3+), with the user choosing which mode of movement applies. The duration of this condition is increased by 2 rounds per spell level.
7 Inner weaponry Make a DC 2 INT/Magic test. If successful, the user gains natural weapons made from their own fortified bones, with a base damage of 1 + spell level that deals elemental damage. These weapons last until the end of combat and can be controlled without expending control points. If this spell is activated as a reaction, it allows the user to make a short-range attack that does not count as an action for that round.
8 Shapeshift Make a DC 2 INT/Magic test. If successful, the user or a close-range target whose defense is overcome gains the ‘Shapeshifted’ condition. While this condition lasts, the affected and all their equipment are transformed into a different creature chosen by the user. The creature has all attributes at d6 and DEX & CON skills equal to or lower than the spell level. Additionally, the user can apply the effects of another Alteration spell related to the selected creature type. Using the spell in this way requires an additional action per spell effect incorporated.

Necrostry

d8 Sorcery Description
1 Absorb life Make a close-range attack with an INT/Magic test to deal physical damage. The base damage is equal to the spell level +1. If the attack is successful, the user recovers HP equal to the spell level. Upon activation, the user may pay 1 WP to use this spell at long range instead of close range.
2 Spirit haunt Make a DC 2 INT/Magic test. If successful, call up to 4 spirits per spell level to track and relentlessly attack a long-range target, each inflicting 1 point of physical damage before disappearing. If this spell is cast at level 0, only 2 spirits are called.
3 Underworld reach Make a DC 2 INT/Magic test. If successful, a long-range target is dragged to the ground by undead arms, applying the Immobilized condition, even if the target is airborne or elevated. At the end of the round, the Immobilized condition changes to the ‘Buried’ condition. While Buried, the affected target cannot take any actions except activating Necrostry spells and may reduce its duration by 1 round to pay for Necrostry spells as if it were WP.
4 Reanimate Make a DC 2 INT/Magic test. If successful, a close-range unconscious target regains consciousness, recovers up to 3 PP, and heals 1 wound per spell level. Each wound healed in this way leaves a permanent ‘Necrotic Mark.’ When a combatant receives their 7th Necrotic Mark, they die and return as an undead.
5 Grave council Make a DC 2 INT/Magic test. If successful, the user can ask 5 questions to a close-range corpse or request its aid until the next short or long rest. An aiding spirit allows the user to increase the die type on a skill test a number of times equal to spell level +1. The user can only benefit from the aid of a single spirit, and the skill it assists with depends on the spirit’s experiences in life.
6 Necrokinesis Make a DC 2 INT/Magic test. If successful, the user temporarily takes control of a close-range corpse or undead. An affected undead gains the Disarmed, Immobilized, and Stunned conditions. A corpse reanimates for the duration of the spell and, at the start of the next round, moves toward an enemy designated by the user, trampling them to inflict the Disarmed, Immobilized, and Stunned conditions. The duration of these conditions is equal to the spell level.
7 Create undead The user animates one undead from a close-range corpse, plus 2 additional undead per spell level. There are different versions of this spell for each type of undead, but it can be assumed that a generic undead rolls d6 on tests, has a skill level equal to the spell level, and has 1 HP +1 per spell level. The undead last until destroyed and function as summons.
8 Blight curse Make an INT/Magic test against a long-range target. If successful, the target gains the ‘Blighted’ condition. While this condition lasts, the affected cannot recover HP, PP, or WP, and their maximum HP, PP, and WP are reduced by an amount equal to spell level +1. When the condition ends, the points lost in this way are not recovered.

Chronomancy

d8 Sorcery Description
1 Rot A long-range target whose defense is overcome by an INT/Magic test receives 1 point of physical damage plus 4 additional damage per spell level. A target killed by this damage is disintegrated.
2 Renew Make a DC 2 INT/Magic test. If successful, all combatants in a burst 10 area at long range have the duration of their conditions increased by 1 plus the spell level. If this spell is cast as a reaction, no WP is required.
3 Decay Make an INT/Magic test against a short or long-range target’s defense. If successful, the target gains the Diminished condition on a DEX skill and a CON skill of the user’s choice. The duration is increased by 1 round per spell level.
4 Timing Make a DC 2 INT/Magic test. If successful, until the end of combat, reactions to the user’s actions cost an additional 1 WP, plus an extra 1 WP per spell level.
5 Haste Make a DC 2 INT/Magic test. If successful, the user or an ally in close range gains the ‘Hasted’ condition. While this condition lasts, the affected can use a Move action each round that does not count toward the number of actions for that round and gains advantage on their first Attack action. If this spell is cast at level 1 or higher, an additional ally can be affected per spell level.
6 Slow Make a DC 2 INT/Magic test. If successful, a combatant in close or long range gains the ‘Slowed’ condition. While this condition lasts, the affected moves only half the distance when using a Move action and has disadvantage on Attack actions. If this spell is cast at level 1 or higher, an additional combatant can be affected per spell level.
7 Loop Make a DC 2 + spell level INT/Magic test. If successful, the user can rewind time by a short period based on the spell level: at level 0, the last test is repeated; at levels 1 to 3, the last 1 to 3 actions can be repeated; at level 4, the entire round can be remade; and at level 5, the entire combat can be remade. This spell is always used as a reaction and does not count toward the number of actions in the round. Each spell level can only be cast once between long rests.
8 Port Make a DC 2 INT/Magic test. If successful, the user and an additional passenger per spell level teleport to a location known to the user. If this spell is used in combat, it requires 3 actions to cast.

Technomancy

d8 Sorcery Description
1 Nanite bomb All combatants in a long-range blast 4 area take 1 + spell level points of physical damage.
2 Nanite armament The user creates a weapon that lasts until the end of combat. This weapon has 0 base damage, but its damage can only be absorbed with PP if the damaged combatant spends 1 WP plus 1 WP per spell level each time they take damage.
3 Bio tracker Up to spell level +1 combatants at long range can be tracked until the next long rest. The user can determine their exact location while this effect lasts, has advantage on rolls targeting them, and can perceive them even if they are hidden or invisible.
4 Adrenal-shock The user’s defenses increase by 1 + spell level until the end of the round. This spell can be used as a reaction with no WP cost.
5 Inhibitor A short-range combatant cannot activate spells for 1 + spell level rounds.
6 Nano-reconstructor The user or a close-range combatant loses one condition and up to x wound levels, where x is the spell level. This spell can only affect the same combatant once between long rests.
7 Deadly isotope The user selects a burst 2 area in close range. Any combatant who ends their round in that area receives the Exhausted condition and a wound per spell level. At the start of each round, this effect extends to a new burst 2 area contiguous to the last. The effect continues to spread until the end of combat.
8 Laser All combatants in a line 20 area get 1 + spell level physical damage.

Dweomer

d8 Sorcery Description
1 Nightmare wail All combatants in a cone 6 area take 1 mental damage per spell level. This damage is increased by spell level +1 for those affected whose defense is overcome by the activation test.
2 Illusory scenery Make a DC 2 INT/Magic test. If successful, the user can change the appearance of the surrounding terrain to resemble a fortress. This illusion lasts for a number of short rests equal to spell level +1. The user can also add the effects of another Dweomer spell if it aligns with the characteristics of the created terrain. Using the spell this way requires an additional 1 WP per spell level of incorporated effects, which cannot be recovered until the illusion is dismissed.
3 Figment pit Make an INT/Magic test against a long-range target’s defense. If successful, the target gains the ‘Falling Illusion’ condition. While this condition lasts, the affected can only use actions to try to climb out of the pit they believe they are falling into. They need a number of successes equal to 4 times the spell level with cumulative DEX or CON tests (for spell level 0, only a successful test is required).
4 Imagined army Make a DC 2 + spell level INT/Magic test. If successful, all enemy combatants in a burst 10 area at long range receive the ‘Overwhelmed’ condition. While this condition lasts, the affected must pay 1 WP plus 1 WP per spell level after every action to avoid taking mental damage equal to that amount, inflicted by the armies they believe are surrounding them.
5 Horrid vision Make a DC 2 INT/Magic test. If successful, all combatants in a burst 2 area at long range gain the Terrified condition, experiencing their deepest fears brought to life. The burst area increases by 2 per spell level.
6 Disguise Make a DC 2 INT/Magic test. If successful, the user and a number of combatants at short or long range gain the ‘Disguised’ condition. While this condition lasts, the affected change their appearance to that of someone known to the user. If used outside of combat, the disguise lasts until the next short or long rest.
7 Befriend Make an INT/Magic test against a short or long-range target’s defense. If successful, the target gains the ‘Befriended’ condition. While this condition lasts, the affected will do anything to help the user except engage in perilous activities or actions. If used outside of combat, it lasts until the end of a number of short rests equal to the spell level.
8 Demand attention Make a DC 2 INT/Magic test. If successful, all combatants in a burst 2 area at long range gain the ‘Enthralled’ condition. While this condition lasts, the affected cannot take any actions until another combatant interacts with them. The burst area increases by 2 per spell level.

Wyrmcraft

d8 Sorcery Description
1 Sudden talon Make a close-range attack with an INT/Magic test against DEX defense to deal physical damage. The base damage is equal to the spell level +1. The cost of using this spell as a reaction is reduced by 1 WP.
2 Draconic crunch Make a close-range attack with an INT/Magic test against CON defense to deal elemental damage. The base damage is equal to the spell level +2.
3 Dragon wings Make a DC 2 INT/Magic test. If successful, a pair of draconic wings erupt from the user’s back, destroying any armor being worn but granting the ‘Airborne Wyrm’ condition. While this condition lasts, the user may fly, using the Move action in any direction. The condition ends prematurely if the user is affected twice in a round by a spell of a level equal to or higher than this spell. The cost of using this spell as a reaction is reduced by 1 WP.
4 Elemental breath All combatants in a cone 6 area take 1 point of elemental damage per spell level. This damage is increased by spell level +1 for those affected whose DEX defense is overcome by the activation test. The cost of using this spell as a reaction is reduced by 1 WP.
5 Scales Make a DC 2 INT/Magic test. If successful, the user reduces all physical and elemental damage taken by 1 plus 1 per spell level until the end of the round. The cost of using this spell as a reaction is reduced by 1 WP.
6 Dread glare Make an INT/Magic test against a long-range target’s defense. If successful, the target gains the Terrified condition. The cost of using this spell as a reaction is reduced by 1 WP.
7 Tail slash All combatants in an expansion 4 area receive 1 point of physical damage per spell level and gain the Prone condition. The cost of using this spell as a reaction is reduced by 1 WP.
8 Draconic might Make a DC 2 INT/Magic test. If successful, the user reduces the duration of one or all conditions affecting themselves or a close or long-range target by 1 plus 1 per spell level. The cost of using this spell as a reaction is reduced by 1 WP.

Divine domains

Justice

d8 Miracle Description
1 Retribution Make a DC 2 CHA/Virtue test. If successful, the user deals 1 point of mental damage + 2 points per spell level to a close-range target that attacked someone other than the user during the round. This spell can be used as a reaction without paying the WP cost against targets that do not share the user’s alignment.
2 Aura of truth Make a DC 2 CHA/Virtue test. If successful, all combatants in a burst 2 area receive the ‘Truth Bound’ condition. While it lasts, the affected cannot lie. In combat, this effect allows other combatants to ask the affected about their weaknesses, which can be done as part of another action. The burst area increases by 2 for each spell level.
3 Excomunicate Make a close-range attack with a CHA/Virtue test to deal mental damage, with base damage 0. If the target shares an allegiance with the user, the base damage is equal to the spell level +1. A target rendered unconscious by this spell’s damage loses all alignment to factions shared with the user.
4 Shackles Make a CHA/Virtue test against a long-range target’s defense. If successful, the user may expend any amount of WP, and the target is prohibited from taking actions until the next short rest unless they pay an equal or greater amount of WP than the user. Additionally, the WP required by the affected is increased by 1 per spell level.
5 Exculpate Make a DC 2 CHA/Virtue test, if successful, all combatants in an expansion 10 area who share an alignment with the user lose all movement-impairing conditions. Additionally, the user can end one condition per spell level affecting a combatant within the area (including the user).
6 Scales of inequity Make a DC 2 CHA/Virtue test, if successful, the user may sacrifice any number of HP, PP, or WP. For every two points sacrificed, a long-range target takes 1 point of mental damage. The maximum damage dealt by this spell is 2 at level 0 or 3 per level for levels 1 to 5
7 Repent Make a CHA/Virtue test against a long-range target’s defense. If successful, the target repents for their transgressions and chooses 2 conditions, plus an additional one per spell level, to receive in order to atone.
8 Incomunicate Make a DC 2 CHA/Virtue test. If successful, a long-range target gains the ‘Incommunicated’ condition: while it lasts, the affected must pay an additional 1 WP + 1 per spell level to cast any spell. This spell has no effect on targets that share an alignment with the user’s faction.

Protection

d8 Miracle Description
1 Shield physical Make a DC 2 CHA/Virtue test. If successful, the user or a close-range combatant gains the ‘Physical Ward’ condition: while it lasts, the affected gains resistance equal to the spell level against all physical damage, and their CON defense increases by 1
2 Shield elemental Make a DC 2 CHA/Virtue test. If successful, the user or a close-range combatant gains the ‘Elemental Ward’ condition: while it lasts, the affected gains resistance equal to the spell level against all physical damage, and their DEX defense increases by 1
3 Shield mental Make a DC 2 CHA/Virtue test, if successful the user or a close-range combatant gains the ‘Mental Ward’ condition: while it lasts the affected gains resistance equal to spell level against all mental damage and the INT and CHA defenses are increased by 1.
4 Shield dragon Make a DC 2 CHA/Virtue test, if successful the user or a close-range combatant gains the ‘Dragon Ward’ condition: while it lasts the affected gains resistance equal to spell level +1 against all damage done by dragons.
5 Shield undead Make a DC 2 CHA/Virtue test, if successful the user or a close-range combatant gains the ‘Undead Ward’ condition: while it lasts the affected gains resistance equal to spell level +1 against all damage done by undead enemies.
6 Shield arcane Make a DC 2 CHA/Virtue test, if successful the user or a close-range combatant gains the ‘Arcane Ward’ condition: while it lasts the affected gains resistance equal to spell level +1 against all damage from spells of any magic school.
7 Shield divine Make a DC 2 CHA/Virtue test, if successful the user or a close-range combatant gains the ‘Divine Ward’ condition: while it lasts the affected gains resistance equal to spell level +1 against all damage from spells of any divine domain.
8 Shield talent Make a DC 2 CHA/Virtue test, if successful the user or a close-range combatant gains the ‘Talent Ward’ condition: while it lasts the affected gains resistance equal to spell level +1 against all damage done by enemies using a talent.

Radiance

d8 Miracle Description
1 Radiant palm Make a close-range attack with a CHA/Virtue test to deal elemental damage. The base damage is equal to the spell level but is increased by 2 against undead. The palm of the user emits light like a torch.
2 Blinding light Make a DC 2 CHA/Virtue test, if successful all combatants in a cone 2 area get the Diminished (Shooting) and Diminished (Weaponry) conditions. The area affected increases by 2 per spell level.
3 Expel undead Make a DC 2 CHA/Virtue test, if successful all undead in an expansion 2 area receive the Terrified condition. The area affected increases by 2 per spell level.
4 Expel aligned Make a DC 2 CHA/Virtue test. If successful, all combatants with the specified alignment in an expansion 2 area receive the Terrified condition. There is a different version of this spell for each alignment. The area affected increases by 2 per spell level.
5 Expel dragon Make a DC 2 CHA/Virtue test, if successful all dragons in an expansion 2 area receive the Terrified condition. The area affected increases by 2 per spell level.
6 Expel beast Make a DC 2 CHA/Virtue test, if successful all beasts in an expansion 2 area receive the Terrified condition. The area affected increases by 2 per spell level.
7 Star beam Make a DC 2 CHA/Virtue test, if successful all combatants in a line 10 area receive 1 elemental damage plus 1 damage per spell level, this damage is increased by 2 against undead.
8 Fae lights Make a DC 2 CHA/Virtue test. If successful, all enemies in an expansion 4 area are unable to gain advantage on rolls, and rolls against them cannot have disadvantage. The area follows the user, lasts until the end of combat, and increases by 2 per spell level.

Divination

d8 Miracle Description
1 Fated strike Make a close-range attack with a CHA/Empathy test to deal physical damage. The base damage is equal to the Brawl level. Reactions against this attack cost an additional x WP, where x is this spell level +1
2 Foresight technique Make a DC 2 CHA/Empathy test. If successful, the user may select a spell or talent. Until the next short rest, reactions against that spell or talent do not cost WP and are made with advantage. The selected spell or talent includes versions of a level equal to or lower than this spell level.
3 Open third eye Make a DC 2 CHA/Empathy test. If successful, the user gains the “Third Eye” condition: while it lasts, the affected has advantage on reactions and the activation of Divination spells, and may reduce its duration by 1 round to pay for reactions or Divination spells as if it were WP. The duration of this condition is increased by 2 per spell level.
4 Scry afar Make a DC 2 CHA/Empathy test. If successful, the user gains the ability to sense every combatant on the battlefield. Additionally, outside of combat, the user can send one of their senses per spell level to spy on a person or place. Long distances or lack of knowledge about the target may increase the activation DC.
5 Shared visions Make a DC 2 CHA/Empathy test. If successful, the user and their allies can benefit from a pool of shared visions about the near future. Each vision is consumed as part of another action to gain advantage on that action’s test. The user generates a number of visions equal to the successes earned on the test plus twice the spell level. These visions are only useful until the end of combat.
6 Omen of fortune Make a DC 2 CHA/Empathy test. If successful, the user can enunciate an omen of what is to come by defining a couple of actions and a combatant who will perform them. When these actions occur, the user and their allies gain resources equal to the spell level +1. This spell may only be used in combat.
7 Omen of doom Make a DC 2 CHA/Empathy test. If successful, the user can enunciate an omen of what is to come by defining a couple of actions and a combatant who will perform them. When these actions occur, all enemies receive the Deranged and Disarmed conditions with a duration equal to the spell level +1. This spell may only be used in combat.
8 Prediction Make a DC 2 CHA/Empathy test. If successful, the user may roll a number of d12 dice equal to 2 plus twice the spell level and record the results. At any time, they may replace a roll from a test made by anyone in the presence of the user with one of the recorded d12 results. The recorded rolls last until used, the spell is cast again, or a short rest is taken.

Dominion

d8 Miracle Description
1 Draft Make a DC 2 CHA/Influence test. If successful, a long-range target switches sides to aid the user. This spell only works on targets with remaining HP equal to or lower than twice the spell level, or 1 HP for a level 0 spell.
2 Enslave Make a CHA/Influence test against a long-range target’s defense. If successful, the target receives the ‘Enslaved’ condition: while it lasts, the user commands the target as if they were a summon. The duration of this condition increases by 1 per spell level.
3 Rule Make a DC 2 CHA/Influence test. If successful, the user gains an additional action that can only be used to change their summon instructions or to give 1 of their summons an additional action. This effect lasts until the end of the next round, with an additional round per spell level.
4 Exert Make a DC 2 CHA/Influence test. If successful, all the user’s summons gain advantage on actions until the end of the round. Additionally, the tests made by these summons gain an extra success per spell level on their next action.
5 Promote Make a DC 2 CHA/Influence test. If successful, a summon controlled by the user that was not previously affected by this spell increases its test dice type by one step until the end of combat. Additionally, the affected summon gains 2 PP per spell level.
6 Taxation Make a DC 2 CHA/Influence test against a long-range target’s defense. If successful, the target receives the ‘Taxed’ condition: while it lasts, the affected must sacrifice at the end of each round x points of PP, HP, or WP, where x is spell level +1.
7 Ban Make a DC 2 + spell level CHA/Influence test. If successful, end the effects of a spell of the same level or lower in close or long range. This spell may be used as a reaction to counter a spell being cast, in which case the user must pay an additional 1 WP per spell level.
8 Command Make a CHA/Influence test against a close-range target’s defense. If successful, choose one of three conditions for the target to obtain: Disarmed, Immobilized, or Prone. If the level of this spell is 1+, an additional target per level may be selected, all of whom can be at close or long range.

Restoration

d8 Miracle Description
1 Regenerate Make a DC 2 CHA/Virtue test. If successful, the user or a close-range combatant ignores disadvantage on tests due to wound levels until they receive a new wound. Additionally, the affected combatant heals a wound per spell level if they have not been healed this way since the last long rest.
2 Reinstate will Make a DC 2 CHA/Virtue test. If successful, the user or a close-range combatant gains the ability to restore an additional +1 WP per spell level each time they use the Recover action until the end of combat. Additionally, if the affected combatant has not yet recovered WP in this combat, they recover spell level +1 WP.
3 Reinstate vitality Make a DC 2 CHA/Virtue test. If successful, the user or a close-range combatant gains the ability to restore an additional +1 HP per spell level each time they use the Recover action until the end of combat. Additionally, if the affected combatant has not yet recovered HP in this combat, they recover spell level +1 HP.
4 Reinstate discipline Make a DC 2 CHA/Virtue test. If successful, the user or a close-range combatant gains the ability to restore an additional +1 discipline expended per spell level each time they use the Recover action until the end of combat. Additionally, if the affected combatant has not yet recovered any expended discipline in this combat, they recover spell level +1 discipline.
5 Reinstate protection Make a DC 2 CHA/Virtue test. If successful, the user or a close-range combatant gains the ability to restore an additional +1 PP per spell level each time they use the Recover action until the end of combat. Additionally, if the affected combatant has not yet recovered any PP in this combat, they recover spell level +1 PP.
6 Status quo Make a DC 2 CHA/Virtue test. If successful, the user reduces the duration of all conditions affecting them and their allies, or all enemies, by 1 + spell level.
7 Abolish curse Make a DC 2 CHA/Virtue test. If successful, the user dismisses a curse, disease, or any other long-term ailment in close range with a level equal to or lower than this spell’s level.
8 Banish Make a CHA/Virtue test against a long-range target’s defense. If successful, the target immediately returns to its plane of origin unless it pays an amount of WP equal to the spell level.

Courage

d8 Miracle Description
1 Heroic posture Make a DC 2 CHA/Composure test. If successful, the user gains a number of PP equal to their Composure level plus this spell level.
2 Inspire fear Make a DC 2 CHA/Composure test. If successful, a close or long-range combatant receives the Terrified condition. The duration of this condition is increased by 1 + spell level, and the cost of Save actions to end it early increases by 2 WP.
3 Weaponized fear Make a DC 2 CHA/Composure test. If successful, all of the user’s weapons gain the ‘Fear coated’ condition: while it lasts, the base damage of these weapons cannot be lower than the user’s Influence level, and all reactions made against attacks with these weapons are made with disadvantage. The duration of this condition is increased by 1 + spell level, and this spell may be activated as a reaction with no WP cost.
4 Embolden Make a DC 2 CHA/Composure test. If successful, the user and up to 1 ally per spell level increase their DEX, INT, and CHA defenses by 3 until the end of the next round.
5 Luck of heroes Make a DC 2 CHA/Composure test. If successful, the user ignores the next 4 points of damage per spell level received. This spell may only be used as a reaction that costs no WP, and if used at level 0, it ignores 2 points of damage instead.
6 Weaponized faith Make a DC 2 CHA/Composure test. If successful, all of the user’s weapons gain the “Faith imbued” condition: while it lasts, the base damage of these weapons cannot be lower than the user’s Composure level, and all attacks made as a reaction with these weapons are made with advantage. The duration of this condition is increased by 1 plus the spell level, and this spell may be activated as a reaction with no WP cost.
7 Ignore threat Make a DC 2 CHA/Composure test. If successful, up to spell level +1 long-range targets become immune to the Terrified condition until the end of combat.
8 Liquid courage Make a DC 2 CHA/Composure test. If successful, the user creates a beverage that can be consumed as part of another action (has spell level +1 uses). When consumed, the drinker gains +2 to all defenses until the end of combat but receives a wound level at the end of that combat. The beverage remains unspoiled until all uses are expended.

Guardians

d8 Miracle Description
1 Spiritual weaponry Make a DC 2 CHA/Virtue test. If successful, the user creates a floating weapon that attacks an enemy at close range from the user once per round. The weapon uses a d6 for rolls and has a skill level equal to the spell level. The floating weapon lasts until the end of combat.
2 Spiritual steed Make a DC 2 CHA/Virtue test. If successful, the user creates a spectral horse that can only be ridden by the user. The horse cannot be destroyed until dismissed, uses a d6 for rolls, and has a skill level equal to the spell level. The steed lasts until the next short rest.
3 Spiritual retinue Make a DC 2 CHA/Virtue test. If successful, the user summons a ghostly guardian and 2 additional ones per spell level. The guardians roll d8 on tests, have a skill level equal to the spell level, and have 1 HP plus 1 per spell level. The guardians last until the end of combat and function as summons.
4 Ancestral instruction Make a DC 2 CHA/Virtue test. If successful, the user summons a spirit of martial instruction that allows them to consider a random talent prepared without needing to have it prepared beforehand. The level of the newly prepared talent is equal to this spell level, and it remains prepared until the next short rest or until this spell is used again.
5 Ancestral wisdom Make a DC 2 CHA/Virtue test. If successful, the user summons a spirit of divine wisdom that allows them to consider a random divine domain spell prepared without needing to have it prepared beforehand. The level of the newly prepared spell is equal to this spell level, and it remains prepared until the next short rest or until this spell is used again.
6 Ancestral shroud Make a DC 2 CHA/Virtue test. If successful, the user creates an expansion 4 area filled with spirits that protect them until the end of combat. All enemies starting their round inside the area receive 2 points of physical damage per spell level (1 point at level 0).
7 Spiritual fortress Make a DC 2 CHA/Virtue test. If successful, the user is shielded by a phantom fortification for a duration equal to the spell level. While the fortification is in effect, the user cannot affect the exterior, nor can other combatants affect the user in any way.
8 Ancestral knowledge Make a DC 2 CHA/Virtue test. If successful, the user calls a spirit of arcane knowledge that enables them to consider a random arcane school spell prepared without needing to have it prepared beforehand. The level of the new prepared spell is equal to this spell level and remains prepared until the next short rest or until this spell is used again.

Forge

d8 Miracle Description
1 Create weaponry Make a DC 2 CHA/Virtue test. If successful, the user creates a weapon that does not require the user to expend control points to benefit from its qualities. This spell may be activated as part of an attack action, and the next x WP used on actions with the weapon are not expended, where x is the spell level.
2 Create explorer tools The user gains a number of resources relevant to group survival equal to the number of successes on the activation test of this spell, plus 1 per spell level. This spell can only be used once per short rest.
3 Create shielding Make a DC 2 CHA/Virtue test. If successful, the user creates a shield that does not need to be controlled by the user to benefit from its qualities. This spell may be activated as part of a Block action, and the next x WP used on reactions with the shield are not expended, where x is the spell level.
4 Create mobility tools Make a DC 2 CHA/Virtue test. If successful, the user creates a set of tools that enables them or a close-range ally to move in any direction or across any surface using a Move action. These tools remain until a number of Move actions equal to 1 plus twice the spell level have been made. This spell can be activated as part of a Move action.
5 Create divine charm Make a DC 2 CHA/Virtue test. If successful, the user applies the effects of a spell from a divine domain prepared onto an object. At any time later, the object can be used to cast the spell once, even if it is no longer prepared. The level of this spell must be equal to or higher than the level of the spell to be applied to the object. This spell can only be used during a short rest.
6 Create arcane charm Make a DC 2 CHA/Virtue test. If successful, the user applies the effects of a spell from a school of magic prepared onto an object. At any time later, the object can be used to cast the spell once, even if it is no longer prepared. The level of this spell must be equal to or higher than the level of the spell to be applied to the object. This spell can only be used during a short rest.
7 Create automaton Make a DC 2 CHA/Virtue test. If successful, the user creates a humanoid automaton at close range, and 2 additional ones per spell level. There are multiple versions of this spell, one for each type of automaton, but a generic version rolls d6 on tests, has a skill level equal to the spell level, and has 1 HP +1 per spell level. The automatons last until destroyed and function as summons.
8 Blessed forge Make a DC 2 CHA/Virtue test. If successful, the user gains advantage on tests to activate Forge domain spells. Additionally, tests of forged automatons or forged equipment created with a spell of level equal to or lower than this spell are made with a die one step increased. These effects last until the end of combat.

Trickery

d8 Miracle Description
1 Forget spell Make a CHA/Virtue test against a close-range target’s defense. If successful, the target unprepares a spell of a level equal to or lower than this spell level.
2 Lose control Make a CHA/Virtue test against a close-range target’s defense. If successful, the target loses control over equipment controlled with an amount of control points equal to or lower than this spell level. At level 0, this spell can only cause the loss of control over a light piece of equipment.
3 Guard down Make a DC 2 CHA/Virtue test. If successful, all combatants in an expansion 2 area reduce all their defenses by 2 until the end of the next round. The affected area increases by 2 per spell level.
4 Steal resources Make a CHA/Virtue test against a close-range target’s DEX defense to deal physical damage; the base damage is that of the light weapon used. Additionally, if damage is dealt by this attack, the user steals 1 resource point per spell level.
5 Mislead Make a DC 2 CHA/Virtue test. If successful, the first x times an action targets the user, it instead takes effect on a long-range target chosen by the user, where x is spell level +1.
6 Misplace Make a CHA/Virtue test against a close-range target’s defense. If successful, the user selects x points worth of controlled equipment by the target which disappear and reappear at the end of combat, where x is spell level +1.
7 Obscure physical Make a DC 2 CHA/Virtue test. If successful, the user becomes invisible and cannot be targeted by other combatants until the affected makes an Attack action or activates another spell. This spell cannot be activated as a reaction. If the level of this spell is 1+, then activating other spells does not break the effect, and it can affect an additional close or long-range ally per spell level.
8 Obscure mental Make a DC 2 CHA/Virtue test. If successful, the user cannot be targeted by effects that need to overcome their INT or CHA defense until the affected activates another spell. This spell cannot be activated as a reaction. If the level of this spell is 1+, then it can affect an additional close or long-range ally per spell level.

Martial talents

DEX Talents

d8 Talent Description
1 Fast attack Make a weapon or unarmed attack. Reactions against this attack require an additional 2 WP, plus 2 WP per talent level.
2 Multi attack Make an attack and then an additional attack per talent level, all with light weapons at close range. When using this talent at level 0 a second attack is made but does not earn skill successes.
3 Whirl attack Make a DC 2 DEX test. If successful, deal 2 physical damage per talent level to all enemies at close range. When using this talent at level 0, the damage is 1 instead.
4 Sneak attack Make a DC 2 DEX test while controlling a light weapon. If successful, deal 4 damage plus 4 damage per talent level to a target. This talent may be used only once per target each combat.
5 Barrage Make an attack and then an additional attack per talent level, all with ranged weapons at long range. When using this talent at level 0, a second attack is made but does not gain skill successes.
6 Agile evade Make a DC 2 DEX/Reflexes test. If successful, the next x uses of the Evade action made by the user do not count as an action for the round, where x is the talent level +2. This effect lasts until the end of the next round or until the user makes an offensive action (whichever comes first).
7 Riposte Make a close-range attack against an attacking combatant. If this attack provokes damage, then the attacking combatant must pay x WP to complete their attack, where x is the talent level +1. This talent can only be used as a reaction.
8 Opening Make a DC 2 DEX test. If successful, a close-range combatant has all defenses reduced by x until the end of the round, where x is the talent level +1.

CON Talents

d8 Talent Description
1 Athletic attack Make a reaction attack that does not cost WP, and increases the user’s initiative by twice the level of this talent.
2 Strong attack Make an attack against a close-range target that also applies the Disarmed condition. This talent cannot be used as a reaction. If this attack overcomes the target’s defense, also apply the Diminished condition on x different skills from the target, where x is the talent level.
3 Power stance Make a single attack using two one handed weapons of the same type, the base damage for this attack is that of one of the weapons + 1 per spell level. Qualities and effects from both weapons can be used in this and every attack that uses WP until the end of combat.
4 Block counter Make a CON/Fortitude test. If it overcomes the successes gained by the next offensive action, then the user gains the effects of the Block action and advantage on the next attack against the offender. Additionally, if the level of this talent is 1 or higher, the WP cost to use this action as a reaction is reduced by 1, and on the next attack against the offender, their CON defense is considered 2 points lower per talent level.
5 Charged attack Make an attack against a close-range target. It does not take effect immediately but as a reaction against the target’s next action. This reaction does not cost additional WP but is lost if the user activates any other action. This attack gains +1 base damage per talent level and applies the Stunned and Prone conditions if it overcomes the target’s defense.
6 Power block Make a DC 2 CON/Fortitude test, if successful a Block action is activated, and its effects last until the end of the next round. The bonus to defense provided by the Block is also increased by 1 per talent level.
7 Leap attack Make a close-range attack on an airborne or otherwise distant target by leaping up to 10 meters away, plus an additional 10 meters per talent level. This talent cannot be used as a reaction.
8 Rush Make a Move action and gain advantage on the next attack test. Then, you can take an additional action per talent level. These actions can be either Move or Attack (in close range), but the same type of action cannot be chosen consecutively. This talent cannot be used as a reaction.

INT Talents

d8 Talent Description
1 Ambush Make an INT attack test against a long-range target’s defense. If successful, the target receives physical damage, and on a critical hit, also receives the effect of a quality or a condition pertinent to the ambush described by the user. This attack has a base damage equal to the talent level +1.
2 Just outside range Make a DC 2 INT test. If successful, the user gains the effects of an Evade action that doesn’t cost WP to use as a reaction. The next x Evade actions from the user do not cost WP to be used as a reaction, where x is the talent level.
3 Terrain cover Make a DC 2 INT test. If successful, the user gains the benefits of a Block action as if they were using a shield. This talent can be used as a reaction without paying the WP cost. Additionally, if this talent is not used as a reaction, the user may activate the Use an Object action once per talent level as part of this action.
4 Tactical offensive Make a DC 2 INT test. If successful, the user moves up to 10 meters and deals damage equal to the base damage of the weapon being used to a target in close range. Additionally, up to one ally per talent level can benefit from the same effects.
5 Weakspot Make an INT test against a close or long-range target’s defense. If successful, the user selects a skill that serves as a weak spot for the target. Until the end of combat, every time a combatant uses that skill against the target, they can modify the result of one of the dice rolled by x, where x is the talent level +1.
6 Flanking Make a DC 2 INT test. If successful, the user and 1 ally have advantage on all attack actions against 1 target until the end of the next round. Additionally, they earn an extra success per talent level on the next action.
7 Feint Make a DC 2 INT test. If successful, a close-range target cannot use PP to absorb damage from the next attack they receive, and then from an additional attack per talent level.
8 Setup Make a DC 2 INT test. If successful, gain the effects of x uses of the Ready and/or Initiative actions, where x is the talent level +2. Using the Ready action this way allows you to gain control of magic equipment (except magic armor), and using the Initiative action increases your initiative by 2.

CHA Talents

d8 Talent Description
1 Intimidate Make a DC 2 CHA test. If successful, x targets in close or long range have disadvantage on attacks against the user until the end of combat, where x is talent level +1.
2 Virtuous strike Make a CHA test against a close-range target. If successful, the target receives x points of mental damage, where x is talent level +1.
3 Will through Make a DC 2 CHA test. If successful, the user can end up to x conditions affecting them, where x is equal to spell level +1.
4 Demoralize Make a DC 2 CHA test. If successful, the duration of conditions on combatants in an expansion 4 area is not reduced until the start of the next round, and those combatants must pay an additional 1 + talent level on their Save actions to remove those conditions.
5 Style over sustance Make an unarmed attack using a CHA skill against the target’s CON defense. The base damage is equal to the talent level, and the user attacks with advantage if the target possesses a condition. Additionally, if the CHA defense is also overcome, the target receives the Deranged condition.
6 Second wind Make a DC 2 CHA test, if successful, the user gains the effects of x uses of the Recover and/or Save action, where x is talent level +2.
7 Taunt Make a DC 2 CHA test. If successful, the next x offensive actions from the target enemy must be directed at the user, where x is equal to the talent level +1.
8 Endure Make a CHA test. If successful, recover PP equal to the successes earned, plus 1 per talent level. This can be used only once per combat.