Fantasy Age Spell Source material
  1. Abilities

Fantasy Age Spell Source material

Rules

magic points

Level 1: 

10 + Willpower + 1d6

Levels 2-10, add:

Willpower + 1d6

Levels 11-20, add:

Willpower

spells and armor

When a mage in armor casts a spell, he must pay an additional amount of magic points equal to the strain of the armor type (see accompanying table). 

Armor Worn Strain

Light Leather 1
Heavy Leather 2
Light Mail 3
Heavy Mail 4
Light Plate 5
Heavy Plate 6

spellpower

Spellpower is the measure of your arcane might. Certain spells allow the target(s) to test against Spellpower to resist or at least offset the spells’ effects.

Spellpower = 10 + Willpower + arcana focus (if applicable)

regaining magic points

For each full hour of rest and/or meditation, you get back 1d6 + Willpower magic points. If you manage 8 hours of uninterrupted rest and/or meditation, you get all your magic points back.

spell stunts

If you make a successful casting roll and get doubles on any of the dice, you can perform one or more spell stunts in addition to the spell’s normal effect. You receive a number of stunt points (SP) equal to the Stunt Die and must use them right away to perform stunts.
You can perform the stunts in any order you choose. You can only perform a given spell stunt once in a round. The spell stunts on the Standard Spell Stunts table can be used by any character for the SP cost indicated.

Spell Ideas

  • Induce
    • Nausea
    • Confusion
    • Cummies

Abilities

Not currently used

arcane spring

Requirements

Water Arcana (Novice)

Spell Type

Utility

Casting Time

Major Action

MP Cost

2

Test

Strength (Might) vs. Spellpower

Target Number

10

You cause a number of gallons of water equal to your Willpower (minimum of 1; +2 gallons if you have the Water Arcana focus) to pour out of nowhere. This water can pour into a container (and is clean and safe to drink), onto a small fire to quench it, or even onto a target. Such a target must make a Strength (Might) test vs. your Spellpower to avoid being knocked prone, in addition to being wet for some time thereafter.

water whip

Requirements

Water Arcana (Novice)

Spell Type

Enhancement

Casting Time

Minor Action

MP Cost

4

Test   Target Number

11

You create a long whip of water that appears in your empty hand. You can wield the water whip as a weapon, using your Intelligence (Water Arcana) to make attack rolls. You can attack targets up to 3 yards away and the Water Whip inflicts 1d6 + Willpower damage. You can also perform the Disarm stunt for 1 SP instead of 2 when wielding it, and you use Willpower instead of Strength to determine how far away the weapon lands. The water whip lasts until the end of the encounter, although you can end it earlier as a free action if you so choose.

water wall

Requirements

Water Arcana (Journeyman)

Spell Type

Defense

Casting Time

Major Action

MP Cost

6

Test

Strength (Might) vs. Spellpower

Target Number

11

You conjure a cascade of water, up to 3 yards long and 1 yard wide. It blocks all fire attacks from passing through it, and anyone trying to attack through it takes a –2 penalty on their attack rolls. Anyone attempting to cross through the Water Wall must make a Strength (Might) test vs. your Spellpower or be knocked prone. If you cast this spell more than once in an encounter, you can link together the sections into one continuous wall. The water wall lasts until the end of the encounter, although you can end it earlier as a free action if  you so choose.

regrowth

Requirements

Wood Arcana (Novice)

Spell Type

Utility

Casting Time

Major Action

MP Cost

3

Test   Target Number

10

You infuse wood with a burst of life-force. This causes a piece of dead wood to return to life, sprouting branches, roots, and even leaves. It twists and warps wooden objects like furniture, doors, chests, or eve  weapons or shields, making them unusable. Used on a seed, it matures into a hearty sapling in an instant, while a mature tree enjoys a year’s growth, immediately giving forth fruit or seeds as appropriate.

awaken tree

Requirements

Wood Arcana (Master)

Spell Type

Utility

Casting Time

Major Action

MP Cost

15

Test   Target Number

15

You “awaken” a mature tree within 10 yards of you, giving it senses, awareness, and movement. It becomes the equivalent of an ogre (see Chapter 9: Adversaries; use the maul attack to represent attacks from the tree’s branches). It is friendly to you and obedient to your commands for the duration of the encounter. At the end of the spell, the tree reverts to its normal form, putting down roots wherever it is standing.

earth speed

Requirements

Earth Arcana (Journeyman)

Spell Type

Utility

Casting Time

Major Action

MP Cost

6

Test   Target Number

13

You let the earth swallow and transport you, re-emerging anywhere within 30 yards that you can see. You must be standing on dirt when you cast the spell and you must emerge from the dirt as well.

This one might only be possible with Cryptic technology or training. Teleportation isn't possible for living beings, but a warp similar to the gates might be. But the setting is premised on us not understanding that sort of thing so it might be NPC only.

flame blast

Requirements

Fire Arcana (Novice)

Spell Type

Attack

Casting Time

Major Action

MP Cost

4

Test

Dexterity (Acrobatics) vs. Spellpower

Target Number

12

Gouts of blazing fire erupt from your outstretched hands or arcane device, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. Anyone hit by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.

burning shield

Requirements

Fire Arcana (Journeyman)

Spell Type

Defense

Casting Time

Major Action

MP Cost

6

Test   Target Number

12

You surround yourself with an aura of fire. Any adjacent enemy that makes a melee attack against you takes 2 penetrating damage. Burning shield lasts for a number of minutes equal to your Willpower.

firestorm

Requirements

Fire Arcana (Master)

Spell Type

Attack

Casting Time

Major Action

MP Cost

11

Test

Dexterity (Acrobatics) vs. Spellpower

Target Number

15

You create an explosive firestorm with a 4-yard radius anywhere within 50 yards of you. Anyone caught in the area takes 3d6+Willpower damage and may be knocked prone. Those who make a successful Dexterity (Acrobatics) test vs. your Spellpower remain standing.

hero’s spirit

Requirements

Heroic Arcana (Master)

Spell Type

Enhancement

Casting Time

Major Action

MP Cost

8

Test   Target Number

14

You bolster yourself and nearby allies with arcane power. You and your allies within 10 yards of you get +1 SP when generating stunt points. Hero’s Spirit lasts until the end of the encounter.

jolt

Requirements

Lightning Arcana (Novice)

Spell Type

Attack

Casting Time

Major Action

MP Cost

3

Test

Constitution (Stamina) vs. Spellpower

Target Number

11

You jolt one visible character within 10 yards of you. The target takes 2 penetrating damage and must succeed in a TN 11 Constitution (Stamina) test vs. your Spellpower or become stunned. On his next turn a stunned character cannot take a major action; only a single minor action is allowed.

shock blast

Requirements

Lightning Arcana (Novice)

Spell Type

Attack

Casting Time

Major Action

MP Cost

4

Test

Constitution (Stamina) vs. Spellpower

Target Number

13

Electricity arcs from your hands or your arcane device, shocking enemies in a 6-yard by 6-yard area. Anyone in this area takes 1d6 + Willpower penetrating damage. Targets that make a successful Constitution (Stamina) test vs. your Spellpower only take 1d6 penetrating damage.

lightning bolt

Requirements

Lightning Arcana (Journeyman)

Spell Type

Attack

Casting Time

Major Action

MP Cost

7

Test

Constitution (Stamina) vs. Spellpower

Target Number

15

A bolt of electricity leaps from your outstretched hand or arcane device to strike a single visible target within 30 yards of you. The lightning bolt inflicts 2d6 + Willpower penetrating damage. A target that make a successful Constitution (Stamina) test vs. your Spellpower only takes 1d6 + Willpower penetrating damage.

chain lightning

Requirements

Lightning Arcana (Master)

Spell Type

Attack

Casting Time

Major Action

MP Cost

12

Test

Constitution (Stamina) vs. Spellpower

Target Number

17

This spell is similar to lightning bolt but it can affect multiple targets by arcing from one to the next. You pick a single visible character within 20 yards of you. It affects that target and an additional number of characters equal to the result of the casting roll’s Stunt Die. They must all be within 10 yards of the original target. Chain Lightning inflicts 2d6 + Willpower penetrating damage. Targets that make a successful Constitution (Stamina) test vs. your Spellpower only take 1d6 + Willpower penetrating damage.

shadow slip

Requirements

Shadow Arcana (Master)

Spell Type

Utility

Casting Time

Major Action

MP Cost

8

Test   Target Number

14

Using this spell you can transport instantly from one area of shadow to another within 50 yards of you that you can see. To others it looks like you disappear into the shadows and re-emerge elsewhere.