Mage Spells
Each spell costs a minimum amount of energy.
This base energy creates a spell with an intensity of 0, a range of 10 spaces, an area of 1 space, and a duration of 1 round.
The caster may add energy to the spell to increase any of the three, as described in the Spells chapter.
Name | Description | Powers | Base Energy |
---|---|---|---|
Cold Snap | Lowers the ambient temperature | Alter | 3 |
Firewall | A wall of force and fire that damages all who touch it | Barrier Energy Blast |
9 |
Forcewall | A transparent wall of pure force | Barrier | 3 |
Gateway | Opens a shimmering portal to somewhere else | Portal | 10 |
Gate of Confusion | Opens a portal that disorients anyone who goes through it | Disorient Portal |
16 |
Hold Fast | Uses telekinesis to pin foes down | Telekinesis | 10 |
Magic Bullet | A small iron sphere flies from the caster's hand, smites a target, and returns to the caster | Impact Attack | 3 |
Meteor | Turns a rock into a flaming projectile | Energy Blast Impact Attack |
9 |
Shockwall | A barrier of lightning that damages and disorients those who come in contact | Barrier Disorient Energy Blast |
15 |
Spark | Lightning flies from the mage's fingers | Energy Blast | 6 |
Vortex | Creates a barrier of rotating wind filled with sharp rocks | Barrier Impact Attack |
6 |
Warm Glow | A small glowing sphere warms the room and lights the way | Alter | 3 |
White Noise | The mage hits the subject with a blast of static | Disorient | 6 |