Fantasy Age - Spellbook

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    LIST OF RC N S

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    Novice: You learn the spells Elemental Shield and ShelterJourneyman: You learn the spell Stone Embrace. You also gain the focus Intelligence (Elemental Arcana).Master: You learn the spell Elemental Mastery. You can also choose one spell stunt you can perform for -1 SP when castingElemental Arcana spells

    Elemental Shield

    Requirements: Elemental Arcana (Novice)Spell Type: DefenseMP Cost: 6Casting Time: Major ActionTarget Number: 14Test: None

     You surround yourself with a protective barrier against the element. All elemental damage against you are reduced by 2. Elemental Shield lastsfor an hour.

    Shelter

    Requirements: Elemental Arcana (Novice)Spell Type: UtilityMP Cost: 2Casting Time: Major Action:Target Number: 12Test: none

     A glyph traced upon the earth with hand or staff creates a faintly shimmering dome, up to 6 yards across and up to 3 yards high at the center. The environment within the dome is cool, dry, and comfortable regardless of the weather outside.Rain, snow, and other minor debris (including falling leaves, ash, or smoke) are kept out, though fresh air can penetrate the dome, andsmoke—such as from a campfire—can escape. The shelter’s barrier is of no use whatsoever in combat. You can control the light level withinfrom shade (slightly darker than the outside) to lit as brightly as by a lantern.

    Stone Embrace

    Requirements: Elemental Arcana (Journeymen)Spell Type: AttackMP Cost: 15 Casting Time: Major ActionTarget Number: 17Test: Strength (Might) vs. Spellpower

     The earth swallows up and traps the feet of a number of enemies up to your Magic ability within 30 yards unless they succeed at a Strength(Might) test vs. your Spellpower. If they fail, they remain trapped until they succeed at the test as a minor action on their turn.

    Elemental Mastery

    Requirements: Elemental Arcana (Master)Spell Type: EnhancementMP Cost: 5 Casting Time: Major ActionTarget Number: 15 Test: None

     You strengthen your ties with the primal forces of the elements. For one minute, you add +2 to the damage of any Elemental attack spell youcast. This includes damage dealt through an intermediary object, as with flaming weapons and frost weapons. You can extend the spell’sduration when you cast it by spending an additional 4 MP per additional minute you would like it to last.

    Elemental rcana

    Dragon Age Core Rulebook Conversion

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    Novice: You learn the spells Winters Grasp and Frost WeaponJourneyman: You learn the spell Cone of Cold You also gain the focus Intelligence (Primal Cold Arcana).Master: You learn the spell Blizzard You can also choose one spell stunt you can perform for -1 SP when casting Primal Cold Arcana spells

    Winter s Grasp (Cold Snap)

    Requirements: Primal Cold Arcana (Novice)Spell Type: AttackMP Cost: 3Casting Time: Major ActionTarget Number: 12Test: Constitution (Stamina) vs. Spellpower

     You envelop a visible target within 20 yards of you in a cloud of frost and ice that lasts a number of rounds equal to your Willpower. Theround you cast it, Winter’s Grasp inflicts 1d6 penetrating damage. While the spell is in effect, the target must make a Constitution (Stamina)test vs. your Spellpower at the start of each of his turns. If successful, the spell ends. If the test is failed, the target takes 1d6 penetratingdamage and suffers a cumulative -2 penalty to Speed. Those killed by winter’s grasp are frozen solid

    Frost Weapons

    Requirements: Primal Cold Arcana (Novice)Spell Type: EnhancementMP Cost: 6Casting Time: Major Action:Target Number: 14Test: none

     The readied melee weapon of all allies within 10 yards of you exude freezing cold, inflicting +2 penetrating damage with each successful attack. The freezing cold lasts for one minute; you can extend this duration when you cast the spell by spending an additional 3 MP per additionalminute you would like it to last. This spell does not harm the weapons it affects and may be cast on flaming weapons. Only the additional

    damage is penetrating.

    Cone of Cold (Barrage of Ice)

    Requirements: Primal Cold Arcana (Journeymen)Spell Type: AttackMP Cost: 11Casting Time: Major ActionTarget Number: 15 Test: Constitution (Stamina) vs. Spellpower

     You project a blast of freezing air from your outstretched hands that is 2 yards wide and 8 yards long. Anyone caught in the blast suffers 2d6+ Willpower penetrating damage and a -10 penalty to Speed for a number of rounds equal to half your Intelligence. Subjects who make a

    successful Constitution (Stamina) test vs. your Spellpower only suffer 1d6 + Intelligence penetrating damage and a -5 penalty to their Speedfor the same round.

    Blizzard

    Requirements: Primal Cold Arcana (Master)Spell Type: AttackMP Cost: 20+Casting Time: Major ActionTarget Number: 17Test: Dexterity (Acrobatics) vs. Spellpower

     This spell conjures forth a blizzard with a 6 yards radius, centered anywhere within 50 yards. Anyone in its howling winds takes 2d6 +Intelligence penetrating damage and must succeed at a Dexterity (Acrobatics) test vs. your Spellpower or slip and fall prone on theaccumulating ice. Targets that start their turn in the blizzard take an additional 1d6 penetrating damage and must make an immediate test toavoid falling prone. All melee attacks made into or from the blizzard suffer a -2 penalty, all such ranged attacks suffer a -5 penalty. This spellnormally lasts for one round but for 10 MP, paid at the start of your subsequent turns as a free action, you may extend the duration by anadditional round.

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    Dragon Age Core Rulebook Conversion

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    Novice: You learn the spells brittle and cold snap .Journeyman: You learn the spell freezing fog . You also gain the focus Intelligence (Cold Arcana).Master: You learn the spell ice barrage . You can also choose one spell stunt you can perform for –1 SP when casting Cold Arcana spells.

    Brittle

    Requirements: Cold Arcana (Novice)Spell Type: UtilityMP Cost: 2-6Casting Time: 1-3 roundsTarget Number: 10Test: Strength (Might) vs. TN

     Your touch causes a hand-held object to become brittle and is easily broken. After the first round that the object is held, it can beshattered with a TN 11 Strength (Might) test. An object can be held for up to 3 rounds, with you spending 2 MP at the start of each turnand the target number being reduced by 2. If you have the Cold Arcana focus, you can cast brittle on an object or surface up to 2 yardsacross.

    Cold Snap (Winter’s Grasp)

    Requirements: Cold Arcana (Novice)Spell Type: AttackMP Cost: 3Casting Time: Major ActionTarget Number: 12Test: Constitution (Stamina) test vs. Spellpower

     You cause a cloud of frost and ice to coalesce around a visible target within 20 yards of you that lasts a number of rounds equal to your Willpower. The round you cast it, cold snap inflicts 1d6 penetrating damage. While the spell is in effect, the target must make aConstitution (Stamina) test vs. your Spellpower at the start of each of his or her turns. If successful, the spell ends. If the test is failed, the

    target takes 1d6 penetrating damage and suffers a cumulative –2 penalty to Speed. Those killed by cold snap are frozen solid.

    Freezing Fog

    Requirements: Cold Arcana (Journeyman)Spell Type: UtilityMP Cost: 6Casting Time: Major ActionTarget Number: 13Test: Dexterity (Acrobatics) test vs. Spellpower

     You create a heavy, cold mist that freezes the ground in an area up to 10 yards in diameter anywhere within 30 yards of you. Anyone withinthe freezing fog  when it is cast, anyone entering the area, and anyone who moves within the area must make a successful Dexterity

    (Acrobatics) test against your Spellpower or fall prone at each of those times, as they apply. Prone characters may crawlnormally. Freezing fog also obscures the affected area and all melee attacks made into or from the freezing fog suffer a –2 penalty, while allsuch ranged attacks suffer a – 5 penalty.

    Barrage of Ice (Cone of Cold)

    Requirements: Cold Arcana (Master)Spell Type: AttackMP Cost: 11Casting Time: Major ActionTarget Number: 15 Test: Constitution (Stamina) vs. Spellpower

     You launch a hail of ice shards and freezing air from your outstretched hands that is 2 yards wide and 8 yards long. Anyone caught in theblast suffers 2d6 + Willpower penetrating damage and a –10 penalty to Speed for a number of rounds equal to half your Willpower.Subjects who make a successful Constitution (Stamina) test vs. your Spellpower only suffer 1d6 + Willpower penetrating damage and a – 5penalty to their Speed for the same duration.

    Cold rcana

    http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium

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    Novice: You learn the spells Flame Blast and Flaming Weapon.Journeyman: You learn the spell Fireball. You also gain the focus Intelligence (Primal Fire Arcana).Master: You learn the spell Inferno. You can also choose one spell stunt you can perform for –1 SP when casting Primal Fire Arcana spells.

    Flame Blast

    Requirements: Primal Fire Arcana (Novice)Spell Type: AttackMP Cost: 4Casting Time: Major ActionTarget Number: 12Test: Dexterity (Acrobatics) vs. SpellpowerGouts of blazing fire erupt from your outstretched hands, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. Anyone hitby the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.

    Flaming Weapon

    Requirements: Primal Fire Arcana (Novice)Spell Type: EnhancementMP Cost: 6Casting Time: Major ActionTarget Number: 14Test: None

     The readied melee weapons of allies within 10 yards of you burst into flames, and inflict an additional 1d6 damage with each successful attack. This last for one minute; you can extend this duration when you cast the spell by spending an additional 3 MP per additional minute you would like it to last. This spell does not harm the weapons it affects and may be cast on frost weapons.

    Fireball (Firestorm)

    Requirements: Primal Fire Arcana (Journeyman)Spell Type: AttackMP Cost: 11Casting Time: Major ActionTarget Number: 15 Test: Dexterity (Acrobatics) vs. Spellpower

     You throw a mote of fire to a point anywhere within 50 yards, where it erupts into a ball of flame with a 4-yard radius. Anyone caught in theblast takes 3d6 + Willpower damage and may be knocked prone; those who make a successful Dexterity (Acrobatics) test vs. yourSpellpower remain standing.

    Inferno

    Requirements: Primal Fire Arcana (Master)Spell Type: AttackMP Cost: 20Casting Time: Major ActionTarget Number: 19Test: Dexterity (Acrobatics) vs. SpellpowerCalling upon the raw elements of creation, you ignite a column of air 6 yards in radius and 12 yards tall anywhere within 50 yards. Anyone,

     whether ally or enemy, who enters the inferno or starts their turn in it, suffers 3d6 + Intelligence damage. Targets who make a successfulDexterity (Acrobatics) test vs. your Spellpower suffer only 2d6 damage but fall prone. Additionally, any target that leaves the column of firecontinues to burn, taking 1d6 damage at the start of their turn until they succeed on a Dexterity (Acrobatics) test vs. your Spellpower to putout the flames. The column normally lasts a single round, but you can extend its duration another round by spending 10 MP at the start of

     your subsequent turns as a free action.

    Primal Fire rcana

    Dragon Age Core Rulebook Conversion

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    Fire rcana

    Novice: You learn the spells arcane lantern and flame blast .Journeyman: You learn the spell burning shield . You also gain the focus Intelligence (Fire Arcana).Master: You learn the spell firestorm . You can also choose one spell stunt you can perform for –1 SP when casting Fire Arcana spells.

    Arcane Lantern

    Requirements: Fire Arcana (Novice)Spell Type: UtilityMP Cost: 2 per hourCasting Time: Major ActionTarget Number: 8Test: None

     You illuminate the area around you with a steady light similar to that of a lantern. The spell illuminates a 10 yard radius centered on you. Arcane lantern lasts for one hour, but can be extended for 2 MP per additional hour.

    Flame Blast

    Requirements: Fire Arcana (Novice)Spell Type: AttackMP Cost: 4Casting Time: Major ActionTarget Number: 12Test: Dexterity (Acrobatics) vs. SpellpowerGouts 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 Spellpoweronly take 1d6+1 damage.

    Burning Shield

    Requirements: Fire Arcana (Journeyman)Spell Type: DefenseMP Cost: 6Casting Time: Major ActionTarget Number: 12Test: None

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

    Firestorm (Fireball)

    Requirements: Fire Arcana (Master)Spell Type: Attack

    MP Cost: 11Casting Time: Major ActionTarget Number: 15 Test: Dexterity (Acrobatics) vs. Spellpower

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

    Fantasy Age Basic Rulebook

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    Water rcana

    Novice: You learn the spells arcane spring and water whip .Journeyman: You learn the spell water wall . You also gain the focus Intelligence (Water Arcana).Master: You learn the spell watery doom . You can also choose one spell stunt you can perform for –1 SP when casting Water Arcana spells.

    Arcane Spring

    Requirements: Water Arcana (Novice)Spell Type: UtilityMP Cost: 2Casting Time: Major ActionTarget Number: 10Test: Strenght (Might) vs. Spellpower

     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 pourout 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 timethereafter.

    Water Whip

    Requirements: Water Arcana (Novice)Spell Type: EnhancementMP Cost: 4Casting Time: Minor ActionTarget Number: 11Test: None

     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 4 yards away and the Water Whip inflicts 1d6 + Willpower damage. Youcan also perform the Disarm stunt for 1 SP instead of 2 when wielding it, and you use Willpower instead of Strength to determine how faraway 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 sochoose.

    Water Wall

    Requirements: Water Arcana (Journeyman)Spell Type: DefenseMP Cost: 6Casting Time: Major ActionTarget Number: 11Test: Strenght (Might) vs. Spellpower

     You conjure a cascade of water, up to 4 yards long and 1 yard wide. It blocks all fire attacks from passing through it, and anyone trying toattack 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 thesections 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.

    Watery Doom

    Requirements: Water Arcana (Master)Spell Type: AttackMP Cost: 9Casting Time: Major ActionTarget Number: 15 Test: Constitution (Stamina) vs. Spellpower

     You cause a target’s lungs to fill with water, drowning them even in the open air. The target must make a Constitution (Stamina) test vs.

     your Spellpower. On a success, the spell has no effect. On a failure, the target takes 2d6 + your Willpower penetrating damage and cannotspeak. At the start of each their turns, the target must make another Constitution (Stamina) test vs. your Spellpower, taking 2d6 + Willpower penetrating damage on a failure. The spell continues until a successful test is made or 5 rounds pass. Watery doom hasno effect on targets that do not breathe air (or do not breathe at all).

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    Novice: You learn the spells Shock and LightningJourneyman: You learn the spell Tempest. You also gain the focus Intelligence (Prmal Lightning Arcana).Master: You learn the spell Chain Lightning. You can also choose one spell stunt you can perform for -1 SP when castingPrimal Lightning Arcana spells.

    Shock (Shock Blast)

    Requirements: Primal Lightning Arcana (Novice)Spell Type: AttackMP Cost: 4Casting Time: Major ActionTarget Number: 13Test: Constitution (Stamina) vs. SpellpowerElectricity arcs from your hands or the end of your staff, 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 penetratingdamage.

    Lightning (Lightning Bolt)

    Requirements: Primal Lightning Arcana (Novice)Spell Type: AttackMP Cost: 7Casting Time: Major ActionTarget Number: 15 Test: Constitution (Stamina) vs. Spellpower

     A bolt of electricity leaps from your outstretched hand or staff to strike a single target within 30 yards. The bolt inflicts 2d6 + Willpowerpenetrating damage. Targets who make a successful Constitution (Stamina) test vs. your Spellpower take 1d6 + Willpower penetratingdamage instead.

    Tempest

    Requirements: Primal Lightning Arcana (Journeyman)Spell Type: AttackMP Cost: 11+Casting Time: Major ActionTarget Number: 17Test: Constitution (Stamina) vs. Spellpower

     You create a small electrical storm centered anywhere within 40 yards, with a radius of 4 yards. Anyone in the storm’s area suffers 2d6 + Willpower penetrating damage from lightning. Targets that make a successful Constitution (Stamina) test vs. your Spellpower only suffer1d6 penetrating damage. The storm only lasts a single round, but you may extend its duration another round by spending 10 MP as a freeaction at the start of your subsequent turns. If you extend the spell, all creatures in the radius immediately suffer its effects again.

    Chain Lightning

    Requirements: Primal Lightning Arcana (Master)Spell Type: AttackMP Cost: 15+Casting Time: Major ActionTarget Number: 17Test: Constitution (Stamina) vs. SpellpowerLightning leaps from your outstretched hand or staff to a target of your choice within 30 yards. It then arcs to up to five secondary targets of

     your choice within 10 yards of the primary target. You must pay 3 MP for each target beyond the first (declare secondary targets before youroll to complete the spell). The primary target suffers 3d6 + Intelligence penetrating damage, while secondary targets each suffer 2d6 +

    Intelligence penetrating damage. Any target that makes a successful Constitution (Stamina) test vs. your Spellpower reduces their damageby one die (thus the primary target would suffer only 2d6 + Intelligence penetrating damage and secondary targets would suffer only 1d6 +Intelligence penetrating damage).

    Primal Lightning rcana

    Dragon Age Core Rulebook Conversion

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    Lightning rcana

    Novice: You learn the spells jolt and shock blast .Journeyman: You learn the spell lightning bolt . You also gain the focus Intelligence (Lightning Arcana).Master: You learn the spell chain lightning . You can also choose one spell stunt you can perform for –1 SP when castingLightning Arcana spells.

    Jolt

    Requirements: Lightning Arcana (Novice)Spell Type: AttackMP Cost: 3Casting Time: Major ActionTarget Number: 11Test: Constitution (Stamina) vs. Spellpower

     You jolt one visible character within 10 yards of you. The target takes 2 penetrating damage and must succeed in a 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 isallowed.

    Shock Blast

    Requirements: Lightning Arcana (Novice)Spell Type: AttackMP Cost: 4Casting Time: Major ActionTarget Number: 13Test: Constitution (Stamina) vs. SpellpowerElectricity 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 penetratingdamage.

    Lightning Bolt (Lightning)

    Requirements: Lightning Arcana (Journeyman)Spell Type: AttackMP Cost: 7Casting Time: Major ActionTarget Number: 15 Test: Constitution (Stamina) vs. Spellpower

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

    Chain Lightning

    Requirements: Lightning Arcana (Master)Spell Type: AttackMP Cost: 12Casting Time: Major ActionTarget Number: 17Test: Constitution (Stamina) vs. Spellpower

     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. Theymust all be within 10 yards of the original target. Chain Lightning inflicts 2d6 + Willpower penetrating damage. Targets that make asuccessful Constitution (Stamina) test vs. your Spellpower only take 1d6 + Willpower penetrating damage.

    Fantasy Age Basic Rulebook

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    Novice: You learn the spells Protective winds and Voices on the wind.Journeyman: You learn the spell Wind Blast. You also gain the focus Intelligence (Air Arcana).Master: You learn the spell Winds of flight. You can also choose one spell stunt you can perform for –1 SP when casting Air Arcana spells.

    Protective Winds

    Requirements: Air Arcana (Novice)Spell Type: DefenseMP Cost: 4Casting Time: Major ActionTarget Number: 10Test: None

     You summon up a whipping wind that circles about you and protects you from harm. You gain a +2 to your Defense vs. ranged attacks. Anyone adjacent to you (friend or foe) suffers a –1 penalty when making melee attacks. Protective winds last until the end of the encounter.

    Voices on the wind

    Requirements: Air Arcana (Novice)Spell Type: UtilityMP Cost: 4+Casting Time: 1 minuteTarget Number: 11Test: None

     You can focus in on any conversation happening within 100 yards of you that you can see. The wind carries the conversation to your ears and you can hear it as clearly as if you were sitting next to the participants. You can switch to a different conversation as a major action. Voices onthe wind lasts for 10 minutes, and you can extend it for 10 minutes for each 2 MP you spend.

    Wind Blast

    Requirements: Air Arcana (Journeyman)Spell Type: AttackMP Cost: 8Casting Time: Major ActionTarget Number: 14Test: Strength (Might) vs. Spellpower

     You send a powerful gust of wind from your outstretched hands or arcane device. The wind blast is 6 yards long and 4 yards wide. Anyonecaught inside it must make a Strength (Might) test vs. your Spellpower or be knocked prone. The wind will also send light objects flying, blowout candles, etc.

    Winds of Flight

    Requirements: Air Arcana (Master)Spell Type: UtilityMP Cost: 10+Casting Time: Major ActionTarget Number: 15 Test: None

     You summon winds that bear you aloft. You gain a flying Speed of 8 + Willpower. You must use the rules for flying found in Chapter 2: BasicRules, though you retain your land speed while on the ground. Winds of flight lasts for 1 hour and you can extend it for up to 5 hours for acost of 2 MP per hour.

      ir rcana

    Fantasy Age Basic Rulebook

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    Novice: You learn the spells Sunbeam and Wind Weaving.Journeyman: You learn the spell Wind Wall. You also gain the focus Intelligence (Weather Arcana).Master: You learn the spell Weather Weaving. You can also choose one spell stunt you can perform for –1 SP when casting Weather Arcana spells.

    Sunbeam

    Requirements: Weather Arcana (Novice)Spell Type: AttackMP Cost: 5 Casting Time: Major ActionTarget Number: 12Test: Dexterity (Acrobatics) vs. Spellpower

     You focus sunlight into an intense beam of heat and light on a single target dealing 1d6 + Willpower penetrating damage and temporarilyblinding it. The blinded creature takes a -2 penalty on its attack roll and Defense. The blinded creature may make a Perception (Seeing) TN 13test each turn as a free action to cancel the blinding effect. The target creature may take a Dexterity (Acrobatics) test vs. your Spellpower

     when the spell is cast at it to take only 1d6 penetrating damage and avoid being blinded. The caster must be in sunlight to cast this spell.

    Wind Weaving

    Requirements: Weather Arcana (Novice)Spell Type: UtilityMP Cost: 5 Casting Time: 1 minuteTarget Number: 14Test: None

     You cause the wind to blow in whatever direction you wish, with force up to a stiff gust: strong enough to blow out candles and other smallopen flames, and to scatter light debris like leaves or paper. You can direct the wind for up to an hour, although changing its direction orintensity requires a major action each time you do so. Among other things, wind weaving is used to propel sailing vessels without the need to

    rely on the often-fickle nature of the weather, and to calm winds that might otherwise prove disruptive.

    Wind Wall

    Requirements: Weather Arcana (Journeyman)Spell Type: AttackMP Cost: 6Casting Time: Major ActionTarget Number: 13Test: Strength (Might) vs. Spellpower

     You create a wall of furious wind protecting your position. The wall is 6 yards long and 1 yard wide and lasts until the end of the encounter. You may end it early as a free action. If the spell is cast more than once during an encounter, you may link together the sections into one

    continuous wall. The wind wall prevents every non-magical projectile to pass through it. Any creature passing or attacking through it must takea Strength (Might) test vs. your Spellpower or be knocked prone and pushed back on the side of the wall it came from.

    Weather Weaving

    Requirements: Weather Arcana (Master)Spell Type: UtilityMP Cost: 8Casting Time: 1 hourTarget Number: 16Test: None

     You shape and direct the weather in an area with a radius equal to your Willpower in miles. You can choose any natural weather conditionnormally possible in the area for the given time of year (so you cannot make it snow in the middle of summer, for example, or rain in the

    desert). The weather forms within eight hours of your casting, so generally only limited changes are possible. You can make it warmer orcolder by about 20 degrees Fahrenheit (12 degree Celsius), cause it to rain or snow (or stop doing so), or make the skyovercast or clear. Multiple castings (and expenditures of mana) over multiple days can extend the spell’s effect, creating more dramaticshifts in the weather. Note that you do not control the weather from moment to moment. Once you have set it in motion, it follows its naturalcourse.

    Weather rcana

    Samuel Dery & Dragon Age Core Rulebook Conversion

    https://plus.google.com/103311037027138749924https://plus.google.com/103311037027138749924

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    Earth rcana

    Novice: You learn the spells rock blast and stone cloak .Journeyman: You learn the spell earth speed . You also gain the focus Intelligence (Earth Arcana).Master: You learn the spell earthquake . You can also choose one spell stunt you can perform for –1 SP when casting Earth Arcana spells.

    Rock Blast (Stonefist)

    Requirements: Earth Arcana (Novice)Spell Type: AttackMP Cost: 4Casting Time: Major ActionTarget Number: 12Test: Constitution (Stamina) vs. Spellpower

     A blast of small rocks burst from your hand or arcane device at a visible enemy within 20 yards. They inflict 1d6 + Willpowerpenetrating damage and the target is knocked prone.If the target makes a successful Constitution (Stamina) test vs. your Spellpower, Rock blast only inflicts 1d6 penetratingdamage and the target remains standing.

    Stone Cloak

    Requirements: Earth Arcana (Novice)Spell Type: DefenseMP Cost: 3Casting Time: 1 minuteTarget Number: 10Test: None

     Your clothing takes on the toughness of stone while remaining pliable. Stone cloak gives you an Armor Rating equal to your Willpowerability for 1 hour. If you are wearing regular armor, stone cloak has no effect. You can only cast this on yourself.

    Earth Speed

    Requirements: Earth Arcana (Journeyman)Spell Type: UtilityMP Cost: 6Casting Time: Major ActionTarget Number: 13Test: None

     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.

    Earthquake

    Requirements: Earth Arcana (Master)

    Spell Type: AttackMP Cost: 11+Casting Time: Major ActionTarget Number: 17Test: Dexterity (Acrobatics) vs. Spellpower

     The ground bucks and rolls in an area with a 6-yard radius anywhere you choose within 30 yards. Anyone caught in the area suffers a –2penalty to Defense and a – 5 penalty to Speed for one round. They must also succeed on a Dexterity (Acrobatics) test vs. your Spellpoweror fall prone. This spell normally lasts for one round but for 5 MP, paid at the start of your subsequent turns as a free action, you mayextend the duration by an additional round.

    Fantasy Age Basic Rulebook

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    Novice: You learn the spells Rock Armor and Stonefist.Journeyman: You learn the spell Pit. You also gain the focus Intelligence (Stone Arcana).Master: You learn the spell Petrify. You can also choose one spell stunt you can perform for –1 SP when casting Stone Arcana spells.

    Rock Armor

    Requirements: Stone Arcana (Novice)Spell Type: DefenseMP Cost: 3-8Casting Time: 1 minuteTarget Number: 10Test: None

     Your skin becomes as hard as stone and protects you from harm. Rock armor has an Armor Rating equal to your Willpower ability. The spell lasts for 1 hour but its duration can be extended by spending additional mana points. F or each additional MP spentbeyond the first 3, rock armor remains in effect for another hour, to a maximum of 6 hours total. A mage wearing regular armor

     gains no benefit from this spell. You can only cast this on yourself.

    Stonefist (Rock Blast)

    Requirements: Stone Arcana (Novice)Spell Type: AttackMP Cost: 3Casting Time: Major ActionTarget Number: 11Test: Constitution (Stamina) vs. Spellpower

     You hurl a magical rock at a visible enemy up to 20 yards away. The rock inflicts 1d6 + Willpower penetrating damage and the targetis knocked prone. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, the spell only inflicts 1d6penetrating damage and remains standing.

    Pit

    Requirements: Stone Arcana (Journeyman)Spell Type: UtilityMP Cost: 14Casting Time: Major ActionTarget Number: 15 Test: Dexterity (Acrobatics) vs. Spellpower

     You magically carve a pit into the bare earth or nearby stone, up to 4 yards long by 4 yards wide by 4 yards deep. Subjects standingon the affected ground must succeed at a Dexterity (Acrobatics) test vs. your Spellpower or fall prone into the pit. Climbing out ofthe pit requires a minor action.

    Petrify

    Requirements: Stone Arcana (Master)Spell Type: AttackMP Cost: 15 Casting Time: Major ActionTarget Number: 19Test: Constitution (Stamina) vs. Spellpower

     You turn a single target within 30 yards to stone unless they succeed on a Constitution (Stamina) test vs. your Spellpower. A petrified character gains a +5 Armor Rating, but has their Defense reduced to 7 and may take no actions on their turn. They arenot subject to a coup de grace. Petrified subjects may take no actions except to reattempt their test at the start of their turns untilthey succeed and overcome the spell.

    Stone rcana

    Dragon Age Core Rulebook Conversion

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    Novice: You learn the spells (Grasp) & (Oust)Journeyman: You learn (Suppression Bonds). Gain the focus Intelligence (Hieromancy Arcana)Master: You learn the spell (Celestial Flare). You can Choose 1 spell stunt you can perform for -1 SP when castingHieromancy Arcana Spells.

    Grasp

    Requirement: Hieromancy Arcana (Novice)Spell Type: AttackMP Cost: 4Casting: Major ActionTarget Number: 13Test: Dexterity (Acrobatics) vs SpellpowerChains of white light erupt from the ground that the Target is standing on. Ensnaring them and restricting their movements. The Targetmust make a Dexterity (Acrobatics) test against the caster's Spellpower. Failure reduces the targets speed to 1 and they are unable to makean attack, or fire ranged weapons. Mages can still cast Spells but suffer Strain (5) to their casts. A Target ensnared by this spell can make aStrength (Might) check against Spellpower as a major action to break free from the chains.

    Oust

    Requirement: Hieromancy Arcana (Novice)Spell Type: AttackMP Cost: 5 Casting: Major ActionTarget Number: 14Test: Dexterity (Acrobtics) or Strength (Might) vs Spell PowerCreate an orb of condensed pressure that can be fired at a target 10 yards away. The target must make a Dexterity (Acrobatics) orStrength (Might) check against the caster's spellpower. Failure leads to being knocked prone and 1d6 of damage.

    Suppression Bonds

    Requirement: Hieromancy Arcana (Journeyman)Spell Type: AttackMP Cost: 7Casting: Major ActionsTarget Number: 15 Test: Dexterity (Acrobatics) vs SpellpowerShackles of white light erupt from the ground within a 6 yards by 6 yards square area within 2 yard range of the caster. This can then belaunched at multiple targets within a 8 yard range. Targets caught within the path must make Dexterity (Acrobatics) check against thecaster's Spellpower. Failure leads to the targets cuffed with heavy shackles around their wrists, ankles, and neck, causing a -2 to any Fightingor Accuracy tests, and prevents Mages from casting by silencing their voice. Targets must then spend a major action to roll either a

    Strength (Might) or Willpower (Faith and/or Self Discipline) test to be free of the debilitating shackles.

    Celestial Flare

    Requirement: Hieromancy Arcana (Master)Spell Type: AttackCasting: Major ActionMP Cost: 10Target Number: 16Test: Willpower (Self-Discipline) vs Spellpower.

     The chosen target's life force is manipulated and brought to the surface in a brilliant flash! A chosen target must make a Willpower (self-discipline) check against the caster's Spellpower to resist the influence. Failure leads to receiving 3d6 worth of damage, being burnt andknocked prone. Targets caught near the chosen target must also make a Perception (Seeing) check against the caster's Spellpower. Failureleads to being temporarily blinded for 30 seconds (2 Rounds) and being unable to take any actions beside " Defend ", "Guard-up", and "Stand Firm ".

    Hieromancy rcana

    http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium

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    Necromancy rcana

     You learn the spells Drain Essence and Voices of the Dead. You learn the spell Animate Corpse. You also gain the focus Intelligence (Necromancy Arcana).

     You learn the spell Summon Spectre. You can also choose one spell stunt you can perform for -1SP when castingNecromacy Arcana spells.

    Necromancy Arcana (Novice)Utility

    7 Major Action

    15 None

    You draw upon nearby entropic energy to replenish your own mana. Any living creature that dies within 6 yards of you while this spell is activerestores a number of your spent mana points equal to the creature’s Willpower, with a minimum of 1. It cannot bring you above your normalfull complement of mana points. Death syphon lasts for a number of rounds equal to your Intelligence ability.

    Necromancy Arcana (Novice)Utility

     41 Minute

    13 Willpower (Self-Discipline) vs. Spellpower

    You can contact a dead soul and question it. There is no language barrier, but the creature must have been sentient in life. You can ask up tothree questions, but the spell fades after one minute. The soul can attempt to resist answering at any point in the process, but only once. Asuccess means it breaks contact without answering any further questions. If you have a piece of the departed's remains (bone, hair, etc.), yourspellpower is effectively at +2. The soul can only speak to what it knew in life. It's answers may be incorrect (telling what it believes to be true)but it cannot lie.

    Necromancy Arcana (Journeyman)Utility

    10 Major Action

    13None

    You raise up a walking dead corpse (see Chapter 9: Adversaries) from a dead body or burial site within 10 yards of you. It is friendly to you andobedient to your commands for the duration of the encounter.

    At the end of the encounter the spirit returns to the grave unless another 10 MP is spent, where it becomes bound to the world. Anearthbound walking dead is still bound to obey you. You may have a number of walking dead under your control equal to your Willpower. Anyadditional bound walking dead will not obey you although they will not be hostile to you unless provoked.

    ctre

    Necromancy Arcana (Master)Utility

    15  Major Action

    15 None

    You summon forth a Spectre (see Chapter 9: Adversaries) from a dead body or burial site within 10 yards of you. It is friendly to you andobedient to your commands for the duration of the encounter.At the end of the encounter the spirit returns to the grave unless another 15 MP is spent, where it becomes bound to the world. Anearthbound spectre is still bound to obey you. You may have a number of spectres under your control equal to your Willpower. Any additionalbound Spectres will not obey you although they will not be hostile to you unless provoked.

     Modified version from Jeff Sparks

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     You learn the spells Drain Life and Decompose. You learn the spell Death Magic You also gain the focus Intelligence (Entropy Arcana).

     You learn the spell Entropic Cloud. You can also choose one spell stunt you can perform for –1 SP when casting EntropicArcana spells.

    alking Bomb

    Entropy Arcana (Novice) Attack

     4 Major Action

    13Constitution (Stamina) vs. Spellpower

    You infuse the blood of an opponent within 10 yards with a corrosive poison. The round you cast it, walking bomb inflicts 1d6+1 penetratingdamage. While the spell is in effect, the target must make a Constitution (Stamina) test vs. your Spellpower at the start of each of their turns. Ifsuccessful, the spell ends. If the test is failed, the target takes another 1d6+1 penetrating damage. Should the spell’s dama ge reduce the target’sHealth to 0, they explode in a spray of blood, flesh, and bones. Anyone within 4 yards of the exploding victim takes 2d6 damage.

    Entropy Arcana (Novice)Utility

     5 One Minute

    12None

    By tracing mystic glyphs over the subject, which may be any single piece of non-living organic material, you speed up the natural process of itsdecay. Once your casting is finished, every second that passes is the equivalent of a day for the subject. So in a minute’s time, it decays as if twomonths have passed. In an hour, it decays nearly ten years! This continues until the object is reduced to dust. You can halt the decomposition witha glyph of preservation, but the subject decays some ten months in just the time it takes to cast that spell, and if the glyph of preservation wears

    off the accelerated decay continues where it left off, at the same rate. Decompose can’t be dispelled; its effects are permanent

    Entropy Arcana (Journeyman) Attack

    13 Major Action

    17Constitution (Stamina) vs. Spellpower

    You infect the blood of a target within 10 yards with deadly magical venom. When first cast, this spell immediately deals 2d6 + Willpowerpenetrating damage. The subject must then make a Constitution (Stamina) test vs. your Spellpower at the start of each of its turns. If it succeeds,

    he spell ends. If it fails, the target suffers another 1d6 + Willpower penetrating damage. If the target dies while virulent walking bomb is still ineffect, it explodes in a shower of gore, dealing 2d6 damage to anyone within 4 yards. Subjects caught in this blast must succeed at a Constitution(Stamina) test vs. your Spellpower –2 or become secondary targets of this spell, suffering 1d6 + Willpower penetrating damage on each of theirurns until they succeed on the test. Secondary targets do not infect additional targets.

    Entropy Arcana (Master)Enhancement

    20 Major Action

    19

     Willpower (Morale) vs. SpellpowerThe chaos of battle is yours to command as you extend a cloud of entropic energy 20 yards in radius from your own body. Allies in the cloud enjoya +2 bonus to all attacks and receive +1 SP on all rolls that generate stunt points. Enemies in the cloud receive a –2 penalty to all attacks and –1 SPon all rolls that generate stunt points unless they succeed at a Willpower (Morale) test vs. your Spellpower. This spell lasts until theend of the encounter.

    Entropy rcana

    Dragon Age Core Rulebook Conversion

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    Novice: You learn the spells Vulnerability Hex and Affliction Hex.Journeyman: You learn the spell Misdirection Hex.Master: You learn the spell Death Hex. You can also choose one spell stunt you can perform for -1 SP when casting Hex Arcanaspells

    Vulnerability Hex

    Requirements: Hex Arcana (Novice)Spell Type: AttackMP Cost: 4Casting Time: Major ActionTarget : 12Test: Willpower (Faith) vs. Spellpower

     You curse a visible target within 20 yards, making them more vulnerable to attacks and spells. Until the end of the encounter, the targetsuffers a –1 penalty to Defense and a –2 penalty on ability tests vs. Spellpower. A target that makes a successful Willpower (Faith) test vs.

     your Spellpower only suffers the Defense penalty. A character can only be subject to one vulnerability hex at a time.

    Affliction Hex

    Requirements: Hex Arcana (Novice)Spell Type: AttackMP Cost: 7Casting Time: Major ActionTarget Number: 14Test: Willpower (Faith) vs. Spellpower

     You curse a visible target within 30 yards and all other foes within 10 yards of your target. Until the end of the encounter, those affected bythe affliction hex have a –2 penalty to all tests against Spellpower. A primary target who makes a successful Willpower (Faith) test against

     your Spellpower suffers only a –1 penalty and completely negates the effects on the secondary targets. Secondary targets may also make Willpower (Faith) resistance tests to negate their own penalties entirely, but their individual successes or failures only affect themselves. It

    doesn’t matter whether a given target is a primary or secondary target of an affliction hex; additional castings of the same spell while theoriginal casting’s duration persists have no effect on the target (see Stacked Spells and Effects).

    Misdirection Hex

    Requirements: Hex Arcana (Journeyman)Spell Type: AttackMP Cost: 10Casting Time: Major ActionTarget Number: 15 Test: Willpower (Courage) vs. SpellpowerFortune turns against the subject of this spell at every opportunity, making their attacks all but fruitless. Until the end of the encounter, a

    single enemy within 30 yards suffers a –2 penalty to attack rolls and cannot generate stunt points. The subject may make a Willpower(Courage) test vs. your Spellpower as a free action at the start of each of their turns to end the spell. Otherwise, the effects end after anumber of rounds equal to your Intelligence.

    Death Hex

    Requirements: Hex Arcana (Master)Spell Type: AttackMP Cost: 17Casting Time: Major ActionTarget Number: 18Test: Willpower (Morale) vs. Spellpower

     You curse an enemy within 30 yards to suffer mightily from each strike upon them. Until the end of the encounter, all attacks made againstthe target gain a +3 bonus, deal +3 damage, and automatically generate +2 Stunt Point on a hit, even if doubles aren’t rolled. The subject canend the effects with a successful Willpower (Morale) test vs. your Spellpower, made on its turn. The spell otherwise ends after a number ofrounds equal to your Intelligence.

    Hex rcana

    Dragon Age Core Rulebook Conversion

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    Novice: You learn the spells Hellfire Blast and Corrupted Wound.Journeyman: You learn the spell Abyssal Retaliation. You also gain the focus Intelligence (Infernal Arcana).Master: You learn the spell Call Forth Demon. You can also choose one spell stunt you can perform for -1SP when castingInfernal Arcana spells.

    Hellfire Blast

    Requirements: Infernal Arcana (Novice)Spell Type: AttackMP Cost: 4Casting Time: Major ActionTarget Number: 12Test: None

     You unleash a blast of black fire in a 2 yards radius within 12 yards. Those hit by this blast take 1d6 + Willpower damage and make a Dexterity(Acrobatics) vs. Spellpower test. On a failure, the target takes a -2 penalty to Defense until the start of their next turn.

    Corrupted Wound

    Requirements: Infernal Arcana (Novice)Spell Type: AttackMP Cost: 3Casting Time: Minor ActionTarget Number: 10Test: Constitution (Stamina) vs. Spellpower

     A foul curse that corrupts immediate wounds. Any damage the target takes by the end of the turn cannot be healed by any means save sleep(healing spells on the target can be used at twice the MP cost). If the target succeeds on a Constitution (Stamina) vs. Spellpower test, onlypenetrating damage is cursed.

    Abyssal Retaliation

    Requirements: Infernal Arcana (Journeyman)Spell Type: DefenseMP Cost: 6+Casting Time: Major ActionTarget Number: 13Test: None

     You call up dark magics to take a terrible vengeance on any who do you harm. When you cast this spell you are covered by a crimson smoke.Until the end of the turn, anyone who damages you must take a Constitution (Stamina) vs. Spellpower test and take 1d6 damage on a failure.

     You can extend this up to 5 turns by spending an additional 1 MP per turn.

    Call Forth Devil

    Requirements: Infernal Arcana (Master)Spell Type: UtilityMP Cost: 15 Casting Time: Major ActionTarget Number: 15 Test: None

     You summon forth a devil soldier (see Chapter 9: Adversaries) within 10 yards of you. It is friendly to you and obedient to your commandsfor the duration of the encounter. At the end of the encounter the demon returns to his home plane unless another 15 MP is spent, where itbecomes bound to the world. An earthbound demon is still bound to obey you. You may have a number of demonic soldiers under yourcontrol equal to your Willpower. Any additional bound demons will not obey you although they will not be hostile to you unless provoked.

    Infernal rcana

    https://sites.google.com/site/fagewiki/arcanas/infernal

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    Demonology rcana

    Novice: You learn the spells Demon's Claws and Demon's Hide.Journeyman: You learn the spell Hellfire. You also gain the focus Intelligence (Demonology Arcana).Master: You learn the spell Demon's Wings. You can also choose one spell stunt you can perform for -1 SP when castingDemonology Arcana spells.

    Demon s Claws

    Requirements: Demonology Arcana (Novice)Spell Type: EnhancementMP Cost: 4Casting Time: Major ActionTarget Number: 11Test: None

     The caster's fingers and nails elongate and sharpen into wicked claws. They deal damage equal to 1d6 + Strength. The spells lasts for thecombat scene or until no longer needed (i.e. used in an intimidation attempt). The caster can also use the Bleed stunt for 2 stunt points

     which causes the target to bleed 1 HP per round until healed by magic or a First Aid check. Bleed stunts are cumulative.

    Demon s Hide

    Requirements: Demonology Arcana (Novice)Spell Type: EnhancementMP Cost: 4Casting Time: Major ActionTarget Number: 12Test: None

     The caster's skin thickens and changes color/texture (description from caster) to a more demon-like appearance. It provides an Armorbonus equal to the caster's Willpower score, or 2, whichever is higher. The spell lasts for the combat scene. Demon's Hide also providesimmunity to the Demonic Eruption spell.

    Demonic Eruption

    Requirements: Demonology Arcana (Journeyman)Spell Type: AttackMP Cost: 8Casting Time: Major ActionTarget Number: 13Test: Dexterity (Acrobatics) vs. Spellpower

     The caster can spit/breathe/hurl (caster's description) a dark red fire. It does 3d6 plus Willpower score in damage. The fire lingers for 2rounds, doing 2d6 plus Willpower then 1d6 plus Willpower in respective rounds.

     The fire effects an area 4 yards wide by 10 yards long. The caster is only immune if they have Demon Skin active. All other characters can beaffected. Anyone who saves has leapt out of the way, if figures are being used, move them out of the area.

    Demon s Wings

    Requirements: Demonology Arcana (Master)Spell Type: EnhancementMP Cost: 10Casting Time: Major ActionTarget Number: 14Test: None

     Thick, leathery wings burst from the caster's back, allowing flight. The caster is slow (6 + Dexterity) and not very maneuverable, but they cancarry twice their weight. They are also able to use the Knock Prone stunt for 3 stunt points. If the caster loses 75% of their HP they can nolonger fly. If they are in flight they will fall, possibly taking more damage.

    https://sites.google.com/site/agerpg/

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     You learn the spells mind reading and suggestion .

     You learn the spell change memory . You also gain the focus Intelligence (Mind Arcana).

     You learn the spell Dominate . You can also choose one spell stunt you can perform for -1 SP when casting Mind Arcana

    spells.

     Mind Arcana (Novice)Utility

     4+

     Major Action

    12

    None / Willpower (Self-Discipline) vs. SpellpowerWhen casting this spell, you become aware of any unusually high emotions within a radius of 20 yards. As a major action you can focus on the

    hought of any mind detect this way or of any creature you can see within the area and attempt to sense its thoughts. For each such attempts the

    arget makes a Willpower (Self-Discipline) test against your Spellpower to resist your intrusion. If the test fails you learn what the target is

    hinking about and you might be able to pick up some names or faces, but mostly you are limited to sensing emotions and the topic of its thoughts

    and cannot pick out specific details. You can maintain the spell for as long as you want, but for each additional round after the first you have to

    spend another Magic Point.

     Mind Arcana (Novice)

    Utility

    6

     Major Action

    14

     Willpower (Self-Discipline) vs. SpellpowerYou put a single command into the mind of the target of your spell that compels it to perform a specific order either at a set time or the first time

    a specified situation happens within the next hour. If the order is something the target would never do voluntarily, it gets another Willpower

    (Self-Discipline) test against your Spellpower to resist obeying it. If the spell is successful, the target immediately forgets that it was given theorder and will not be able to explain why it did what it was compelled to do.

     Mind Arcana (Journeyman)

    Utility

    6

     Major Action

    16

     Willpower (Self-Discipline) vs. SpellpowerYou touch the target and make it forget a memory of an event that may have happened as much as a number of hours ago as your Willpower

    score. You can also change a memory that has happened within that time span or create a new one. Alternatively, you can restore a memory thathas been altered or magically or otherwise lost and make the target of the spell remember it correctly.

     Mind Arcana (Master)

    Utility

    20

     Major Action

    19

     Willpower (Self-Discipline) vs. SpellpowerThe target of the spell becomes compelled to obey any verbal order given by you as best as it can. Any time the target is ordered to do something

    hat would cause serious harm to its friends and allies, put itself at extreme risk, or would force it to do something it would never do willingly, it

    can make another Willpower (Self-Discipline) test against your Spellpower to end the spell. What the target considers a great danger to itself or

    ts friends depends on how it perceives the situation and it can be tricked into breaking the spell even if no actual threat is present. You can order

    he target to not reveal that it is compelled by your spell to others in any way or to trust you and don't worry about being enspelled, but you may

    choose not to do so for whatever reasons you might have.

    Mind rcana

    http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium

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    Novice: You learn the spells Dream Sending and Invigorate.Journeyman: You learn the spell Hallucination. You also gain the focus Intelligence (Spirit Arcana).Master: You learn the spell Dowse. You can also choose one spell stunt you can perform for –1 SP when casting Spirit Arcanaspells.

    Dream Sending

    Requirements: Spirit Arcana (Novice)Spell Type: UtilityMP Cost: 7Casting Time: 5 minutesTarget Number: 15 Test: None

     You send a dream across the Fade to a particular subject, who must be known to you. When the subject next dreams, it will be the dream you have sent. You can script the general events of the dream, including things like conversations, but you do not become aware of thesubject’s reactions and are not truly interacting with them. You can use a dream sending to carry a message or convey information, or todisplay imagery meant to incite emotional reactions. Generally, the content of a dream sending cannot be longer than an hour or so. While

    the dream may influence the subject’s decision making (providing a particular omen or key piece of information, for example) it does notexert any direct power over the subject’s mind or will. Dream sending does not work on subjects that do not dream, such as dwarves or the

     Tranquil.

    Invigorate

    Requirements: Spirit Arcana (Novice)Spell Type: UtilityMP Cost: 4Casting Time: Major ActionTarget Number: 14Test: None

     You emit waves of mana, bolstering your allies minds. Allies within 10 yards of you get +1 SP whenever they generate stunt points. You mayspend 1 MP at the start of each of your turns to extend the effects for another round; otherwise they end at the beginning of your turn.

    Hallucination

    Requirements: Spirit Arcana (Journeyman)Spell Type: AttackMP Cost: 15 Casting Time: 1 minuteTarget Number: 15 Test: Perception (Hearing, Seeing, or Smelling) vs. Spellpower

     You conjure, in the mind of a subject within 30 yards, an optical, auditory, and olfactory hallucination that can appear to be no wider or tallerthan your Willpower ability in yards. Add additional targets for 5 MP each. Targets must succeed at a Perception (Hearing, Seeing, or

    Smelling) test vs. your Spellpower to realize the illusory nature of the sight. “Touching” the hallucination automatically reveals the ruse butdoes not end the spell unless you want it to. The hallucination lasts for as long as you spend free actions to concentrate on it.

    Dowse

    Requirements: Spirit Arcana (Master)Spell Type: UtilityMP Cost: 10Casting Time: 1 minuteTarget Number: 17Test: None

     You extend your senses throughout a 100-yard radius in order to locate a desired object. This spell may be used to locate any one of a type

    of item (for example, a nearby source of clean water or the nearest item of jewelry) or one particular item (for example, the Cauld Creek or your uncle’s lost signet ring). You must be familiar enough to picture in mind any specific item you intend to find with this spell. The GMmay immediately reveal the location of the object, if it is within range, or grant you 5 SPs to spend immediately on exploration stunts.

    Spirit rcana

    Dragon Age Core Rulebook Conversion

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    Novice: You learn the spells Daze and Horror.Journeyman: You learn the spell Sleep. You also gain the focus Intelligence (Nightmare Arcana).Master: You learn the spell Death Cloud. You can also choose one spell stunt you can perform for –1 SP when castingNightmare Arcana spells.

    Daze

    Requirements: Nightmare Arcana (Novice)Spell Type: AttackMP Cost: 2Casting Time: Major ActionTarget Number: 11Test: Willpower (Self-Discipline) vs. Spellpower

     You ensorcell one visible target within 10 yards. A target that makes a successful Willpower (Self-Discipline) test vs. your Spellpower isslightly confused and suffers a –1 penalty on all ability tests until the beginning of your next turn. A target that fails the test suffers the samepenalty and cannot take any actions on their next turn.

    Horror

    Requirements: Nightmare Arcana (Novice)Spell Type: AttackMP Cost: 8Casting Time: Major ActionTarget Number: 17Test: Willpower (Courage) vs. Spellpower

     You overwhelm a visible target within 20 yards with a blast of sheer terror. Until the target succeeds on a Willpower (Courage) test vs. yourSpellpower, they can do nothing but cower in fear. A target failing the initial test may try again at the start of each of their turns.

    Sleep

    Requirements: Nightmare Arcana (Journeyman)Spell Type: AttackMP Cost: 15 Casting Time: Major ActionTarget Number: 19Test: Willpower (Self-Discipline) vs. SpellpowerEnemies within 10 yards of a point you choose within 30 yards of you are overcome with heavy drowsiness, falling asleep on their feet unlessthey succeed at a Willpower (Self-Discipline) test vs. your Spellpower. Targets that fail the initial test may make another test on each oftheir turns until they awaken. Sleeping targets have a Defense of 10, but are not subject to a coup de grace. Any damage immediatelyawakens a subject.

    Waking Nightmare

    Requirements: Nightmare Arcana (Master)Spell Type: AttackMP Cost: 20Casting Time: Major ActionTarget Number: 17Test: Willpower (Self-Discipline) vs. Spellpower

     You trap a single enemy within 20 yards in a waking nightmare. Until it succeeds at a Willpower (Self-Discipline) test vs. your Spellpower,the target falls into a fugue and attacks your enemies to the best of its ability. A target already asleep when affected by this spell takes a –3penalty to its initial test. The target may make another test on each of its subsequent turns until it awakens.

    Nightmare rcana

    Dragon Age Core Rulebook Conversion

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    Novice: You learn the spells simple illusion and illusory mask .Journeyman: You learn the spell invisibility . You also gain the focus Intelligence (Illusion Arcana).Master: You learn the spell grand illusion . You can also choose one spell stunt you can perform for -1 SP when casting IllusionArcana spells.

    Simple Illusion

    Requirement: Illusion Arcana (Novice)Spell Type: UtilityMP Cost: 3+Casting Time: Major ActionTarget Number: 8Test: Perception (Seeing) vs SpellpowerCreate a roughly human sized illusion (or smaller) within 20 yards of you. It cannot move from its spot but can incorporate movements into it(such as waving and shuffling it's feet, but not walking around). The caster can incorporate sounds into the illusion for an additional 2 MP atthe time of casting. The illusion can be programmed with a set motion, or controlled if the caster stays within range. The illusion lasts for 1minute and you can extend it for up to 10 minutes for a cost of 1 MP per minute.

    Illusory Mask

    Requirement: Illusion Arcana (Novice)Spell Type: UtilityMP Cost: 4+Casting Time: Major ActionTarget Number: 10 or 13Test: Perception (Seeing) vs SpellpowerChange the physical appearance and gear of a touched target. If made to look taller, shorter, fatter, or thinner, it is just an illusion so youinteract with the world the same way. The TN is 13 when trying to imitate a specific person. Fail to meet the higher TN, but still get a 10 orhigher and you get an illusion that's close, but anyone who knows who the illusion is supposed to look like will automatically know it's notreally that person, even if they can't see through the illusion. This lasts for 10 minutes and can you can extend it up to 1 hour for a cost of 2 MP

    per 10 minutes.

    Invisibility

    Requirement: Illusion Arcana (Journeyman)Spell Type: UtilityMP Cost: 12+Casting Time: 1 MinuteTarget Number: 15 Test: Perception (Seeing or Hearing) vs SpellpowerRender a number of creatures, up to your Willpower, invisible to normal sight by touching them. When an invisible creature moves, it leaves aslight shimmer/warping in the air. If someone makes a successful test and "spots" you, they take a -1 to anything that targets you specifically (-2

    if done by hearing). The spell lasts for 1 hour and you can extend it up to 5 hours at the cost of 3 MP per hour. An invisible creature becomes visible if it takes an aggressive action, successful or not.

    Grand Illusion

    Requirement: Illusion Arcana (Master)Spell Type: UtilityMP Cost: 10+Casting Time: Major ActionTarget Number: 15 Test: Perception (Seeing) vs SpellpowerCreate a roughly dragon or Giant sized illusion (or smaller) within 50 yards of you. It can make sounds and move as you desire. The illusion

    can be programmed with a set motion, or controlled if the caster stays within range. Alternatively, the illusion can cover a 20 yard radius area of terrain within range of the caster, making a ground where there is none, making itseem as if the forest is afire, etc.

     The illusion lasts for 1 minute and you can extend it for up to 10 minutes for a cost of 2 MP per minute.

    Illusion rcana

    http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium

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    Portal rcana

    Novice: You learn the spells Blink and Portal clash.Journeyman: You learn the spell Time Trap. You also gain the focus Intelligence (Portal Arcana).Master: You gain the spell Free fall. You also choose one spell stunt you can perform for -1 SP when casting Portal arcana spells.

    Blink

    Requirements: Portal Arcana (Novice)Spell Type: UtilityMP Cost: 2+

    Casting Time: Major ActionTarget Number: 11Test: Willpower (Self-Discipline) vs. SpellpowerYou can transport horizontally one object, player, or creature up to 1d6 + Willpower yards. An unwilling target may make a test of Willpower(Self-Discipine) vs. your Spellpower to resist the spell. You can extend the spell by 2 yards per additional 1MP spent.

    Portal Clash

    Requirements: Portal Arcana (Novice)Spell Type: AttackMP Cost: 4Casting Time: Major ActionTarget Number: 13Test: Strength (Might) vs. SpellpowerYou summon one small portal in each of your hand and clash them together. On contact, the two portals create a shock wave dealing 1d6 +Willpower penetrating damage to every creature within 6 yards of you and gets knocked prone. Targets that make a successful Strength(Might) test vs. your Spellpower only take 1d6 damage and remain standing.

    Time Trap

    Requirements: Portal Arcana (Journeyman)Spell Type: DefenseMP Cost: 7Casting Time: Major ActionTarget Number: 13Test: Willpower (Self-Discipline) vs. SpellpowerYou create an invisible portal 2x2 yards in size on the ground that transports the next creature that steps on it in a timeless dimension. Thetarget is stuck in that dimension for a number of rounds equal to half of your Willpower rounded down. At the end of that time, it istransported at the same place and in the same position as it was before getting trapped and is unaware of what happened during its absence. Ifthere is something or someone in the place of the target when it is transported back, the target takes 2d6 damage as the it is violentlyseparated of the object or creature. If it is a creature, it takes 1d6 damage. The target may make a Willpower (Self-discipline) vs Spellpowertest every turn to come back from the trap.

    Free Fall

    Requirements: Portal Arcana (Master)Spell Type: AttackMP Cost: 10Casting Time: Major ActionTarget Number: 14Test: Strength (Might) or Dexterity (Acrobatics) vs. SpellpowerYou open a portal right under a target within 4 yards of you. You open a second portal at a height of 3 times the height of your target yardswithin 10 yards of you. You can open the second portal anywhere within range, over another creature or a ravine for example. That target fallsfrom that portal and take 3d6 penetrating damage and if the target falls on a creature, this creature take 2d6 penetrating damage and is alsoknocked prone. Both creature may take a Strength (Might) or Dexterity (Acrobatics) whichever is greater vs. Spellpower test to avoid beingknocked prone.

    Samuel Dery & Dragon Age Core Rulebook Conversion

    https://plus.google.com/103311037027138749924https://plus.google.com/103311037027138749924

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    Novice: You learn the spells Ant Army and Spider ClimbJourneyman: You learn the spell Summon Wurm. You also gain the focus Intelligence (Insect Arcana).Master: You learn the spell Stinging Swarm. You can also choose one spellstunt you can perform for –1 SP when castingInsect Arcana spells

    Ant Army

    Requirements: Insect Arcana (Novice)Spell Type: AttackMP Cost: 5 Casting Time: Major ActionTarget Number: 11Test: None

     Ants hamper your foes, biting and swarming them relentlessly. All opponents in a 2 yards radius up to 10 yards away take piercing damageequal to your intelligence for a number of rounds equal to half your Willpower ability. They must also succeed at Dexterity (Acrobatics) test

     vs Spellpower or have their speed reduced by 5.

    Spider Climb

    Requirements: Insect Arcana (Novice)Spell Type: EnhancementMP Cost: 8Casting Time: Major ActionTarget Number: 10Test: None

     You gain the ability to move along vertical surfaces and ceilings for a number of rounds equal to your intelligence.

    Summon WurmRequirements: Insect Arcana (Journeyman)Spell Type: AttackMP Cost: 14Casting Time: Major ActionTarget Number: 14Test: NoneChoose a spot within 16 yards. A large carnivorous wurm bursts from the ground and attacks all enemies that start within 6 yards of it for anumber of rounds equal to your willpower dealing 1D6 + Intelligence damage

    Stinging Swarm

    Requirements: Insect Arcana (Master)Spell Type: AttackMP Cost: 20Casting Time: Major ActionTarget Number: 17Test: Constitution (Stamina) vs. Spellpower

     A swarm of biting insects materializes around a single target within 30 yards. The subject takes 2d6 + Intelligence penetrating damage at thestart of each of their turns for a number of rounds equal to half your Willpower ability. They must also succeed at a Constitution (Stamina)test vs. your Spellpower each round or suffer a –2 penalty to all attacks and spell-casting tests. If the subject dies before the swarmdissipates, the swarm moves on to another target (closest) within 20 yards.

    Insect rcana

    https://gamingingotham.wordpress.com/insect-arcana/

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    Novice: You learn the spells Glyph of Paralysis and Glyph of Warding.Journeyman: You learn the spell Glyph of Repulsion. You also gain the focus Intelligence (Glyph Arcana).Master: You learn the spell Glyph of Destruction. You can also choose one spell stunt you can perform for -1 SP when castingGlyph Arcana spells.

    Glyph of Paralysis

    Requirements: Glyph Arcana (Novice)Spell Type: AttackMP Cost: 3Casting Time: 1 MinuteTarget Number: 10Test: Constitution (Stamina) vs. SpellpowerYou trace your fingers on the ground, creating an invisible glyph that holds a charge of magical power. The fist enemy that moves within 2yards of the glyphs location triggers it. The target must make a successful Constitution (Stamina) test vs. Spellpower or become paralyzedfor 1d3 rounds. A paralyzed character can take no actions and has a Defense of 7. You can maintain a number of glyphs of paralysis equal toyour Intelligence at any one time. Each glyph is good for one use.

    Glyph of Warding

    Requirements: Glyph Arcana (Novice)Spell Type: DefenseMP Cost: 5 Casting Time: Major ActionTarget Number: 15 Test: NoneYou trace an arcane glyph on the ground where you stand with your hand or staff. Allies within 2 yards of the Glyph of Warding gain a +2bonus to Willpower tests and to their Defense against ranged attacks so long as they remain within the glyphs area. A glyph lasts until theend of the current encounter. You can maintain a number of different glyphs of warding equal to your Intelligence at any one time (althoughthis does not allow the effects of multiple glyphs of warding to stack on the same target).

    Glyph of Repulsion

    Requirements: Glyph Arcana (Journeyman)Spell Type: AttackMP Cost: 10Casting Time: Major ActionTarget Number: 15 Test: Constitution (Stamina) vs. SpellpowerYou trace a hasty arcane symbol onto the ground in front of you and strike it with all your might, causing a wave of force to send enemieswithin 10 yards reeling. All enemies are pushed 10 yards away from you and must succeed at a Constitution (Stamina) or Dexterity(Acrobatics) test vs. your Spellpower or be knocked prone.

    Glyph of Neutralization

    Requirements: Glyph Arcana (Master)Spell Type: AttackMP Cost: 20Casting Time: Major ActionTarget Number: 17Test: Willpower (Self-Discipline) vs. SpellpowerThe bane of all mages, this magical glyph saps mana from a target and temporarily prevents them from casting spells. The first enemy thatmoves within 2 yards of the glyph’s location triggers it. The target and anyone within 10 yards is drained of 3d6 + Intelligence MP and mustsucceed at a Willpower (Self-Discipline) test vs. your Spellpower or lose the ability to cast spells for 1d3 rounds. You can maintain a number

    of active glyphs of neutralization equal to your Intelligence ability at any one time. Each glyph is good for only one use.

    Glyph rcana

    Dragon Age Core Rulebook Conversion

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    Novice: You learn the spells Symbol of Preservation and Symbol of Sealing.Journeyman: You learn the spell Glyph of Repulsion. You also gain the focus Intelligence (Symbol Arcana).Master: You learn the spell Symbol of Destruction. You can also choose one spell stunt you can perform for -1 SP whencasting Symbol Arcana spells.

    Symbol of Preservation

    Requirements: Symbol Arcana (Novice)Spell Type: AttackMP Cost: 3Casting Time: 1 MinuteTarget Number: 10Test: Constitution (Stamina) vs. Spellpower

     You trace your fingers on the ground, creating an invisible glyph that holds a charge of magical power. The fist enemy that moves within 2 yards of the glyphs location triggers it. The target must make a successful Constitution (Stamina) test vs. Spellpower or become paralyzedfor 1d3 rounds. A paralyzed character can take no actions and has a Defense of 7. You can maintain a number of glyphs of paralysis equal to

     your Intelligence at any one time. Each glyph is good for one use.

    Symbol of Sealing

    Requirements: Symbol Arcana (Novice)Spell Type: UtilityMP Cost: 3Casting Time: 1 minuteTarget Number: 11Test: None You touch any object that closes, from a door or gate to a jar, drawing a faint symbol that connects its two surfaces. Once thesymbol of sealing is complete, the object is held closed and only you or someone you designated when casting the spell may

    open it. For anyone else, the only way to open the seal is by breaking whatever it is inscribed upon, whether smashing open a jar or breaking down a door. The symbol lasts until the object is opened, after which it must be recast to seal the object again(assuming it is not destroyed in the process).

    Symbol of Storing

    Requirements: Symbol Arcana (Journeyman)Spell Type: AttackMP Cost: 10Casting Time: Major ActionTarget Number: 15 Test: None

     You trace an arcane symbol onto a chosen surface. You can store any spell you know on Novice or Journeyman level. You must cast thestored spell into the symbol. Anyone that moves within 2 yards of the symbol triggers the spell stored in it.

    Symbol of Destruction

    Requirements: Symbol Arcana (Master)Spell Type: AttackMP Cost: 15 Casting Time: Major ActionTarget Number: 15 Test: Dexterity (Acrobatics) vs. Spellpower

     You trace an arcane symbol on a surface with your hand or staff the glows with power for a moment then vanishes. The first enemy to come

     within 2 yards of the symbol activates it. The symbol explodes dealing 3d6 + Intelligence penetrating damage to everyone within 10 yards. Asuccessful Dexterity (Acrobatics) test vs your Spellpower causes the glyph do deal 3d6 + Intelligence damage.

    Symbol rcana

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     You learn the spells Summon Animal Companion and Animal Senses. You learn the spell Sooth Beasts.

     You learn the spell Beastform.

     Animal Arcana (Novice)Utility

    61 minute

    13None

    You summon an animal companion for the next 24 hours. They will be a natural animal who becomes a loyal friend. You can give the companionsimple commands which immediately understand. The companion will be based on the type of terrain in which you cast the spell. The caster maynot have more than one companion at a time. When the companion dies the caster suffers damage equal to half the companions hit pointsminus Willpower.

     Animal Arcana (Novice)Enhancement

     4 Major Action

    11None

    The caster enhances their sense of smell, sight or hearing. The effect on the caster depends on the sense enhanced and is described in the tablebelow. The duration of the spell is equal to one hour per willpower but the caster can end the spell at any time. However if the spell is endedbefore the total duration the caster must recast again. The number of senses the caster can change at any given time is equal to their Willpower.However they can only effect one change per sense.

     Animal Arcana (Journeyman)Utility

    6 Major Action

    14None

    The caster can sooth a number of natural wild animals equalo 1d6+willpower. Once soothed the animals will obey simple

    commands from the caster for the duration of the spell.

    Examples of such commands would be sleep, stop, attack, leave.The duration of the spell is 2d6+willpower.

    form

     Animal Arcana (Master)Utility

    10 Major Action

    15 None

    Upon casting this spell the casters body morphs into a natural animal. The duration of the spell is equal to 1d6 + Willpower hours. If the casters

    hit points reduce to zero while in Beast form they return to their own form with half the number of hit points they had before casting the spell.While in Beast form the casters abilities change to that of the animal and they can use any attacks and movement of that animal.

    Sense Effect Physical Change

    Eagle

    Sight

    Bionuclar Vision – Caster can see high detail clearly

    up to a distance of 5 km away

    Caster's eyes change to a

    golden iris like a raptor

    Cat Sight Night Vision – Caster gains Dark Sight and can see

    clearly without a light source up to 32 yards away

    Caster's eyes change to a cats

    with golden irises and vertical

    pupils

    Hounds

    Smell

    Caster gains a Perception (Smelling) Focus +3 Casters nose flattens and

    nostrels widen into a more

    animal formRabbits

    Ears

    Caster gains a Perception (Hearing) Focus +3 Casters ears elongate greatly

      nimal rcana

    http://roninarmy.com/threads/3633-FAGE-Community-Spell-Compendium

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    Novice: You learn the spells Spell Wisp and Grease.Journeyman: You learn the spell Spellbloom. You also gain the focus Intelligence (Mana Arcana).Master: You learn the spell Stinging Swarm. You can also choose one spell stunt you can perform for –1 SP when castingCreation Arcana spells.

    Spell Wisp

    Requirements: Creation Arcana (Novice)Spell Type: UtilityMP Cost: 3Casting Time: 1 minuteTarget Number: 11Test: None

     You summon a small wisp that floats near you for up to an hour and boosts the power of your spells. While the wisp is aiding you, you gaina +1 bonus to your Spellpower. The wisp itself is insubstantial and cannot be attacked or touched.

    Grease

    Requirements: Creation Arcana (Novice)Spell Type: UtilityMP Cost: 7Casting Time: Major ActionTarget Number: 14Test: Dexterity (Acrobatics) vs. Spellpower

     You create a slick of grease covering an area up to 10 yards in diameter anywhere within 30 yards of you. Anyone within the slick when it iscast, anyone entering the area, and anyone who moves within the area must make a successful Dexterity (Acrobatics) test against yourSpellpower or fall prone at each of those times, as they apply. Prone characters may crawl normally.

     The grease created by this spell is flammable; contact with fire ignites it, immediately causing 1d6 penetrating damage to everyone in thearea. A grease fire burns for rounds equal to your Intelligence before burning out (which expends the grease), and those inside the area

    take 1d6 penetrating damage on their turn each round until they exit it. A slick that is not burned persists indefinitely, dispersing only in rain, when appropriately provisioned characters scour it away, or in similar conditions.

    Spellbloom

    Requirements: Creation Arcana (Journeyman)Spell Type: UtilityMP Cost: 8Casting Time: Major ActionTarget Number: 15 Test: None

     You conjure a font of magical energy with a 4-yard radius centered anywhere within 50 yards that you can see, and that lasts for a numberof rounds equal to your Willpower ability. Each mage, whether ally or enemy, inside the spellbloom at the beginning of their turn, regains1d6 MP. As a free action on your turn you may dispel the bloom to gain a number of SP equal to the rounds of duration remaining on it.

     These SP must be used on spell stunts on the same round they are gained. Any unspent points are lost at the end of your turn

    Stinging Swarm

    Requirements: Creation Arcana (Master)Spell Type: AttackMP Cost: 20Casting Time: Major ActionTarget Number: 17Test: Constitution (Stamina) vs. Spellpower

     A swarm of biting insects materializes around a single target within 30 yards. The subject takes 2d6 + Intelligence penetrating damage at the

    start of each of their turns for a number of rounds equal to half your Willpower ability. They must also succeed at a Constitution(Stamina) test vs. your Spellpower each round or suffer a –2 penalty to all attacks and spell-casting tests. If the subject dies before theswarm dissipates, the swarm moves on to another target (closest) within 20 yards.

    Creation rcana

    Dragon Age Core Rulebook Conversion

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    Novice: You learn the spells Weakness and Paralyze.Journeyman: You learn the spell Miasma. You also gain the focus Intelligence (Paralyze Arcana).Master: You learn the spell Mass Paralyze. You can also choose one spell stunt you can perform for –1 SP when castingParalysis Arcana spells.

    Weakness

    Requirements: Paralyze Arcana (Novice)Spell Type: AttackMP Cost: 3Casting Time: Major ActionTarget Number: 11Test: Willpower (Self-Discipline) vs. Spellpower

     Your magic drains a visible enemy within 20 yards of energy, making them slower and more sluggish. The target suffers a –1 penalty toStrength and Dexterity and a –5 penalty to Speed for a number of rounds equal to the casting roll’s Stunt Die. If the target makes asuccessful Willpower (Self-Discipline) test vs. your Spellpower, they only suffer the Speed penalty.

    Paralyze

    Requirements: Paralyze Arcana (Novice)Spell Type: AttackMP Cost: 7Casting Time: Major ActionTarget Number: 15 Test: Constitution (Stamina) vs. SpellpowerGhostly wisps of entropic energy surround an opponent within 30 yards. A target failing a Constitution (Stamina) test vs. your Spellpoweris paralyzed, completely unable to move, while a successful test means the target’s Speed is cut by one quarter (rounded in the target’sfavor). Both effects last for the rest of the encounter. A paralyzed target gets a new test at the start of their turn each round. Paralyzedcharacters lose the Dexterity bonus to their Defense and can obviously take no actions, but are not subject to a coup de grace unless they

    are otherwise unconscious or dying.

    Miasma

    Requirements: Paralyze Arcana (Journeyman)Spell Type: AttackMP Cost: 8Casting Time: Major ActionTarget Number: 15 Test: Constitution (Stamina) vs. Spellpower

     A sickly green mist radiates out along the ground from your feet. All enemies within 10 yards of you at the start of their turns must make aConstitution (Stamina) test vs. your Spellpower or suffer a –2 penalty to Defense and a –2 penalty to all attacks. Subjects must make this

    test each turn they begin in the miasma or upon entering the miasma. This spell lasts one round unless you extend its duration anotherround by spending 2 MP as a free action at the start of your subsequent turns.

    Mass Paralysis

    Requirements: Paralyze Arcana (Master)Spell Type: AttackMP Cost: 22Casting Time: Major ActionTarget Number: 21Test: Constitution (Stamina) vs. Spellpower

     You surround each enemy within 20 yards with tendrils of entropic energy, all but locking them in place. Each target must succeed at a

    Constitution (Stamina) test vs. your Spellpower or become paralyzed. Targets that pass this initial test lose their Dexterity rating fromtheir Speed until they pass the test again or the spell expires. Paralyzed characters have a Speed of 2 yards per turn, lose their Dexterityfactor to Defense, and can take no actions, but are not subject to a coup de grace unless they would otherwise be vulnerable. A paralyzedtarget makes a new test at the start of their turn each round to shake off the spell. Effects otherwise persist for a number of rounds equalto your Willpower.

    Paralysis rcana

    Dragon Age Core Rulebook Conversion

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     You learn the spells Force Field and Levitate. You learn the spell Repulsion Field.

     You learn the spell Crushing Prison. You can also choose one spell stunt you can perform for –1 SP when casting MentalDefense Arcana spells.

    Force Defense Arcana (Novice)Defense

    10 Major Action

    18None

    You surround a subject within 25 yards (which may be yourself) with a protective field of magical force that absorbs all damage that would otherwise affect itsarget. The force field lasts for one round. During that time, the subject is completely immune to damage, but also cannot move from the spot (the force field ismmobile), make melee or ranged attacks, or give or receive any items. Spells and other effects that do not cause direct damage, such as daze, mana drain, orvulnerability hex, still affect the subject normally, and spells pass out of the force field normally. You can extend the spell’s effect when you cast it by spending 5 MPper additional round you would like it to last.

    Force Defense Arcana (Novice)Utility

     5  Major Action

    15 Strength (Might) vs. Willpower (Self-Discipline)

    You exert telekinetic force to move an inanimate object as though it were motivated by an invisible pair of hands. When you cast levitate, split your Intelligencecore as you wish between the effective Dexterity and Strength the object will have as you manipulate it. Neither can be assigned a value less than 0. If yourntelligence is negative, both Dexterity and Strength are automatically 0. You must be able to see the object in order to manipulate it; the spell ends if it moves outof your vision. You cannot levitate anything that is both aware and able to animate itself. You can move a levitated object with a Speed equal to your (Willpower ×) with a minimum of 1. If you try to wrest an object from someone’s grasp, its holder may resist by making an opposed Strength (Might) vs. Willpower (Self-

    Discipline) test. If successful, your spell ends immediately. You may spend 1 MP at the start of your turn to maintain this spell for another round, otherwise it endst the start of your turn. Once the spell is cast, moving the object is typically a minor action, unless you do something like attack with a levitating weapon, in whichcase it is a major action. Attack rolls are based on the Strength or Dexterity you assigned when you cast the spell (depending on the type of weapon or object beingnimated), save that you use your Spellpower rather than the relevant weapon focus. Most objects do damage as improvised weapons. Weapons do their regular

    damage if you have that weapon group; otherwise they do improvised damage.

    Force Defense Arcana (Journeyman)Defense

    6 Major Action

    16

    Strength (Might) vs. SpellpowerThis spell surrounds you with a field of energy that pushes foes away from you. Every other round, at the end of your turn, beginning on the round you cast thepell, a wave of repulsive energy surges out. Enemies within 6 yards must make a successful Strength (Might) test vs. your Spellpower or be pushed 4 yards awayrom you and knocked prone. To maintain this spell you must spend 1 MP at the start of each of your turns, even on the rounds when no wave surges out. You may

    not cast this spell twice in order to generate a wave each round.

    Force Defense Arcana (Master) Attack

    15  Major Action

    17

    Constitution (Stamina) or Strength (Might) vs. SpellpowerYou encase one enemy within 20 yards in a contracting cage of force. The spell immediately deals 1d6 + Intelligence damage and the target must succeed on aConstitution (Stamina) test vs. your Spellpower or become immobilized. Immobilized targets cannot move, though they