Fantasy AGE - Spell Cards
Fantasy AGE - Spell Cards
Wind Blast
Air Arcana (Journeyman)
SPELL TYPE
MP COST
Winds of Flight
Air Arcana (Master)
SPELL TYPE
MP COST
SPELL TYPE
MP COST
Defense
Utility
4+
Attack
Utility
10+
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
10
1 Minute
11
Major Action
14
Major Action
Major Action
SPELL TYPE
MP COST
15
TEST
TEST
TEST
TEST
None
None
None
You summon winds that bear you aloft. You gain a ying Speed of 8
+ Willpower. You must use the rules for ying found in Chapter 2:
Basic Rules of the Core Rulebook, 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 a cost of 2 MP per hour.
Bloodhound
Divination Arcana (Novice)
SPELL TYPE
MP COST
Blood Mark
Divination Arcana (Novice)
SPELL TYPE
MP COST
Ill Omens
Divination Arcana (Journeyman)
SPELL TYPE
MP COST
Good Omens
Divination Arcana (Master)
SPELL TYPE
MP COST
Utility
4+
Utility
Attack
Defense
10
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
11
1 Minute
1 Minute
14
1 Minute
1 Minute
15
TEST
TEST
TEST
TEST
None
None
None
You can divine the presence of an object you have put a Blood Mark
on or a living creature whose blood you have a sample of. You can
get a sample of blood from any weapon that has damaged the
target in combat. When you rst cast the spell, you will know if the
target is within a mile of you and if so, what direction. This lasts for
10 minutes and you can keep it active for 2 MP per further 10
minutes. While the spell is active, you will know what direction the
target is from you. This acts like a beacon but the spell has no
intelligence behind it. It cant tell you how to navigate a maze to
nd the target, for exampleonly that the target is "that way."
Rock Blast
Earth Arcana (Novice)
SPELL TYPE
MP COST
Stone Cloak
Earth Arcana (Novice)
SPELL TYPE
MP COST
Earth Speed
Earth Arcana (Journeyman)
SPELL TYPE
MP COST
Earthquake
Earth Arcana (Master)
SPELL TYPE
MP COST
Attack
Defense
Utility
Attack
11+
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
12
1 Minute
12
Major Action
13
Major Action
Major Action
17
TEST
TEST
TEST
TEST
None
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.
The ground bucks and rolls in an area with a 6-yard radius anywhere you choose within 30 yards. Anyone caught in the area
suers a 2 penalty to Defense and a 5 penalty to Speed for one
round. They must also succeed on a Dexterity (Acrobatics) test vs.
your Spellpower or 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 may extend the duration by an additional round.
Hands of Fate
Puppets of Fate
Strings of Fate
Fate Arcana (Journeyman)
SPELL TYPE
MP COST
Chosen of Fate
Fate Arcana (Master)
SPELL TYPE
MP COST
SPELL TYPE
MP COST
Enhancement
Attack
Enhancement
Enhancement
12
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
12
Major Action
13
Major Action
14
Major Action
Major Action
SPELL TYPE
MP COST
16
TEST
TEST
TEST
TEST
None
None
None
You can manipulate fate to help your allies. When you cast this
spell, you get a total bonus equal to your Stunt Die +1. For the
remainder of the encounter, you can give part or all of this bonus to
an ally within 20 yards of you if it would make one of their failed
ability tests into a success. If an ally failed a test by 2, for example,
you could give them 2 of your total bonus to make that into a
success. The GM must tell you the cost and you can then decide if
you want to apply any of your bonus to the test. Hands of Fate lasts
until youve spent your total bonus, or the encounter ends. If your
total bonus from casting the spell was 5, for example, you might
give 3 of it to one ally and later give 2 to another. You can only have
one Hands of Fate spell active at one time.
You pull the web of fate to favor your party. For the remainder of
the encounter, you and your allies within 10 yards of you benet as
follows. Whenever one of the aected characters generates stunt
points, that character gains +1 SP. If you rolled a 3 on the Stunt
Die, for example, you would get 4 points instead of the usual 3.
You weave the web of fate to favor you at a critical time. For the
remainder of the encounter, you and your allies within 10 yards of
you may re-roll your Stunt Die when generating stunt points and
take the better result. Chosen of Fate only takes eect if the original
die roll qualied for stunt points (the test was successful and
doubles were rolled).
Arcane Lantern
Flame Blast
Burning Shield
Fire Arcana (Journeyman)
SPELL TYPE
MP COST
Firestorm
Fire Arcana (Master)
SPELL TYPE
MP COST
SPELL TYPE
MP COST
Utility
2 per hour
Attack
Defense
Attack
11
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
Major Action
12
Major Action
12
Major Action
Major Action
SPELL TYPE
MP COST
15
TEST
TEST
TEST
TEST
None
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.
Healing Touch
Healing Arcana (Novice)
SPELL TYPE
MP COST
Revival
Healing Arcana (Novice)
SPELL TYPE
MP COST
Healing Aura
Healing Arcana (Journeyman)
SPELL TYPE
MP COST
Restoration
Healing Arcana (Master)
SPELL TYPE
MP COST
Utility
1-3
Utility
Utility
3-9
Utility
15
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
10
Major Action
14
Major Action
15
1 Minute
Major Action
17
TEST
TEST
TEST
TEST
None
None
None
None
Your touch seals wounds and restores vigor to one wounded target.
You can choose to spend up to 3 MPs when you cast the spell. For
each MP spent, the target gets back 1d6 Health. You can cast this
on yourself.
Waves of healing energy radiate from you and aid your nearby
allies. You can pick a number of targets up to twice your Willpower,
all of whom must be within 10 yards of you. All targets regain 1d6
Health per 3 MP you spend (to a maximum of 3d6 Health for 9
MP). You can designate yourself as one of the targets.
Heros Inspiration
Heroic Arcana (Novice)
SPELL TYPE
MP COST
Heros Might
Heroic Arcana (Novice)
SPELL TYPE
MP COST
Heros Aegis
Heroic Arcana (Journeyman)
SPELL TYPE
MP COST
Heros Spirit
Heroic Arcana (Master)
SPELL TYPE
MP COST
Enhancement
Enhancement
Defense
Enhancement
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
10
Major Action
12
Major Action
13
Major Action
Major Action
14
TEST
TEST
TEST
TEST
None
None
None
None
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. Heros Spirit lasts until the end of the encounter.
Jolt
Lightning Arcana (Novice)
SPELL TYPE
MP COST
Shock Blast
Lightning Arcana (Novice)
SPELL TYPE
MP COST
Lightning Bolt
Lightning Arcana (Journeyman)
SPELL TYPE
MP COST
Chain Lightning
Lightning Arcana (Master)
SPELL TYPE
MP COST
Attack
Attack
Attack
Attack
12
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
11
Major Action
13
Major Action
15
Major Action
Major Action
17
TEST
TEST
TEST
TEST
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.
Arcane Awareness
Power Arcana (Novice)
SPELL TYPE
MP COST
Spell Ward
Power Arcana (Novice)
SPELL TYPE
MP COST
Arcane Abatement
Power Arcana (Journeyman)
SPELL TYPE
MP COST
Arcane Circle
Power Arcana (Master)
SPELL TYPE
MP COST
Utility
Defense
4+
Utility
Special
Defense
10
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
Major Action
10
Major Action
Target Spellpower
1 Minute
Minor Action
12
TEST
TEST
TEST
TEST
None
None
None
Special
You can weave arcane energies for magical protection. You give
yourself or one target within 4 yards of you a +2 bonus on all tests
to resist spells until the end of the encounter. By expending
additional MP, you can extend this benet to more targets: 2 MP
per additional target, up to a number of targets equal to your
Willpower. If you have the Power Arcana focus, you can extend this
benet to two more creatures, or alternately increase the spells
bonus to +3.
Shadow Dagger
Shadow Arcana (Novice)
SPELL TYPE
MP COST
Shadows Embrace
Shadow Arcana (Novice)
SPELL TYPE
MP COST
Veil of Darkness
Shadow Arcana (Journeyman)
SPELL TYPE
MP COST
Shadow Slip
Shadow Arcana (Master)
SPELL TYPE
MP COST
Attack
Enhancement
Utility
Utility
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
11
Major Action
10
Major Action
12
Major Action
Major Action
14
TEST
TEST
TEST
TEST
None
None
None
None
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.
Arcane Spring
Water Arcana (Novice)
SPELL TYPE
MP COST
Water Whip
Water Arcana (Novice)
SPELL TYPE
MP COST
Water Wall
Water Arcana (Journeyman)
SPELL TYPE
MP COST
Watery Doom
Water Arcana (Master)
SPELL TYPE
MP COST
Utility
Enhancement
Defense
Attack
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
10
Minor Action
11
Major Action
11
Major Action
Major Action
15
TEST
TEST
TEST
TEST
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 3
yards away and the Water Whip inicts 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.
Forest Blend
Wood Arcana (Novice)
SPELL TYPE
MP COST
Regrowth
Wood Arcana (Novice)
SPELL TYPE
MP COST
Ensnaring Roots
Wood Arcana (Journeyman)
SPELL TYPE
MP COST
Awaken Tree
Wood Arcana (Master)
SPELL TYPE
MP COST
Utility
Utility
Attack
Utility
15
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
CASTING TIME
TARGET NUMBER
11
Major Action
10
Major Action
11
Major Action
Major Action
15
TEST
TEST
TEST
TEST
None
None