Base Spells

Altered Form
Alteration
Cost: 3
Range: Personal
Duration: Rounds
The target of this spell changes into another Common form. Additional castings do not stack.
(Ex. Common-Shrink/Grow a step, Uncommon-2D, Rare-Intangible, Ultra-Rare-Ethereal)

Buffer
Restoration or Alteration
Cost: 2
Range: Short
Duration: Rounds
This spell either gives the target a form of shield that absorbs vigor, wound, or dying damage, or does the opposite, increasing incoming damage. Increase the base cost by two if the buff/debuff doesn’t go away until the spell ends.

Check
Mysticism
Cost: 2
Range: Touch
Duration: Instant
This spell makes a single check every round using the higher of his or her spell roll or the used skill as the roll. This may include combat actions.

Control
Conjuration
Cost: 2
Range: Short
Duration: Hours or Instant
Change and control the weather or a specific element in a large size area.

Counter
Alteration
Cost: 2
Range: Short
Duration: Instant
The caster of this spell must use a wait action to utilize the effect, unless the duration is somehow increased. Once cast, roll this spell and count the number of hits you get. Subtract the number of hits you have from the number the spell or attack received, the spell or attack still “goes off” however the effects are lessened, or if negative, are reflected back on the original target. Alternatively, if your number of hits is higher than theirs, you may take the attack as normal, in addition to reflecting it to its caster.

Create
Conjuration
Cost: 2
Range: Short
Duration: Hours
Casting this spell creates raw materials in a medium size, crafted items at a small size, or live creatures at a tiny size. Increase size category by one step for two mana.

Cure
Restoration
Cost: 2
Range: Touch
Duration: Instant
The target’s vigor is healed a base of 1. The base cost increases to 2 or 3 if the spell can also heal wounds and targets in the dying state, respectively.

Damage
Destruction
Cost: 2
Range: Short
Duration: Instant
At the casting of this spell, roll the spell as an attack with a damage bonus of 1. When creating this spell, add a common type of damage such as fire or frost. Adding this as another base to a spell costs an extra mana. Mundane armor is not normally effective against magic damage.

Deflect
Alteration
Cost: 3
Range: Personal
Duration: Instant
As an Immediate action after an incoming attack is declared and before the attack is rolled, you may use your spell as a defense against an attack.

Dimension
Conjuration
Cost: 2
Range: Touch
Duration: Rounds
Creates a small pocket dimension capable of storing and supporting living and non-living beings among other things.

Disrupt
Alteration
Cost: 2
Range: Short
Duration: Round (See text for increasing duration)
The target of this spell rolls one of his or her career groups at a 2 die penalty for one round. The penalty may be increased by one for each additional mana, alternately the penalty may last a round longer for each two additional mana.

Divine
Mysticism
Cost: 5
Range: -
Duration: Instant
Ask the gm a question, he or she is not required to answer. Generally, only yes or no answers are given.

Enchant/Disenchant
Mysticism
Cost: 2
Range: Touch
Duration: Minutes
Master Crafted item gains or looses 1 point enhancement or 3 power. Enhancement, or points may be increased by 1 or 3 (respectively) per two extra mana.

Equipment
Conjuration
Cost: Varies by Tier and Magic
Range: Personal
Duration: Minutes
Summon a piece of equipment, or Increase or decrease the Tier of an existing item. The price for mundane gear is the same as the Tier it is available on or the difference of what it is to what it will be. Magical gear depends on the enhancement and power of the item. The base cost is 1 plus the power and three times the enhancement of the item. Equipment will either be usable only by you, or by everybody, however the range must be increased for the later.

Illusion
Illusion
Cost: 2
Range: Short
Duration: Rounds
A medium non-real sensory effect comes into being. May fool one sense. Additional senses cost two more mana each.

Immunity
Alteration
Cost: 3
Range: Personal
Duration: Rounds
Become immune to minor environment or biological effects.
(Ex. Minor-Eating, Drinking and Sleep, Breathing and Pressure / Moderate – Extreme Cold or Heat / Major-Physical harm, Mental harm)

Impede
Illusion or Alteration (Depending on if Physical or Mental)
Cost: 2
Range: Short
Duration: Round
The target loses the use of 1 sense, or loses one minor ability. (Minor – Talking / Moderate – Attacking, Moving, Casting Spells / Major – Physical, Mental)

Knowledge
Mysticism
Cost: 3, 4, 5, 6, respectively
Range: Sight
Duration: Instant
The caster of this spell receives minor information about a direction, place, object, or person. The higher the roll, the better or more relevant the information.

Manipulate
Illusion
Cost: 3
Range: Touch
Duration: Round (See text for increasing duration)
The caster may give suggested courses of action to the target, who follows them to the best of her ability, provided they do not put her in immediate danger. Additional rounds may be bought for two mana each. To force the target to take any action stated, increase the base cost by 3.

Mask
Illusion
Cost: 4
Range: Personal
Duration: Rounds
Target becomes harder to detect regarding one sense, gaining one automatic success on skills related to the sense masked. The target looses this benefit against those who can see through invisibility or sense magical auras. The bonus may be increased by one for every two additional mana spent. Alternatively, another sense may be added also for two additional mana.

Modify Body
Alteration
Cost: 3
Range: Personal
Duration: Minutes
The target of this spell receives a minor change to his or her body.
Ex. (Minor – Additional Limb, Claws / Moderate – Exoskeleton / Major Anatomical Separation)

Modify Mind
Illusion
Cost: 2 or 4
Range: Touch
Duration: Minutes, Permanent or Varies; See Text
This spell has two unique uses. First, the caster may change the attitude or emotional state of a target by 1 step, additional steps cost three additional mana. The caster may also change, take out, or input memories into the target. Every extra round rewritten costs 3 mana.

Modify Perception
Alteration
Cost: 3
Range: Personal
Duration: Minutes
The target of this spell receives a minor method of perception.
Ex. (Minor – low light vision, scent / Moderate – dark vision, life sense / Major – x-ray vision)

Move
Mysticism
Cost: 2
Range: Short
Duration: Round
Casting this spell moves a small target within it’s range. Living targets only move the difference between the save and the spell roll. Target size can be increased for two mana.

Raise Dead
Conjuration
Cost:
Range:
Duration:

Rearrange
Alteration
Cost: 2
Range: Personal
Duration: Rounds
Rearrange up to 4 points in careers and skills or 1 point in base attributes or careers. Extra sets of points to rearrange cost one mana each.

Resistance
Restoration
Cost: 2
Range: Touch
Duration: Minutes
Target receives one automatic success on checks made to resist an uncommon damage type. The bonus may be increased by one for every additional mana spent.
(Ex. Uncommon-atomic, chemical / common-fire, acid / very common / physical, fatigue).

Revive
Restoration
Cost: 9
Range: Touch
Duration: Instant
Target is restored to full Health, Fatigue, and Sanity points as well as having all limbs regrown and all scars removed. Every additional casting of this spell on the same target suffers a cumulative penalty of -1 die. The casting time of this spell starts at one hour.

Seek
Mysticism
Cost: 0, 3, 4, or 5, respectively
Range: Infinite
Duration: Round
The caster of this spell senses the general direction of a direction, place, object, or person. Alternatively he or she may have a vision through one sensor of the selected target. Additional sensors may be added for two mana each. A more specific route (such as a trail) may be sensed for two additional mana as well.

Share
Restoration
Cost: 3
Range: Short
Duration: Round
The target and the caster of the spell receive the same effects including damage and healing. Double the cost if one side receives double the effects.

Skill Modification
Restoration, Mysticism, Destruction or Alteration
Cost: 2
Range: Touch
Duration: Rounds
Increases or decreases the die pool of a target’s skill to a maximum of four dice above the base skill at the time. For each additional mana, the caster may modify another skill by one, or increase or decrease the same pool again. For one or two additional mana, the caster may affect Stats or Careers (respectively) instead of skills, however these may never be increased more than two and it costs two additional mana instead of one to affect more.

Summon
Conjuration
Cost: 2 or more
Range: Short
Duration: Rounds
Summons a creature with 10 skill points, 3 stat points and 1 trait. The amount of skill points the summoned creatures begins with may be increased by 10/3/1 for every additional two mana spent.

Tag
Mysticism
Cost: 1
Range: -
Duration: 10 Rounds
Add one tag to the target. Another tag may be added for each additional mana paid.

Teleport
Mysticism
Cost: 4
Range: Personal
Duration: Instant
This spell instantly moves a willing target and around 10lbs. a medium distance. Moving unwilling targets increases the base cost by two. Increasing the amount of pounds transported costs one mana per ten.

Token
Mysticism or other base spell
Cost: 1
Range: Personal
Duration: Minutes or until combat ends
Add one token to the target. Another token may be added for each additional mana paid.

Trait
Mysticism or other base spell
Cost: 3
Range: Short
Duration: minutes
Target gains or looses the use of a trait. The trait must be accepted by the GM.

Travel
Alteration
Cost: 3
Range: Personal
Duration: 10 Rounds
This spell provides a minor means of travel at the targets base speed. Increasing or decreasing travel speed by 3 increases or decreases the cost by 1.
(Ex. Minor-Wall Climbing, Swimming, Gliding / Moderate – Flying / Major – Ethereal Movement)

Tricks
Any
Cost: 0
Range: Short
Duration: Instantaneous
Perform minor tricks that do not usually affect gameplay mechanics. These do not have to be determined at spell creation.
(Ex. Minor-Flavor food, Moderate – Disrobe at a distance, Major – turn building sized Mechsuit pink)

Variable Spell
Mysticism
Cost: 3 per 1
Range: -
Duration: -
Cast any spell that requires 1 mana, increase variable spell cost by 3 for every 1 mana in actual spell desired. Ranks in the magic career do not reduce the spell built by variable spell.

Warp
Alteration
Cost: 2
Range: Short
Duration: -
This spell affects a small amount of material, changing it to the casters wish. This includes fabricating, breaking down, moving, and arranging non-living substances.

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Base Spells

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