One of magic’s purest forms, the Arcana tradition offers reliable attacks, means for unraveling enemy spells, and a bevy of protective effects to help casters stay alive.
Arcane Armor
Requirement You must not be wearing armor.
Duration 4 hours
An invisible field of force springs into existence around you, granting a +2 bonus to your Defense for the duration. As well, for the duration, normal precipitation does not touch you, light wind does not affect you, and you are not discomfited by cold or heat, though you still take damage from cold and fire.
Helping Hand
Duration Concentration
A semitransparent hand of the same size as your hand appears inside the space you occupy and remains in existence for the duration. Whenever you move or you are moved, the hand moves to follow you so that it remains within 5 yards of you. Each time you use an action to concentrate on the spell, you can move the hand up to 5 yards away from you, and you can manipulate the hand as if it were your hand. The hand can manipulate objects as if it had a Strength of 5.
Legerdemain
Choose one of the following effects.
You create a harmless effect in an open space within short range. Some possible uses are given below.
- Choose one object. The object can be worn or carried by another creature. The object becomes clean, changes color, or becomes dirty.
- You light or extinguish a candle, lantern, or torch.
- Choose one object. You can cause a symbol to appear on the object and remain until you complete a rest.
- Choose one object. You cause the object to become warmer or cooler.
- Choose one edible or drinkable object. You season or spice the object in any way you choose.
- Choose any number of Size 1/8 or smaller objects. You cause them to move together and form into a tidy stack in an open space you choose.
- Create another sort of minor effect that cannot harm, distract, or hamper another creature, subject to the GM’s approval. This might be a burst of sparkles, a puff of smoke, a light wind, the sounds of singing or music, or a strong odor.
Magic Dart
Target Target One creature or object within long range
A magical dart flies from your fingertip. The dart automatically hits, provided there is an unobstructed path between you and the target. The target takes 1d3 + 1 damage.
Arcane Shield
Duration 1 minute
For the duration, a barrier of energy shields you, imposing 1 bane on attack rolls against your Defense or Agility.
Triggered When a creature makes an attack roll against your Defense or Agility, you can use a triggered action to cast this spell. The triggering creature makes the attack roll with 3 banes, and then the effect ends.
Arcane Sight
Duration 1 minute
For the duration, you see auras around creatures, objects, and areas affected by magic. At the GM’s discretion, you might also learn the tradition to which the magic belongs.
Potent Magic
Duration 1 round
For the duration, when you attack with a spell, you make the attack roll with 2 boons, and creatures make challenge rolls to resist your spells with 2 banes.
Triggered On your turn, you can use a triggered action to cast this spell. The spell ends at the end of your turn.
Sorcerous Lens
Target A point you can reach
Duration 1 round
A 1-yard-diameter lens of magical force appears, centered on the target, and remains for the duration. The lens has two sides. Any creature peering through either side of the lens can see through it with ten times the magnification.
Sacrifice You can use an action, or a triggered action on your turn, and expend a casting of this spell to convert the force created by this spell into a blast. One creature you can reach must make a Strength challenge roll with 1 bane. On a failure, you move the creature 1d6 yards away from you, and the creature then falls prone.
Unerring Darts
Target Up to three creatures or objects within long range
Seven magical darts fly from your fingertip, divided as you choose among the targets. Each dart automatically hits, provided there is an unobstructed path between you and the target. A target takes 1 damage for each dart that hits it.
Arcane Coils
Target Up to three creatures within short range
Magical ribbons fly from your hand to coil around each target, causing it to become immobilized. A target can use an action to make a Strength challenge roll and removes the affliction from itself on a success.
Empowered Magic
Duration 1 minute
For the duration, when you cast an attack spell, you make any required attack roll with 1 boon, and challenge rolls made to resist the spell’s effect are made with 1 bane.
Explosive Darts
Target Up to three creatures or objects within long range
Three magical darts fly from your fingertip, divided as you choose among the targets. Each dart automatically hits provided there is an unobstructed path between you and the target.
Each dart deals 1 damage to its target, then explodes in a 1-yard radius from a point within the target’s space. Everything in the area takes 1d6 + 1 damage, or half the damage with a success on an Agility challenge roll.
Inevitable Blade
Duration 1 minute
A blade of magical force appears in your hand and remains in existence for the duration or until you drop it, which ends the spell. When you cast the spell and, again using an action on your turn, you can attack with this weapon. The weapon counts as a basic weapon that deals 2d6 + 1 damage. When you attack with it, you can substitute Intellect for the attribute you normally use to make attacks with melee weapons. In addition, you make your attack roll against the target’s Agility instead of its Defense. Finally, when you attack a target with this weapon and the result of the attack roll is a failure, the target still takes half damage from the attack.
Arcane Lightning
Area A cone, 5 yards long, originating from a point you can reach
Lightning deals 5d6 damage to everything in the area. Each creature in the area must make an Agility challenge roll, taking half the damage on a success.
Block Magic
Target One creature you can see within medium range
Duration 1 hour
You cut the target off from magic for the duration, making it more difficult for the target to cast spells. When the target casts a spell, it must first get a success on an Intellect or Will challenge roll or the spell fails and the casting is wasted. In addition, when the target casts an attack spell, the effect imposes 1 bane on the attack roll and grants 1 boon on challenge rolls made to resist that spell.
Sacrifice You can use an action and expend a casting of this spell to cast the empowered magic spell (Shadow, page 117).
Destroy Magic
Area A cube, 5 yards on a side, originating from a point within medium range
All effects created by rank 3 or lower spells that affect anything in the area end immediately.
Flying Disc
Area A cube of space, 1 yard on a side, that you can reach
Duration 1 hour
Inside the area appears a disc-shaped contraption that’s about 1 yard in diameter and hovers parallel to the ground. You can add any additional cosmetic embellishments you like
The disc can hold one Size 1 creature or an equivalent weight in objects placed on it. If you can see the disc, you can use a triggered action on your turn to move the disc up to 20 yards in any direction, including up, down, or side to side. If you are standing on the disc when it moves, you move with it.
Harness Magic
Duration See the effect
Roll 1d6 + 3 to determine how many points of magical energy you harness. You retain these points until you complete a rest or you spend them. While you have points remaining, you cannot again cast harness magic. You can cast a spell you have learned by spending a number of points of magical energy equal to the rank of the spell (minimum 1) without expending a casting from that spell.
Reverse Spell
Triggered When a creature targets you with an attack spell, you can use a triggered action to cast this spell. You change the target from yourself to the creature that triggered this casting.
Sacrifice You can use an action and expend a casting of this spell to cast the destroy magic spell (Shadow, page 118).
Suppress Magic
Area A sphere with a radius in yards equal to your Power centered on a point you can see within short range.
Duration 1 minute
You purge the area of magic for the duration. Creatures in the area take a –3 penalty to Power (minimum 0) for as long as they remain there.
Well of Magic
Area A circle with a 5-yard radius centered on a point on the ground that you can reach
Duration 1 minute
A field of intensified magic spreads through the area and remains for the duration. When a creature in the area casts an attack spell, it makes the attack roll with 2 boons and imposes 2 banes on challenge rolls made to resist the spell. In addition, whenever a creature on the ground in the area casts any spell, the creature can roll a d6. On a 6, it casts the spell without expending a casting.
Arcane Conflagration
Area A 5-yard-radius sphere centered on a point within medium range
You ignite the field of magic, causing a wave of roiling violet flames to spread through the area and deal 5d6 damage to everything in it. In addition, each creature in the area must make an Agility challenge roll and a Will challenge roll. A creature takes half the damage with a success on the Agility challenge roll. A creature that gets a failure on the Will challenge roll becomes dazed for 1 minute. When a creature is dazed in this way, it has a –1d3 penalty to its Power score. A creature can repeat the Will challenge roll at the end of each round and removes the dazed affliction from itself on a success.
Arcane Retribution
Duration 4 hours; see the effect
You gain a +5 bonus to Defense for the duration. The next time a creature within short range of you would get a success on an attack roll with a weapon against you, this effect ends and the success automatically becomes a failure. The triggering creature must make a Strength challenge roll. On a failure, it takes 10d6 damage, is moved 2d6 yards away from you, and falls prone. It takes half the damage on a success.
Magical Vortex
Area A 5-yard-radius sphere centered on a point within long range
Duration 1 minute
A multicolored storm of colorful lights and sounds fills the area for the duration. Any creature, object, or area inside the spell’s area that is under the effect of a rank 5 or lower spell ends the effect immediately.
You can use an action to move the area of this spell up to 20 yards in any direction across the ground. The vortex ends magical effects as described above when it enters spaces occupied by creatures, objects, and areas affected by such spells.
Finally, when a creature within 5 yards of the vortex would cast a spell, it must first get a success on a Will challenge roll with 2 banes or the creature expends the casting to no effect.
Sacrifice You can use an action and expend a casting of this spell to cast the destroy magic spell (Shadow, page 118). When you do so, you can end the effect of a rank 4 or lower spell.