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Truespeech Spell List

Tru 11 Thunder Bolt 12MP
Target One Character Range/Area 30m/Target Duration Instant Resist Half
Fires a bolt of lightning at the target Type Lightning
Effect: Deals Power 50 + Magic Power damage.


Tru 11 Slow 8MP
Target One Character Range/Area 30m/Target Duration 1 minute (6 rounds) Resist Null
Slows target's movements and actions
Effect: The target moves at half their normal speed (rounded up). At the beginning of their turn, if they roll a 1-2 on 1d, they cannot take a Major Action that turn.


Tru 11 Familiar II 30MP
Target One Object Range/Area Touch/- Duration Permanent Resist N/A
Create an intelligent follower
Effect: This spell works as "Familiar", but the created familiar has intelligence, and can speak in the Arcana language. As with "Familiar", the possible choices of bird, cat and frog are merely placeholders, and can be substituted out for similar animals if the caster so wishes.


Tru 12 Weapon Mastery II 8MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Null
Infuse the target with mana in order to unlock understanding of their weapons
Effect: The target gains the use of one of the following Combat Feats: 《Weapon Mastery II/**》 (one type), 《Weapon Master》, 《Pinpoint Attack》, 《Pinpoint Attack II》, 《Aimed Attack II》, 《Aimed Attack III》, 《Power Attack II》, or 《((Mow Down))》. By casting the spell repeatedly, you can enable a target to use multiple feats. This spell's effect can stack with "Weapon Mastery".


Tru 12 Shock 15MP
Target One Character Range/Area 50m/Shot Duration Instant Resist Can't
Attacks with pure mana Type Bludgeoning
Effect: Deals Power 30 + Magic Power damage to both the target's HP and MP.


Tru 12 Polymorph 10MP
Target Caster Range/Area Self/- Duration 1 day Resist None
Change physical appearance
Effect: The caster can change their shape into any creature that the caster has seen, other than Undead, Constructs or Demons. All of the caster's Classes, Combat Feats and mental abilities remain the same, but the physical abilities of the new form will be gained. If the character uses fixed values, that data can be used as-is.

For example, if the caster were to turn into a Drake Baron (Dragon Form), they could use the Energy Breath and Flight abilities, but not the Spiritualism Magic, Magic Aptitude, Techniques or Humanization abilities. It is ultimately up to the GM which abilities are granted, and which are ignored.


Tru 13 Desultory 9MP
Target One Character Range/Area 30m/Target Duration 30 seconds (3 rounds) Resist Temp
Disturbs concentration and disrupts magic Type Psychic
Effect: The target's Spellcasting checks receive a -4 penalty for the duration of the spell.


Tru 13 Teleport 15MP
Target One Object Range/Area 10m/Target Duration Instant Resist N/A
Instantly move to a location of the caster's choice
Effect: Move the target to either a place the caster has previously been, or a place within sight up to 1km away. The size of the target can be no larger than 1m radius or 2m high. The spell ignores walls, shields, and other obstructions, but will fail if there is no safe place for the object to exist at the destination.


Tru 13 Lightning Bind 19MP
Target One Character Range/Area 10m/Target Duration 1 minute (6 rounds) Resist Temp
Restrain and attack target with lightning rope Type Thunder
Effect: The target cannot move, and takes a -2 penalty to all skill checks. In addition, the target is dealt Power 20 + Magic Power at the end of each turn. While bound, the target automatically fails any Willpower checks from damaging spells with "Resist: Half" or "Resist: Null". This damage cannot critical.


Tru 14 Dimension Gate 23MP
Target Any Point Range/Area 10m/Target Duration 30 seconds (3 rounds) Resist N/A
Creates a gate to a distant destination
Effect: Creates a 3m radius gate at the foot of the caster. The exit of this gate is at any point the caster knows and specifies when casting this spell, regardless of location or distance. However, the gate may not be created while inside a building.


Tru 14 Dimension Sword 18MP
Target Any Point/Special Range/Area 50m/Line Duration Instant Resist Half
Attack with a blade that cleaves through space itself Type Slashing
Effect: Deals Power 60 + Magic Power damage.


Tru 14 Magic Reflection 17MP
Target Caster Range/Area Self/- Duration 3 minutes (18 rounds) Resist N/A
Reflects magic spells back to caster
Effect: A spell with "Target: One Character" may be reflected back to that spell's caster. The caster of Magic Reflection may choose to know the result of the Spellcasting check for a spell before using this effect. After a spell is reflected with this effect, the spell ends.

If the spell is reflected, the caster may try to resist the spell.
If the spell does not reflect, the target may attempt to resist the spell as normal.
If the reflected spell's caster is already included in the area of the spell, reflecting the spell only makes the caster affected, it does not give the caster a second attempt to resist.


Tru 15 Save The World 50MP
Target 500m radius Range/Area Self/- Duration 1 hour Resist N/A
Creates a mana barrier that protects buildings
Effect: A hemispherical barrier forms at the edge of the targeted area, protecting it from any outside influences or interference. This barrier cannot be broken or removed by any means, physical, magical or otherwise, even by spells like Perfect Cancellation. The caster must concentrate for the duration of the spell to maintain the effect. If the caster moves or takes any sort of Action, the effect dissipates and the barrier disappears.


Tru 15 Perfect Cancellation 33MP
Target 6m radius/20 Range/Area 30m/Target Duration Instant Resist Null
Eradicates all traces of mana within range
Effect: All magic, including spells, spellsongs, monsters' unique skills, etc., within range are subject to cancellation. For each effect within range, if this spell's Spellcasting check is greater than the effect's caster, that effect is cancelled. If this spell is cast with an hour's casting time, it may also affect magical items. The Spellcasting check of the magical item depends upon the era the item was made in, and any items from the Schnell period or earlier are unaffected.
Magic Item Era Magic Power
Current Day 25
Al Menas 30
Durandal 40


Tru 15 Meteor Strike 30MP
Target 6m radius/20 Range/Area 50m/Target Duration Instant Resist Half
Calls a meteor to fall on the opponent. Type Bludgeoning
Effect: Deals Power 100 + Magic Power damage. The caster must be able to see the sky, and the subject must be visible from the sky, in order for this spell to succeed.

The caster can spend an hour casting this spell. In doing so, the Target increases to "500m radius", and the Range is "1km". When casting the spell this way, the Combat Feats 《Magic Control》 and 《Magic Convergence》 cannot be used. This version of the spell deals damage to structures and buildings as well. The buildings' Defense is ignored when dealing damage, and this spell criticals on 8 or higher against buildings.


Spiritualism Spell List

Spr 11 Earth Heal II 8MP
Target One Character Range/Area 30m/Target Duration Instant Resist Null
Target absorbs life energy from the earth in order to heal
Effect: Heals Power 30 + Magic Power HP. Undead and Constructs can be healed by this spell. This spell cannot critical.


Spr 11 Sneak 7MP
Target One Character Range/Area Touch/- Duration 3 minutes (18 rounds) Resist N/A
Shrouds target in mist, hiding it from magical perception
Effect: The target cannot be seen by those with Magical or Mechanical means of perception for the duration of the spell. If the character takes a Full Move, attacks, or uses magic on another target, this effect ends immediately. Characters using 5 Senses as means of perception can see the character normally.


Spr 11 Haste 18MP
Target One Character Range/Area 30m/Target Duration 1 minute (6 rounds) Resist N/A
Increases movement of the target
Effect: Increase the target's Movement Speed by +12m. Additionally, the target rolls 1d at the end of each of their turns, and if the result is 5 or higher, they may take a second Major Action that turn.


Spr 12 Sonic Weapon 8MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist N/A
Wraps wind around weapon to increase damage
Effect: When the target makes a melee or ranged attack, the weapon used in that attack now deals Wind-type damage, increases its damage by +2, and lowers the critical value by -1 (to a minimum of 8). For fixed-value characters, increase their damage by +4 instead.


Spr 12 Change Position 12MP
Target One Doll Range/Area 30m/Target Duration Instant Resist N/A
Swaps positions with doll
Effect: The caster swaps their position with a doll or puppet within range of the spell. Walls, barriers, etc. are bypassed by this magic, but if there is not enough space for the caster to safely exist in the doll's space before the replacement, the spell fails.

Casting this spell is a Minor Action. This spell may only be used once per round.


Spr 12 Mana Seal 16MP
Target One Character Range/Area 10m/Target Duration 1 minute (6 rounds) Resist Null
Blocks the target's use of mana
Effect: Targets that fail to resist this spell cannot use more than 10 MP in a single turn, regardless of how they would spend it. For example, three Techniques would only allow the use of one more MP that turn, so a fourth Technique could not be used. MP used from Familiars or Mako Stones does not count towards this limit.


Spr 13 Create Golem III 20/32MP
Target One Object Range/Area Touch/- Duration 1 day Resist N/A
Creates a strong golem from elemental materials
Effect: Same as "Create Golem", but can create the strongest types of golems under the Conjurer's control.
Create Golem Mana Costs
Golem Type MP Cost Ingredient
Rock Golem 20 Enchanted Rock
Iron Golem 32 Enchanted Iron


Spr 13 Raging Earth II 18MP
Target 10m radius Range/Area 10m/Target Duration 30 seconds (3 rounds) Resist N/A
Draws vitality from earth to heal all in an area
Effect: Each creature in the area regenerates 10 points of damage at the end of their turn. This even heals creatures of the Undead and Construct categories.


Spr 13 Wraith Form 20MP
Target Caster Range/Area Self/- Duration 1 day Resist N/A
Take form of a wraith, separating mind and body
Effect: The consciousness of the caster breaks free, taking the form of a Wraith. The caster's physical and mental abilities remain the same, but their perception changes to Magic, and they float through the air while moving. Additionally, the caster's Wraith form has the Unique Skills [Normal Weapon Immunity] and [Fog Body].

While a Wraith, the caster's body lies unconscious. If the duration elapses or the caster wishes, they may return to their body regardless of location. However, if the caster's body is destroyed or otherwise lost while in Wraith form, the spell becomes permanent, and the caster remains as a Wraith, unable to return to their body.


Spr 14 Create Undead II 22-36MP
Target One Corpse Range/Area Touch/- Duration 1 day Resist N/A
Animate more powerful Undead
Effect: Same as "Create Undead", but the types of Undead created are much stronger.
Create Undead Mana Costs
Undead Type MP Cost
Specter 22
Ghost Horse 29
Cast Armor 36


Spr 14 Copy Doll 20MP
Target One Doll Range/Area Touch Duration 1 year Resist N/A
Creates a doll indistinguishable from the caster
Effect: The caster creates a doll duplicate of themselves, and can shift their consciousness into the doll at any time. Despite being a doll, the caster can manipulate the new body as if it were their own, retaining all physical abilities, down to still requiring food and sleep.

While separated, the caster's original body is unconscious. At any time, the caster can know the condition of their body. If the doll's HP drops to 0, the caster returns to their original body, while the doll body crumbles into useless dust.


Spr 14 Steal Memory 19MP
Target One Character Range/Area Touch/- Duration Permanent Resist Null
Acquires a memory from the target
Effect: The caster can take a specific memory from the target, so that the target never even knows they had a memory taken from them. The caster chooses when to begin to take a memory, as well as how long the memory they're taking is, then spends an equal amount of time casting this spell. The caster steals memory in increments of 10 seconds (1 round) at a time, even if the memory they're taking isn't that long. If this effect ends, the target recovers all of their stolen memories, as well as the fact that they were stolen (but not by whom). However, this does not cause the caster to lose the memory they stole.


Spr 15 Immortality 30MP
Target One Character Range/Area 30m/Target Duration 1 minute (6 rounds) Resist N/A
Become indestructable Type Curse
Effect: The target becomes immune to all Poison-, Disease-, Curse- and Psychic-type damage and effects, and does not fall unconscious when their HP falls to 0 or lower. Any Death Checks will automatically succeed for the duration of the spell. However, HP cannot be recovered in any way while this spell is active, and if the target's HP is still at 0 or below when the spell ends, a Death Check must be made at that time, based on the character's current HP.


Spr 15 Death Cloud 26MP
Target 6m radius/20 Range/Area 30m/Target Duration Instant Resist Half
Creates a cursed cloud of roiling death Type Curse
Effect: Deals Power 60 + Magic Power damage. If this reduces a character's HP to 0 or less, they receive a -20 penalty to their next Death Check.


Spr 15 Revenant Curse 30MP
Target One Character Range/Area Touch/- Duration 1 day Resist Null
Brands the living to rise as a Revenant when dead Type Curse
Effect: If the target dies after casting this spell, they gain 5 soulscars temporarily and rise as a Revenant. Once the duration of this spell ends, the target is fully and permanently a Revenant. However, if the spell is cancelled via Remove Curse before then, the extra 5 soulscars disappear, and the body becomes a normal corpse once more.


Basic Divine Spell List

Div 11 Surrender 13MP
Target One Barbarous Character Range/Area Touch/- Duration Instant Resist Null
Dampens the fighting spirit
Effect: Targets who fail to resist this spell stop fighting and will follow the caster as a friend. If the target has more than 1/10th of their Maximum HP remaining, this spell does not work.


Div 11 Bless II 12MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Null
Grants a divine blessing to all abilities
Effect: Increase all of the target's ability scores by +6, resulting in a +1 bonus to all of his modifiers. This will also increase derived ability scores, such as Maximum HP and MP. For fixed-value characters, increase their Accuracy, Evasion, Fortitude and Willpower by +1, and Maximum HP and MP by +6.


Div 11 Holy Light II 9MP
Target 6m radius/20 Range/Area Self/- Duration Instant Resist Half
Blinding light burns away Undead
Effect: Deals Power 50 + Magic Power damage to Undead in the area. Targets who fail to resist this spell also receive a -2 penalty to Willpower for 3 minutes (18 rounds).


Div 12 Escape 3MP
Target One Character Range/Area 30m/Target Duration Instant Resist N/A
Call on the divine to leave a bad situation
Effect: The target immediately teleports to the closest temple of the god that the caster believes in. This spell ignores any sort of walls, barriers, etc.


Div 12 Sacred Field 20MP
Target 100m Radius Range/Area Self/- Duration Instant Resist N/A
Creates a barrier blocking those hostile to your god
Effect: The target area has a barrier formed around it, preventing any Barbarous or Undead from passing through. This barrier also prevents any spells or abilities from Barbarous or Undead form passing through as well. This barrier does not move with the caster; once the spell is cast, the caster is free to move and the barrier will remain where it is.

When this spell is cast, if there are any Barbarous or Undead already within the area of this spell, the barrier will not form. Additionally, if this effect overlaps with the range of a Vice Field spell, both spells' effects end immediately.


Div 12 Rescue 17MP
Target One Character Range/Area Touch/- Duration 1 day Resist N/A
Know the target's health, and save them from dire situations
Effect: For the duration of the spell, the caster knows the current HP of the target, regardless of distance.

With the target's consent, the caster can call the target to their side as a Minor Action. This can bypass walls, barriers, etc., but will fail if there is not enough space for the target to safely exist before the movement. Once this effect is used, or if the caster casts this spell on another target, the spell ends.


Div 13 Erase Soulscar 50MP
Target One Character Range/Area Touch/- Duration Instant Resist N/A
Heals a soulscar
Effect: Remove one of the target's soulscars. This cannot remove the innate soulscar of a Nightmare. If this is used a second time on a character, the spell will automatically be resisted.

This spell takes one day to cast.


Div 13 Oracle 14MP
Target 10km Radius Range/Area Self/- Duration 3 minutes (18 rounds) Resist N/A
Project your voice to distant believers
Effect: The caster can project their voice to any character within the range of the spell who is also a follower of the same god. Only characters with at least 1 level in the Priest class can hear the caster. The caster cannot hear any responses from those he talks to, regardless of faith.


Div 13 Cure Motary 10MP
Target One Character Range/Area 50m/Target Duration Instant Resist Null
Heal wounds and cleanse undead with the blessing of the divine
Effect: Heals the target for Power 70 + Magic Power HP. No effect on Constructs.

If the target is Undead, deals Power 70 + Magic Power damage. This damage cannot critical.


Div 14 Jihad 40MP
Target 500m Radius Range/Area Self/- Duration 6 hours Resist N/A
Strengthen those of the same faith
Effect: The caster chooses one Warrior-type class, and all those within the target area increase their level in that class by 3 for the duration of the spell. This does not increase the character's Adventurer Level, nor does it allow the acquisition of Combat Feats (including those gained automatically by class). Fixed-value characters increase their Accuracy, Evasion and damage by +3 instead.

This spell has no effect on Tabbits or Runefolk.


Div 14 Purify Soul 20MP
Target One Character Range/Area Touch/- Duration Instant Resist Null
Bring peace to the souls of the dead
Effect: Only effective on Undead monsters Level 13 or lower. Sets the target's HP and MP to 0. If they fail to resist the spell, their soul is sent to the afterlife, under the care of the god of the caster. If the monster is willing, this spell will affect an Undead regardless of Level.


Div 14 Reincarnation 30MP
Target One Corpse Range/Area Touch/- Duration Instant Resist Null
Give a departed soul a new life
Effect: Only effective on a corpse less than 24 hours old. The target's soul will be reborn in a child within the next 7 days, but will not remember anything from their previous life until they reach a certain age, as determined by this spell's Spellcasting check. However, the child has all of the same ability scores as the old character, and once they reach a certain age they regain their memories of their past life, including class levels and Combat Feats.

This spell takes 1 hour to cast.

Spell Check Age to Regain Memory
25 or less Will not regain memory naturally
26 - 27 30 years old
28 - 29 20 years old
30 - 31 10 years old
32+ 5 years old


Div 15 Call God 50-200MP
Target One God Range/Area 30m/Target Duration 1 minute (6 rounds) Resist N/A
Call down the god you believe in
Effect: This spell calls upon the caster's deity and pleads them to help in times of dire need. Only those who have mastered the Priest Class and are of the same faith as the caster will notice that a god has appeared. This spell's MP and casting time depends upon the type of god being called.

Ancient God - 200 MP
Calling an Ancient God takes one year to prepare the correct rituals, and an additional week to actually cast the spell. Once summoned, the god can perform massive miracles, such as creating massive fissures in the continent, creating whole islands, and other miracles that vastly change the face of Raxia. Characters with an Adventurer Level or monster Level 35 or lower can be wiped out without effort.

Once this spell is complete, the caster's soul leaves with their god, preventing the caster from being resurrected.

Major God - 100 MP
Calling a Major God takes one month to prepare the correct rituals, and an additional day to actually cast the spell. Once summoned, the god can perform large-scale miracles, such as leveling an entire mountain, or turning the land within the caster's vision into deep forest. Characters with an Adventurer Level or monster Level 25 or lower can be wiped out without effort.

Once this spell is complete, the caster immediately dies, regardless of their current HP value.

Minor God - 50 MP
Calling a Minor God takes 6 rounds to prepare the correct rituals, and the spell may be cast immediately afterwards. Once summoned, the god can perform small-scale miracles, such as moving an immense boulder, or causing an entire hillside to burst into blooming flowers. Characters with an Adventurer Level or monster Level 15 or lower can be wiped out without effort.

Once the spell is complete, the caster falls to 0 HP, and has their Maximum MP reduced by 50 for the next 7 days.


Div 15 Restoration 18MP
Target One Character Range/Area 50m/Target Duration Instant Resist N/A
Purifies and fully heals the target
Effect: The target heals to their Maximum HP, and can choose any number of effects, detrimental or otherwise, to get rid of.

This spell has no effect on Undead or Constructs.


Specialized Divine Spell List

Specialized divine spells of Lyphos, God of Creation

Div 13 Promise Circle 10MP
Target 3m Radius/5 Range/Area Self/- Duration 3 minutes (18 rounds) Resist N/A
Share and collaborate with teammates
Effect: Whenever a target uses an effect that would cost MP during their turn, they may instead use MP from another target or targets within range.


Specialized divine spells of Tidan, God of the Sun

Div 13 Evangel 20MP
Target 6m Radius/20 Range/Area 30m/Target Duration Instant Resist N/A
Channel the sun to heal
Effect: Attempts to remove all Poison-, Disease-, Curse-, and Psychic-type effects on the target. For each target, this spell's Spellcasting check must equal or exceed the effect's check to remove the effect.

This spell can only be cast in direct sunlight, or while within the range of Daybreak, but in that case the effect of Daybreak is lost.


Specialized divine spells of Sien, God of the Moon

Div 13 Wishing Star 20MP
Target One Character Range/Area 50m/Shot Duration 30 seconds (3 rounds) Resist N/A
Create a star made of mana and bless the target
Effect: The target is surrounded by small stars made of mana. When the target would make a Fortitude or Willpower check, they automatically succeed instead.


Specialized divine spells of Lu Lode, God of Wanderers

Div 13 Air Cushion 20MP
Target Any Point Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Can't
Swirling wind lifts all within range
Effect: A small whirlwind, 20m radius, springs forth from the target point. A character entering this whirlwind will be lifted off of the ground slightly, and will not receive any penalties for moving through difficult terrain. Additionally, a character falling prone within this whirlwind will receive no damage.


Specialized divine spells of Zaiya, God of Knights

Div 13 Armor of Zaiya 15MP+Optional HP
Target 6m Radius/20 Range/Area Self/- Duration 3 minutes (18 rounds) Resist N/A
Project an imitation of the armor that protected the god Lyphos
Effect: By spending HP, the caster can increase the Defense of all targets of this spell. For every 10 HP the caster spends, increase the Defense of all targets by +1. The caster cannot spend more than 100 HP in this manner (for a maximum bonus of +10 Defense), and cannot pay HP if they would go to 0 HP or lower.

This spell does not affect other Priests of Zaiya.


Specialized divine spells of Kilhia, God of Wisdom

Div 13 Completion 10MP
Target Caster Range/Area Self/- Duration 10 seconds (1 round) Resist N/A
Temporarily learn magic by seeing through Kilhia's eyes
Effect: The caster will temporarily gain the ability to cast up to 10th level spells of one of Truespeech, Spiritualism, or Fairy Magic. The Magic Power for any of those spells become "Priest Class level + Intelligence Bonus". The caster may ignore any material requirements for spells, such as needing a Magical Implement, but these spells will still consume MP as normal.

This spell may be cast as a Minor Action.


Specialized divine spells of Luferia, God of Water

Div 13 Ice Dome 10MP
Target 30m Radius Range/Area Self/- Duration 1 hour Resist N/A
Creates a hemisphere of protective ice
Effect: A dome of ice is created around the perimeter of the target area, allowing sight but blocking movement, attacks, and spells with Area: Shot. The dome itself is 30cm thick, has 100 HP, 0 Defense, and is immune to all damage but Fire-type damage. The dome breaks at the end of the spell's duration, or if its HP is reduced to 0. If the perimeter of this spell would cross through any buildings or characters, the spell does not take effect.


Specialized divine spells of Asteria, God of Elves

Div 13 Panic 15MP
Target 6m Radius/20 Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Null
Confuses enemies and allies in combat Type Psychic
Effect: When the target makes a melee attack, ranged attack, or casts a spell with "Target: One Character", the target for the attack is chosen at random from all available characters in the same battlefield. Wide-area effects or effects that target multiple characters are unaffected by this spell.


Specialized divine spells of Grendal, God of Dwarves

Div 13 Offensive Fire 20MP
Target Any Point/Special Range/Area Special/Breakthrough Duration Instant Resist Half
Charge through enemies and set them on fire Type Fire
Effect: Deals Power 90 + Magic Power to all within the Breakthrough area.


Specialized divine spells of Sacaros, God of Drinking

Div 13 Nectar Rain 8MP
Target 10m Radius Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Can't
Fragant liquor rains and heals
Effect: Characters in the area heal 5 HP at the end of each round. When this spell has ended, all characters who healed in this way are drunk for 1 hour, receiving a -1 penalty to all skill checks. This spell has no effect on Undead or Constructs.


Specialized divine spells of Lills, Fused God

Div 13 Embrace 24MP
Target One Character Range/Area Touch/- Duration 3 minutes (18 rounds) Resist N/A
Temporarily transfer magic and abilities
Effect: All of the class levels, spells and Combat Feats known by the caster (other than the Priest class and spells) are transferred to the target for the duration of the spell. While transferred, the caster cannot use any of these class abilities or Combat Feats. The target of this spell must be a humanoid or Barbarous of the opposite sex of the caster. In order to cast this spell, the priest must have both hands free.


Specialized divine spells of Nilda, God of Clothing

Div 13 Hidden Dress 10MP
Target One Character Range/Area Touch/- Duration 10 minutes (60 rounds) Resist N/A
Creates a transparent garment to hide from sight
Effect: While worn, the transparent garment created by this spell will render the wearer undetectable by Magic perception, as well as the 5 Senses. If the character takes a Full Move, attacks, or uses magic on another target, this effect ends immediately. Characters using Mechanical means of perception can see the character normally.


Fairy Spell List

Fae 11 Water Edge 8MP
Target One Character Range/Area 30m/Shot Duration Instant Resist Half
Attack with a blade of water Type Water/Ice
Effect: Deals Power 20 + Magic Power damage. Targets that fail to resist this spell receive a -2 penalty to Accuracy for 30 seconds (3 rounds).


Fae 11 Forget 16MP
Target One Character Range/Area 10m/Target Duration 7 days Resist Null
Dark fairies rob a week of memories Type Psychic
Effect: The target immediately forgets everything that has happened over the past week, including the memory of losing their memories. This does not cause the loss of class levels or Combat Feats. When this spell ends, the missing memories immediately return.


Fae 11 Flame Coat 7MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist N/A
Fiery garment protects from cold
Effect: The target takes -5 damage from all Water/Ice-type effects. Additionally, any penalties from adventuring in cold weather or snowstorms are ignored for the duration of the spell.


Fae 12 Invisibility 16MP
Target Caster Range/Area Self/- Duration 10 seconds (1 round) Resist N/A
Light fairies hide the caster
Effect: The target cannot be seen by those that use 5 Senses for perception for the duration of the spell. The caster stays invisible regardless of their movement, and any character attacking or attacked by the caster receives a -4 penalty, as if "Both eyes cannot be used" to accurately attack or evade.

This spell may be cast as a Minor Action.


Fae 12 Current 24MP
Target Special Range/Area 30m/Target Duration 1 day Resist N/A
Ask water fairies to change rivers and tides
Effect: This spell targets one river or stream within the caster's sight. The caster can choose the speed at which the water flows, from "slowly walking" up to "50 km/h", as well as changing the direction the water flows. With this spell, a river can be a roaring stream uphill while slowing a raging waterfall to a gentle sprinkle.

If the caster is in a boat, this spell affects the water directly underneath them instead.


Fae 12 Firestorm 13MP
Target 5m Radius/15 Range/Area 30m/Target Duration Instant Resist Half
Call fire fairies to dance and attack Type Fire
Effect: Deals Power 40 + Magic Power damage.


Fae 13 Fairy Treatment 12MP
Target One Character Range/Area Touch/- Duration Instant Resist N/A
Ask fairies to help remove bad ailments
Effect: The caster is able to remove any number of bad ailments or effects the target may be suffering from, except Curse-type effects.


Fae 13 Maelstrom 13MP
Target 6m Radius/20 Range/Area 30m/Target Duration Instant Resist Half
Creates a fierce vortex of water Type Water/Ice
Effect: Deals Power 30 + Magic Power damage. If any targets are underwater, those targets receive an additional 5 damage.


Fae 13 Whirlwind 8MP
Target One Character Range/Area 30m/Target Duration 1 hour Resist N/A
Carry the target in a fairy's wind
Effect: The target takes flight and automatically heads towards a location set by the caster which is either known or within sight. The target can fly at any speed, up to 50 km/h, but cannot take Major Actions while flying this way.


Fae 14 Earthquake 28MP
Target 6m Radius/20 Range/Area Self/- Duration Instant Resist Half
Violently shake and crack the earth Type Earth
Effect: Deals 50 damage. Targets who fail to resist this spell fall prone. This spell has no effect on creatures who aren't standing on the ground.

While casting the spell, the caster must have both hands on the ground. They can remain in this pose and keep the earthquake going, dealing no additional damage, but causing anyone moving through the area to take a -2 penalty to all actions due to poor footing. If the caster keeps the earthquake going for 10 minutes (60 rounds), all buildings and structures within the range will collapse. If the caster moves or takes any other action, the earthquake ends.


Fae 14 Tornado 13MP
Target Any Point Range/Area 50m/Line Duration Instant Resist Half
Create a tornado that attacks everything in its way Type Wind
Effect: Deals Power 40 + Magic Power damage.


Fae 14 Neutralize 44MP
Target 6m Radius/20 Range/Area Self/- Duration 3 minutes (18 rounds) Resist Can't
Suppresses the elements
Effect: While within the area, any Fire-, Water/Ice-, Earth-, or Wind-type effects are negated, spells and unique skills of those types cannot be used, and all damage of those types is reduced to 0. This applies even if the source of the damage is outside of and casting into the range of this spell.


Fae 15 Avoid Fairy 15MP
Target One Character Range/Area 30m/Target Duration Instant Resist Null
Causes fairies to flee
Effect: Fairies Level 15 or lower flee as far as possible from the caster. If the target is a fairy called by the caster, this spell cannot be resisted.


Fae 15 Chaos Smash 18MP
Target 6m Radius/20 Range/Area 30m/Target Duration Instant Resist Half
Combine the power of all fairies to attack Type Energy
Effect: Deals Power 60 + Magic Power damage.


Fae 15 Fairy Lord Special MP
Target Any Point Range/Area Touch/- Duration 10 seconds (1 round) Resist N/A
Call a powerful Fairy for an errand
Effect: Summons a Fairy Level 17 or less to serve the caster. The summoned fairy will carry out any orders to the best of its ability, including those commands that may end up being harmful to the fairy. Commanding the summoned fairy is a Minor Action.

This spell costs "Summoned Fairy's Level x 3" MP to cast.


Magitech Spell List

Tec 11 Skybike 202MP
Item Large Range/Area Touch/- Duration 1 hour Resist N/A
Create a Skybike
Effect: Creates a Skybike for the caster to ride. While riding the Skybike, you may not use the targeted large magisphere for any other spells.


Tec 11 Sniper Range 5MP
Item Small/Medium/Large Range/Area Touch/- Duration 10 seconds (1 round) Resist N/A
Extend the range of ranged weapons
Effect: When the target makes a ranged attack, increase the range of that attack by 10m (small)/30m (medium)/50m (large).

This spell can be cast as a Minor Action.


Tec 11 Panacea Light 10MP
Item Medium Range/Area 30m/Shot Duration Instant Resist N/A
Calls a warm light that purifies the mind
Effect: Removes all Psychic-type effects from the area.


Tec 11 Prism Effect 10MP
Item Small Range/Area Self/- Duration 3 minutes (18 rounds) Resist N/A
Refracts light to appear invisible to machines
Effect: The caster cannot be seen by Mechanical means of perception, whether from monsters or magical items designed to record. Even if the caster would show up, they appear to be invisible. If the caster is the target of an attack from a monster with Mechanical perception, 1d is rolled before the attack.

On a 1-3, the caster must use their Evasion to dodge the attack as normal.

On a 4-6, the caster automatically dodges the attack, no Evasion roll required.

Characters that use 5 Senses or Magic Perception can see the character normally.


Tec 12 Cannon Bullet 4MP
Item Medium, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist N/A
Compress a large amount of mana into a bullet
Effect: This spell creates a bullet that deals Power 50 + Magic Power damage. When firing, the caster receives a -1 penalty to their Accuracy.

This spell can be cast as a Minor Action.


Tec 12 Sphere Shed 10MP
Item Large Range/Area Touch/- Duration Instant Resist N/A
Store tools and equipment in magispheres
Effect: A tool or other inanimate object, no larger than 1m radius and 2m tall, can be stored inside a magisphere. Only one item can be stored per magisphere, and living things and corpses cannot be stored. While an item is stored in a magisphere, that magisphere cannot be used for other magic use. This spell can be recast on the same magisphere in order to recall the stored item.


Tec 12 Chaff Grenade 9MP
Item Medium Range/Area 10m/Shot Duration Instant Resist Null
Scatter debris to interfere with mana
Effect: A grenade explodes in an area of 5m Radius/15, releasing a large amount of debris and preventing magical items from being used for 30 seconds (3 rounds). Mako Stones may not be used to draw MP from, and any increased Accuracy, Evasion and damage from magical weapons and armor are lost temporarily. However, this does not prevent the use of Magical Implements, Holy Seals, Gems or magispheres.


Tec 13 Effect Protector 15MP
Item Large Range/Area Self/- Duration 3 minutes (18 rounds) Resist N/A
Creates a barrier to protect from effects
Effect: The next time the caster becomes the target of a spell or unique skill with "Resist: Can't", the caster is unaffected by that spell or ability.

If a spell or ability is canceled by this spell, the magisphere used for this spell shatters into unusable dust, and the spell's effect immediately ends.


Tec 13 Copy 30MP
Item Large Range/Area Touch/- Duration 1 day Resist N/A
Transforms magisphere into a duplicate of an item
Effect: The magisphere becomes an exact copy of an item held in the caster's hand. The item to be copied must be from the Al Menas era or later, and cannot be an item larger than one held in both hands. Living creatures cannot be copied with this spell. While this spell is in effect, the chosen magisphere cannot be used for other spells.

This spell takes 10 minutes (60 rounds) to cast.


Tec 13 Return 18MP
Item Large Range/Area Touch/- Duration 1 year Resist N/A
Recall to a previously established magisphere
Effect: When this spell is cast, the caster sets a magisphere to float in position. While in this position, the magisphere cannot be used for any other spells.

Once a magisphere has been set in this way, the caster can recall themselves to the magisphere's position as a Minor Action. At the caster's discretion, characters touching the caster or in the same battlefield can also be recalled. After the caster uses the recall feature, casts this spell again to set a second magisphere, or the set magisphere is destroyed, the spell ends and the magisphere used crumbles into useless dust. The caster knows if the magisphere is destroyed before using this recall effect.

This spell takes 10 minutes (60 rounds) to cast.


Tec 14 Machine Repair 40MP
Item Large x 1 - 3 Range/Area Touch/- Duration Permanent Resist N/A
Repair modern tools and equipment
Effect: The caster is able to repair any item or structure built during the Al Menas era or later, depending upon the number of magispheres they use for this spell. One magisphere will repair something around the average size of a human, two magispheres can repair objets the size of a hut, while three magispheres will repair anything the size of a small fort or smaller. However, at least 70% of the tools and materials must be from the original object. This spell can repair Runefolk bodies as well as Constructs, however it does not restore any HP.

This spell takes 1 hour to cast.


Tec 14 Mana House 15MP
Item Large Range/Area Touch/- Duration 1 day Resist N/A
Creates a comfortable house to rest in
Effect: A smallish house, approximately 70 ft2, appears on the spot. There are three bedrooms, a living room, dining room and kitchen, and about 5 people can live inside comfortably. Barbarous Level 5 or higher and all Undead are unable to come closer than a 50m radius around the house.

The house itself has 100 HP and 10 Defense. If the building itself is attacked, or a Barbarous is within 10m of the house, an alarm will sound.

While this spell is in effect, the chosen magisphere cannot be used for other spells.


Tec 14 Minimum Leap 15MP
Item Medium Range/Area Touch/- Duration Instant Resist N/A
Teleport across short distances
Effect: The caster teleports the target anywhere within 10m. Walls, barriers, etc are bypassed, but the destination must be within sight of the caster.

This spell can be cast as a Minor Action.

This spell can only be cast once per turn.


Tec 15 Quick Rampage 18MP
Item Large Range/Area Touch/- Duration 3 minutes (18 rounds) Resist N/A
Create a manipulator arm from the magisphere
Effect: An arm extends from the magisphere, able to be controlled as a separate arm of the caster's. Dexterity checks made using this arm (other than Accuracy) receive a +4 bonus.

If this spell is used in combat, the manipulator arm may make a melee or ranged attack in addition to the caster's normal actions. A manipulator arm is treated as one hand for the purposes of wielding weapons, and is unaffected by the caster's Combat Feats.

While this spell is in effect, the chosen magisphere cannot be used for other spells.


Tec 15 Skyship 40MP
Item Large x 5 Range/Area Touch/- Duration 1 day Resist N/A
Create a small ship that can fly through the air
Effect: This spell requires 5 Large magispheres to cast, and requires 10 minutes to cast. The caster creates a flying ship large enough to hold 10 passengers comfortably.

While this spell is in effect, the chosen magispheres cannot be used for other spells. If the Skyship is destroyed, the chosen magispheres are also destroyed, and crumble into useless dust.


Tec 15 Genocide Bullet 10MP
Item Medium Range/Area Touch/- Duration 10 seconds (1 round) Resist N/A
Creates the strongest magical bullets
Effect: This spell creates a bullet that deals Power 70 + Magic Power damage. When firing this bullet, the range of the gun is halved, but the area increases to a 6m Radius/20. If the shooter has the Combat Feat 《Magic Control》, the targets may be chosen at will.

This spell can be cast as a Minor Action.