ML-CR1R

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Magic is a powerful force, able to be used for a number of different, wondrous purposes. Characters in Sword World 2.0 have access to a number of different styles of magic, each with their own abilities.

How to Read Magic Spells

Spell Description.png

The following lists of spells are arranged first by level, then alphabetically within that level. Listed below is the description of each term used.

1. Level: The level of the spell. A magic-using class cannot use a spell with a higher level. The icons indicate the class of the spell.
2. Name: The name of the spell. Magic with a after the name indicates it can be used as a Minor Action.
3. MP Consumption: How much MP casting the spell consumes.
4. Target/Item: The recipient of the spell cast. The target must be either within line of sight, or able to be touched, to be affected.
One Character: Affects one character.
Caster: Affects the caster of the spell only.
One Object: Affects either a character or an inanimate object. Uncountable objects (such as liquids) cannot be targeted.
One Spell: Affects one spell.
〇m Radius/ᐃ: All characters within an area with a radius of m from a center point chosen by the caster will be targeted. ᐃ indicates the maximum number of targets. If there are more people in the area, select up to ᐃ targets at random.
Any Point: Targets one specific point within the range.
The following are items required for the casting of certain Artificer spells. These must be either worn or held in order to function.
Small: Requires a Small Magisphere.
Medium: Requires a Medium Magisphere.
Large: Requires a Large Magisphere.
№: Number of bullets required.
5. Range/Area: Shows both the maximum range of the spell, as well as the area it affects.
Self: Either affects only the caster of the spell, or is an area centered on the caster.
Touch: Requires the caster to touch the subject, no attack roll required. In the case of Truespeech or Spiritualism spells, may be delivered through a Magical Implement.
〇m: Affects everything within the range. Spells with no area are denoted with a "-".
Shot: The spell flies in a straight line, from the caster to the target. If there is an obstacle in the way, the spell will hit the obstacle instead. Spells with this area are subject to misfiring.
Target: The spell affects the chosen character, object, or location. If the spell has a range, it will affect everything in that range from the chosen point.
Line: The spell streaks in a line directed by the caster, possibly hitting everything between the caster and target.
6. Duration: The length of time the spell is active.
Instant: The spell goes off instantaneously.
* Seconds/Rounds/Minutes/Hours/Days: The spell's effect lasts for * time, then ends. The caster may use a Minor Action to end any lasting spell prematurely.
Permanent: The spell lasts forever, and may not be ended early.
7. Resistance: This details if a spell forces a Willpower save by the target, and if it does, what the effect of a successful save is.
-: The spell doesn't require a Willpower save. However, the target can refuse the spell, in which case the spell ends.
Half: The spell deals half damage (rounded up), and cannot critical.
Neg: The spell resolves without effect.
Can't: The spell cannot be resisted, and always works.
8. Attribute: Spells that damage others or affect others can have attributes. This may increase or decrease damage, depending upon the weaknesses or resistances of the target. If there is no attribute, this section is removed from the spell description.
Energy: Pure magical energy.
Bludgeoning: Attacks with blunt pressure.
Slashing: Creates a blade of slicing energy.
Thunder: Electrically charged attacks.
Fire: Burns with intense fire or heat. Dwarves are immune to damage from this attribute.
Wind: Pressurized air creates wind blades or tornadoes.
Earth: Crushing stones grind away.
Water/Ice: Can either be flowing water, or crushing ice.
Poison: Liquids or gases that have adverse effects on living organisms. No effect on objects without a normal body, Undead, or Constructs.
Disease: Creates or affects vile bacteria or spores.
Curse: Lays a foul curse upon the target.
Psychic: Affects MP, or is a mental effect.
9. Overview: A quick blurb of text, describing the spell in a short sentence or two.
10. Effect: The full details of the effects of the spell. Unless stated otherwise, the critical threshold of damaging spells is ⑩, and recovery spells cannot critical. When Magic Power is referenced, it is based off of the class of the spell, and uses that class's levels along with the characters Intelligence bonus.

Truespeech Spell List (Sorcerers)

Tru 1 Energy Bolt 5 MP
Target One Character Range/Area 30m/Shot Duration Instant Resist Half
Attacks by firing a bolt of energy. Type Energy
Effect: Deals Power 10 + Magic Power damage.


Tru 1 Blunt Weapon 2 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Neg
Uses mana to weaken the power of a weapon or claw.
Effect: Reduces the damage of a target's melee or ranged attacks by 4. This cannot reduce damage to 0.


Tru 1 Light 1 MP
Target 10m radius Range/Area 30m/Target Duration 3 hours Resist -
Creates a mote of light to illuminate an area.
Effect: Removes penalties due to darkness within the area. The mote can be carried and moved.


Tru 1 Lock 1 MP
Target One Object Range/Area Touch/- Duration Instant Resist -
Uses mana to close a lock tight.
Effect: You lock any object that can be locked. An object locked with this spell behaves as if locked normally. Anything with a lock can be affected.


Tru 2 Sleep 5 MP
Target One Character Range/Area 10m/Target Duration 3 minutes (18 rounds) Resist Neg
Manipulates the target's mind to put it to sleep. Type Psychic
Effect: If the target fails to resist, it falls asleep. A sleeping target is woken up by losing any HP or MP or being awakened by an ally. Awakening a sleeping creature is a standard action.

This spell has no effect on creatures that do not sleep.


Tru 2 Sense Magic 1 MP
Target One Object Range/Area 30m/Target Duration Instant Resist -
Detects if an item is affected by or contains magical power.
Effect: Senses the presence of magic in a target object. You know if magic is present or not, but not the name, type, effect, or how many spells are affecting the item.


Tru 2 Dispel Magic 3 MP
Target One Spell Range/Area 30m/Target Duration Instant Resist Neg
Destroys a magical effect by interrupting the flow of mana.
Effect: Negifies one active magical effect that is not of the Curse type. You do not have to know the name of the effect.

Dispelling magic is a contested roll.
If you enhance the number of targets, you may dispel multiple spells at once (but no effects for which you lost the contested roll).


Tru 2 Vitality 2 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Neg
Bolsters a creature's vitality, increasing its resistance.
Effect: The target gets a +2 bonus on Fortitude checks.


Tru 3 Unlock 2 MP
Target One Object Range/Area Touch/- Duration Instant Resist -
Uses mana to open a lock.
Effect: This spell opens mundane locks. If the lock is sealed magically, make a contested roll against the seal's caster. The lock opens if you win.


Tru 3 Sense Enemy 2 MP
Target One Character Range/Area 30m/Target Duration Instant Resist Neg
Senses hostility towards the caster.
Effect: You can tell if the target harbors feelings of ill will towards you. If the target resists, you can't tell if he wishes you ill or not.

Anyone targeted by this spell has a momentary feeling of dizziness that can alert them to the fact that this spell was used on them.


Tru 3 Paralyze 3 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Neg
Binds the arms and legs of a creature.
Effect: The target takes a -2 penalty to its Accuracy or Evasion. The caster chooses what the penalty applies to.


Tru 3 Reaping Slash 7 MP
Target One Character Range/Area 10m/Target Duration Instant Resist Half
Attacks with a blade made of mana from above. Type Slashing
Effect: Deals Power 20 + Magic Power damage.


Tru 4 Familiar 15 MP
Target One Object Range/Area Touch/- Duration Permanent Resist -
Creates a loyal and useful familiar.
Effect: You create a magical creature to serve you as a familiar.

Casting the spell takes one hour. Choose a cat, bird, or frog from the monster data as the shape of your familiar.
The caster can share sight and hearing with his familiar. A familiar cannot be destroyed, but all physical and magical damage the familiar takes is automatically taken by the caster. This spell cannot be removed by either mundane methods or magical methods such as "Dispel Magic". A caster may not have more than one familiar, nor may he change the form of his familiar. As long as the caster and familiar are touching, the caster may use the familiar's MP.


Tru 4 Marking 2 MP
Target One Object Range/Area Touch/- Duration 3 days Resist -
Places an arcane mark upon an object.
Effect: At any time during the duration, you can tell the direction and distance to the marked object. The spell fades if the object is destroyed or moved from its location.

As long as this spell is in effect, you may not use it again (you may not locate two objects at once with this spell).


Tru 4 Lightning 7 MP
Target Any Point Range/Area 30m/Line Duration Instant Resist Half
Unleashes bolts of lightning. Type Lightning
Effect: Deals Power 20 + Magic Power damage.


Tru 5 Weapon Mastery 5 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Neg
The target instantly understands how to use its weapon and wields it like a master.
Effect: The target gains the use of one of the following Combat Feats: 《Weapon Mastery I/**》 (one type), 《Aimed Attack》, 《Lethal Strike》, 《Power Strike》, or 《Taunting Strike》. By casting the spell repeatedly, you can enable a target to use multiple feats.


Tru 5 Wall Walking 3 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Neg
The creature's feet stick to any surface, letting it walk on walls and even the ceiling as if it was the floor.
Effect: The target can walk on any surface its feet touch regardless of orientation. It may take normal and short movements. If both feet are not touching a surface, the effect ends.


Tru 5 Translate 2 MP
Target Caster Range/Area Self/- Duration 3 minutes (18 rounds) Resist -
You understand the meaning of any written work just by looking at it.
Effect: You can understand the meaning of unknown writing. You know what language it is and can read it, but you cannot speak the language, nor can you understand it if spoken to you.


Tru 5 Blast 6 MP
Target One Character Range/Area Touch/- Duration Instant Resist Half
You smash the target with a ball of mana. Type Bludgeoning
Effect: Deals Power 30 + Magic Power damage.


Tru 6 Conceal Self 15 MP
Target Caster Range/Area Self/- Duration 1 hour Resist -
You shroud yourself in mana, disappearing from enemy senses.

Effect: You become unseen, make no noise, and give off no smells. You can still be touched, and your magic can be detected.
If you take any movement other than a Limited Move, or make any deliberate actions in combat, the effect disappears.


Tru 6 Hard Lock 4 MP
Target One Object Range/Area Touch/- Duration Permanent Resist -
You lock an object so that it can never be unlocked by mundane means.

Effect: You lock any object that can be locked. An object locked with this spell behaves as if locked normally. However, the Open Lock action cannot unlock the affected object. Furthermore, an affected door, lid, or box cannot be broken by any mundane means. If an Unlocking Key or the "Unlock" spell is used to open the affected object, make a contested roll. You may set a password that can be used to lock and unlock the affected object.


Tru 6 Fireball 8 MP
Target 3m Radius/5 Range/Area 30m/Shot Duration Instant Resist Half
Shoots a ball of fire that envelops an area in rising flame. Type Fire
Effect: Deals Power 20 + Magic Power damage.


Tru 6 Levitation 6 MP
Target Caster Range/Area Self/- Duration 3 minutes (18 rounds) Resist -
You float upon mana, hanging in midair.

Effect: You float up to 10 meters in the air. While floating, you can move as if you were on the ground, but only taking short movement. In combat, you can use melee and ranged weapons as normal. If you are floating when the effect ends, you fall to the ground and take fall damage.
If you attempt to escape from a battle using this spell, use the rules for leaving a battle.



Spiritualism Spell List (Conjurers)

Spr1 Enchant Weapon 2 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist -
Infuses a blade or fist with mana, making it sharper or harder.
Effect: The target's melee and ranged weapon attacks deal 1 extra point of physical damage, and are treated as magic weapons for bypassing weapon immunity.


Spr1 Spark 6 MP
Target 3m radius/5 Range/Area 30m/Target Duration Instant Resist Half
Attacks all characters in an area with tiny bolts of lightning. Type Lightning
Effect: Deals Power 0 + Magic Power damage.


Spr1 Dark Mist 3 MP
Target 3m radius/5 Range/Area 30m/Target Duration 10 seconds (1 round) Resist Neg
Creates a magical fog.
Effect: Creatures that fail to resist lose their sense of distance due to magical fog, taking a -2 penalty to their Evasion.


Spr1 Protection 1 MP
Target One Character Range/Area 10m/Target Duration 3 minutes (18 rounds) Resist -
Protects the target with a barrier of mana.
Effect: The target takes -1 damage from all physical and magical sources. Protection has no effect on Poison-, Disease-, or Curse-type damage.


Spr2 Earth Heal 3 MP
Target One Character Range/Area 10m/Target Duration Instant Resist Neg
Repairs a living body using the power of the earth.
Effect: Heals Power 0 + Magic Power HP. It even heals creatures of the Undead and Construct categories. This spell cannot critical.


Spr2 Counter Magic 1 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Neg
Wraps the target in mana, boosting his resistance to attacks against his mind.
Effect: The target receives a +2 bonus to Willpower checks.


Spr2 Command Doll 4 MP
Target One Doll Range/Area Touch/- Duration One day or until a task is complete Resist -
A doll acts as you command.
Effect: You animate a doll or puppet and give it an order or task. The affected object will only carry out the order it is given. Once its task is complete or one day has passed, it reverts into an ordinary doll. The doll uses the statistics of the cat familiar and has no special properties. You can animate an object up to the size of a small animal. It has about the strength of a human child. You can only give simple orders, like following a specific path or performing one action over and over.


Spr2 Fanaticism 3 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Neg
You inflame your target's passions and push them to attack. Type Psychic
Effect: The target receives a +2 bonus to Accuracy, but a -2 penalty to Evasion.


Spr3 Create Golem 4/8 MP
Target One Object Range/Area Touch/- Duration One day Resist -
Build and animate a golem.
Effect: You create a golem out of ready materials. The golem will follow a single simple command until it is destroyed. Casting this spell takes one hour. If the golem is unable to follow its order, it will become inert wherever it is. It will reanimate if it becomes able to follow its order again. To create an oak golem, you need an enchanted oak branch. To create a loam puppet, you need a piece of enchanted clay. The amount of mana used depends on the type of golem created. Refer to the monster data for the golem's game statistics.
Create Golem Mana Costs
Golem Type MP Cost Ingredient
Oak Golem 4 Enchanted Oak Branch
Loam Puppet 8 Enchanted Clay


Spr3 Fire Weapon 4 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist -
Wraps a creature in flame, infusing its strikes with magical power.
Effect: The target's weapons become magical dealing Fire-type damage. Their damage is increased by +2.


Spr3 Raging Earth 7 MP
Target 10m radius Range/Area 10m/Target Duration Instant Resist Neg
Accelerates natural healing using the power of the earth.
Effect: Each creature in the area regenerates 3 points of damage at the end of their turn. This even heals creatures of the Undead and Construct categories.


Spr4 Disguise 3 MP
Target One Character Range/Area Touch/- Duration 1 hour Resist -
Creates an illusion out of mana that changes the appearance of a character or a created golem or undead.
Effect: The target looks like a creature the caster knows. This only changes appearance, not size, weight, voice, sounds, or scents.


Spr4 Doll Sight 3 MP
Target One Doll Range/Area Touch/- Duration 1 hour Resist Neg
Makes a bond to a doll or puppet that enables you to see what it sees.
Effect: You connect your senses to a doll or puppet, allowing you to see around it. You can use any of your special senses through the doll. For the duration of the effect, you may freely switch between your own sight and that of the doll. You may not see both at once.


Spr4 Forbid Magic 5 MP
Target One Character Range/Area 10m/target Duration 30 seconds (3 rounds) Resist Neg
You curse the target, preventing it from casting magic. Type Curse
Effect: Select one class of magic. The target may not use spells from that class of level 3 or below. It may still speak and use any other action.


Spr4 Poison Cloud 6 MP
Target 3m radius/5 Range/Area 30m/Target Duration Instant Resist Neg
Poisons the targets with a cloud of potent toxin. Type Poison
Effect: For one minute (6 rounds), creatures in the cloud that fail to resist take 3 points of poison magic damage. This effect can be ended by magic such as "Cure Poison" or "Dispel Magic".


Spr5 Intense Control 5 MP
Target One object Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Neg
Strengthens a familiar, golem, or undead created by the caster.
Effect: If the target is a Construct or Undead created by the caster, it receives a +2 bonus to its Accuracy and Evasion, increases all damage it deals by +2, and reduces all physical and magical damage it receives by -2.


Spr5 Create Undead 4-12 MP
Target One corpse Range/Area Touch/- Duration One day Resist -
Animate and command an Undead.
Effect: You create an Undead. The Undead will follow a single simple command until it is destroyed. Casting this spell takes one hour. If the Undead is unable to follow its order, it will become inert wherever it is. It will reanimate if it becomes able to follow its order again. To create an Undead, you need the corpse of a humanoid or Barbarous. The amount of mana used depends on the power of the Undead created. Refer to the monster data for the Undead's game statistics.
Create Undead Mana Costs
Undead Type MP Cost
Skeleton 4
Zombie 8
Wight 12


Spr5 Spell Enhance 3 MP
Target One Character Range/Area Touch/- Duration 3 minutes (18 rounds) Resist Neg
Overloads the target's mana, briefly strengthening his spells.
Effect: The target receives a +1 bonus to his Magic Power.


Spr6 Counter Sense 3 MP
Target Caster Range/Area Self/- Duration One day Resist Neg
Wraps the caster in an aura that reacts to mana.
Effect: For the duration of the spell, whenever the caster is the target of the spell, he knows the name and effect of that spell and the location of that spell's caster. If the caster is ever hit by a spell, this spell ends.


Spr6 Stun Cloud 6 MP
Target 5m radius/15 Range/Area 30m/Target Duration Instant Resist Neg
Numbs the target's body to slow his movements. Type Poison
Effect: For 30 seconds (3 rounds), creatures in the cloud that fail to resist cannot activate any Active Combat Feats.


Spr6 Mana Absorb 6 MP
Target 3m radius/5 Range/Area 30m/Target Duration 30 seconds (3 rounds) Resist Neg
Creates a field that absorbs mana and converts it into vitality.
Effect: Any creature in the field who uses a spell or other ability that consumes MP spends twice as much MP instead. A creature whose MP consumption is doubled is then healed by 3 HP.


Spr6 Remote Doll 5 MP
Target One Doll Range/Area Touch/- Duration One hour Resist -
You control a doll completely as if it were your own body.
Effect: You use your own senses through a doll and control it with the coordination of a child. You may speak and act through the doll, but you may not use any class abilities or Combat Feats. While you are acting as the doll, you may not take any other actions, nor can you use your own body's senses.



Basic Divine Spell List (Priests)

Div 1 Sanity 3 MP
Target One Character Range/Area Touch/- Duration Instant Resist Neg
Restores the target to his normal state of mind.
Effect: Dispels all Psychic-type spells and abilities on the target. If the spell or ability you are trying to dispel had a roll, make a contested roll against it.


Div 1 Banish 3 MP
Target 3m Radius/5 Range/Area 30m/Target Duration Instant Resist Neg
Negatively affects Undead and Barbarous.
Effect: For each Undead or Barbarous in the area that fails to resist, roll 2d6 and consult the table below to determine Banish's effect.
Banish Effects
Die Effect
2-4 The target panics and goes berserk. For 30 seconds (3 rounds), it receives a +2 bonus to Accuracy and a -2 penalty to Evasion. If the target has an intelligence score, it cannot use any actions that require reason or cast any spells.
5-9 The target is consumed by fear, slowing its movements. For 3 minutes (18 rounds), it receives a -1 penalty on all Accuracy, Evasion, and other action checks.
10-12 The target flees. If it cannot flee, it cowers in fear and cannot take any actions for ten seconds (1 round). After that round, it can act normally again.


Div 1 Field Protection 2 MP
Target 3m Radius/5 Range/Area Self/- Duration Instant Resist Neg
A sparkling light surrounds the targets and protects them from harm.
Effect: The targets take -1 damage from all physical and magical sources. This effect lasts for 3 minutes (18 rounds). Field Protection has no effect on Poison-, Disease-, or Curse-type damage.


Div 2 Awaken 5 MP
Target One Character Range/Area 10m/Target Duration Instant Resist -
Wakes a target up from being asleep or unconscious.
Effect: A sleeping or unconscious character wakes up. If his HP was below 0, it is set to 1.

The affected character can take an action immediately. Prone characters wake up still prone.


Div 2 Cure Wounds 3 MP
Target One Character Range/Area 10m/Target Duration Instant Resist Neg
Uses mana to heal a creature's injuries.
Effect: Heals Power 10 + Magic Power damage. This spell has no effect on creatures of the Construct category. If the target is Undead, this spell deals Power 10 + Magic Power damage instead. This spell cannot critical.


Div 2 Detect Faith 4 MP
Target One Character Range/Area 10m/Target Duration Instant Resist Neg
Learns the name of the target's god.
Effect: This spell informs the caster of the target's Priest class level and what god he follows. If you don't know his god, you also learn the god's domain, symbol, and the names of his granted Specialized Divine spells. A target of this spell knows the spell has been used on him.


Div 3 Cure Blindness 2 MP
Target One Character Range/Area Touch/- Duration Instant Resist -
Restores sight to a creature who has been blinded.
Effect: Dispels all blindness-related penalties on the target.


Div 3 Cure Poison 3 MP
Target One Character Range/Area Touch/- Duration Instant Resist -
Purges poison from the target's body.
Effect: Dispels a Poison-type spell or effect on the target. If the poison effect has a roll result associated with it, only a successful contested roll will dispel it.


Div 3 Field Resistance 5 MP
Target 5m Radius/15 Range/Area Self/- Duration Instant Resist -
You bestow targets within the field with protection against one type of energy.
Effect: The targets take -3 damage from all physical and magical sources of a single damage type. Choose Wind, Fire, Water/Ice, Thunder, or Energy when you cast the spell. This effect lasts for 3 minutes (18 rounds).


Div 3 Force 4 MP
Target One Character Range/Area 10m/Shot Duration Instant Resist Half
You shoot the target with a cannonball of spiritual force. Type Bludgeoning
Effect: Deals Power 10 + Magic Power damage.


Div 4 Sacred Weapon 3 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist -
Imbues the target's weapon with divine power that harms Barbarous.
Effect: The target's melee and ranged weapon attacks receive a +1 bonus to Accuracy and deals an additional +2 physical damage when attacking an Undead or Barbarous creature.


Div 4 Sacred Shield 4 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist -
Invokes a divine shield on the target that wards off Barbarous attacks.
Effect: The target takes -3 physical damage from attacks by Barbarous and Undead creatures.


Div 4 Affirmation of Faith 5 MP
Target 5m Radius/15 Range/Area Self/- Duration 3 minutes (18 rounds) Resist Neg
You affirm your own faith and rebuke the magic of other gods.
Effect: All characters in the area that fail to resist cannot use Specialized Divine spells for the duration. Characters that share the same god as the caster are unaffected.


Div 5 Cure Disease 4 MP
Target One Character Range/Area Touch/- Duration Instant Resist -
Cleanses the target's body of poison and disease with mana.
Effect: Dispels all Poison- and Disease-type spells and effects on the target. If the poison or disease effect has a roll result associated with it, only a successful contested roll will dispel it.


Div 5 Cure Heart 5 MP
Target One Character Range/Area 30m/Target Duration Instant Resist Neg
A more powerful version of Cure Wounds. Uses mana and the grace of your deity to heal a creature's injuries.
Effect: Heals Power 30 + Magic Power damage. This spell has no effect on creatures of the Construct category. If the target is Undead, this spell deals Power 30 + Magic Power damage instead. This spell cannot critical.


Div 5 Transfer Mana (1+X) MP
Target One Character Range/Area 10m/Target Duration Instant Resist Neg
Gives the caster's MP to the target.
Effect: The cost of this spell is one point plus any extra number of points. The target gains as many MP as the extra points spent in casting. For example, if 10 MP were used to cast the spell, the target would gain 9 MP. The maximum number of MP that can be transferred with this spell is 20 (for a total MP cost of 21). The Combat Feat 《MP Save》 cannot be used to reduce the cost of this spell.


Div 5 Holy Light 6 MP
Target 5m Radius/15 Range/Area Self/- Duration Instant Resist Half
Unleashes a burst of divine radiance that harms Undead.
Effect: Deals Power 20 + Magic Power damage to Undead in the area.


Div 6 Coercion 5 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Neg
Fills the target with dread of the caster.
Effect: The target may not make any offensive actions against the caster. This includes any kind of attack and any spell or ability that deals damage. It may not include the caster in the area of any spell that deals damage. If the caster is in a skirmish, the target must use the [Magic Control] Combat Feat to target any other creatures in that zone with spells with a wide area of effect.


Div 6 Bless 5 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Neg
Boosts the target's body, increasing its power or grace.
Effect: The target receives a +6 bonus to his Dexterity, Agility, Strength or Vitality score, resulting in a +1 bonus to his modifier. This increase can raise base stats and maximum HP. You may use Bless on the same target again and raise a different score. If you use the Combat Feat 《Metamagic/Targets》 with this spell, each target increases the same ability score.


Div 6 Holy Cradle 4 MP
Target 3m Radius/5 Range/Area Self/- Duration Instant Resist Neg
Places your allies in a deep sleep, accelerating their natural healing.
Effect: The targets fall into an unbreakable slumber. They cannot wake up unless the spell's effect ends or they take HP or MP damage. If they remain asleep for three hours, they regain HP and MP as if they had slept for six. A character may only benefit from this spell twice per day.


Div 6 Remove Curse 5 MP
Target One Character Range/Area Touch/- Duration Instant Resist -
Uses divine power to completely restore a creature's body and mind.
Effect: Dispels all Curse-type negative effects on the target. If the effect is the result of an item, the curse ceases to take effect until it is triggered again (for example, if a piece of cursed equipment is reequipped).



Specialized Divine Spell List

Specialized divine spells are granted by faith in a specific god. A character may not use another god's advanced divine spells.

Specialized divine spells of Lyphos, God of Creation

Div 2 Search Barbarous 3 MP
Target 30m Radius Range/Area Self/- Duration Instant Resist -
A simple detection spell using a quick burst of mana.
Effect: You are aware of the presence of Barbarous in the area of the spell. You know only presence or absence, not their location or number. The targets are aware that this spell has been used on them.


Div 4 Mind Sending 4 MP
Target One Character Range/Area 30m/Target Duration 10 seconds (1 round) Resist Neg
Sends the caster's thoughts to the target.
Effect: For the duration of the spell, the caster can transfer his own thoughts into the mind of the target. You may only send what you could say in ten seconds or a broad impression of your intentions. You may only use languages you can speak, and whether the target understands your intentions or not depends on it.

This spell only sends from the caster to the target, not the other way.


Specialized divine spells of Tidan, God of the Sun

Div 2 Sunlight 3 MP
Target 20m Radius Range/Area 30m/Target Duration 12 hours Resist -
Creates a small light source to illuminate an area.
Effect: Removes penalties due to darkness within the area. The object can be carried and moved.


Div 4 Ray 5 MP
Target Any Point Range/Area 30m/Line Duration Instant Resist Half
Deals damage with a beam of light. Type Energy
Effect: Deals Power 10 + Magic Power damage. Undead creatures take +3 damage.


Specialized divine spells of Sien, God of the Moon

Div 2 Nightwalker 2 MP
Target One Character Range/Area 10m/Target Duration 3 minutes (18 rounds) Resist Neg
Enables the target to see in the dark.
Effect: The target gains the Darkvision ability. This allows them to see in darkness as if it was sunlight.


Div 4 Blindness 4 MP
Target One Character Range/Area 10m/Target Duration 3 minutes (18 rounds) Resist Neg
Robs the target of sight.
Effect: If the target fails to resist, it is blinded. This has no effect on creatures with magical or mechanical senses.


Specialized divine spells of Lu Lode, God of Wanderers

Div 2 Luck 3 MP
Target Caster Range/Area Self/- Duration 1 day Resist -
You pray for luck and receive a blessing of success in your endeavors.
Effect: Once during the duration of the spell, you may reroll a die roll made as part of an action. You can decide to reroll or not after you see the result of the dice. You must use the second roll.

If you cast this spell a second time during its effect, the second spell is lost. You may only benefit from this spell once per day.


Div 4 Unluck 4 MP
Target One Character Range/Area 10m/Target Duration 1 day Resist Neg
You pray for a creature's ill fortune and lay a curse on it that saps its luck. Type Curse
Effect: If the target fails to resist, it must make two die rolls and use the worse on its first action after the spell is cast.If the target is a monster or other character using a static result (see monster section), it applies a -2 penalty to its result. The spell is cancelled at the end of its duration or once triggered.


Specialized divine spells of Zaiya, God of Knights

Div 2 Oath 2 MP
Target Caster Range/Area Self/- Duration 10 seconds (1 around) Resist -
You swear a vow to protect someone, and your faith bolsters your strength.
Effect: When you cast this spell, choose one PC or NPC within 10 meters of your position. You must uphold an oath to defend that character. The target's Adventurer Level or Monster Level must be within 2 of yours. Other oaths are subject to the GM's approval. All of your actions for the spell's duration receive a +2 bonus.

Casting this spell is a Minor Action. You cannot swear to defend a Barbarous, Undead, Mythical Beast, or Daemon.


Div 4 Covering 3 MP
Target Caster Range/Area Self/- Duration 3 minutes (18 rounds) Resist -
Enables you to defend those who fight around you.
Effect: You gain the use of one of the following Combat Feats: 《Cover》, 《Iron Wall》, 《Armor Proficiency I/**》 (one type), or 《Armor Proficiency II/**》 (one type). You must meet the prerequisites for that Feat. With multiple castings, you can emulate multiple feats.


Specialized divine spells of Kilhia, God of Wisdom

Div 2 Penetrate 2 MP
Target Caster Range/Area Self/- Duration Instant Resist -
You receive a sign from your god that shows you an enemy's weakness.
Effect: If you cast this spell before making a Monster Knowledge check, you receive a +2 bonus to the check.

Casting this spell is a Minor Action.


Div 4 Weak Point 4 MP
Target One Character Range/Area 10m/Target Duration 3 minutes (18 rounds) Resist Neg
You see through the eyes of a deity, detecting the enemy's weak points instantly.
Effect: If the target fails to resist, the critical threshold of any attack that hits it is reduced by 1 (criticals become more likely). This effect cannot reduce the critical threshold to 7 (minimum 8).


Specialized divine spells of Luferia, God of Water

Div 2 Purification 2 MP
Target Up to 100l of water Range/Area Touch/- Duration Instant Resist -
Purges water of impurities and solutes, making it pure and clean.
Effect: Up to 100 liters of water the caster is touching become pure water.


Div 4 Water Walking 3 MP
Target One Character Range/Area 30m/- Duration 1 hour Resist Neg
The target can walk on water as if it were solid ground.
Effect: For the duration, the target can move over water as if it were a solid surface.



Fairy Spell List (Fairy Tamers)

Fae 1 Wind Voice 2 MP
Target 5m Radius/15 Range/Area 100m/Target Duration 3 minutes (18 rounds) Resist -
The caster can hear sounds in the area and transmit his own sounds.
Effect: The caster can send sounds into and converse with creatures within the area. The area must be in line of sight and outdoors.


Fae 1 Healing Water 3 MP
Target Any Point Range/Area Touch Duration 3 minutes (18 rounds) Resist -
Draws a small amount of healing water out of the air.
Effect: Creates water that can heal wounds.

Creatures that drink the water are healed of Power 10 + Magic Power points of damage. The water may be drunk out of hands or containers. Drinking the water is a standard action.
The water disappears when the spell's duration expires.


Fae 1 Fairy Wish 1 MP
Target Caster Range/Area Self/- Duration 1 hour Resist -
You make a request of the fairies, and they guide your own decisions.
Effect: At any point during the spell's duration, you may ask a fairy for aid and receive a +1 bonus on a roll. You must decide to ask for the fairy's help before you make the roll.

When you cast this spell, choose a fairy you have contracted with. That fairy appears by your side and hovers near you until the spell is discharged. If you can speak the fairy's language, you can communicate your precise request to the fairy. However, you may not give it an order or force it to do anything.
When the spell's duration ends, you ask the fairy for aid, or the spell is dispelled, the fairy leaves. You may not make a request of the fairy during combat.


Fae 2 Whisper Heal 4 MP
Target 3m Radius/5 Range/Area 30m/Target Duration Instant Resist Neg
Heals shallow wounds with a fairy's breath.
Effect: This is a healing spell. It heals the target of Magic Power points of damage. It has no effect on characters of the Undead and Construct categories.


Fae 2 Wind Guard 3 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist -
Turns aside or stops the wind with a tiny shield of air.
Effect: The target takes -3 damage from all wind-type attacks.


Fae 2 Snare 3 MP
Target One Character Range/Area 30m/Target Duration Instant Resist Neg
Earth fairies grab the enemy's legs and pull it to the ground.
Effect: The target is rendered prone. Creatures with multiple body sections or three or more legs are unaffected.


Fae 2 Fire Bolt 4 MP
Target One Character Range/Area 10m/Shot Duration Instant Resist Half
Attacks by firing a bolt of flame. Type Fire
Effect: Deals Power 10 + Magic Power damage.


Fae 3 Wind Cutter 3 MP
Target One Character Range/Area 30m/Shot Duration Instant Resist Half
Slices the enemy with a blade of air pressure. Type Wind
Effect: Deals Power 10 + Magic Power damage.


Fae 3 Water Screen 3 MP
Target One Character Range/Area 10m/Target Duration 3 minutes (18 rounds) Resist -
Protects the target with a curtain of water.
Effect: The target takes -3 damage from all fire-type attacks.


Fae 3 Stone Guard 4 MP
Target One Character Range/Area 10m/Target Duration 3 minutes (18 rounds) Resist -
Stones orbit the target, warding off attacks.
Effect: Once when the target would take physical damage from a melee or ranged attack, he may take -5 damage. The affected creature chooses whether or not to use this effect. Once it has been used once, the spell ends.


Fae 3 Purification 2 MP
Target Up to 100l of water Range/Area Touch/- Duration Instant Resist -
Purges water of impurities and solutes, making it pure and clean.
Effect: Up to 100 liters of water the caster is touching become pure water.


Fae 4 Chaos Shot 5 MP
Target One Character Range/Area 10m/Shot Duration Instant Resist Half
Attacks by firing a bolt of flame. Type Energy
Effect: Deals Power 20 + Magic Power damage.


Fae 4 Sanity 3 MP
Target One Character Range/Area Touch/- Duration Instant Resist Neg
Restores the target to his normal state of mind.
Effect: Dispels all Psychic-type spells and abilities on the target. If the spell or ability you are trying to dispel had a roll, make a contested roll against it.


Fae 4 Distraction 4 MP
Target One Character Range/Area 10m/Target Duration 10 seconds (1 round) Resist Neg
Stirs the target's mind with chaotic thoughts.
Effect: The target's concentration is broken. Furthermore, the target cannot cast spells for the duration (but may take any other action freely).


Fae 4 Basic Healing 5 MP
Target One Character Range/Area 10m/Target Duration Instant Resist -
Showers the target in a healing light.
Effect: This is a healing spell. It heals the target of Magic Power + 4 points of damage. It has no effect on characters of the Undead and Construct categories.


Fae 5 Ice Bolt 4 MP
Target One Character Range/Area 10m/Shot Duration Instant Resist Half
Shoots an arrow of ice at the target. Type Water
Effect: Deals Power 10 + Magic Power damage. If the target fails to resist, it also suffers a -2 penalty to its defense for 30 seconds (3 rounds).


Fae 5 Silent Move 6 MP
Target Caster Range/Area Self/- Duration 1 hour Resist -
You move without making a sound.

Effect: All of your movements become completely silent. Your footsteps and other such noises are inaudible, and even actions like opening and closing doors are silent. Stepping on a creaking floor would make no sound. This spell does not prevent sounds from things the caster is not touching. For example, a flower pot knocked to the ground would be clearly audible.

If the caster says anything or deliberately makes a noise, that noise is audible and the spell immediately ends.


Fae 5 Hovering 5 MP
Target Caster Range/Area Self/- Duration 3 minutes (18 rounds) Resist -
Buoys you up on a column of wind, allowing you to float 10cm above the ground.
Effect: You can move above any terrain or the surface of water. For the spell's duration, the caster's Agility is halved (round up).


Fae 6 Advanced Healing 7 MP
Target One Character Range/Area 10m/Target Duration Instant Resist -
Heals the target with the power of light fairies.
Effect: This is a healing spell. It heals the target of 8 points + Magic Power damage. It has no effect on characters of the Undead and Construct categories.


Fae 6 Shoot Arrow 6 MP
Target One Character Range/Area 30m/Shot Duration Instant Resist Can't
Imbues an arrow with magical power and fires it.
Effect: Deals Power 20 + Magic Power damage. This spell cannot be resisted for half damage, but the target's Defense is applied normally.

To use this spell, you must be holding an arrow or heavy arrow, which is consumed by the spell. A bullet cannot be used for this purpose.


Fae 6 Virtual Toughness 4 MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Neg
Weaves fairy magic through a creature's body, momentarily increasing its resistance.
Effect: The target gains current and max HP equal to your Magic Power. These extra HP are lost first when the creature takes damage.


Fae 6 Brave Heart 5 MP
Target One Character Range/Area 10m/target Duration 30 seconds (3 rounds) Resist -
Fairy's lift the target's spirits, momentarily strengthening its willpower.
Effect: The target becomes immune to all psychic and curse-type spells and effects. This has no effect on effects already on the target.



Magitech Spell List (Artificers)

Tec 1 Solid Bullet 1MP
Item Small, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Infuses a mundane bullet with mana.
Effect: This spell creates a bullet that deals high damage. The bullet deals Power 20 + Magic Power damage if it hits.
Casting this spell is a Minor Action.


Tec 1 Targeting Sight 3MP
Item Small Range/Area Self/- Duration 10 seconds (1 round) Resist -
You enhance your vision, helping you aim your attacks.
Effect: You gain a +1 bonus on Accuracy rolls.
Casting this spell is a Minor Action.


Tec 1 Flashlight 2MP
Item Small Range/Area 10m/Shot Duration 6 hours Resist Neg
A bright white light emanates from the Magisphere.
Effect: Your magisphere emits a bright light.

This light emanates in the half-circle ahead of the caster, out to a 10m radius. Within the light, all penalties from darkness are canceled.


Tec 1 Mana Search 3MP
Item Small/Medium/Large Range/Area 30m/Target point Duration Instant Resist -
Scans for items imbued with magic.
Effect: Your magisphere shows you the location of all magical items within the area of effect. It does not inform you of the strength or type of the magic.

The area is a 10m radius if a small magisphere is used, 30m for a medium sphere, and 50m for a large sphere.


Tec 2 Critical Bullet 2MP
Item Small, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Crafts a penetrating bullet.

Effect: This spell creates a bullet that deals high damage. The bullet deals Power 20 + Magic Power damage if it hits. In addition, the bullet's critical threshold is reduced by -1 (criticals become more likely).
Casting this spell is a Minor Action.


Tec 2 Shadow Body 3MP
Item Small Range/Area Self/- Duration 1 minute (6 rounds) Resist -
You wrap yourself in shadowy mana, blurring your outline.
Effect: You gain a +1 bonus on Evasion rolls.


Tec 2 Knocker Bomb 3MP
Item Small Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Creates a very small bomb for blowing up locks.
Effect: You cause an explosion about 3cm in radius that can break open normal and magical locks. If you attempt to destroy a lock closed by magic, make a contested roll. This spell makes a very loud sound.

At the end of the spell's duration (10 seconds), the bomb explodes. The explosion is not large enough to damage creatures.


Tec 2 Healing Bullet 1MP
Item Small, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Crafts a special bullet that accelerates the healing of a creature it hits.
Effect: This spell creates a bullet that heals wounds. The bullet heals Power 0 + Magic Power damage if it hits. The bullet hits as long as you do not score an automatic failure on the roll.

This spell has no effect on creatures of the Undead and Construct types.
This spell cannot critical.
Casting this spell is a Minor Action.


Tec 3 Effect Weapon 2MP
Item Small, One Creature Range/Area 10m/Target Duration 3 minutes (18 rounds) Resist -
Applies magical effects to a weapon and allows it to strike with an element.
Effect: The target's weapons become magical and deal additional +1 physical damage.

The affected attacks also deal damage of elemental type. The caster needs to choose Fire, Water, Wind, Earth, or Lightning type.


Tec 3 Element Bullet 1MP
Item Small, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Infuses a bullet with mana and the power of an element.
Effect: This spell creates a bullet that deals high damage. The bullet deals Power 20 + Magic Power damage if it hits. In addition, the bullet also deals elemental damage. You may choose Fire, Water, Wind, Earth, or Lightning as the elemental type.
Casting this spell is a Minor Action.


Tec 3 Jump Boots 3MP
Item Small/Medium/Large Range/Area Self/- Duration 3 minutes (18 rounds) Resist -
Using your magisphere, you create boots of great jumping and put them on.

Effect: For the duration of the spell, your jumping distance is increased. If you used a small magisphere, you jump twice as far, three times as far for a medium magisphere, and five times as far for a large. You take no falling damage from such distances.


Tec 3 Shock Bomb 3MP
Item Medium Range/Area 10m/Shot Duration Instant Resist Neg
You create and throw a bomb that explodes in a burst of electricity.
Effect: The explosion affects a single creature in range. The creature resists the explosion with its Willpower. If it fails, it takes a -12 penalty to its Agility (or -2 to its Agility modifier). This effect cannot reduce a creature's Agility score to 0.


Tec 4 Analyze 2MP
Item Small Range/Area Self/- Duration 10 seconds (1 round) Resist Can't
You analyze a monster's body or a machine's structure.
Effect: You understand the construction and function of a machine. Alternatively, if you use this spell on a monster, you immediately know all of its data without having to make a Sage class roll against its Rarity. However, you cannot identify its weaknesses.
Casting this spell is a Minor Action.


Tec 4 Automobile 10MP
Item Large Range/Area Touch/- Duration 1 hour Resist -
Crafts an automobile two-wheeled vehicle, or Manabike. You can then drive it.
Effect: A Manabike has excellent offroad handling and can be driven on any road that a horse can run on.

A Manabike carries the caster and one other creature, and moves with an Agility of 50. While riding the Manabike, you may not use the targeted large magisphere for any other spells. The spell ends at the caster's command.


Tec 4 Quick Loader 4MP
Item Small Range/Area Self/- Duration Instant Resist -
You connect your gun with your inventory, automatically loading it.
Effect: One gun is automatically loaded with as many bullets as it can hold from your gun belt.
Casting this spell is a Minor Action.


Tec 4 Smoke Bomb 4MP
Item Medium Range/Area 10m/Shot Duration 30 seconds (3 rounds) Resist Can't
You throw a bomb that releases burning fumes into an area.
Effect: A 5m radius area around the struck area fills with smoke. The smoke completely blocks all light and renders vision-based senses useless. Creatures with magical or mechanical senses take no penalty.


Tec 5 Grenade 6MP
Item Medium Range/Area 10m/Shot Duration Instant Resist Half
You create and throw a bomb that explodes and deals damage in a wide area.
Effect: An area of 5m radius/15 is consumed in a fiery explosion. Creatures in the area are entitled to Willpower checks.

The attack deals Power 30 + Magic Power points of fire damage.


Tec 5 Shotgun Bullet 2MP
Item Small, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Infuses a bullet with mana, converting it into a fragmenting missile.

Effect: This spell creates a bullet that deals damage. The bullet deals Power 20 + Magic Power damage if it hits. When making this attack, the range of the gun is halved, but the attack now targets an area as 3m radius/5. The Combat Feat 《Guided Magic》 can be used to select targets.
Casting this spell is a Minor Action.


Tec 5 Wire Anchor 4MP
Item Medium Range/Area 30m/Shot Duration 3 minutes (18 rounds) Resist Neg
You can fire a wire with a hook attached, grappling onto targets.
Effect: The hooked wire is extremely strong and can support up to 200 kg of weight. It can be used to grapple up a wall or to lift or brace the caster. The wire can wind itself up slowly (10 meters per 10 seconds), so it can be used to carry a caster and his gear upwards.
If used on a character, make a Spellcasting check. As with an attack, the target is entitled to an Evasion check. If this check fails, the target is entangled by the wire, suffering a -2 penalty to Evasion checks, and cannot move more than 30m away from the caster. You may also pull the target by winding the wire (up to 10m in 10 seconds) as a standard action.
If the target is large enough to have two or more body sections, it takes no penalties and can pull the caster instead.


Tec 6 Create Weapon 7MP
Item Small Range/Area 10m/Target Point Duration 1 minute (6 rounds) Resist -
Transforms your magisphere into a magical weapon.
Effect: You create a weapon chosen from the weapons list of A rank or less.

The created weapon is magical in nature. You may not use the targeted magisphere for any other spells.


Tec 6 Disguise Set 3MP
Item Small Range/Area Self/- Duration 1 hour Resist -
You disguise yourself instantly, appearing to be another person entirely.
Effect: You appear to be another humanoid you know. You can change your face, features, and even your body type. At a glance, you are indistinguishable from the selected humanoid. Anyone trying to see through the disguise must make a contested roll using their Adventurer Level + Intelligence modifier against your Spellcasting check.


Tec 6 Burst Shot 3MP
Item Small, № 3 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Infuses 3 bullets with mana, converting them into a powerful shot
Effect: This spell merges 3 bullets into one that deals heavy damage. The bullet deals Power 30 + Magic Power damage if it hits. When making this attack, you receive a +2 bonus to damage. If you do not have 3 bullets loaded in your gun, this spell fails.

Casting this spell is a Minor Action.


Tec 6 Resist Bomb 6MP
Item Medium Range/Area 10m/Shot Duration 3 minutes (18 rounds) Resist Can't
You create and throw a bomb that disperses special dust through the area.
Effect: An area 5m radius/15 is filled with dust. Creatures in the area take 4 points less of damage from all physical and magical sources of the selected type.

The caster chooses Fire, Water/Ice, Earth, Wind, or Lightning upon casting the spell.