Arcane Magic

Spellcasting uses a force called arcane energy, Every character has arcane energy, it is equal to the combined total of all skill points invested in the arcane schools & spheres + the characters intelligence modifier, Arcane energy regenerates at a rate of 1 energy per round

Using a school requires one arcane energy, any continual effects require an amount of energy equal to the cost to use them each round to maintain

You may spend an additional arcane energy to increase either effect of the spell (school or sphere) by 1, if this enhances a continual effect it costs that much extra each round

Fire – Evocation

Evoking fire causes an explosion at the targeted location, the range of the spell is five plus 1 hex per rank in evocation and the radius is adjustable up to 1 hex across per skill in the fire sphere, anything caught in the blast suffers 1D10+1 damage equal to your highest skill in either evocation or fire.

Fire – Abjuration

Abjuring Fire creates a roiling destructive shell around yourself or a target, the shell last for 1 round per rank in abjuration, it grants a +1 bonus to armour class for every 3 ranks in the fire sphere.

Fire – Illusion

Creating a fire illusion summons a terrifying roiling horror, it shifts itself reacting to its targets terror and attempts to destroy their minds, the caster rolls a Mind attack with +1 for each skill in illusion, and if the target fails they move to the next state of fear and suffer 1 sanity damage per fire rank.

Fire – Enchantment

Enchanting fire infuses an item with the energy of fire, The effect last for 1 round per rank in enchantment and grants the weapon a +1 fire bonus to damage, It used on armour or a shield the enchantment grants the item +1o fire resistance (the item not the wearer)

Fire – Conjuration

Conjuring fire creates a self-fuelled fire at the target location, This can be as small as a candle but is usually much bigger, The fire lasts for 1 round per skill in conjuration and deals 1D10+1 fire damage to anyone passing through it each round (Range = Conjuration skill)

Fire – Divination

Divining fire allows the target to see the heat signatures of anything around them, this sight is called infravision and last for 1 round per rank in divination with a range equal to 10 +1 per rank in the fire sphere. (Sending Rituals)

Fire – Transmutation

The adjacent sphere to fire is water, Transmuting fire to water creates an aura that prevents any ignition effect from taking place, any fires in the area are instantly turned into liquid, and the effect lasts for 1 round per skill in transmutation.

Air – Evocation

Evoking air creates a crackling bolt of lightning that can be fired at your enemies, The bolts has a range equal to 5+2 hexes per rank in evocation and deals 1D6+1 per rank in the Air Sphere

Air – Abjuration

Abjuring air creates a whirling aura of hyper fast air that deflects any incoming ranged attacks, This effects grants a +1 AC bonus per skill in the Air sphere against any ranged missile attacks and lasts for one round per skill in Abjuration, This effect does not prevent AOE effects from hitting the caster.

Air – Illusion

This effect creates a rippling aura of air that bends light obscuring the caster, this aura can also effect heat signatures obscuring the caster from sight, Astute watchers can see the imperfections in this spell as ripples in the air and visual distortions, The difficulty to overcome this effects is equal to 10+1 per rank in the air sphere and last for 1 round per rank in illusion, Taking an obvious action against the target or a successful perception check negates this effect.

Air – Enchantment

This effect imbues a missile weapon with the power of thunder, it deals +1 additional lightning damage per skill in air and lasts for 1 round per ranks in enchantment.

Air – Conjuration

Conjuring air allows you to cause gusts of wind to move vapours, It can also be used to cushion falls, while under the influence of this effect the target moves at their normal movement speed instead of a terminal falling velocity, When impacting the ground they take one less damage dice per rank in the air sphere and last for one round per conjuration rank.

Air – Divination

Divining air allows you to probe the airways ahead of you, it reveals any obstructions and the shape of any rooms in front of you, This effect has a range equal to your skill in divination, this effects cannot penetrate walls or closed doors, You may make a perception check with your air skill as a modifier to determine the nature of objects/obstructions in the affected area.

Air – Transmutation

The adjacent sphere to Air is Fire, Converting air to fire creates a flash of immolation, the effect deals 1D10+1 damage per rank in the air sphere and affects one hex per rank in transmutation.

Water – Evocation

Evoking water creates a spray of frozen shards that deal cold damage for a number of rounds, This damage does not require concentration or energy to maintain, It deals 1D4+1 cold damage per rank in water sphere per round for 1 round per rank in evocation.

Water – Abjuration

Abjuring water creates a roiling armour of water that absorbs elemental attacks, The caster must specify the element to be warded against, It grants 1 resistance to that element per rank in the water sphere and lasts for 1 round per rank in abjuration

Water – Illusion

Crafting a water illusion allows you to shift and change the features of your target, You can make them appear like any other creature of their size category, This effect lasts for 1 minute per rank in illusion, A skilled observer can see through this effect, The difficulty for the perception check is equal to 10+1 per rank in the water sphere.

Water – Enchantment

Enchanting with water allows the target to move freely through any obstacles, They flow through the path of least resistance and get a +1 per rank in water to any checks to resist an effect that would hold them in place, This bonus also applies to Swimming, Climbing, and moving through difficult terrain, The effect lasts for 1 round per rank in enchantment

Water – Conjuration

Conjuring water allows you to  fill a hex with water (or any similar liquid) this water flows instantly to the lowest point in the room or else spreads out to the floor around the area, Any creature trying to pass through this water must make an athletics check equal to 10+ your skill in the water sphere or be held in place for the round This liquid can even be a mild acid that deals 1D4+1 damage per skill in the water sphere per round to each creature submerged in it, You can create a number of hexes equal to your skill in Conjuration.

Water – Divination

Divining water allows you to detect living creatures around you, You must have an Item or relic related to the creature i.e a tooth, hair, footprint, possession, anything that contains their essence, The spell will reveal any creatures of the same class within the spells radius and will also indicate the exact creature in question if it is present, The range of the spell is 10+1 per skill in the water sphere and the spell lasts for 1 round per rank in divination

Water – Transmutation

The adjacent sphere to water is earth, This effects will transform 1 hex of water per skill in the water sphere into solid stone, Anything trapped in the stone may attempt to dig itself out with an athletics check equal to 10+ your skill in transmutation, This effect last for 1 round per skill in the transmutation school

Earth – Evocation

Evoking earth sends huge spikes of rock or metal shooting up out of the earth into the target, The spikes deal 1D12+1 per skill in earth, The range of this effect is equal to 1 + your skill in evocation, The height of the spikes can be controlled to hit flying or levitating opponents up to 1 hex higher per skill in evocation.

Earth – Abjuration

Abjuring earth creates a shell of solid matter about the caster, The shell grants the caster DR equal to their skill in earth and an equal amount of temporary hit points, When those temporary hitpoints are expended the effect ends, The duration of the effect is equal to 5 + your skill in abjuration

Earth – Illusion

Earth illusions can used to obscure items or structures, An item protected by an earth illusion makes opposed checks against any divination effect equal to 10 + your skill in Earth magic and can be made to appear like any other item of a similar size, The size of the structure affected can be no more than 1 hex per your skill in earth magic, This can be used to hide doors & passageways, hide traps, Obscure runes, Or create false walls, The perception check required to beat this effect is equal to 10+ your skill in Illusion, An earth illusion last for 1 hour per skill in Illusion.

Earth – Enchantment

Enchanting an item or structure with earth increases its durability and resistance, The item or structure enchanted gains a +1 bonus to all saves per skill in earth and an equal amount of DR, This affect will also repair any non magical item it is used on i.e a broken door, A sundered shield, Acid damaged armour etc, This effect lasts for 1 round per skill in earth except for the repair effect which is permanent.

Earth – Conjuration

Conjuring earth creates a hex of solid earth for each rank you have in the earth sphere, Each one has a hardness equal to your skill in conjuration and an equal number of hitpoints, Slashing and piercing attacks deal half damage to these creations, The height of the creation can be controlled to create ramps, platforms, barricades, support pillars etc, These stone pillars last for one minute per skill in conjuration

Earth – Transmutation

The adjacent sphere to earth is air, You may transmute 1 hex of earth to air per skill in the Earth Sphere, This effect lasts for 1 minute per skill in transmutation, Anything caught in the hexes when it transmutes back to stone is sealed in solid rock, The effect however makes the rock structurally unstable and the target may claw themselves out by making an athletics check equal to 10+1 per skill in earth to tunnel through each hex of earth

Shadow – Evocation

Evoking shadow creates a writhing tendril of darkness that lashes out at your opponent, The attack does 1D4+1 damage per rank in the shadow sphere, this attack pierces an amount of damage reduction equal to the damage dealt

Shadow – Abjuration

Shadow conjuration shields the caster from targeted spell effects, anyone attempting to target the caster with a magical ability must make a mind saving throw equal to 10+1 per skill in the shadow sphere, this effect lasts for 1 round per skill in Abjuration

Shadow – Illusion

Shadow illusions are used to create figures or shapes where none exist, you can have the illusion behave any way you want but exceeding the bounds of the creatuyres normal ability will allow the viewer to pierce the illusion, You can project a phantasmal creature that appears as any other creature until it is attacked, You may also create a double of yourself to confuse attackers, Whenever you are attacked your opponent has a 50% chance of hitting your double instead, Doing so will end the illusion, The difficulty for the perception check to see through this illusion is equal to 10+1 per skill in the shadow sphere and the illusions last for 1 round per rank in illusion.

Shadow – Conjuration

Conjuring shadow creates a sphere of complete darkness, sight into or out of the darkness is impossible and anyone inside is considered blind, The effects radiates from a central point for 1 hex per skill in the shadow sphere and lasts for 1 round per skill in conjuration, any time light and dark conjuration occur in the same area an opposed conjuration check is made to decide which effect takes precedence

Shadow – Divination

Divining shadow reveals all things hidden, it allows the caster to detect secret doors, Traps, Hidden Items, Trapdoors and passageways by making a perception check with a an additional bonus equal to your shadow sphere skill and applying it to every relevant item in range, It will also reveal any items in the area and any items hidden on an enemy, The effect has a range equal to 1 per skill in the shadow sphere and lasts for 1 round per skill in divination

Shadow – Enchantment

Shadow enchantment infuses a melee weapon with the piercing effects of shadow magic, the weapon will pierce 1 point of damage reduction per rank in the shadow sphere, the effect lasts for 5+1 rounds per rank in enchantment

Shadow – Transmutation

Shadow transmutation allows you to shift anything touched into the spectral realm, Its weight and mass are reduced to one tenth and its appearance becomes wavy and indistinct, this effect cannot be used on living creatures, The items shifted have their DR and HP reduced by your skill in the shadow sphere and may even pass through solid objects (as a full round action per hex) This effect removes any cover bonuses granted by terrain and lasts for 1 round per skill in transmutation

Radiance – Evocation

Evoking Radiance creates a shining lance of energy that homes in on its target using refracted light guidance, The lance deals 1D4+1 damage per skill in radiance, it also ignores 1 AC for every rank in radiance, The range for this attack is equal to 5 + your skill in evocation, This attacks can also be fired around corners as long as the caster has some means either mundane or magical to confirm the location of the target

Radiance – Abjuration

Abjuring radiance creates a bright and blazing aura of radiance that shields the caster from any area effect spells, The cast gains an additional point of DR to resist any non directed damage per skill in radiance, This effect lasts for 1 round per skill in abjuration

Radiance – Illusion

Radiant illusions interfere with the mind of the target showing them a warped and distorted view of the world, The target must make a perception check each round equal to 10+1 per skill in radiance or be rendered effectively blind by the illusion the illusion also turns the target about so they cannot move more than 1 hex per round, This effect lasts for 1 round per skill in illusion.

Radiance – Divination

Radiance divination reveals the magical aspects and effects of a magical item, The magic item will have an EGO score relating to how powerful the magic stored with is, The caster will make a check against this number equal to D20+ their skill in divination, This effect can also be used to search for magical auras and has a range equal to 1 hex per rank in the Radiance sphere, This effect is always instantaneous but any effect detected will be visible to the diviner for 1 round per skill in divination

Radiance – Conjuration

Conjuring radiance creatures a beacon of shining light at the target location, it shines with intense light from a focal point for 1 hex per skill in Radiance, creates illuminated in this way are easier to hit and anyone attacking them gets a +2 bonus to hit, This effect lasts for 1 round per skill in conjuration, Anytime a shadow conjuration exists in the same place an opposed conjuration check is made to decide which takes precedence

Radiance – Enchantment

Enchanting an item, person or place with radiance gives it a distinct signature or magemark, the caster creates a scaled map to combine with the enchantment and can then see the presence of the target on the map

Radiance – Transmutation