Rules

Enchanted Realms Rulebook

Sorcery

To cast advanced magic beyond simple cantrips, then a specific training skill of sorcery is required skill. The cantrip control skill is not sophisticated enough to allow the learning of arcana spells, called axioms. Likewise, the skill of sorcery is too specific to use the simple cantrips without also having their prerequisite skill.

Using sorcery is a process of three different components: sorcery training, known axioms, and spell points. The sorcery skill must be learned for a character to be able to cast any arcane magic. After this, there is certain dependencies to properly understand. However, there is also a prerequisite of a mind score of 3 or higher to be able to learn the base sorcery skill.

To cast a magical spell, a specific axiom must be acquired. To gain an axiom it works precisely like acquiring any other skill – to purchase through karma. The GM may want to role-play the process, whether that is being trained by a mentor or purchased from a peer, but karma must be used to gain a new axiom. Additionally, various axioms will have different costs for karma needed.

Once sorcery is known, an axiom is acquired, then lastly spell points are needed to finalize the process. As axioms have different costs to acquire, they also have different spell points required to cast. If one does not have enough current spell points, then the axiom cannot be established. Spell points are also purchased with karma at a static cost of 100 karma per spell point. However, unlike priestly points, there is an upper limit of spell points a single character can possess, which is three times one’s mind score maximum.

When casting an axiom, it will have a casting cost from 1 to 6 spell points. When manifesting that axiom, that cost is temporarily subtracted from the total spell points a character has. While more details will be given later, a few spell points are recovered after a short rest, and many more become restored after a long rest.

Thus, as a novice sorcerer might have the fire dart axiom and 2 spell points. To use the fire dart, that magician expends 1 spell point (because that is the cost for the spell) to roll 1d20 as an attack with a flaming ball of magic. When casting, the sorcerer’s available spell points will have dropped to 1.

A valid option for using axioms is double the minimum spell points to enhance the results. Typically, this offers an addition d20; however, the exact details will be listed in the description of the axiom. In the example above, that young sorcerer could have expended 2 spell points to cast the fire dart axiom. While this would have used all the caster’s available spell points, it would have allowed 2d20 to be used in the single attack. However, not all axioms may be worth the extra investment.

If advantage is granted for a spell-casting option, for example with the true strike cantrip, then this adds an additional d20 for the axiom. If advantage is granted and only 1d20 is ever used, then roll twice using the better of the two scores. Likewise, disadvantage works the same way.

Some axioms require concentration. The exact restriction will be listed in the detail, but in general no actions or reactions can be taken while concentration is required; however, specific sorcery effects may vary. However, a caster’s concentration can be broken, and if it does, it will end the axiom. In some cases, such as conjure elemental, this does not end the effects. However, if the concentration is required to maintain or complete an effect, then breaking the caster’s concentration would free the victims.

Concentration may be broken by inflicting damage against body, mind or spirit. However, the caster is permitted a save of the same type against DC 14 plus the number of points of damage to maintain it. Using arcane disruption as an action or counterspell as a reaction at the start of the caster’s turn when realizing concentration will be continued are options to break it. Obviously, killing, stunning or incapacitating the caster would also work. Lastly, the GM may allow for environmental events to break concentration.

SkillCost AxiomCost
Sorcery100 Transmogrify200
Spell Point100 Web200
Axiom Whispering Wind200
Alarm100 Clairvoyance300
Appropriation100 Conjure Barrage300
Charm100 Counterspell300
Cloud of Daggers100 Fear300
Detect Magic100 Fireblast300
Fire Dart100 Fly300
Float100 Lightning Bolt300
Grounding100 Polymorph300
Ice Blast100 Sprint300
Lock100 Vapor300
Quick Step100 Confusion400
Shape Water100 Dimension Door400
Shimmering Armor100 Magic Eye400
Skeleton Key100 Mass Veil400
Sleep100 Watchdog400
Veil100 Antilife Shell500
Blink200 Cone of Cold500
Detect Thoughts200 Conjure Elemental500
Enfeeblement200 Hold Monster500
Hideaway200 Passwall500
Memory Meld200 Relocate500
Mind Dagger200 Eyebite600
Mirror Image200 Flesh to Stone600
Psychic Shield200 Possession600
See Invisible200 True Sight600
Axioms (A-C)
Alarm Spell Point Cost: 1
Time Required:1 minute Range:30 feet Duration:8 hours
The spell wards against unwanted intrusion placed on a door, window or gate. The portal cannot extend outside of a 20-foot cube. While in effect, should a tiny or larger creature touch or enter the warded area, then an alarm will signal. If within 60 feet, an audible sound like a hand bell will sound. Also, a mental alert will ping the caster up to a mile away. This ping will also wake the caster if asleep. Doubling spell points doubles the duration.
Antilife Shell Spell Point Cost: 5
Time Required:1 action Range:10 feet Duration:Up to 1 hour
A shimmering barrier extends out from the sorcerer in a 10-foot radius (the six surrounding hexes) which also moves with the conjurer. This shell will hedge out creatures, including undead but not constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. A blocked creature can still cast spells or make attacks with ranged and reach weapons through the barrier. If the sorcerer moves so that an affected creature is forced to pass through the barrier, the spell ends. If double the points are used, then the duration is twice as long.
Appropriation Spell Point Cost: 1
Time Required:1 action Range:Self Duration:1 hour
By selecting a culture or subculture, the sorcerer can adapt to it. If speaking the native language, then for the duration a native accent will be used. Further, gestures, subtle behavior and body language will give the caster the appearance as a native of the culture. If two spell points are used during the casting, then the duration lasts twice as long.
Blink Spell Point Cost: 2
Time Required:1 action Range:Self Duration:Instantaneous
At the cost of 10 feet of movement, the sorcerer can teleport 30 feet to an unoccupied space which is clearly visible at the moment of casting. If double the spell points are used, then no cost of movement is required and the distance teleported may be up to 60 feet.
Charm Spell Point Cost: 1
Time Required:1 action Range:30 feet Duration:1 hour
This charms a sociable humanoid within range who can be seen. The target is permitted a spirit preservation save against a DC, which is 10 plus the spell points used. If double spell points are used, then two targets can be affected. If the recipient is threatened by anyone, even those unrelated to the caster, then the save is made with advantage. If the save fails, then the target treats the sorcerer as a friendly acquaintance. When the spell ends, another spirit save is allowed against the same DC to know magical influence was used.
Clairvoyance Spell Point Cost: 3
Time Required:1 action Range:1 mile Duration:Up to 10 minutes
With this axiom, an invisible sensor is created within range in a familiar location or one that is obvious, even if unfamiliar, such as behind a door. It will remain there for the duration of the spell. The sensor can be either visual or auditory at the discretion of the sorcerer, allowing one to see or hear as if he were there. The sensor cannot be attacked or interacted with; however, its maintenance requires concentration by the mage, meaning no other actions or reactions can be taken for the duration. Additionally, if a creature near the sensor can see invisible, then the intangible orb will be noticed. If double the points are used during the casting, then both vision and audibility occur simultaneously, the duration is doubled and the time for casting is half.
Cloud of Daggers Spell Point Cost: 1
Time Required:1 action Range:40 feet Duration:Up to 1 minute
This fills the air with spinning daggers in a five-foot cube, centered at the location of the sorcerer’s choosing. The manifestation exists so long as the caster concentrates on it, meaning he or she cannot take other actions or reactions. Any creature entering the area will suffer an attack from the magical trap. The cloud attacks on a single d20+3 plus mind bonuses and inflicts 1 point of edged damage against the victim’s body. If double points are used, then the attack uses 2d20 plus all modifiers as before for each die.
Cone of Cold Spell Point Cost: 5
Time Required:1 action Range:Special Duration:Instantaneous
A blast of magical cold erupts from the sorcerer, emitting in a 60-degree cone for 30 feet (26 hexes). All creatures caught in the area will suffer 3 points of cold damage to their body scores. All body preservation save against DC 14 plus spell points used is permitted to avoid for half (or 1 point). Should a victim reach zero body points, that creature will become a frozen statue. If a creature is still alive in shallow negatives and suffering death saves, those rolls are made at disadvantage. Further, touch-based healing will not work until the victim has thawed (often too late). When doubling the points for casting, not only does the save become more difficult, but the total damage is raised to 5 points (2 on a successful save).
Confusion Spell Point Cost: 4
Time Required:1 action Range:90 feet Duration:Up to 1 minute
This axiom assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere (7 hexes) centered on a point within 90 feet must succeed on a mind preservation save against DC 13 plus the spell points used. While under the effects, a save-failing victim cannot take reactions. Moreover, an affected creature will exhibit peculiar behavior determined at random by the GM at the beginning of its turn. At the end of its turn, another mind save is permitted to break out of the effect. Otherwise it continues with a new random behavior on its next turn or until the duration of the axiom is up.
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10The creature can act and move normally.
If double the points are used for casting, then the area of effect expands to a 15-foot radius (19 hexes) in addition to the save being more difficult.
Conjure Barrage Spell Point Cost: 3
Time Required:1 action Range:Special Duration:Instantaneous
To be capable of casting this axiom correctly, the sorcerer must have combat skills in the particular weapon to permit at least 2d20 with its normal usage. However, when used in conjunction of this spell, the sorcerer throws or fires a non-magical projectile into the area, which multiplies and rains down dozens of identical type weapons upon an area from a cone 30-feet in the air to a 10 foot radius (7 hexes) no further than 60 feet from the caster. The weapon-duplicates disappear when striking the ground. Any creature caught in that area must make a body preservation save against DC 12 plus the spell points used. Those failing suffer 3 points of damage identical to the damage type of the weapon used, or only 1 point if successfully saving. Should 6 spell points be used for casting, then not only is the save more difficult, but also the area covers a 15-foot radius (19 hexes).
Conjure Elemental Spell Point Cost: 5
Time Required:1 minute Range:90 feet Duration:Up to 1 hour
When calling forth an elemental servant, there are a few prerequisites to the axiom, making it more difficult to cast unless in a prepared location. Materials required are a brass or silver censer and consumable items representing the element desired. The elemental is categorized as huge size and occupies the space of a 10-foot cube (3 hexes). The servant disappears when reaching a body score of 0 or when the axiom’s duration ends. During the conjuration, the sorcerer cannot cast other magic effects of any nature, even items, to ensure control is maintained on the servant; however, all other actions and reactions can be performed. Further, if the caster is killed, stunned or rendered incapacitated, the elemental does not disappear but rather becomes uncontrolled. If additional spell points are used, then a more powerful elemental is summoned.
Counterspell Spell Point Cost: 3
Time Required:1 reaction Range:60 feet Duration:Instantaneous
Used only as a reaction when the sorcerer is aware of a creature within 60 feet casting a spell, invoking a divine power or spell-like effect, this axiom attempts to interrupt the flow of magic and energy around the target to prevent the manifestation of magic. This essentially creates a contest between the sorcerer’s mind check and the appropriate check of the other party. This would be body for cantrips, mind for sorcery, and spirit for divine powers. If the sorcerer’s check is higher, then the victim’s magical effect fails, including any points or fuel expended. If double the points are used when casting, then the sorcerer’s check is rolled with advantage.
Axioms (D-M)
Detect Magic Spell Point Cost: 1
Time Required:1 action Range:Self Duration:Up to 10 minutes
For the duration, the sorcerer gains the ability sense the presence of magic within 30 feet. The sense is not automatic but instead requires using an action to examine an object or creature to recognize a magical aura. If an object is on a living creature, then it is protected by its lifesong and therefore the person must be examined first to know something on his person is magical, then a second action, then third, and so on, could be used to delve deeper an examine specific items on the person’s possession. Doubling spell points will double the duration.
Detect Thoughts Spell Point Cost: 2
Time Required:1 action Range:Self Duration:Up to 1 minute
For the duration of the axiom, the sorcerer can sense and interpret thoughts from certain creatures. Upon casting and each subsequent action while the spell has not expired, the sorcerer focusses his or her mind on any single creature without 30 feet; however, only creatures who possess language can be properly read. What is learned is the surface thought – what is most prevalent on the creature’s mind at the moment, such as hunger, thrill, pain, joy or fear. This surface reading is unknown to the target. This probing requires concentration, meaning the caster may not use any reactions during the process. Upon the next turn the following round, the sorcerer may choose another target or may probe deeper on the established target. If going deeper, the mental intrusion will be known by the victim, who may make a mind preservation save against a DC 11 plus the spell points used to resist the mental search. If successful, this will forcefully end the axiom. However, if failing, then the sorcerer gains insight into the victim’s reasoning, emotional state, motivations, compulsive thoughts (such as what it worries over, what it loves or hates). Using twice as many spell points increases the duration in addition to making saves more difficult.
Dimension Door Spell Point Cost: 4
Time Required:1 action Range:500 feet Duration:Instantaneous
The caster teleports himself or herself from the current location to any other spot within range, arriving at exactly the spot desired. It can be a place seen, known about, or can be described by stating distance and direction. Objects brought along are limited only by the weight limit of what the caster can carry. Further, one willing creature the same size or smaller (carrying gear within its weight capacity) can also be teleported. However, the creature must be within 5 feet of the sorcerer at the time of its casting. If overburdened or the arrival location is already occupied by an object or a creature, the sorcerer and travelling companion each suffer d2 body points of blunt damage, and the spell fails the transportation. If doubling the spell points, then the range extends to 1000 feet and a third companion can be carried with the movement.
Enfeeblement Spell Point Cost: 2
Time Required:1 action Range:60 feet Duration:1 minute
The sorcerer selects a target within range who can be visibly seen, then hurls a ball of dim light at that target by an attack of a d20 against its armor class. If striking, then one point of necrotic damage is inflicted against body, but additionally, the target must make a body preservation save against DC 11 plus the spell points used. Should the victim fail, then it is under the poisoned restriction, at disadvantage for attacks and saves, for the next 6 combat rounds. If double points are used, then 2d20 are rolled as an attack.
Eyebite Spell Point Cost: 6
Time Required:1 action Range:Self Duration:Up to 1 minute
For the duration of the axiom, the sorcerer’s eyes become blackened. The sorcerer selects a visual target within 60 feet who must make a spirit save against DC 15 plus spell points invested. If failing, the creature suffers one of three effects chosen by the caster. Concentration is required to maintain the effects; therefore, no other actions or reactions can be taken. However, on each subsequent turn while the axiom duration has not expired, the sorcerer can use an action to select another target to afflict. Previous targets who saved successfully cannot be targeted a second time within this instance of the axiom.
AsleepThe target falls unconscious. If suffering damage or shaken by another, the target will wake up.
PanickedThe target is frightened of the caster, as if under a normal fear axiom.
SickenedThe target has disadvantage on all attack rolls, saves and checks. At the end of each of its turns, the target can attempt another spirit save against the original DC. If successful, then the effect ends.
If using twice as many spell points for an eyebite, duration doubles in addition to the save being more difficult.
Fear Spell Point Cost: 3
Time Required:1 action Range:20 feet Duration:Up to 1 minute
This creates a phantasm in the minds of any recipients in a 20-foot blast (12 hexes) of the sorcerer. Each creature caught in the psychic wave must make a spirit preservation save against a DC 12 plus the spell points used or drop whatever it is holding and be placed under the fear combat restriction. For the duration of the axiom, maintaining fear in the minds of the recipients requires concentration, meaning the sorcerer cannot take other actions or reactions. If double the spell points are used for casting, then the duration is doubled, no concentration is required, and those failing save suffer 1 point of spirit damage.
Fireblast Spell Point Cost: 3
Time Required:1 action Range:90 feet Duration:Instantaneous
With a fiery streak of light, the axiom creates an explosion of flame in a 15-foot radius (19 hexes). Any creature caught in that area must make a body save against DC 12 plus the spell points used. Those failing suffer 2 points of fire damage, or only 1 point if successfully saving. Should 6 spell points be expended for casting, then not only is the save more difficult, the range extends to 150 feet and the damage inflicted will be 5 points of fire damage or 2 if saving.
Fire Dart Spell Point Cost: 1
Time Required:1 action Range:30 feet Duration:Instantaneous
The sorcerer selects a target within range who can be visibly seen, then hurls a ball of fire at that target by an attack of a d20 against its armor class. If striking, then a point of fire damage is inflicted against body. If double points are used, then 2d20 are rolled as an attack.
Flesh To Stong Spell Point Cost: 6
Time Required:1 action Range:60 feet Duration:Special
The sorcerer selects a single target within range and line of sight. Assuming the target’s body is biological flesh, which excludes constructs, elementals and the like, then the victim must make a body preservation save against DC 15 plus spell points used. If the target is successful, it is unaffected, and the axiom ends. However, if failing the save, then the victim becomes restrained as its body begins to turn to stone. To complete the transformation, the caster must concentrate, meaning no other actions or reactions can be taken in the interim. At the end of its next turn, a victim restrained by this axiom must make another body save against the same DC. If successful, then the target stops turning to stone and is freed from the restrained restriction. However, that victim can still make no reactions until the start of its next turn. If failing that second save, then the victim momentarily becomes petrified. If petrified, then on that creature’s next turn, a final body save can determine permanence. If failing, the petrification is permanent until treated. However, if that save is successful, then the victim is downgraded to restrained, where it will automatically save to become freed from it at the end of its next turn. If a petrified creature is broken, it would suffer from similar deformities if reverted to its normal state. Finally, should double the spell points be used, then all saves are made at disadvantage.
Float Spell Point Cost: 1
Time Required:1 reaction Range:Self Duration:Instantaneous
The sorcerer can protect himself or herself with float which is used as a reaction whenever a fall condition occurs. The effect allows the caster to float to the ground rather than falling a gentle rate of 1 foot per second. If cast with two spell points, then the sorcerer can control the floating in the x-y-coordinates as well, moving left, right, forward or backwards at 1 foot per second while continuing downward.
Fly Spell Point Cost: 3
Time Required:1 action Range:Touch Duration:5 minutes
Upon touching a recipient, that creature gains the ability to magically fly with a movement rate of 60 feet until the axiom ends. If the target is still a lot at the end of the duration with no way of securing itself, then it will fall to the ground.
Grounding Spell Point Cost: 1
Time Required:1 action Range:60 feet Duration:Up to 1 minute
The caster selects a single target within range, visibly seen and in contact with the ground, attempting to restrain that victim to the spot. The target is permitted a body preservation save against a DC of 10 plus the spell points used. If successful, the target voids the magical gripping to the ground; otherwise, he, she or it is considered restrained. The duration of the restraining lasts up to 1 minute (6 rounds) but also requires concentration during which the caster may not take actions or reactions. When restrained, the victim may attempt a body feat against the original DC to break free as an action. If double the points are used, then two victims can be restrained.
Hideaway Spell Point Cost: 2
Time Required:1 action Range:30 feet Duration:1 hour
The sorcerer calls into existence an archway within 30 feet of his or her location. This archway leads to an extradimensional space. The inside space can hold up to ten beings up to Medium-Size category. Whether the sorcerer is on the inside or outside, he or she can make the archway appear or disappear with the use of an action. When the archway has been removed, spells and attacks cannot penetrate the extradimensional space either in or out, and no one can see into it; however, the occupants can view out. If spending the entire duration in the hideaway, then this can be considered a short rest. At the end of the duration, anything inside the extradimensional space reappears where the archway originated. If using twice the number of spell points, then the range increases to 60 feet and the duration to two hours.
Hold Monster Spell Point Cost: 1
Time Required:1 action Range:60 feet Duration:Up to 1 minute
Any creature within range can be held in a paralyzed restriction using this axiom. The victim creature makes a preservation mind save against DC 14 plus spell points used; if failing, the creature is paralyzed. At the end of each of its turns, it is permitted another save to break free. The save is not an action. If double the points are used, then the save becomes more difficult and a second creature can be targeted.
Ice Blast Spell Point Cost: 1
Time Required:1 action Range:30 feet Duration:Instantaneous
Identical to fire dart except that blast is magical frost.
Lightning Bolt Spell Point Cost: 3
Time Required:1 action Range:45 feet Duration:Instantaneous
Extending from the sorcerer’s body, a bolt of lightning strikes the potential of several foes. The powerful arc extends for a total of 45 feet (or 9 hexes); however, its exact pattern is determined by the caster. For each five feet (one hex) traveled, the bolt can continue in its original direction or veer 60º left or 60º right, but it always re-orientates itself to be pointed in the original direction upon entering each new space. However, this means any nine “forward-moving” hexes may be used for the path of the lightning bolt. Any creature struck must make a body preservation save against DC 12 plus the spell points used. Those failing suffer 2 points of lightning damage, or only 1 point if successfully saving. Should 6 spell points be expended for casting, then not only is the save more difficult, the arc extends to 75 feet (15 hexes) and the damage inflicted will be 5 points of lightning damage or 2 if saving.
Lock Spell Point Cost: 1
Time Required:1 action Range:30 feet Duration:1 year
The sorcerer creates a semi-material locking mechanism to secure a specific item within range. This could be a chest, door, or window, basically anything a standard lock could protect, even if the item doesn’t have a clasp or mechanism for one. The sorcerer can touch it to open or close as desired, and this creation will detect as magical if detect magic is used. Further, it exists for one year or until destroyed. If picked, the lock axiom has a DC of 10 plus the spell points used.
Magic Eye Spell Point Cost: 4
Time Required:1 action Range:Special Duration:1 hour
The sorcerer creates an invisible, magical eye within 60 feet at the time of manifestation. The eye hovers in the air for the duration and conveys visual information to the caster. The sensor has normal vision and darkvision out to 30 feet. Further, it can look in every direction. As an action, the caster can move the eye up to 30 feet in any direction. There is no limit to how far away the eye can move, but it cannot enter another plane of existence. A solid barrier blocks the eye’s movement, but it can pass through an opening as small as one inch in diameter. If pumping-points into the axiom, the eye’s darkvision extends to 60 feet and its movement speed increases to 45 feet per action.
Mass Veil Spell Point Cost: 4
Time Required:1 action Range:Touch Duration:Up to 1 hour
This will allow the caster and three additional persons of his or her size (or smaller) to become invisible by a shrouding illusion, which is identical to the veil axiom. The effected must be holding hands or making contact at the time of casting. If double points are used, then the caster and nine other persons can become invisible.
Memory Meld Spell Point Cost: 2
Time Required:1 minute Range:Touch Duration:Permanent
This conveys a mental sharing with a target. The axiom transfers a single memory. This memory could be real, imaginary or repressed up to roughly 1 minute in length. If the target is willing, no save is needed. Incapacitated targets are considered willing. Otherwise, a successful mind preservation save against DC 11 (plus spell points used) will prevent the implantation. If extra spell points are used, then the time required, and length of memory can be up to 2 minutes.
Mind Dagger Spell Point Cost: 2
Time Required:1 action Range:60 feet Duration:Instantaneous
Upon selecting a foe within the 60-foot range, the sorcerer creates a mind contest with the victim. Each side rolls a d20 adding mind modifiers to the total. However, the sorcerer also gains +4 to the feat contest. Ties will not prevail, but if the sorcerer outscores the victim, then 1 point of mind damage is inflicted. If double points are used for the casting, then the sorcerer rolls the contest with advantage and gains +6 for the contest instead. Creatures who have true mind-shielding or a hidden lifesong cannot be attacked in this way.
Mirror Image Spell Point Cost: 2
Time Required:1 action Range:Self Duration:Up to 1 minute
This effect creates two duplicate illusionary images of the sorcerer which stands next to him or her. For the duration of the axiom, the duplicate mimics all the behaviors of the caster, making it impossible to know which is fake is and which is real without true sight. Any targeted attacks against the sorcerer might strike an image instead. When attacked, the GM will determine at random which target is actually being swung or fired upon. If one of the images is the true target, then it has an AC of 10 plus body modifiers. If an image is struck, no damage harms the real sorcerer; however, that image will be destroyed. However, it can only be destroyed if successfully hit. Creatures who do not rely on vision are not affected by this glamour. Finally, point-pumping the effect will create a third image, increase their AC to 13 plus modifiers and double the duration.
Axioms (N-Z)
Passwall Spell Point Cost: 5
Time Required:1 action Range:30 feet Duration:1 hour
The axiom creates a passage in a visible surface made of wood, plaster or stone which is within range. The extradimensional opening can be created any size up to 5 feet wide, 8 feet tall and 20 feet deep; further, it causes no instability in the original structure. The dimensional warp will exist for one hour or can be dismissed by an action of the caster. Any creatures or objects inside a location of the passage which would become impassible upon its disappearance, those things would be safely ejected to the nearest unoccupied space. If double spell points are invested, then the duration is doubled and the maximum dimension for depth becomes 50 feet.
Polymorph Spell Point Cost: 3
Time Required:1 action Range:Self Duration:Up to 1 hour
This axiom allows the sorcerer to transform into the shape of a new being. The types of new creatures are limited to the same size category or one size category up or down. Further, the mage cannot transform into any creature whose max body score is greater this his or her max body score. Other than that, the caster and all his possessions transmute into the form of the new being. Upon the moment of shape-changing, the caster will regain 1 body point if below max. While in the new shape, the caster retains his voice but is not able to cast other axioms or cantrips; however, if the sorcerer does have divine power, this can be called upon, assuming any physical or material focus is not required. While no quality score maximums alter due to the change, the caster does gain all the natural abilities of the form for movement, environment-breathing, combat and armor class. Finally, as possessions are part of the transformation, no items use is permitted while in the new shape. Should 6 spell points be used, then creatures who have 2 body points maximum higher are eligible for transformation; further, the caster will gain those extra points and a new temporary body maximum if higher than original.
Possession Spell Point Cost: 6
Time Required:1 action Range:120 feet Duration:Special
By use of this axiom, the sorcerer takes possession of another creature within range and in line of sight. The victim is allowed a spirit preservation save against DC 15 plus spell points used to avoid the effect; however, if failing, the victim is held as if in a restrained restriction. During this time, the caster must continue concentrating until the possession occurs or until it fails. At the end of the victim’s next turn, he or she makes another spirit save against the same DC. If successful, then the possession fails. If failing the save, then the target is fully possessed the sorcerer. Either way, concentration is no longer required. When the sorcerer has possession of the victim, a personality, mindset and goals virtually identical to the caster invades the recipient body. In the presence of the sorcerer, the possessed performs precisely as instructed. While in possession of the victim, all skills may be used as part of the autonomous will; however, no skills that rely on spirit will be accessible, including divine powers. There sorcerer does not have any telepathic connection with the possessed nor is the caster aware of the explicit skill set available. This means should the possessed be sent away to perform a task, it will use the skills it has, even those unknown to the caster, to best achieve the goal. The target still has a sense of self-preservation and will regroup and reattempt actions that are suicidal. The victim remains possessed until released or freed, after which he/she/it no understanding of what transpired while under the effect. For each hour of possession, the victim is permitted another save to see if the internal will breaks itself free. The DC for the save is the original value but is lowered by 1 point for each hour that has passed since first being possessed. If double points are used for the casting of possession, then only are the saves DC higher, but the initial two saves are made on the caster’s action rather than waiting for the end of the victim’s turn.
Psychic Shield Spell Point Cost: 2
Time Required:1 action Range:Touch Duration:8 hours
By placing this protection on a touched target or self, the spell-caster gives the recipient advantage for any mind save or contest for the duration of the axiom. While it is in effect, any form of thought-reading, detection of lying, scrying, telepathy, whispering wind or other divinations which do not typically allow a save used upon the effected target, a special mind preservation save against DC 10 is passively made and typically without knowledge it happened. If successful, the target is fully protected from mental intrusion. Further if twice the points are used for this axiom, then the recipient is not only at advantage but also gains +4 to any saves or contests involving mind, including the special save.
Quick Step Spell Point Cost: 1
Time Required:1 action Range:Touch Duration:1 hour
Upon touching a creature, its movement rate increases by 10 feet until the spell completes. Doubling spell points allows for a second recipient in the same action.
Relocate Spell Point Cost: 5
Time Required:1 action Range:20 miles Duration:Instantaneous
The caster teleports himself or herself from the current location to any other spot within 20 miles, arriving at exactly the spot desired. Objects brought along are limited only by the weight limit of what the caster can carry. Further, two additional willing subjects the same size or smaller (carrying gear within their weight capacities) can also be teleported. However, those additional subjects must be within 5 feet of the sorcerer at the time of its casting. If overburdened or the arrival location is already occupied, the sorcerer and travelling companions each suffer d2 body points of blunt damage, and the spell fails the transportation. If doubling the spell points, then the distance travelable extends to 50 miles and a total of six additional companions can travel in the teleportation.
See Invisible Spell Point Cost: 2
Time Required:1 action Range:Self Duration:1 hour
For the duration, the sorcerer sees all invisible creatures as if they were visible. Additionally, those invisible will appear with a dim glow, allowing the caster to know the seen creature is actually invisible. Double the points will double the duration.
Shape Water Spell Point Cost: 1
Time Required:1 action Range:10 feet Duration:Up to 30 minutes
This skill affects an area of water that can be seen within range and that fits within a 5-foot cube, which can be manipulated it in one of the following ways:
  • Change the flow of the water as you direct, up to 5 feet in any direction. For is not enough to cause damage.
  • Cause the water to form into simple shapes and animate as desired direction.
  • Alter the water’s color or opacity. The effected water will be changed in the same way throughout.
  • You freeze the water, if there are no creatures in it.
If this axiom is cast a second time, the original shaped-water effect is dismissed. Double-points allows for twice the volume.
Shimmering Armor Spell Point Cost: 1
Time Required:1 action Range:Touch Duration:8 hours
This allows an unarmored and willing creature to become protected by a shimmering force of magical armor. The target’s base is AC 14. The spell can be dismissed at the will of the sorcerer. Double-points indicate two targets can be affected by the action.
Skeleton Key Spell Point Cost: 1
Time Required:1 action Range:Touch Duration:Instantaneous
Attempts to open a lock. Standard locks are DC 9. Roll a d20+3 plus mind modifiers to open.
Sleep Spell Point Cost: 1
Time Required:1 action Range:60 feet Duration:30 seconds
The sorcerer forces from one to four recipients within range to fall into an enchanted slumber. Creatures in a 60-degree direction of the caster’s choosing are potential victims. Adversaries closest to the caster with the lowest current mind score will become a victim, then the next lowest, closest becomes the next. This continues until 4 points of mind score have been affected or no points remain to impact the next victim. If a slept creature suffers damage or another uses an action to wake the sleeper, then the victim will rise again; otherwise, victims are in an unconscious restriction. Neither undead nor creatures immune to charm can be affected. If double spell points are used, then up to 8 mind points are affected; however, no individual currently above 4 mind points can be affected.
Sprint Spell Point Cost: 3
Time Required:1 action Range:30 feet Duration:1 minute
Upon selecting a single target, the caster increases the recipient’s movement by 25 feet for the following 6 combat rounds. In addition to this, the target is at advantage for all saves and feats involving body. If cast with 6 points, then two targets may be selected.
Transmogrify Spell Point Cost: 2
Time Required:1 action Range:Self Duration:30 minutes
The axiom alters the form of the sorcerer from the options below. While the spell lasts, the caster may end one option as an action to gain the benefits of another option as a second action. Doubling points will allow switching between options in a single action.
Appearance: The sorcerer chooses a new appearance by altering height, weight, facial features, voice, hair length, coloration and distinguishing characteristics. Gaining the appearance of a different race is possible; however, the limitations prevent the mage from becoming anything other than a bipedal creature of the same size category. No additional limbs can be grown either – not even a monkey tail. Lastly, no qualities are modified from this change.
Aquatic Adaptation: The caster sprouts gills and webbing, allowing him or her to breathe underwater and swim at the same rate as the normal movement. However, worn armor will still have the restrictions as before the change.
Body Weapons: Claws, fangs, horns or other natural body weapons can be grown. The sorcerer is proficient in the body weapons fighting skill for the duration of this option of the axiom; thus, attacks can be combined with melee and spinning moves. Lastly, attacks from these weapons are considered to be “of quality” but not magical, which will still allow the striking of special creatures such as lycanthropes.
True Sight Spell Point Cost: 6
Time Required:1 action Range:Touch Duration:1 hour
This axiom grants a willing creature touched by the sorcerer the ability to see things as they truly are. For the duration, the creature has darkvision, can see things invisible, can detect magic at will, will automatically detect hidden and secret doors, and becomes capable of seeing into the border Ethereal Plane. The range of vision extends 120 feet. If double points are used, then two creatures can be affected.
Vapor Spell Point Cost: 3
Time Required:1 action Range:Touch Duration:5 minutes
Upon touch, the sorcerer transforms a willing creature, along with all of its possessions into a gaseous cloud for the axiom’s duration. While in this form, the target has only a flying speed of 10 feet for movement. However, entering the space of other creatures does not incur a movement penalty. The recipient is also resistance to all non-magical damage, even those from “weapons of quality.” It also has advantage for all body saves. The misty existence can maneuver through small holes and cracks, but liquids act as solid surfaces to a creature in this form. The cloud cannot fall and will hover, even if stunned or incapacitated. Further the gaseous being cannot talk, cannot manipulate objects, cannot attack, cannot drop anything it was previously carrying, and cannot cast magic. The recipient may end the spell at its will (not the caster’s will) or if it reaches zero or fewer body points. If doubling spell points, then the duration lasts twice as long and non-magical physical damage upgrades from resistant to invulnerable; however, the recipient is still only resistant to alchemical, fire, cold, lightning, necrosis and smite.
Veil Spell Point Cost: 1
Time Required:1 action Range:Touch Duration:Up to 1 hour
A creature the caster touches, including self, becomes shrouded by an illusion until the spell ends. Anything the target is wearing or carrying is invisible if it is on the target’s person. The spell ends for a target that attacks or casts a spell. Double the points will allow two targets.
Watchdog Spell Point Cost: 4
Time Required:1 action Range:30 feet Duration:8 hours
The axiom conjures a phantom hound in a seen and unoccupied space within range, where it remains for the duration, until it is dismissed as an action, or until the caster moves further than 150 feet away from it. The hound is invisible to all creatures except sorcerer (and those able to see invisible). Further, it is non-corporeal and cannot be harmed physically. When a size-2 category or larger creature comes within 30 feet of the watchdog without first speaking the secret word specified upon casting, then the hound starts barking loudly. The phantom has spirit sight, can see invisible creatures and even into the Ethereal Plane. As such, it ignores illusions. While the hound cannot move, at the start of each of the sorcerer’s turns, it will try to bite one creature being hostile if that foe is within 5 feet of its position. The hound attacks on a d20 using the mage’s mind bonus as a modifier. On a hit, it inflicts 1 point of piercing damage. If point-pumping this axiom, the watchdog gains a movement rate of 30 feet after being trigger.
Web Spell Point Cost: 2
Time Required:1 action Range:60 feet Duration:Up to 15 minutes
The caster conjures a mass of sticky webbing at a location within range. The web fills a plane 20 feet by 20 feet and 5 feet deep, which can reside wherever it can be anchored; otherwise it will occupy the lowest layer of the terrain. The sticky area is considered rough terrain for traversing. Further, the sorcerer must concentrate to maintain its existence, which prevents him or her from taking other actions or reactions during that time. Any being which starts its turn in the web-area must make a body preservation save against DC 11 plus the spell points used to cast the axiom. On a failed save, the creatures suffer the restrained restriction while in the webbing or until it breaks free. A restrained creature may use its action to make a body check against the original DC to free itself. The webbing is flammable and will burn at a rate of a 5-foot cube (1 hex) per combat round. However, any creature caught in a burning cube at the start of its turn will suffer 1 point of fire damage. Finally, if using point-pumping, then the duration doubles but more importantly, concentration to maintain the web is no longer required.
Whispering Wind Spell Point Cost: 2
Time Required:1 action Range:200 miles Duration:Instantaneous
This this axiom, the sorcerer can send messages to beings with whom he or she is familiar. The recipients hear the message in their minds, recognize the caster as the sender, assuming they know the caster, but answers in return are not permitted. The number of targets is based on the number of words in the message. The formula is the number of words times recipients cannot exceed 20. A twenty-word message could be sent to a single target. However, two recipients could only hear up to ten words. Further, five targets would be limited to four words. But even twenty people could receive one word. If a target is not known to the sorcerer, then that recipient must be in sight. Otherwise the range is 200 miles for those well known to the mage. However, the message is limited to the plane of existence where the sorcerer resides at the time of casting. Finally, should double the points be used for casting, then the maximum words for the formula increases to fifty, while the range extends up to 500 miles.