Rules

Enchanted Realms Rulebook

 
 Contents
 Introduction
 Overview
 How to Play
 Create a Character
   Qualities
   Race
   Skills
   Backstory
   Personality
   Summary
 Using Skills
   Karma
   Acquiring Skills
   Modifiers
   Saves
   Perception
   Group Feats
   Advantage and Disadvantage
   Raw Dice
   Summary
 Racial Skills
 Vocational Skills
 Combat Skills
 Adventuring Skills
 Magickery
 Rune Magic
 Divine Powers
   Invocations (A-C)
   Invocations (D-L)
   Invocations (M-R)
   Invocations (S-Z)
   Divine Skills
   Holy Ground
 Sorcery
   Axioms (A-C)
   Axioms (D-M)
   Axioms (N-Z)
 Combat Detailed
   Rounds
   Initiative
   The Action
   Reactions
   Movemment
   Different Modes
   Terrain
   Knocked Down
   The Attack
   Raw Die Scores
   Critical Hits
   Physical Damage
   Sneak Attacks
   Getting The Drop
   Touch-based Effects
   Defending
   At The Ready
   Grappling
   Pushing
   Shackling
   Flee Attack
   Impalement Maneuver
   Cover
   Obscurement
   Friendly Fire
   Weapon Negating
   Defense Rolls (Variant)
   Restrictions in Combat
 Armor
   Craftsman Armor
 Weapons
 Economy
   The Market
 Adventuring
   Size Categories
   Brute Force
   Social Interactions
   Travel
   Mounts
   Recovery
   Short Rest
   Long Rest
   Death Saves
   Exhaustion
   Climate Extremes
   Petrification
   Asphyxiation
   Dehydration
   Starvation
   Poisons
   Disease
   Curses
   Falling
   Mind-Spirit Death
   Illusions
   Glamours
   Phantasms
   Shrouds
   Underwater
 Archetypes
 Appendix A - Character Sheet
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. But the base skill of sorcery can be trained (not self-trained without GM approval) over 100 days without using karma. In this case, it works like a vocational skill, but requires an even-more-difficult-than-usual save-feat using mind (DC:7) to acquire the 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 has been 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 acquired spell points a single character can possess, which is three times one’s mind score maximum. This in turn means the maximum achievable spell points is 36 considering the mind quality max.

Again because the spells had to be created originally, axioms themselves can be self-taught using the self-training rules as if a vocational skill. However, instead of a spirit save at the end of the duration, the research of a new axiom would require a mind save instead. Thus, if a sorcerer observed someone throwing a fire-dart and thought, "I can do that;" then after investing 200-days of study and practice, a mind-feat (DC:4) could be rolled to see if the new axiom was acquired. The same is true for a relocate axiom, but it would require 1,000 days of investment and a more difficult save (DC:10). Finally, no axiom can be self-researched that requires more base spell points than the sorcerer has at his or her 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. Like divine power and points, sorcery works similarly. The base number of points a sorcerer has acquired is only the base. No axiom that costs more than a sorcerer's base can be learned. However, the total castable points is calculated from the base plus the character's total mind score. Thus, a sorcerer who has acquired 2 spell points and has a mind score of 3 could cast up to 5 points. 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 5 castable spell points (like above). 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 4.

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.

While much of sorcery is mental, nearly all spells require verbalization of arcane words to ensure the proper magical threads combine for the effect. However, not every axiom requires speaking, meaning a few can be cast in the midst of a silence effect, similar to the limitation with divine powers. Further, many axioms will also require physical gesturing to help with the manifestation. And finally, occasionally some sorcery will rely upon external components. Scry is one such example. All of this is address specifically for those who subdue a sorcerer to better understand binding hands and gagging the caster will prevent spell-usage in most cases.

On the flip side, the requirements may also determine whether the sorcerer can perform his or her magical in secret. Verbal intrinsics of an axiom must be annunciated distinctly and at a normal speaking volume; therefore, casting such spells clandestinely in virtually impossible. However, gesture-only axioms may sneak by observers. Those in combat will notice spells almost automatically, unless the GM rules a condition such as blindness or other circumstance. However, for those casually observing the area can notice a gesture-only spell during a non-combat scenario by making a normal Perception check (DC:11). If the caster has the stealth and is specifically attempting to hide the action, then the Difficulty is raised to 13.

Also, if the axiom requires only a gesture but the sorcerer is shackled, bound or otherwise restrained, then there is still a very small chance the caster might manifest the spell, assuming the other factors are not inhibited. In such a case, if the sorcerer can made a mind-feat save (DC:20), then the spell can occur. The GM might adjust appropriately for the knots skill or other circumstances. However, if failing the casting, the spell points attempted will be lost. Further, maintaining concentration, if needed (see below), may also be adjusted by the GM. Finally, mental-only axioms, which tend to fall into the detection category, cannot be observed without magical aid. Further, mental-only effects are extremely difficult to prevent; however, captors have been known to render sorcerer's unconscious or even strike them with a weapon of nonsense to prevent casting.

Some axioms require concentration. The sorcerer can still partake in conversations and observe the surroundings, 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.

There is one final note on casting axioms. There do exist items of channeling: rods, orbs, wands, scepters, fans and the like. These are often made from special materials; sometimes feywood or perhaps mythril. The fashioning of these items is performed through arcane craft, requiring about one week of time and roughly 2500 bits of raw material.

A focus channel is not something for the casual caster, such as a fighter who picks up ice blast to strike targets out of reach. This is for the serious sorcerer who primarily casts only magic and does it frequently. Otherwise, it may not be worth the investment.

SkillCost Axiom Cost
Sorcery 100 See Invisible200
Spell Point100 Silence200
Arcane Artificing300 Slow200
Arcane Craft300 Stature200
Axiom  Telekinesis200
Acid Dart100 Transmogrify200
Air Bubble100 Web200
Alarm100 Whispering Wind200
Appropriation100 Windstorm200
Arcane Rider100 Air Chamber300
Burning Hands100 Clairvoyance300
Charm100 Conjure Barrage300
Cloud of Daggers100 Counterspell300
Detect Influence100 Disrupt Thaumaturgy300
Detect Magic100 Fear300
Discordance100 Fireblast300
False Aura100 Fly300
Fire Dart100 Fortress300
Flinch100 Inkodistance300
Float100 Lightning Bolt300
Ghost Sound100 Phantasmal Distraction300
Glitter100 Polymorph300
Grounding100 Sprint300
Ice Blast100 Strong Glamour300
Lock100 Vapor300
Move In Haste100 Wrecking300
Petty Glamour100 Animate Shadow400
Quick Step100 Confusion400
Secret100 Dimension Door400
Shape Water100 Magic Eye400
Shield100 Mass Veil400
Shimmering Armor100 Psychokinesis400
Skeleton Key100 Scry400
Sleep100 Shadow Turf400
Veil100 Spry-foot400
Vengeance100 Watchdog400
Acid Arrow200 Antilife Shell500
Blink200 Astral Presence500
Blur200 Cone of Cold500
Detect Thoughts200 Conjure Elemental500
Empower Animal200 Hold Monster500
Enfeeblement200 Passwall500
Eruption200 Relocate500
Glamour Mouth200 Teleport Sigil500
Hideaway200 Eyebite600
Ignis Fatuus200 Flesh to Stone600
Memory Meld200 Possession600
Mind Dagger200 Teleport600
Mirror Image200 True Sight600
Psychic Shield200 Verbotten600
Arcane ArtificingSorcery 
This allows a sorcerer to create a magic item through an arcane-magic process. It is actually a prerequisite and more details can be found under the Artifice Discipline vocational skill and in the GM Aide.
Arcane CraftSorcery 
Through arcane craft, the sorcerer personally crafts his or her own focus channel, which will work for no one else as it becomes attuned to the creator's lifesong. Once possessing the item, it requires one hand to hold; thus, two-handed activity becomes subject to initiative delays. In combat, it requires one action to activate the item. After doing so, for each casting the sorcerer performs in the next minute (6 combat rounds), he or she will roll a mind feat save (DC:14 plus the spell-point cost of the axiom). If successful, then the spell points required is reduced by one point (even 1-point axioms). The caster must have sufficient points to complete the casting, even if the focus channel makes it possible to cast the axiom for free. Further, if double-point casting a spell, still only one point is reduced. After 6 rounds, another action is required to activate the item again.
Axioms (A-C)
Acid Dart
Gesture
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 corrosive acid at that target by an attack of a d20 against its armor class. If striking, then a point of alchemical damage is inflicted against body. If double points are used, then 2d20 are rolled as an attack.
Acid Arrow
Verbal, Gesture
Spell Point Cost: 2
Requirement: Acid Dart
Time Required:1 action Range:20 feet Duration:Instantaneous
While having a shorter range, this axiom has more opportunity to inflict damage and over a longer period. The sorcerer selects a target within range who can be visibly seen, then hurls a green arrow of magical acid at that target by an attack of a d20 against its armor class. If striking, then a point of alchemical one point of body damage is inflicted immediately, plus the victim must make a body preservation save (DC:12) or have the acid continue to burn for additional point of damage which is recorded at the end of the target's next turn. In the interim, the victim is in pain that prevents spell casting or other concentration without an appropriate concentration feat, which in this case is a mind save (DC:12). If double points are used, then two separate targets can be selected for a simultaneous attack.
Air Bubble
Gesture
Spell Point Cost: 1
Time Required:1 action Range:Touch Duration:10 minutes
This spell creates a small pocket of breathable air that surrounds the touched creature’s head or the touched object. The air bubble allows the creature touched to breathe underwater or in similar airless environments. An item is surrounded by the bubble and is protected from water damage.
Air Chamber
Verbal, Gesture
Spell Point Cost: 3
Requirement: Air Bubble
Time Required:1 action Range:Touch Duration:1 hour
This spell creates a large pocket of breathable air surrounding the touched creature’s entire body. This allows the creature touched to breathe underwater or in similar airless environments. However, it does not convey the ability to swim, and further to navigate in the water requires swimming or other means of movement. The creature inside the air chamber will move against water currents as if actually touching and interacting with the water despite never actually making contact. Without effort, the creature will move naturally with the current of the water.
Alarm
Verbal, Gesture
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.
Animate Shadow
Verbal, Gesture
Spell Point Cost: 4
Requirement: Strong Glamour
Time Required:1 action Range:60 feet Duration:Up to 1 minute
With the gesture and gaze, the sorcerer lifts a shadow from a surface and brings it to life. Light must be present for shadows to exist and this spell to manifest. The shadow is under the control of the caster until the axiom expires. The following round the shadow rolls a separate initiative. The sorcerer decides what action the creature will take and where it will move during its next turn, or a general command can be issued, such as to guard a corridor. If no commands are given, the creature only defends itself against hostility. The entity has the equivalent of 4 body and an AC 13. It physically attacks with 2d20 and delivers blunt damage. The shadow operates with spirit sight and has resistance to piercing attacks. If double spell points are used, then two shadows are created. This axiom is completely somatic and mental; therefore, it can be cast within a silence effect; however, it requires concentration, meaning the magic-wielder can take no actions or reactions during that time.
Antilife Shell
Verbal, Gesture
Spell Point Cost: 5
Requirement: Enfeeblement
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
Gesture
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.
Arcane Rider
Verbal, Gesture
Spell Point Cost: 1
Time Required:1 action (special) Range:Touch Duration:Up To 10 Minutes
This axiom allows other axiom effects to be linked to an object with a physical or audible trigger condition. Any axiom of 2 points or lower can be placed into the object to activate upon the specified action, which may be forceful impact, touch or even a key word spoken within 30 feet of the object. However, the embedded spell effect cannot be one that inflicts damage or forces a save upon a victim. Only one action is needed to prepare the object to receive the axiom; however, the second spell must be cast as normal and will require the same time as typical casting. Spells such as air bubble, false aura and silence are examples of axioms that could be used. A common usage is creating “arrows of silence” that active when striking; to create one such arrow, two actions and three spell points total would be needed. Using double points offers no benefit nor can the embedded axiom have pumped spell points.
Astral Presence
Verbal, Gesture, External
Spell Point Cost: 5
Requirement: Scry
Time Required:1 minute Range:Self Duration:10 minutes
Similar to a scry axiom, this effect projects a translucent image of the sorcerer to a location personally known by the caster. Also like the scry axiom, a magical focus such as a crystal ball or mystical font of significant value is required. For the duration, the sorcerer can see and hear everything in the area as if he were there; however, protections against spirits and fey creature may interfere with communication. The sorcerer has no material presence, cannot manipulate objects in the location nor can spells or magical effects be cast through this medium unless whatever used explicitly states that it can. Casting double-points allows for the duration to increase to double the normal without a second casting.
Blink
Gesture
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.
Blur
Gesture
Spell Point Cost: 2
Time Required:1 action Range:Self Duration:3 rounds
At the end of the sorcerer's turn, he or she becomes blurred and wavering to all who observe the caster. The effect remains through the sorcerer's next turn, the one after that, and finally ends on the completion of the following turn. During that time, any creature has disadvantage on attack rolls against the caster. An attacker is immune to this effect if it does not rely on sight, or can see through illusions, as with truesight.
Burning Hands
Gesture
Spell Point Cost: 1
Time Required:1 action Range:Touch Duration:Instantaneous
As the sorcerer extends his hands with fingers spread, flames shoots forth from his or her fingertips. On the successful touching of a victim, this will inflict 1 point of fire damage. See Touch-based Effects. The fire ignites any flammable objects that are not worn or carried. If double points are used, then the fire damage increases to 2 points, but allows a body save (DC:10 plus spell points) for 1 point. Lastly, there are no words to this axiom; therefore, it can be cast within an area of silence.
Charm
Verbal, Gesture
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
Verbal, Gesture
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
Verbal, Gesture
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
Verbal, Gesture
Spell Point Cost: 5
Requirement: Ice Blast
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 2 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; however, those who make the save to suffer half damage will not become frozen statues. However, any creature still alive in shallow negatives and suffering death saves from a cone of cold, 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 3 points (1 on a successful save).
Confusion
Verbal, Gesture
Spell Point Cost: 4
Requirement: Charm
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
Verbal, Gesture
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 1 point of damage identical to the damage type of the weapon used, or avoids damage 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
Verbal, Gesture, External
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
Verbal, Gesture
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. It is important to understand the mago-physics of this effect. The caster is not being interrupted to prevent the casting or invoking, but rather the magical energy from the counterspell is injecting itself into the manifestation and attempting to disrupt it from the inside out.
Axioms (D-M)
Detect Influence
Mental Only
Spell Point Cost: 1
Time Required:1 action Range:Self Duration:Up to 10 minutes
For the duration, the caster can know if there is a celestial, elemental, fey, fiend, glitch or undead within 30 feet, as well as the location of the creature. Further, if there is a place or object within 30 feet that has been divinely consecrated or desecrated, this too will be revealed. This axiom requires concentration; therefore, while detecting, the sorcerer cannot take other actions or reactions. Doubling spell points will double the duration.
Detect Magic
Mental Only
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
Mental Only
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
Verbal, Gesture
Spell Point Cost: 4
Requirement: Blink
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.
Discordance
Verbal
Spell Point Cost: 1
Time Required:1 action Range:60 feet Duration:Instantaneous
The sorcerer blows a light whistle towards the intended target, who must be within range and line of sight. The victim hears in its head a jarring and absonant melogy; however, no one else can hear it. This forces the recipient to make a mind preservation save against DC 11 plus spell points used. Failing the save causes the victim to flee from the sorcerer, not out of fear as the recipient is still allowed to take all actions and reactions but must its next movement opportunity to move in a direction opposite the caster and to its full movement speed. Deaf creatures, those immune to mental attack or those immune to charm will not be affected. If double points are used, then the save is that much more difficult.
Disrupt Thaumaturgy
Verbal, Gesture
Spell Point Cost: 3
Time Required:1 action Range:60 feet Duration:Instantaneous
The sorcerer selects a single creature, object or effect within 60 feet to attempt to bring the magical energy to an end. If a creature is selected, then this will disrupt the concentration in play. The opposing caster must make an appropriate save (body for cantrips, mind for sorcery, and spirit for divine powers) against a DC 12 plus spell points used; success indicates concentration is maintained. If an object is selected, should that object be projecting an effect, the disrupt arcana will stop it. An existing spell can also be taken down. In these last two cases, the effect makes a simulated save, rolling a d20 with bonuses based upon the power of the effect. If it is an axiom, the allow +2 for each point used for the spell. If a divine power, then bonuses are equal to the priestly points used. If that simulated save is successful, then the effect is not dispelled. Should the sorcerer use double the points, then all saves are rolled at disadvantage.
Empower Animal
Mental Only
Spell Point Cost: 2
Time Required:1 minute Range:40 feet Duration:1 hour
The sorcerer selects an animal, which must be of the small Size-Category and cannot have a mind score greater than 1. Effectively this create can perform a single single task, just as carrying something under its own power, travel to a specific location or even attempt to location an item or person of which the sorcerer has direct knowledge and a reasonable belief of the whereabouts. While no physical powers are granted to the animal, it will act intelligently with reasoning powers similar to a normal human to complete the assigned task. There is a minor communicative ability between caster and animal but little more than confirming success or failure if there is time remaining to return. It is possible for glamour mouth to be cast upon the animal after and in conjunction with the trigger of the messaging to be set on the success of the animal's task. Should double points be used for the casting of empower animal then the duration is twice normal.
Enfeeblement
Verbal, Gesture
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.
Eruption
Verbal, Gesture
Spell Point Cost: 2
Time Required:1 action Range:60 feet Duration:Instantaneous
A loud and painfully intense bursts from a location of the sorcerer's choice within range. Each creature in a hex adjacent to the eruption must make a body preservation save against DC 11 plus the spell points used. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. Those who fail the the save suffers 1 point of blunt damage. Any nonmagical objects not worn or carried can be damaged if in the spell's area.
Eyebite
Gesture
Spell Point Cost: 6
Requirement: Sleep and Fear
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.
False Aura
Gesture
Spell Point Cost: 1
Time Required:1 action Range:Touch Duration:24 hours
This shroud illusion alters what can be detected by divine or magical means. One option is to change the way the target appears to spells and magical effects, such as detect magic, making a nonmagical object appear magical or a magical object appear nonmagical. Another option could be to alter what is detected, such as against detect influence, whereas an undead could be made to be detected as a celestial.
Fear
Verbal, Gesture
Spell Point Cost: 3
Requirement: Charm
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
Verbal, Gesture
Spell Point Cost: 3
Requirement: Fire Dart or Burning Hands
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 a point of fire damage while those who successfully save avoid damage. 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 3 points of fire damage or 1 if saving.
Fire Dart
Gesture
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 Stone
Verbal, Gesture
Spell Point Cost: 6
Requirement: Stature
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.
Flinch
Gesture
Spell Point Cost: 1
Time Required:1 reaction Range:Self Duration:1 Round
When attacked by melee or range, if the sorcerer is aware of the incoming attack, he or she may use a reaction to cast flinch, which will create an invisible barrier of magical force. Until the start of the sorcerer’s next turn, a bonus of +5 to AC is conveyed. Note that this cannot be used if the sorcerer is asleep, unaware or the victim of a sneak attack. The bonus +5 will count toward the triggering attack; however, if other magical protections already exist, they do not combine but merely use the best value. Therefore, is wearing a ring of +2 AC, then the total boost is +5, not +7.
Float
Gesture
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
Verbal, Gesture
Spell Point Cost: 3
Requirement: Float
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.
Fortress
Verbal, Gesture
Spell Point Cost: 3
Requirement: Shimmering Armor
Time Required:1 action Range:Self Duration:8 Hours
A 10-foot-radius immobile dome of force springs into existence around and above the caster and remains stationary for the duration. The axiom duration is complete if the caster leaves the dome. A total of ten creatures of medium-size or smaller can fit inside the dome and it can be cast over occupied hexes. The effect will fail if its area includes a larger creature or over the maximum number of creatures. Creatures and objects originally on the inside can move out through the dome freely. All other creatures and objects, including those leaving the dome, are magically prevented from passing through it. Light works in the same way; those inside can see outward, but the outside cannot see in. Spells and other magical effects cannot extend through the dome in either direction. Of course, it is subject to disrupt thaumaturgy. Inside the dome, the environment is comfortable and dry, regardless of the weather outside. Also, until the spell ends, the interior lighting is controlled by the caster. If using six spell points rather than the standard, then the duration extends to 16 hours.
Ghost Sound
Verbal
Spell Point Cost: 1
Time Required:1 action Range:60 feet Duration:Up to 10 minutes
The sorcerer creates an illusionary sound. The glamour-illusion emanate from any spot within range and lasts for the duration. The illusion is purely auditory; it has no image, smell, or other sensory effects. While existing, concentration is required, meaning the caster can take no other actions or reactions; however, on the sorcerer's initiative turn, he or she can move to the illusion to any spot within range. As the sounds moves location, the caster can alter its volume and pitch so that the motion appears natural. For example, if the caster creates a sound of footsteps and moves it, it can be altered to sound as if they are walking or even running in a particular direction. Based on the logic of how the sound occurs and how those who hear it observe it, this may reveal it to be an illusion. After each round, an observer makes a mind preservation save against DC 11 plus spell points used to notice the logical inconsistencies.
Glamour Mouth
Verbal, Gesture
Spell Point Cost: 2
Time Required:1 minute Range:30 feet Duration:Up to 10 minutes
The magician implants a message within an object in range, a message that is uttered when a trigger condition is met. An object is chosen that can seen and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less. Finally, the sorcerer determines the circumstance that will trigger the spell to deliver the message, which will be spoken at the same volume when cast; however, it can be repeated for a duration up to 10 minutes. The triggering circumstance can be as general or as detailed as desired, though it must be based on visual, audible or tactile conditions that occur within 30 feet of the object.
Glitter
Verbal, Gesture
Spell Point Cost: 1
Time Required:1 action Range:Special Duration:1 round
The sorcerer uses a phantasm to create an explosion of sparkling color appearing in front of his or her body. This has the potential to affect up to 9 creatures within 15 feet. The effect will distract 3d4 mind points worth of creatures, but none with a current score of 4 or higher will be affected. Of those in the area the GM will arrange them (only the conscious ones) in ascending order by current mind scores and subtracting the 3d4 value when selecting a creature affected until the points can no longer be applied. Those selected creatures then become distracted by the light show and are at disadvantage on any action each takes on their following turn. If double the points are used to cast the spell, then the cone of effect extends to 20 feet, adding another 5 hexes of potential creatures; it further bumps up the total mind points to 4d4.
Grounding
Gesture
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
Verbal, Gesture
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
Gesture
Spell Point Cost: 5
Requirement: Slow
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
Gesture
Spell Point Cost: 1
Time Required:1 action Range:30 feet Duration:Instantaneous
Identical to fire dart except that blast is magical frost.
Ignis Fatuus
Gesture
Spell Point Cost: 2
Time Required:1 action Range:60 feet Duration:Up to 1 minute
The sorcerer selects a target within 60 feet. The recipient makes a secret mind preservation save against DC 12 plus spell points used. If the victim fails, then a phantasm that takes root in the mind of the creature. The caster create a single phantasmal object, creature, or other visible phenomenon of choice that is no larger than a 10-foot cube and because it is a phantasm, the image is only perceivable to the target for the duration. This spell has no effect on mindless undead, plant-monsters or constructs. However, the phantasm includes sound, temperature, and other stimuli, also evident only to the target. While a target is affected by the spell, the target treats the phantasm as if it were real. However, at the end of each of the target's turns, it is permitted yet another mind preservation save to see if logical flaws have been detected. If the victim uses its action to specifically investigate the phantasm, then an additional +4 is added to the save throw. Lastly, this spell requires concentration, meaning no actions or reactions can be taken by the sorcerer while maintaining the phantasm. If point-pumping, the save becomes more difficult for the target.
Inkodistance
Verbal, Gesture, External
Spell Point Cost: 3
Requirement: Secret
Time Required:10 minutes Range:Touch Duration:1 year
This axiom enchants paper and ink. One page and one phial of ink (only a 3-bit material cost) are sprinkled with copper shavings (another 2 bits of expense). This process allows for the page and ink to be separated by any distance so long as they remain on the same plane of existence. Words written on another paper using the ink to appear on the page originally bewitched; however, the writing must be performed by the same sorcerer who cast the axiom. This allows written messages up to 100 words to be used before the ink is consumed at the unusual rate. Another sorcerer who has the inkodistance power could attempt a mind save feat (DC:13) to be able to write on behalf of the original wizard; however, unless being able to observe the other page, success would not be known. Lastly, a person with the magical reading skill could attempt to write with the ink, but it would require a mind feat (DC:16). The only advantage point-pumping gives for this axiom is two pages and two ink vials can be enchanted in the same 10-minute casting.
Lightning Bolt
Verbal, Gesture
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 1 points of lightning damage, or none 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 3 points of lightning damage or 1 if saving.
Lock
Verbal, Gesture
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
Verbal, Gesture
Spell Point Cost: 4
Requirement: Detect Thoughts
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
Gesture
Spell Point Cost: 4
Requirement: Veil
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
Verbal, Gesture
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
Verbal, Gesture
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 d12 adding mind modifiers to the total. However, the sorcerer also gains +3 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 +5 for the contest instead. Creatures who have true mind-shielding or a hidden lifesong cannot be attacked in this way.
Mirror Image
Gesture
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.
Move In Haste
Verbal, Gesture
Spell Point Cost: 1
Time Required:1 action Range:Self Duration:3 rounds
Cast on oneself, then the sorcerer can move as if using the dash skill, increasing his or her movement to double the normal rate. This can be performed even if a dash feature has been used previously without having a short rest. However, movement in the round of casting counts as one of the 3 rounds of duration, and if movement has occurred before casting the axiom, then only whatever amount is left is doubled for that turn; the remaining two rounds will be at a true double-rate. Lastly, if this is cast and used to flee, in no way does this offer protection from opponent's flee-attacks.
Axioms (N-Z)
Passwall
Verbal, Gesture
Spell Point Cost: 5
Requirement: Veil
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.
Petty Glamour
Gesture
Spell Point Cost: 1
Time Required:1 action Range:60 feet Duration:Up to 10 minutes
The sorcerer creates an image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The glamour-illusion appears at a spot within range and lasts for the duration. The image is purely visual; it has no sound, smell, or other sensory effects. While existing, concentration is required, meaning the caster can take no other actions or reactions; however, on the sorcerer's initiative turn, he or she can move to the illusion to any spot within range. As the image changes location, the caster can alter its appearance so that its movements appear natural for the glamour. For example, if the caster creates an image of a creature and moves it, it can be altered to appear as if it is walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. After each round, an observer makes a mind preservation save against DC 11 plus spell points used to notice the logical inconsistencies, such as no sound, etc.
Phantasmal Distraction
Gesture
Spell Point Cost: 3
Requirement: Petty Glamour
Time Required:1 action Range:90 feet Duration:Up to 1 minute
With this axiom, a mesmerizing pattern of images appear in the air for a moment then vanishes, potentially effecting creatures within a 20-foot diameter (38 hexes). Any sighted creature in the area must make a mind save against DC 13 plus spell points used. Any creature failing the save is effectively charmed by the phantasm for the duration drawn in thought about some of their most personally favorite memories. Creatures immune to charm are obviously not affected; however, those charmed are considered incapacitated and have a movement of zero. The spell ends for an individual creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. Increasing spell points merely makes the save required more difficult.
Polymorph
Verbal, Gesture
Spell Point Cost: 3
Requirement: Transmogrify
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
Verbal, Gesture
Spell Point Cost: 6
Requirement: Fear
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
Verbal, Gesture
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.
Psychokinesis
Verbal, Gesture
Spell Point Cost: 4
Requirement: Telekinesis
Time Required:1 action Range:60 feet Duration:5 minutes
This is an improvement upon the telekinesis. The range is increased to 60 feet, and the movement rate becomes 2 feet per second. The total weight that can be affected is 50 pounds per point of current Mind score of the sorcerer. Finally, hypotenuse movement is also possible in the three dimensions. As with the lesser version, for every 100 pounds of a falling object, a d20 with no modifiers is rolled as a blunt attack against the opponent's AC. This does max out at the 5d20 rule.
Quick Step
Verbal, Gesture
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
Verbal, Gesture
Spell Point Cost: 5
Requirement: Blink
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 traveling companions each suffer d2 body points of blunt damage, and the spell fails the transportation. If doubling the spell points, then the distance traversable extends to 50 miles and a total of six additional companions can travel in the teleportation.
Scry
Verbal, Gesture, External
Spell Point Cost: 4
Requirement: Whispering Wind
Time Required:5 minutes Range:Self Duration:Up to 10 minutes
The caster can see and hear a particular creature you choose that is on the same plane of existence. However, this requires a magical focus item, such as a crystal ball or an ornate mirror. The item must be of significant value, at least 1,000 bits. The target must make a mind feat save (DC:10), which is modified by the table below. If a target wishes, it can fail the save voluntarily if it wants to be observed. On a successful save, the target isn't affected and immune from the same person scrying for 24 hours. On a failed save, the axiom creates an invisible sensor within 10 feet of the target through which things can be seen and heard. The sensor moves with the target, remaining within 10 feet of it for the duration. While the scrying occurs, the caster must maintain concentration, making other actions or reactions impossible.
ConditionDC Modification
Caster has only secondhand knowledge of target-6
Caster has personally met target0
Caster has a picture or likeness of target+1
Caster has garment or possession of target+2
Caster is familiar with target+3
Caster has target's hair, finger nail or similar+5
Caster has blood of the target+7
Finally, it is possible to scry upon an area rather than an individual; however, the area must be one the sorcerer has personally visited and remembers. When this method is used, the magical sensor does not move. When double the points are used, then the base DC becomes 15 and the duration doubles.
Secret
Gesture, External
Spell Point Cost: 1
Time Required:1 minute Range:Touch Duration:1 week
This axiom allows the sorcerer to write on parchment, paper, or other writing material, imbuing it with a shroud-illusion that lasts for a week. To the caster and any two creatures he or she designates at the time of casting, the writing appears normal and conveys whatever meaning intended when the note was written. To all others, the writing appears as if it were written in an unknown language and is unintelligible. Alternatively, the sorcerer could make the writing to appear to be an entirely different message, written in different handwriting in any language in which the caster is literate. Should the writing have arcane disruption cast on it, then both the original script shroud will disappear. Furthermore, a creature with truesight can read the hidden message. While unlikely to need to do so, this axiom can be cast in silence, only requiring the writing of the note and materials to create it. Using double spell points allows up to five additional creatures to read through the illusion.
See Invisible
Verbal
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.
Shadow Turf
Gesture
Spell Point Cost: 4
Requirement: Strong Glamour
Time Required:10 minutes Range:Special Duration:24 hours
The caster uses a combination of glamours and shrouds to make natural terrain in a 150-foot cube look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area will not be changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to be aware of the illusion. However, unless touching the area, observers must explicitly state they are inpecting it; if doing so, the a mind save against DC 14 plus spell points used to become cognizant that it is an illusion. Even if a creature discerns the illusion exists, traveling at a slower pace (-15 movement) is required to ensure safe travel when traversing through it. Spell-point-pumping allows for the duration to extend to 24 hours.
Shape Water
Verbal, Gesture
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.
Shield
Verbal
Spell Point Cost: 1
Time Required:1 action Range:Self Duration:1 minute (6 rounds)
This creates an invisible force around the caster which effectively gives him or her “half-cover” but can move freely without the restriction of being stuck in place as happens under normal cover. Double-points the duration lasts for 2 minutes.
Shimmering Armor
Verbal, Gesture
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.
Silence
Gesture
Spell Point Cost: 2
Time Required:1 action Range:90 feet Duration:Up to 10 minutes
For the duration, a 20-foot-radius sphere centered on a point chosen within range is covered with a shroud illusion. No sound can be created within or pass through this space. Any creature or object entirely inside the sphere are effectively deafened while entirely inside the area. Casting cantrips is impossible while in there. Unless divine power states it can be cast in silence, then invocation is also impossible. Lastly, all axioms that are not reactions or specifically stated are unable to be cast within the sphere. The silence will remain up to 10 minutes as long as the sorcerer maintains concentration, which means no actions or reactions can be taken.
Skeleton Key
Gesture
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
Verbal, Gesture
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. However, only those with a current mind score of 2 or lower can be affected. Adversaries closest to the caster with the a valid 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, with double points those with a current mind score of 3 can be affected as well, but if having score of 3, the victim is permitted a mind preservation save (DC:9) to avoid being slept.
Slow
Verbal, Gesture
Spell Point Cost: 2
Time Required:1 action Range:30 feet Duration:6 rounds
When targeting a single opponent, that victim must make a mind preservation save against a DC:12 plus the spell points used for the casting. If failing the save, then that creatures movement is lowered by 20 feet. If that reduction causes the effected to be at zero or lower, then the target is under the restrained restriction. However, this effect cannot be cast again upon the same target as it is not cumulative. Double the points during casting allows for two targets to be selected simultaneously in a single action.
Sprint
Verbal, Gesture
Spell Point Cost: 3
Requirement: Quick Step
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.
Spry-foot
Verbal, Gesture
Spell Point Cost: 4
Requirement: Sprint
Time Required:1 action Range:Touch Duration:1 hour
Upon touching a willing creature, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. If using twice the spell points, then the duration is 2 hours.
Stature
Verbal, Gesture
Spell Point Cost: 2
Time Required:1 action Range:30 feet Duration:Up to 1 minute
Selecting a creature or an object seen within range, the sorcerer makes it grow larger or smaller for the duration. The creature or object must not be worn or carried by another. If the target is unwilling, it can make a body preservation save against DC 12 plus the spell points used. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by the affected returns to normal size at once. This axiom can be cast in silence, but the duration requires concentration, meaning the caster may not use other actions or reactions while the effect is maintained. If enlarging is chosen, then the target doubles in all dimensions, increases in weight by eightfold, moves to one higher Size Category and gains advantage on all body saves. If making the target smaller, then it is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category — from Medium to Small, for example. Until the axiom ends, the target also has disadvantage on body saves. Finally, should double spell points be used, then the range and the duration are both doubled.
Strong Glamour
Gesture
Spell Point Cost: 3
Requirement: Petty Glamour
Time Required:1 action Range:90 feet Duration:Up to 10 minutes
The sorcerer creates a glamour-illusion of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a visible spot within range and lasts for the duration. Of course the axiom requires concentration, meaning the caster cannot take other actions or reactions. The glamour seems completely real, including sounds, smells, and temperature appropriate to the thing depicted; however, sufficient heat or cold cannot be created to cause damage nor can sound be loud enough to deafen. As long as the sorcerer is within range of the illusion, he or she can use an action to cause the image to move to any other spot within range. As the image changes location, it can be altered so its appearance and movements appear natural. Similarly, the caster can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. Otherwise, one would have to explicitly examine the illusion, finding flaws if making a mind save against DC 13 plus spell points used.
Telekinesis
Gesture
Spell Point Cost: 2
Time Required:1 action Range:20 feet Duration:2 minutes
This spell allows the sorcerer to target a single non-living object weighing up to 100 pounds and move it in any direction, including defying gravity within a 20-foot radius of the caster. The speed of movement is 1 foot per second. Only one dimension can be traversed at one time. Therefore moving an object from one location 10 feet to near the caster, then raise it 20 feet in the air would require 30 seconds to complete, during which concentration would be needed; thus the sorcerer could not take other actions or reactions during this time. Objects bundled together in a sack or tied up can be affected as a single object so long as nothing living is part of the mix. While this is rarely used as a combat spell, it is possible to levitate something heavy then drop in on an opponent. For every 100 pounds of a falling object, a d20 with no modifiers is rolled as a blunt attack against the opponent's AC.
Teleport
Verbal, Gesture
Spell Point Cost: 6
Requirement: Relocate
Time Required:1 action Range:10 feet Duration:Instantaneous
This axiom teleports the sorcerer and up to six others from the current location to any other spot on the same plane of existence. The location must be known and visited previously by the caster or an exact distance and direction selected to successfully transport. Optionally, the caster could know the teleport sigil pattern to the precise coordinates. Objects brought along are limited only by the weight limit of what the caster can carry. Additional travellers 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. However, if the area has a active teleport sigil, then this will hold those teleporting in a pocket-dimension for up to one minute before failing in case the occupied space is cleared in that time. If doubling the spell points, then failure damage can be avoided.
Teleport Sigil
Verbal, Gesture, External
Spell Point Cost: 5
Requirement: Magomathematics
Time Required:10 minutes Range:10 feet Duration:1 month
This creates a magical glyph of teleport coordinates for the location. The sorcerer draws a 10-foot circle on the group with chalk and ink, a consumed cost of 100 bits. When doing so, for the next month this location has an active sigil the circle acts as its own teleport coordinates. Due to the relativity of the ubiquiverse, coordinates are constantly changing even for locations that seem to be fixed locations. However, the circle defines its own static signature and is afixed to the physical position. Therefore, the teleport can be made to the circle rather than the actual location, meaning this pattern can be copied to a scroll or other image and given to a teleporter who is not familiar with the point. The glyph loses its potency after one month. Once it has expired, re-casting it will produce a new pattern, making previous distributed scrolls and images moot and will fail. However, it can become permanent if this axiom is recast on an active sigil every day for one month. Lastly, a teleport sigil can be used for blink, dimension door, relocation and teleport. Should double spell points be used, there is no bonus effect. Further, this spell can be performed inside a silence effect.
Transmogrify
Verbal, Gesture
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
Gesture
Spell Point Cost: 6
Requirement: See Invisible
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
Gesture
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
Gesture
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.
Vengeance
Verbal
Spell Point Cost: 1
Time Required:1 reaction Range:60 feet Duration:Instantaneous
When a sorcerer received body damage by a creature within 60 feet, then he or she may point his finger at the offender and curse one that inflicted damage, who becomes engulfed in black flames. The target must make a body preservation save against DC 11 plus spell points used. A failed save means the target suffers 1 point of necrotic damage. A success save means the target is unharmed.
Verboten
Verbal, Gesture
Spell Point Cost: 6
Requirement: Disrupt Thaumaturgy
Time Required:10 minutes Range:Touch Duration:1 week
The caster creates a ward against magical travel that protects up to 40,000 square feet of floor space to 30 feet above the floor. For the duration, creatures cannot teleport into the area or use portals, such as those created by the planar gates to enter the area. The axiom protects the area against planar travel, and therefore prevents creatures from accessing the area by way of the astral, ethereal, or any plane shift. Doubling the spell points used will increase the duration to two weeks.
Watchdog
Verbal, Gesture
Spell Point Cost: 4
Requirement: Alarm
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
Gesture
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
Verbal, Gesture
Spell Point Cost: 2
Time Required:1 action Range:200 miles Duration:Instantaneous
With 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.
Windstorm
Verbal, Gesture
Spell Point Cost: 2
Time Required:1 action Range:Self (to 40 feet) Duration:Up to 1 minute
A line of strong wind 40-feet long and 15-feet wide blasts from the caster in a direction choosen for the duration of the axiom. Each creature that starts its turn in the line must succeed on a body preservation save of DC 12 plus spell points used or be pushed 10 feet in a direction following the wind. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving against or through the blast. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It acts like an arcane disruption against magical mists and clouds, such as fog of war. The axiom requires concentration, meaning the sorcerer cannot take actions or reactions; however, upon each of his or her turns before the spell ends, the direction in which the line blasts may be changed. This axiom has no verbal component; thus, it can be cast in silence. If overloading the spell points, then saves become more difficult and the duration can last for 2 minutes.
Wrecking
Verbal, Gesture
Spell Point Cost: 3
Time Required:1 action Range:60 feet Duration:Instantaneous
This attack can be used against living and non-living targets. It is often used to inflict battering damage against structures; however, it can target a creature as well. When selecting a target within range, the sorcerer creates a ball of force magic that strikes the target. This brunt can be small and target chains or be a larger force that attempts to break though a portcullis. If this a structure, then it is treated in brute force with advantage on the roll; thus, 2d20 against the DC of the object. For example, breaking a solid wooden door is a DC:17. Also, each roll gains the sorcerer’s mind modifier to the rolls. However, if the target is a living target or even a construct monster, then it acts as a 2d20 blunt attack against the opponent's AC. As with the other method, attacks against combatants gain the mind score modifier to the attack rolls. When doubling points for casting, two targets or any type can be selected simultaneously for a single casting.