Rules

Enchanted Realms Rulebook

 
   
Sorcery

Exploiting latent energies of the universe.


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 two different components: sorcery training and known axioms. 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 Logic 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 Logic (DC:8) 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.

Axioms

Once sorcery is known, an axiom has been acquired, then lastly Mind score points are used to finalize the process. As axioms have different costs to acquire, they also have a casting costs required to manifest. If one does not have enough current spell points, then the axiom cannot be established. Further, if the sorcerer does not meet the requirement to Cast an axiom, neither can one learn the axiom.

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 Logic save instead. Self-training possible. Considering being trained in a new axiom requires roughly one day per spell-point cost, the time for self-training is significantly longer. This equates to one month per spell point required. Thus, if a sorcerer observed someone throwing a fire-dart and thought, "I can do that;" then after investing 28-days of study and practice, a Logic-feat of DC:8 (DC:6 plus double spell-point cost) could be rolled to see if the new axiom was acquired. The same is true for a relocate axiom, but it would require 5-months of investment and a more difficult save (DC:16). Finally, no axiom can be self-researched that would exceed the requirements of the sorcerer to cast.

Spell Cost

Like divine power, sorcery works similarly. Once an axiom is learned as a new skill for a the sorcerer, it will have a casting cost value from 1 to 6 points. That cost is subtracted from the current mind score upon birthing the spell. Unlike divine power, the costs and requirements are different. As axioms must be gathered, bought, learned and traded for karma rather than being granted for free as part of a holy pact, axiom spell casting costs are cheaper by comparison. The requirement to cast any axiom is a sorcerer's Logic score, which must be twice the value of the spell cost. Thus, a 2-point axiom can only be birthed by a sorcerer with a 4 Logic or higher. For a 5-point spell, a Logic score of 10 or better is needed. However, that 5-point axiom would only reduce the mind score by 5 points. While more details will be given later, the mind score can recovered after a short rest, and many more points become restored after a long rest.

Further, a valid option for using axioms is double the minimum spell points to enhance the results. Typically, this offers advantage; however, the exact details will be listed in the description of the axiom. For example, a young sorcerer could expend 2 mind points to cast the fire dart axiom instead of one. Tbis would allow the d20 attack to be rolled at advantage (using the better of the two rolls) to be used in the single attack and it would also potentially inflict more damage. However, not all axioms may be worth the extra investment.

Advantage/Disadvantage

If advantage is granted for a spell-casting option, for example with the fire-dart, then this allows the d20 for the axiom to be rolled twice, using the better of the two dice. Likewise, disadvantage works the same way, requiring the lesser of two dice rolls. Further, if the sorcerer is at advantage and the spell has no attack dice but rather forces a save, then the victim saves at disadvantage (the less of two rolls). If advantage or disadvantage exists, and an axiom has both an attack and a save, then only the attack is altered with the two-die roll. Whenever damage dice are rolled that do not require a to hit or offer the victims a save, then the lessening of by one die occurs; having advantage on these area-of-effect axioms will likely never happen, but if it does, then use the double-points effect. Finally, if the spell has none of these, but the caster has advantage (which should be unusual), then it acts as a double-spell effect with only the normal spell point cost. If this is the case and the sorcerer is at disadvantage, then a special Logic feat save (DC:10) is required; if failing, the spell points are expended but the spell fails.

Spell Birth

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 social 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. If using stealth to completely conceal oneself, then the normal stealth DC is used to know the caster is even there; however, that really be a non-combat social scenario.

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.

Concentration

Some axioms require concentration. The sorcerer can still partake in conversations and observe the surroundings, but while concentration is required no reactions can be performed nor can any new axioms, cantrips or invocations be cast. However, other actions, such as combat or drinking a potion are perfectly legitimate. Further, movement rate is half during concentration. Of course, a specific detail in an axiom could override this general rule. Should the caster’s concentration be broken, it will usually end the axiom. Thus, if the concentration is required to maintain or complete an effect, then breaking the caster’s concentration would free the victims. However, in some cases, such as conjure elemental, it does not return end as one might expect.

Concentration may be broken by inflicting damage against Body, Mind or Spirit. However, the caster is permitted a save against a DC:14 plus the number of points of damage to maintain concentration. If struck with Body damage, a Resilience save is used. If Mind damage, then Judgment; and if Spirit, then Muse.

Other options to break concentration are using arcane disruption as an action or counterspell as a reaction at the start of the caster’s turn. Obviously, killing, stunning or incapacitating the caster would also work. Lastly, the GM may allow for environmental events to break concentration.

Channeling

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.

The chart of axioms is ordered by cost, while the descriptions are ordered alphabetically.

SkillCost Axiom Cost
Sorcery 100 Telekinesis200
Spell Point100 Transmogrify200
Evocation of Fire250 Web200
Evocation of Frost250 Whispering Wind200
Evocation of Lightning250 Windstorm200
Arcane Artificing300 Web200
Arcane Craft300 Whispering Wind200
Axiom  Windstorm200
Acid Dart100 Air Chamber300
Air Bubble100 Astasia300
Alarm100 Clairvoyance300
Appropriation100 Conjure Barrage300
Arcane Rider100 Counterspell300
Burning Hands100 Disrupt Thaumaturgy300
Charm100 Ego Whip300
Cloud of Daggers100 Fear300
Connecronism100 Fireblast300
Detect Influence100 Fly300
Detect Magic100 Fortress300
Discordance100 Inkodistance300
False Aura100 Lava Strike300
Fire Dart100 Lightning Bolt300
Flinch100 Phantasmal Distraction300
Float100 Polymorph300
Ghost Sound100 Sabotage Mark300
Glitter100 Sawtooth300
Grounding100 Sectantur300
Ice Blast100 Sprint300
Lock100 Strong Glamour300
Move In Haste100 Vapor300
Petty Glamour100 Wrecking300
Quick Step100 Animate Shadow400
Secret100 Brain Damage400
Shape Water100 Confusion400
Shield100 Dimension Door400
Shimmering Armor100 Dirge Chamber400
Skeleton Key100 Ether Wisp400
Sleep100 Geo-Tether400
Slick100 Magic Eye400
Veil100 Mass Veil400
Vengeance100 Psychokinesis400
Acid Arrow200 Scry400
Blink200 Shadow Turf400
Bloat Bomb200 Spry-foot400
Blur200 Stature Exanimate400
Decaying Rot200 Thanatos400
Detect Thoughts200 Watchdog400
Empower Animal200 Antilife Shell500
Enfeeblement200 Astral Presence500
Eruption200 Cone of Cold500
Fiery Crescendo200 Conjure Elemental500
Geo-Bond200 Extend500
Glamour Mouth200 Hold Monster500
Hideaway200 Life Static500
Ignis Fatuus200 Passwall500
Lipo-Shield200 Relocate500
Memory Meld200 Schmerz500
Mind Dagger200 Teleport Sigil500
Mirror Image200 Eyebite600
Psychic Shield200 Flesh to Stone600
See Invisible200 Obsequies600
Silence200 Possession600
Slow200 Teleport600
Stature200 True Sight600
Strix Cloud200 Verbotten600
SorceryLogic 3 or Higher 
This allows one to be able to learn and cast axioms.
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.
Evocation of FireSorcery 
When casting a spell that inflicts fire as the base damage, flames engulf the caster until the start of his or her next turn. The flames cause no damage to the sorcerer or possessions. Further, they shed dim light out to 20 feet. While the flames are present, any creature successfully striking by melee from an adjacent hex will suffer 1 point of fire damage. As a downside, it costs an extra Mind point for such a spell to prevent the effect from occurring.
Evocation of FrostSorcery 
When casting a spell that inflicts cold as the base damage, frost covers the caster until the start of his or her next turn. The frost causes no damage to the sorcerer or possessions. No light sheds from this effect. While the frost is present, any creature successfully striking by melee from an adjacent hex will suffer 1 point of cold damage. At the cost of an extra Mind point of the axiom-casting, this effect can be stopped from manifesting.
Evocation of LightningSorcery 
When casting a spell that inflicts lightning damage, sparks of electricity cover the caster until the start of his or her next turn. The sparks cause no damage to the sorcerer or possessions. Further, they shed dim light out to 10 feet. While the sparks are present, any creature successfully striking by melee from an adjacent hex will suffer 1 point of lightning damage. At the cost of an extra Mind point of the axiom-casting, this effect can be stopped from manifesting.
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 the caster has ranged fighting, then any Agility bonus can be added to the to-hit value. If the cast further has a hurling skill, then the total Agility score is added in lieu of the bonus. If striking, then d4 points of alchemical damage is inflicted against body. This axiom can be cast in magical silence.
Doubled:If double points are used, then the d20 attack is at advantage, and the damage becomes a d6.
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 the caster has ranged fighting, then any Agility bonus can be added to the to-hit value. If the cast further has a hurling skill, then the total Agility score is added in lieu of the bonus. If striking, then d4 points of alchemical damage is inflicted immediately, plus the victim must make a Resilience preservation save (DC:13) or have the acid continue to burn for another d4 points 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 Resilience save (DC:16).
Doubled: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. This axiom can be cast in magical silence.
Doubled:If double points are used, then the duration is 20 minutes.
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.
Doubled:If double points are used, then the duration is 2 hours.
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.
Doubled:Doubling spell points doubles the duration.
Animate Shadow
Verbal, Gesture, [Concentration]
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 18 body points 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 reactions or cast new spells for the duration.
Doubled:If double points are used, then the shadow creature has 30 body points and an AC 16.
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.
Doubled: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.
Doubled:If two spell points are used during the casting, then the duration lasts twice as long. This axiom can be cast in magical silence.
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.
Doubled:Using double points offers no benefit nor can the embedded axiom have pumped spell points.
Astasia
Gesture
Spell Point Cost: 3
Time Required:1 action Range:60 feet Duration:2 minutes
This creates an area of 15-feet in diameter (38 hexes) that adds a glamour to the terrain, causing it to appear wobbly, warped and disoriented. It can be placed in an area occupied by others. Anyone not immune to illusions or unable to navigate in a way other than by normal sight will suffer disequilibration when traversing the area. Any hex of the illusion is treated like rough terrain, meaning it will cost 10 feet for 5 feet of movement. Further, any creature starting its turn in the terrain illusion, who suffers it effects, must make an Agility save (DC:15) on fall prone from dizziness. This can be cast in a silence.
Doubled:If cast with 6 Mind points, then the area increases to a 25-ft diameter and the DC increases to 18.
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 nor magical effects be cast through this medium unless whatever used explicitly states that it can.
Doubled:Casting double-points allows for the duration to increase to double the normal without a second casting.
Bilious Gloom
Verbal, Gesture
Spell Point Cost: 2
Time Required:1 action Range:30 feet Duration:1 minute
The sorcerer creates a 15-foot-radius sphere (38 hexes) of green-brown, nauseating gas centered on a point within range. This can be located in spaces occupied by others. The nasty fog causes the area to be heavily obscured, causing -2 penalties to attack by melee inside it and - 5 to attack when using range in or out. The haze lingers in place for the 6-round duration. Each creature that is the area at the start of its turn must make a Resilience save (DC:13) as if the mist were poison. On a failed save, the creature is under the incapacitated restriction, spending the turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this save. Natural wind (at least 10 miles per hour) can disperse the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after only 1 round.
Doubled:When using 4 Mind points to cast, the Resilience save becomes DC:15, and the fog cannot be dispersed by natural winds.
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 the new location is out of direct sight from others, then a new Perception check may be required to be aware of the caster's presence. This can be cast in a silence.
Doubled:If double the spell points are used, then no cost of movement is required and the distance teleported may be up to 60 feet.
Bloat Bomb
Verbal, Gesture, External
Spell Point Cost: 2
Requirement: Connecronism
Time Required:1 action Range:10 feet Duration:Instantaneous
By use of this axiom, a freshly dead corpse, within ten minutes, that has not had other necrotic influence such as connecronism or similar effects, will become bloated and roll up to 20 feet in a straight line from its original position, then explode with concussive force. If reaching an occupied hex prior to the intended destination, it will explode in that spot instead. The bloated corpse explodes for a d6 of blunt damage to a single target.
Doubled:If double the spell points are used, then the rolling distance is increased to 40 feet and can maneuver around obstructions on its way to the target.
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. This can be cast in magical silence.
Doubled:If double points are used, then the duration is doubled as well.
Brain Damage
Verbal, Gesture
Spell Point Cost: 4
Requirement: Ego Whip
Time Required:1 action Range:60 feet Duration:Instantaneous
Another enhancement of the base mind dagger axiom, the sorcerer selects a foe within the 60-foot range and creates a mental contest with the victim. Each side rolls a d12 adding Logic modifiers to the total. However, the sorcerer also gains +5 to the feat contest. Ties will not prevail, but if the sorcerer outscores the victim, then 3d4 points of Mind damage is inflicted. Moreover, if this attack reduces the victim to zero or lower, then an additional Judgment perservation save is required or some sort of insanity will develop. Creatures who have true mind-shielding or a hidden lifesong cannot be attacked in this way.
Doubled:If double points are used for the casting, then the sorcerer rolls the contest with advantage and gains +6 for the contest instead.
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 d4 points of fire damage. See Touch-based Effects. The fire ignites any flammable objects that are not worn or carried. Lastly, there are no words to this axiom; therefore, it can be cast within an area of silence.
Doubled:If double points are used, then the fire damage increases to d4+2 points.
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 Will preservation save (DC:12). If the recipient has been threatened by anyone within the last few moments, 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. This won't make anyone do things against his self-interest, such as rob a bank or attack a monster out of his league. When the spell ends, a Perception check is allowed against the same DC to know magical influence was used.
Doubled:If double spell points are used, then two targets can be affected.
Clairvoyance
Verbal, Gesture, [Concentration]
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 reactions can be taken nor new spells cast for the duration. Additionally, if a creature near the sensor can see invisible, then the intangible orb will be noticed.
Doubled:If double the points are used during the casting, then both vision and audibility occur simultaneously, and the duration is doubled.
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 plus Logic score, inflicting d4 points of edged damage against the victim’s body.
Doubled:If double points are used, then the d20 attack is at advantage and the damage becomes a d6.
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 3d4 points of cold damage to their body scores. An Agility preservation save against DC:20 is permitted to avoid for half damage. 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).
Doubled:When doubling the points for casting, the save becomes DC:26, and the total damage is raised to 4d4+4 points (save for half).
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 Judgment preservation save against DC:17. 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 Judgment 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.
Doubled: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 becoming DC:21.
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 an Agility preservation save (DC:15). Those failing suffer 2d4 point of damage identical to the damage type of the weapon used, or avoids damage if successfully saving.
Doubled:Should 6 spell points be used for casting, then not only is the save become DC:18, 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.
Doubled:If additional spell points are used, then a more powerful elemental is summoned.
Connecronism
Gesture, External
Spell Point Cost: 1
Time Required:1 minute Range:Self Duration:Permanent
Delving into the arts of lifesong magic, connecronism allows the sorcerer to heal oneself. By the use of dead body, which must be freshly killed within ten minutes, and the blood of that being, the caster can restore d6 points of Body to himself. However, the body must be one that bleeds and therefore cannot be a construct, celestial, fiend or undead. Some cosmic beings may no bleed, which will be determined by the GM if not specified. Further, this can be performed only once per dead body, afterwhich connecronism will not work for anyone. Lastly, direct contact with the blood must be made, meaning the body may have to be cut. Up to a quart of blood is absorbed by the axiom, swirling around the sorcerer and soaking into his or her body. Despite having no verbal properties to the axiom, magical silence will prevent its casting.
Doubled:If doubling the spell points, then Body points restored are determined by a d10.
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 Logic check and the appropriate check of the other party. This would be Agility for cantrips, Logic for sorcery, and Faith for divine powers. If the sorcerer’s check is higher, then the victim’s magical effect fails, including any points, charge or fuel expended. 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.
Doubled:If double the points are used when casting, then the sorcerer’s check is rolled with advantage.
Axioms (D-M)
Decaying Rot
Verbal, Gesture
Spell Point Cost: 2
Requirement: Connecronism or Vengeance
Time Required:1 action Range:10 feet Duration:Instantaneous
This necromancy requires a bit of self-harm, as the caster cuts oneself for 1 point of Body damage. However, the blood from the wound becomes a gaseous infection that strikes at a target within 10 feet (2 hexes). The victim must make a save using Resilience (DC:13) or suffer d4 necrotic points of damage.
Doubled:If double points are used, then 2 points of self-harm are required, but the save becomes DC:15, and the damage is 2d4.
Detect Influence
Mental Only, [Concentration]
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 reactions or cast a new spell without ending the axiom.
Doubled: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.
Doubled:Doubling spell points will double the duration.
Detect Thoughts
Mental Only, [Concentration]
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 focuses 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; further, new castings are also prohibited due to the concentration. 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 Perception preservation save against a DC:13 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).
Doubled:Using twice as many spell points increases the duration in addition to making the save DC:15.
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 traveling 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.
Dirge Chamber
Gesture
Spell Point Cost: 4
Requirement: Connecronism
Time Required:1 action Range:Touch Duration:20 seconds
When placed on a target, until the end of that being’s next two turns, unconsciousness and death will not occur due to Body points. However, other effects, such as sleep or failing a stun-attack, are applicable. Further, if after the expiration, the target still has a Body score at or below zero, then he or she will immediately suffer that proper life status. Further, this axiom must be placed upon a conscious being and cannot effect celestials, constructs, elementals, fiends or undead.
Doubled:If double points are used, then duration lasts until the being’s next three turns.
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 melody; however, no one else can hear it. This forces the recipient to make a Judgment preservation save (DC:12). 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.
Doubled:If double points are used, then the save is that much more difficult.
Disintegration
Verbal, Gesture
Spell Point Cost: 6
Requirement: Blink
Time Required:1 action Range:60 feet Duration:Instantaneous
A thin green ray emits from the caster's pointing finger to a target that can be seen within range. The target can be a creature, an object, or a creation of magical force, such as an instant wall. A creature targeted by this spell must make a Resilience preservation save (DC:23). On a failed save, the target suffers 2d4 points of blunt damage and is completely obliterated if this damage leaves it with zero points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. Magic items each make survival checks (DC:18). However, if the initial save is successful, this indicates that the disintegration ray did not strike the target. This spell automatically disintegrates a nonmagical object up to 500 pounds in size. If the target is a larger object, this spell disintegrates around 500 pounds or a 10-foot-cube portion of it. A magic item must make survival checks (DC:15). Lastly, this axiom will immediately destroy an instant wall.
Doubled:Doubling the spell points is very inefficient with this axiom as only the range is increased to 120 feet.
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 (Agility for cantrips, Logic for sorcery, and Faith for divine powers) against a DC:15; success indicates concentration is maintained; these are different saves than the defaults. If an object is selected, should that object be projecting an effect, the disrupt thaumaturgy 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 Mind point used for the spell. If a divine power, then bonuses are equal to the spirit points used. If that simulated save is successful, then the effect is not dispelled.
Doubled:Should the sorcerer use double the points, then all saves are rolled at disadvantage.
Ego Whip
Verbal, Gesture
Spell Point Cost: 3
Requirement: Mind Dagger
Time Required:1 action Range:60 feet Duration:Instantaneous
Similar to mind dagger, the sorcerer a foe within the 60-foot range and creates a mental contest with the victim. Each side rolls a d12 adding Perception modifiers to the total. However, the sorcerer also gains +4 to the feat contest. Ties will not prevail, but if the sorcerer outscores the victim, then 2d4 points of Mind damage is inflicted. Creatures who have true mind-shielding or a hidden lifesong cannot be attacked in this way.
Doubled:If double points are used for the casting, then the sorcerer rolls the contest with advantage and gains +6 for the contest instead.
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 5. 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.
Doubled:Should double points be used for the casting of empower animal then the duration is twice normal.
Enfeeblement
Verbal, Gesture
Spell Point Cost: 2
Requirement: Vengeance
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 the caster has ranged fighting, then any Agility bonus can be added to the to-hit value. If the cast further has a hurling skill, then the total Agility score is added in lieu of the bonus. Should the strike be successful, then one point of necrotic damage is inflicted against body, but additionally, the target must make a Resilience preservation save (DC:13). Should the victim fail, then its Strength score acts as a value of 1 for the next 6 combat rounds.
Doubled:If double points are used, then the d20 attack is at advantage.
Eruption
Verbal, Gesture
Spell Point Cost: 2
Time Required:1 action Range:60 feet Duration:Instantaneous
A loud and painfully intense bursts from an unoccupied location of the sorcerer's choice within range. Each creature in a hex adjacent to the eruption must make a Resilience preservation save against DC 13. 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 d4 points of blunt damage. Any nonmagical objects not worn or carried can be damaged if in the spell’s area.
Doubled:Doubling spell points causes the save to be DC:15 and the damage d6.
Ether Wisp
Verbal, Gesture
Spell Point Cost: 4
Requirement: Blink
Time Required:1 action Range:60 feet Duration:Instantaneous
Ether wisp is essentially a two-party blink effect. The caster selects a target within 60 feet and instantly trades locations with the target. If the target is unwilling to be teleported, then he or she is allowed an Agility preservation save (DC:15) to avoid the enveloping dimensional portal. If the target won’t or can’t be moved, then the sorcerer remains in the original location.
Doubled:Doubling points has no effect for this axiom.
Extend
Verbal, Gesture
Spell Point Cost: 5
Time Required:1 minute Range:10 feet Duration:Varies
This axiom extends the duration of other effects, whether said effect is from runes, incantations or sorcery. The effect being extended must be currently manifested before and at the completion of the extend axiom. Therefore, effects lasting under one minute cannot be altered. Thus, infusion of fire could not be extended, but air chamber could.
If an effect can be maintained in a constant state of existence for a number of castings of extend from the same sorcerer, then it can become permanent. However, permanent effects cannot The total number of castings is based on 20 extend axioms performed with a time lapse equal to the original duration between castings, However, additional castings above 20 are required based on the point cost of the effect. For example, false aura would require a total of 21 extend castings to become permanent, but shadow turf would require 24. Effects with short durations would be unlikely to be able to be made permanent as the sorcerer is not likely able to have enough points of Logic in short periods without resting. Further, healing, instantaneous and durations listed as permanent already cannot be changed. Finally, effects on an object or person made permanent may have negative effects as well. For example, psychic shield made permanent causes the recipient slowly go deaf over the next few months; shimmering armorcauses a penalty of -15 movement and -2 to initiative. Effects, such as alarm or watchdog, would have no negative effects. The GM may rule that certain effects made permanent on a creature has other side-effects than listed here.
Doubled:There is no benefit for doubling points.
Eyebite
Gesture, [Concentration]
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 Will save against DC:23. If failing, the creature suffers one of three effects chosen by the caster. Concentration is required to maintain the effects; therefore, no reactions can be taken, and no new spells can be cast. 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 Will 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.
Doubled:If using twice as many spell points, duration doubles and the save is DC:29.
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.
Doubled:Doubling points have no effect for this axiom.
Fear
Verbal, Gesture, [Concentration]
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 Will preservation save against a DC:15 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 reactions not cast new spells. However, each victim remaining under the fear is permitted a repeated save at the end of his or her turn to escape the effect.
Doubled:If using 6 points to cast, the duration doubles, no concentration is required, and those failing the save suffer 1 point of spirit damage.
Fiery Crescendo
Gesture, [Concentration]
Spell Point Cost: 2
Requirement: Fire Dart or Burning Hands
Time Required:1 action Range:60 feet Duration:1 minute
This axiom creates barely-visible strands of fire magic to surround a target. While the enveloping shell does nothing on its own, it has a unique effect if and when the victim falls prone -- it explodes, inflicting a d4 of fire damage to all in the same hex. Thus, if the victim is knocked prone through a grappling maneuver and held, or if a halfing is occupying the same hex, then they would suffer the same fiery damage. However, tripping or knocking the victim unconscious would leave others safe. Additionally, because the magic is uniquely triggered by contact with the ground, being struck by a boulder will also create the explosion, as will being struck by an earth elemental. The contingency has a duration of six rounds, all the while requiring concentration by the caster. This limits the sorcerer from casting other spells and from making reactions.
Doubled:Should 4 Mind points be expended for casting, then the explosive power increases to d6.
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 an Agility save against DC:15. Those failing suffer 2d6 points of fire damage while those who successfully save suffer only half.
Doubled:Should 6 spell points be expended for casting, then not only does the save become DC:18, the range extends to 150 feet and the damage inflicted will be 3d6 points of fire damage or save for half.
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 the caster has ranged fighting, then any Agility bonus can be added to the to-hit value. If the cast further has a hurling skill, then the total Agility score is added in lieu of the bonus. A successful strike inflicts d4 points of fire damage against Body.
Doubled:If double points are used, then the single d20 attack of the axiom is rolled with advantage. To be clear, advantage is this case does not mean two chances to hit but rather the higher of the two rolls is used to determine the success of the strike for d4 points of fire damage.
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 Resilience preservation save against DC:23. 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 Resilience 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.
Doubled: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 which absorbs the damage in part or in whole. When reacting, the sorcerer rolls a d4 which represents the amount of damage from the strike that is absorbed, but if special effects from the attack, such as heavy blow, are delivered, the penalty still occurs and any save required must still be rolled . However, this is only effective against single attacks and will offer no aid against area-of-effect damage spells.
Doubled:Double points has no affect for this axiom.
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.
Doubled: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 aloft at the end of the duration with no way of securing itself, then it will fall to the ground.
Doubled:Doubling the points will double the duration.
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.
Doubled:If using six spell points rather than the standard, then the duration extends to 16 hours.
Geo-Bond
Verbal, Gesture, [Concentration]
Spell Point Cost: 2
Time Required:1 action Range:40 feet Duration:1 minute
This axiom creates a connection between the target and the earth and lasts through the recipient’s next six turns. For purposes of knocking prone, tripping or shoving (not grappling unless the maneuver results in a prone penalty), the target gains +3 on the competition save. Further, for lifting or driving, the recipient doesn't change in mass, but the effort to lift him or her is calculated at three times the normal weight. This further means that a small Size-Category being might be considered medium if weight is the variable of the restriction. One other benefit is the target becomes resistant to lightning damage for the duration of the axiom. All the effects are lost should the target fly, levitate or otherwise loose contact with the ground. Unfortunately, the recipient does suffer a -2 penalty for saves against grounding and immobilize. Lastly, the axiom requires concentration, meaing reactions from the caster are not possible and neither are new spells.
Doubled:If using four spell points rather than the standard, two targets may be selected.
Geo-Tether
Verbal, Gesture, [Concentration]
Spell Point Cost: 4
Time Required:1 action Range:40 feet Duration:1 minute
The sorcerer selects a target who is currently connected to the ground and creates a mystical anchor. This is almost identical to geo-bond except the recipient is immune to lightning damage for the duration of the axiom, but further the target cannot suffer penalties from tripping, shoving, drive, being knocked prone. Similarly, the recipient cannot be lifted in any way, and moreover, is unable to be teleported or banished, even willingly. Additionally, there are no penalties against grounding and immobilize. However, this axiom still requires concentration of the caster to maintain the effects for the recipient’s six turns.
Doubled:If using twice as many spell points, then two targets may be selected.
Ghost Sound
Verbal, [Concentration]
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 reactions from the caster are not possible and neither are new spells. On the sorcerer's initiative turn, he or she can use an action to move 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 Logic preservation save against DC:12 to notice the logical inconsistencies.
Doubled:If using twice the spell points, the Logic save by victims is made against DC:13 instead.
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.
Doubled:There is no effect for point-pumping.
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 3d10 Mind points worth of creatures, but none with a current score of 16 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.
Doubled: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 4d12.
Gloom Torus
Verbal, Gesture
Spell Point Cost: 2
Time Required:1 action Range:Self Duration:1 minute
When cast a greenish mist rises around the caster, covering all the hexes adjacent to the sorcerer but not entering the space occupied by him or her. Any creature starting its turn in a hex adjacent to the caster or moving through an adjacent hex during its turn, must roll a Resilience save (DC:13) or become incapacitated for that turn, retching and vomiting. Creatures that do not breathe are immune to the effect.
Doubled:This increases the save to DC:15.
Grounding
Gesture, [Concentration]
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 Strength preservation save against a DC:12. 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 reactions; further, new spell-castings will disrupt the concentration. When restrained, the victim may use an action to attempt another Strength feat against the original DC to break free as an action.
Doubled: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.
Doubled: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 Judgment save against DC:20; if failing, the creature is paralyzed. No concentration is required. At the end of each of its turns, it is permitted another save to break free. The save is not an action. However, an action can be used to make a save to break free, which would still allow the one at the end of the turn.
Doubled:If double the points are used, then the save becomes against DC:25, 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 delivers a d4 magical frost if successfully striking the opponent.
Doubled:If double points are used, then the single d20 attack of the axiom is rolled with advantage. To be clear, advantage is this case does not mean two chances to hit but rather the higher of the two rolls is used to determine the success of the strike for d4 points of cold damage.
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 Judgment preservation save against DC:13. 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 a free Logic check against the original DC 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. Lastly, this spell requires concentration, meaning no reactions or spells can be occur while maintaining the phantasm.
Doubled:If point-pumping, the save becomes DC:15.
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 Logic save feat (DC:15) 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 Logic feat (DC:16).
Doubled: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.
Instant Wall
Verbal, Gesture
Spell Point Cost: 3
Requirement: Shimmering Armor
Time Required:1 action Range:30 feet Duration:10 minutes
A wall of shimmering and translucent force springs into existence within the range from the caster. The size of the wall must be flat and up to 100 square feet with no dimension larger 10 feet, making the maximum area a 10 by 10 wall. However, it can be positioned in any three-dimensional angle. It can be free floating or resting on a solid surface. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall by the sorcerer’s choice. Light passes through both directions. Spells and other magical effects that rely on line of sight are thwarted from extending through the through the dome in either direction; therefore, axioms such as acid dart and blink cannot penetrate to the other side. The wall, however, is subject to disrupt thaumaturgy. Nothing can physically pass through the wall, preventing vapor and passwall. It is immune to all damage. A disintegration axiom destroys the wall instantly, however. The wall also extends into the ethereal plane, blocking ethereal travel through the wall, making astral blood and astral dreaming incapable of passing through.
Doubled:If using six spell points rather than the standard, then the surface area extends to 225 square feet with a 15-foot limit in a single dimension.
Lava Strike
Verbal, Gesture
Spell Point Cost: 3
Requirement: Fire Dart or Burning Hands
Time Required:1 action Range:Self Duration:30 seconds
This axiom is a favorite of a battle mage. It empowers the sorcerer for his or her next 3 actions so that any melee attack that successfully strikes a target, including multiple-attack targets, molten sparks spray from the attack. The three hexes behind the victim become subject to damage from the spray. Those in those spaces must roll an Agility preservation save (DC:13) or suffer 2 points of fire damage.
Doubled:If point-pumping, the damage becomes 3 points and the DC increases to 15.
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 an Agility preservation save against DC:15. Those failing suffer lightning damage, or half if successfully saving. The first struck suffers 4d4 points of damage, the second 2d4 and each after only 1d4 through the range of all the targets.
Doubled:Should 6 spell points be expended for casting, then not only is the save become DC:18, the arc extends to 75 feet (15 hexes) and the damage inflicted will be 4d6, 2d6, 1d6, each permitted as save for half damage.
Life Static
Verbal, Gesture
Spell Point Cost: 5
Requirement: Psychic Shield
Time Required:1 action Range:Touch Duration:8 hours
This scrambles any reading of the recipient’s lifesong. This grants total immunity to any effect that targets a Mind or Spirit sub-quality; thus, mind-dagger, fear, and the like are ineffective against that target. Further any form of thought-reading, detection of lying, scrying, telepathy, whispering wind or other divinations cannot reach the target or gain information about him or her.
Doubled:Further, if twice the points are used for this axiom, then two targets can be affected.
Lipo-Shield
Gesture
Spell Point Cost: 2
Time Required:1 action Range:5 feet Duration:30 seconds
By walking over a surface that is covered by moss, fats or oily substances, which often are considered difficult terrain, the sorcerer can absorb 75 square feet (3 hexes) of the substances. By doing this, it will remove the difficult material and add +1 to the sorcerer’s AC in the “other” category. It will not combine with other magical protections.
Doubled:If using additional points, then 125 square feet (5 hexes) can be absorbed, but it still only grants +1 to AC.
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:12 and is destroyed if successful.
Doubled:This axiom cannot be doubled.
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.
Doubled: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 each then act as if under their own individual veil axiom. The effected must be holding hands or making contact at the time of casting.
Doubled: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 ,b>Judgment preservation save against DC:13 will prevent the implantation.
Doubled: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 Judgment 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 d6 points of Mind damage is inflicted. Creatures who have true mind-shielding or a hidden lifesong cannot be attacked in this way.
Doubled:If double points are used for the casting, then the sorcerer rolls the contest with advantage and gains +5 for the contest instead.
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. 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.
Doubled:Finally, point-pumping the effect will create a third image, increase their AC to 13 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; this matters if needing to stand-up as calculations are half the natural movement rate. 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.
Doubled:There is no advantage for casting with extra spell points.
Axioms (N-Z)
Obsequies
Verbal, Gesture
Spell Point Cost: 6
Requirement: Schmerz
Time Required:1 action Range:Touch Duration:Permanent
Self-sacrifice to bring a freshly-dead ally back to life is the purpose of this axiom. When cast, the caster suffers [n] points of necrotic damage to reduce him or her to the exact number that causes death (negative Resilience). That value of points is transfered to the recipient, who is restored to life. If the Body points restored is greater than the recipient’s maximum, then only the maximum amount can be received. Obviously this will only be used in extreme cases and likely only when the caster believes it is possible to be returned to life himself.
Doubled:Doubling points has no effect.
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.
Doubled:If double spell points are invested, then the duration is doubled and the maximum dimension for depth becomes 50 feet.
Petty Glamour
Gesture, [Concentration]
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 reactions and cannot cast new spells. On the sorcerer's initiative turn, by use of an action, 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 Logic preservation save against DC:12 to notice the logical inconsistencies, such as no sound, etc.
Doubled:If doubling points, the the save is made against DC:13.
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 Judgment save against DC:15. 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.
Doubled:Increasing spell points merely makes the save required DC:18.
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 type of form taken can be anything physically touched previously, even if dead; however, reading or imaging a creature s not sufficient. The form is not illusionary but a real transformation; however, there are a limited set of properties that can become part of this hybrid existence. First, nothing bigger than a large-sized creature can take shape, and nothing tinier than a small-sized creature can form. How a creature moves: speed, flight, leaping, swimming, burrowing are all transferable; however, those are at the rate of the real creature or 100 feet whichever is lower. The vision of the creature, meaning normal, darkvision, nightvision, echolocation or spirit sight can become part of the forms senses; however, his or her original accuracy and range of sight remains the same; i.e., becoming a hawk does not allow its telescopic vision. Method of breathing, whether aerobic, amphibious, water-breathing or that it doesn't breathe, are all properties that come from the new form. If the creature has body weapons or a monstrous attack, this can be used but not always to the full capacity. Poisons, acids, diseases and curses as part of an attack will not become part of the new form, only the physical biting, clawing or whatever is gained. Further, the maximum dice used in an attack in the polymorphed form is 2d20, and only that can be achieved if the sorcerer or the creature is capable of inflicting that much by some normal attack. What does not transfer are any cantrips, incantation, axioms or magical abilities. Resistances are not gained. Skills are not gained. Further, the sorcerer's current value of body points remain the same - with the caveat that upon the initial change, the sorcerer's body will heal d6 points of damage, not to exceed the max. Other than that, the caster and all his possessions transmute into the form of the new being. 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. Further, no sub-quality score change, and the caster gains the better of his own or the new being's natural AC up to a maximum of AC:14. As possessions are part of the transformation, no items use is permitted while in the new shape. Finally, as an action, the caster can choose to change form again, but no healing will occur.
Doubled:Should 6 spell points be used, the new form can have up to 3d20 attacks and an AC:16.; further, the healing of the initial change will be 2d6 and able to exceed the maximum body score. Points gained higher than normal come in the form as temporary body points that are lost and the end of the axiom, and the caster can only be healed back to his or her actual max.
Possession
Verbal, Gesture, [Concentration]
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 Will preservation save against DC:23 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 Will 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.
Doubled:If double points are used for the casting of possession, then the saves become DC:29.
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 sub-quality 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 Judgment preservation save (DC:14) is passively made and typically without knowledge it happened. If successful, the target is fully protected from mental intrusion.
Doubled: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 Logic 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.
Doubled:Doubling has no effect.
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. Multiple castings on the same individual will not increase speed.
Doubled: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 2d4 body points of blunt damage, and the spell fails the transportation.
Doubled: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.
Sabotage Mark
Verbal, Gesture
Spell Point Cost: 3
Requirement: Fiery Crescendo
Time Required:1 action Range:60 feet Duration:30 seconds
This axiom will infiltrate a victim’s lifesong and select an explosive substance at random, such as explosive oil or high-grade alcohol flask, assuming it is on the being, causing the volatile substance to combust and inflict the like damage upon the target. However, the magic must overcome the protection of the lifesong, allowing the mark to roll a Will preservation save (DC:15) to prevent the explosion. This axiom can also be used against targets not protected by a lifesong, such as a barrel of grain alcohol, which requires no save to combust. It is important to note that no other oils on the target will explode as a result of the initial explosion. Further, only volatile substances can be targeted; it will not light wood or normal combustibles. Explosions are based on the substance; see Explosive Oil in the Market subsection.
Doubled:There is no additional effect for adding points.
Sawtooth
Verbal, Gesture, External
Spell Point Cost: 3
Time Required:1 action Range:Touch Duration:30 seconds
When enchanting a melee weapon, until the end of the caster’s third turn after casting, that weapon will be imbued with a special dimensional warp. If successfully striking a target with that weapon and that target is wearing medium or heavy armor, then in addition to the normally inflicted damage from the strike, an ephemeral dimensional breech in the armor exists, effectively lowering the victim’s AC by 1 point. Multiple strikes against the same victim will be cummulative with each strike from that weapon lowering another point. However, power of the weapon and all the holes in everyone’s armor as a result revert to normal at the end of the axiom.
Doubled:Double the points extends the duration of the axiom until the end of the caster’s fifth turn after casting.
Schmerz
Verbal, Gesture
Spell Point Cost: 5
Requirement: Dirge Chamber
Time Required:1 action Range:60 feet Duration:30 seconds
When casting schmerz, the caster chooses a target and creates a magical link between their lifesongs. Until the end of the caster’s next three turns, any damage he or she suffers will be shared with that target. The sorcerer still receives the inflicted damage, but a like amount is sent to the recipient as necrotic damage. This occurs every time the caster is harmed by Body damage; other damage or influences do not transfer. However, for each time incoming damage is sent to the target, the victim rolls a Resilience save (DC:15), and if successful, suffers only a single point of damage instead.
Doubled:If doubling the spell points, the duration lasts 60 seconds and the save DC becomes 20.
Scry
Verbal, Gesture, External, [Concentration]
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 5,000 bits. The target must make a Judgment feat save (DC:11), which is modified by the best condition in 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 reactions and new spell-castings 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.
Doubled:When double the points are used, then the base DC becomes 15 and the duration doubles.
Sectantur
Gesture, External
Spell Point Cost: 3
Time Required:1 action Range:Touch Duration:Up to 1 week
By the use of this magical power, the sorcerer can turn any object under one pound and no longer than one-foot in any dimension into a location device. The object does not reveal anything about its surroundings, but it could be used in conjunction with a scry with a +6 bonus, assuming the object is on the subject being viewed. Otherwise, this object allows the sorcerer to know its location so long as it is still on the same plane of existence. That location is relative from the sorcerer in cardinal points and distance without the exact location being known. Requesting a location from the object can be performed seven times before the object loses its charm. Once checking that many times, the spell effect expires. Finally, if the sorcerer has mago-mathematics, then he or she can decipher the teleport coordinates from the location, similar to teleport sigil on a Perception feat against DC:15.
Doubled:Using double spell points allows up to fifteen location requests but only extends the maximum duration to ten days.
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.
Doubled:Using double spell points allows up to five (instead of two) 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.
Doubled: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 inspecting it; if doing so, the a Perception save against DC:17 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.
Doubled:Spell-point-pumping allows for the duration to extend to 48 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. It 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.
Doubled: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.
Doubled: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.
Doubled:Double-points indicate two targets can be affected by the action.
Silence
Gesture, [Concentration]
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 are still possible while in silence. 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 reactions can be taken and no new spells can be cast.
Doubled:There is no effect for increasing spell points.
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 plus Logic score to open. This can be cast in magical silence.
Doubled:Point-pumping yields no effect.
Slick
Verbal, Gesture
Spell Point Cost: 1
Time Required:1 action Range:30 feet Duration:Permanent
With this axiom, the sorcerer places an oily material over a 10-ft diameter surface (7 hexes), which acts as difficult terrain. It can be placed over an occupied area. Further, any creature starting its turn in the area or moving into it, not using flight or other means to avoid the surface, must make an Agility feat (sub-quality plus bonuses) against DC:9 or fall prone when attempting to move. Depending on the surface, the oil might be absorbed or dried out after 24 to 48 hours.
Doubled:Doubling the points allows 3 more hexes of slickness to exist at the desired placement of the sorcerer; however, these each must be adjacent to the original seven.
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 10 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 40 points of Mind score have been affected or no points remain to impact the next victim. A slept creature follows the unconscious restriction, but are allowed to be awakened as the asleep restriction. Neither undead, elves nor creatures immune to charm can be affected.
Doubled:If double spell points are used, then a total of 80 Mind points are affected; however, with double points those with a current Mind score up to 13 can be affected as well, but if having a Mind score over 10, the victim is permitted a Judgment preservation save (DC:10) 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 Judgment preservation save against a DC:13. 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.
Doubled:Double the points during casting allows for two targets to be selected simultaneously in a single action.
Spark
Verbal, Gesture
Spell Point Cost: 1
Time Required:1 action Range:30 feet Duration:Instantaneous
The sorcerer selects a target within 30 feet who can be visibly seen, then hurls a bolt of electricity at that target as a d20 against its armor class. If the caster has ranged fighting, then any Agility bonus can be added to the to-hit value. If the cast further has a hurling skill, then the total Agility score is added in lieu of the bonus. If successful, then d4 points of lightning damage is inflicted against Body.
Doubled:if casting with 2 Mind points, the lightning flashes in a way that blinds the victim if failing a Resilience save (DC:12) with the effect lasting until the start of the victim's next turn.
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 20 feet for the following 6 combat rounds. In addition to this, the target is at advantage for all saves and feats involving body This is effective for reversing the effects of a ghoul or spells like ghoul touch and slow.
Doubled: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, illusions 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.
Doubled:If using twice the spell points, then the duration is 2 hours.
Stature
Verbal, Gesture, [Concentration]
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; however, the results are restricted size categories between small and large. The creature or object must not be worn or carried by another. If the target is unwilling, it can make a Resilience preservation save against DC:13. 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 reactions or cast new spells 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 saves for body sub-qualities; additionally, all d20 attacks gain a +1 bonus if growing to the Large size category. 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, or from Large to Medium. Large and Huge creatures who are reduced suffer a -1 penalty to all d20 attacks. Until the axiom ends, a reduced target also has disadvantage on body sub-quality saves.
Doubled:Should double spell points be used, then the range and the duration are both doubled.
Stature Exanimate
Verbal, Gesture
Spell Point Cost: 4
Requirement: Stature
Time Required:1 minute Range:Touch Duration:8 hours
This effect is an enhancement of the stature spell; however, it can only target inanimate objects. There is no size restriction for this axiom, but like its predecessor, the object cannot be worn or carried by another when enchanting. If shrinking the object, it can be reduced to 25% of its original dimensions; however, its weight is not exactly proportional being only reduced to 10% of its original weight. Thus a three-foot barrel with a 20-inch diameter, weighing 200 lbs. would become 9 inches tall with a 5-inch diameter, weighing 20 lbs. If growing the object, it will triple in dimension and ten times in weight. Thus that same barrel would be 9 feet tall with a 5-foot diameter; plus, it would weigh 2000 lbs.
Doubled:Should double spell points be used, then the duration is doubled.
Strix Cloud
Verbal, Gesture
Spell Point Cost: 2
Requires Connecronism
Time Required:1 action Range:60 feet Duration:Instantaneous
When casting the strix cloud two shadowy clouds appear, swirling around and attacking a single target within 60 feet. Effectively, this is a 2d20 attack against the victim's AC with no bonuses to hit and each die inflicting a single point of necrotic damage. However, if any d20 does strike, then that glob of necrotic energy adheres itself to the vimtim’s lifesong where upon the caster’s next turn it will drain another point of blood. Since the force is not physical, removing it by hand is not an option. However, it is subject to disrupt thaumaturgy and other similar means.
Doubled:if casting with 4 Mind points, then a total of four shadowy clouds attack the victim.
Strong Glamour
Gesture, [Concentration]
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 reactions or cast new spells. 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 a turn 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 Logic save against DC:15.
Doubled:Doubling the points case the save to become DC:18.
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 use any reactions or cast new spells 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.
Doubled:Doubling has no effect.
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 travelers 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 2d4 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.
Doubled: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 affixed 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 previously 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. Further, this spell can be performed inside a silence effect.
Doubled:Should double spell points be used, there is no bonus effect.
Thanatos
Verbal, Gesture
Spell Point Cost: 4
Requirement: Dirge Chamber
Time Required:1 action Range:Touch Duration:30 seconds
This necromatic axiom harnesses the lack of lifesong inside a being and replaces it with magical force for the recipient’s next three actions. For each full 10 points from a being’s max Body score, the target gains +1 necrotic damage to each individual melee attack. Thus, if a fighter with 24 Body max has only 4 points remaining, then he or she would gain +2 necrotic damage; this bonus would count towards each of the attacks, but not dice, if multiple attacks were made. If cast again before the duration is up, then the first enchantment is ruined and replaced by the second casting’s values; the bonuses do not stack. Lastly, the recipient a construct or undead; however, all other categories of life can receive the necromancy.
Doubled:Additional points are ineffective for this axiom.
Torus of Destruction
Verbal, Gesture
Spell Point Cost: 2
Time Required:1 action Range:Self Duration:30 seconds
Upon casting, a visible, circular energy surrounds the sorcerer. This magical power can be either cold, fire or lightning at the choice of the caster but remains that energy type for the duration of the axiom, which is 3 rounds. The height of the torus is equal to the height of the caster and offers no obscuring effect. Any creature starting its turn in a hex adjacent to the caster or moving through an adjacent hex during its turn, be it friend, foe or neutral, will suffer 1 point of damage of the appropriate energy type. The caster may use this offensively, moving to a space that will make an opponent begin its turn in an adjacent hex. Or it may be used defensively, so that only those who approach the sorcerer suffer the incidental damage.
Doubled:If using 4 Mind points to cast, then the duration becomes 7 rounds.
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.
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 only. 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 or others that require silver.
Doubled:Doubling points will allow switching between options in a single action.
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.
Doubled: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 which are silver or “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.
Doubled: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.
Doubled: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, inflicting 2 points of necrotic damage in vengeance.
Doubled:Double points is not allowed.
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.
Doubled:Doubling the spell points used will increase the duration to two weeks.
Voltaic Arc
Gesture
Spell Point Cost: 2
Requirement: Spark
Time Required:1 action Range:30 feet or one weapon Duration:Varies
The sorcerer creates a surge of lightning to fly from his or her hand to a target within 30 feet, requiring a d20 attack against its AC. If the caster has ranged fighting, then any Agility bonus can be added to the to-hit value. If the cast further has a hurling skill, then the total Agility score is added in lieu of the bonus. If striking, then d6±1 points of lightning damage is delivered. Optionally, the gesturing requirement of the axiom can be performed while maintaining grip on a weapon and delivering the arc from the weapon as well. When incorporating a weapon, it offers two choices for delivery. The first is an immediate hurling of an electrical arc through the weapon for the same values as if it had been thrown by hand. The second option is to maintain the charge in the weapon until the sorcerer's following turn. On that next action, the sorcerer can wield that weapon to strike with as a normal combat attack. If successfully hitting the target with the combat attack, the additional d6+1 points of damage is delivered as well. However, if the attack misses, then the magical lightning in the weapon dissipates. Lastly, this spell can be used in silence if selecting the second option to charge a weapon.
Doubled:If casting with 4 Mind points, the damage from the lightning increases to 2d4±3.
Wall of Force
Verbal, Gesture
Spell Point Cost: 4
Requirement: Fortress or Instant Wall
Time Required:10 minutes Range:30 feet Duration:24 hours
This axiom is a better form of the instant wall; however, it is designed to be a defensive measure with the possibility of becoming permanent. The wall of force has all the same size restrictions (100 square feet and 10-foot per dimension), positioning and what the force prevents. It also has a stronger resistance to the disintegration attack, as the wall is permitted a survival check (DC:13) to prevent destruction. Moreover, if it is cast 28 days consecutively in the same location, then there is an optional method to make it a permanent magical force. On the 28th day or after, if double points are used to create the wall again, then its duration becomes permanent.
Doubled:Making permanent is the only use for doubling the spell points.
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 Judgement score as a modifier. On a hit, it inflicts 2d4 point of piercing damage.
Doubled:If point-pumping this axiom, the watchdog gains a movement rate of 30 feet after being trigger.
Web
Gesture, [Concentration]
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 reactions or casting during that time. Any being which starts its turn in the web-area must make a Strength preservation save against DC:13. 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 another Strength 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 d4 points of fire damage.
Doubled: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.
Doubled: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 chosen for the duration of the axiom. Each creature that starts its turn in the line must succeed on a Strength preservation save of DC:13 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 use reactions or cast new spells; 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.
Doubled:If overloading the spell points, then saves becomes DC:15, 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, a d20 (rolled twice) against the DC of the object. For example, breaking a solid wooden door is a DC:17. Also, each roll gains the sorcerer’s Perception score to the rolls. However, if the target is a living target or even a construct monster, as opposed to the default of thrown magical damage, it acts as a physical 2d20 bludgeoning attack (with Perception score as part of the to hit roll) against the opponent's AC, inflicting a point for each successful d20, +2 as if a heavy weapon, and the Perception modifier.
Doubled:When doubling points for casting, two targets or any type can be selected simultaneously for a single casting.