Beyond The Veil

Alternate History
Life, Death, and the Multiverse
Factions
Creatures
Spellcraft
Primal Magic
Season 1 Stories
Characters

Skill Based Magic

Essential Force (EF)

There is a hidden energy that powers creation. It has been called many things by people across history and culture; Mana, Aether, Orgone, Chi.
This "Essential Force" permeates all of creation, and veiled humans perceive it as cosmic microwave background radiation.
Mages accumulate EF in their blood. If they learn to harness and control the EF they can become spellcasters. If they don't learn to control it, they eventually die from the radiation, a condition called "Essence Rot"

Your Maximum EF is equal to your Spirit + your total points in magical skills, or 1, whichever is greater.

Your body is constantly absorbing EF from the ambient environment. You refill your EF to maximum after taking a long rest.

You can also absorb EF from your environment by performing personal meditation, uninterrupted, for at least an hour. Personal mediation will differ from mage to mage and requires a mindful activity in alignment with your Sphere of Magic.

This requires a Spirit Roll:
• On a Failure: Your EF is drained
• On a Minor Success: You receive EF up to half your maximum
• On a Major Success: You fill your EF to max.

Essence Rot
Regulating their EF and dissipating excess EF into the ground is one of the first skills a new mage must learn, and almost every mage can do it as an action. If a mage never learns to, or is prevented from draining the EF from their bloodstream, it will continue to accumulate.

If a Mage's total EF exceeds their maximum EF, they will begin to take damage:
• 1 EF over: Nosebleeds, nausea, dizziness; -1 to all rolls
• 2 EF over: Crippling pain, disorientation, hallucinations; -2 to all rolls
• 3 EF ever: Necrosis, internal bleeding, loss of consciousness; -3 to all rolls, 1 wound per turn (unmitigable)
• 4+ EF over: Instant Character Death, followed by transformation into an Arcane Husk.

Pattern Fatigue

When a Mage casts a spell that affects a person directly, they are casting that spell on a person's Pattern, changing them. When a person is aware of a spell being on them, they experience pattern fatigue. Mages are always aware of a spell cast on them, even if they do not know the effect of the spell. Too much pattern fatigue will cause it to warp. All mages can support at least one spell on themselves even if they have a negative spirit score. Mages can support an additional number of spells equal to their Spirit. Once a mage reaches the limit of their patterns flexibility, they can try to push themselves further, making a spirit role to maintain their pattern's integrity each time another spell is cast on them, gaining a warp on a failure. Each spell, even if it has multiple effects, is still only counted as one spell on a pattern. 

The Animus

Every mage manifests magic in a different way, known as their "Animus". It may be a shimmer of lights, spontaneous butterflies, a change in the atmosphere, or any other supernatural effect. The more powerful a spell is, the stronger the Animus. Veiled humans who witness an Animus may experience a Broken Veil if they are unable to explain it away naturally. Mages who see another Animus will know that a spell is being cast, but unless they are personally close to the caster, will not be able to tell anything about the spell. 

Spellcraft
Spells are impositions of the Mages' will onto the world order. They replace the way things are with the way the Mage wants it to be. Spells only work as long as the Mage's willpower is greater than the collective will of reality. The more veiled humans there are around to disbelieve the Mages version of the world, the harder it is to cast a spell, and the greater a chance there is for a Broken Veil event to occur. As a result most Mages are very secretive and work subtly from the shadows.

Spells typically have 3 components; Words of power spoken out loud, ritualistic movements of the hands and arms(or other body parts), and a clear mental image of the desired effect.

Basic Spells are quick, improvisational castings, taking usually less than a minute and requiring that the Mage stay focused on the spell during the entire casting. They are used in combat and during investigations. A Mage can combine multiple spell effects together as long as they are not 5th level spells and are all from one practice of magic.

Ritual Spells are slow, methodical castings, sometimes taking days to accomplish. They require specialized research, materials, and a secure location for the ritual site. Ritual spells allow the mage to take breaks and divide the casting up, making big spells easier and safer to cast.

Combined Spells use the efforts of 2 or more casters. Complex spells often require the application of skills from outside a single mage's sphere of magic, or the EF cost of a spell may be too high for one Mage to manage. Casting a spell with another mage requires a familiarity with them, and often a comradery. You have to know their Animus, and how they see the world. If you don’t understand them, you can't visualize their spells as they cast them, and won’t be able to mix yours in. Thus the formation of covens and Mage societies.

Calculating Spell Cost

  1. Add the base EF cost of each spell effect the casting will have, this equal to the skill level required for each effect.
  2. Add 1 EF if the spell is accelerated so it only takes one round to cast. 5th level spells can't be accelerated.
  3. Subtract 1 EF cost for each valuable spell component consumed, as long as the item is considered a valuable resource, cannot be easily obtained, and makes sense for the spell, it can count.
  4. Determine if the spell is being cast without any verbal or somatic components, Add 1 EF cost if cast without either of them, add 2 EF cost if cast without both.
  5. Add 1 EF to hide your Animus if you want.
  6. Add or subtract any bonuses or penalties as determined by the Weaver
  7. Pay the EF cost at the start of casting and make a Spirit Roll.
  8. On a failure, the spell backfires, causing a magical backlash.

Concentration

Some spells require that the mage maintain focus on the effect for it to be sustained. If the mage becomes distracted or is attacked, they must make a Wits roll to maintain their concentration. If they fail, the spell ends. 

Upcasting

Most spells have a limited range of self, or touch. By using the next level of skill, a spell can be upcast, changing its range from self to touch, or from touch to sensory perception. A spell can also be double upcast to bring it from self to sensory perception. Upcasting can also be used to expand the range or area of effect of a spell, or to add multiple targets to the spell. 

Sympathetic Connections

When we interact with things we build up sympathetic connections to them. These are subtle threads that bind us to the things in our world. Many spells require or benefit from having a sympathetic connection to the target. This is the origin of the use of objects like locks of hair, blood, and personal keepsakes in spellcraft.

Unless it is a requirement, having a sympathetic connection to your spells target gives you a +1 to the spellcasting roll and consumes the connection. 

Magical Backlash

The first roll determines the target of the backlash. If the target roll is invalid, then it defaults to the caster

1: An environmental effect
2: Everyone in the scene
3: The whole party
4: The caster
5: A random party member
6: A random person in the scene 

The second roll determines the effect of the backlash. The Weaver selects an effect from one of the spells of the type rolled and applies it as they see fit to the target rolled

1: Unmake or Transform
2: Create
3: Dominate or Decay
4: Tinker or Fray
5: Nudge
6: Obfuscate 

The third roll determines the duration of the backlash

1: Until dispelled
2: 1 Month
3: 1 Week
4: 1 Day
5: 1 Scene
6: 1 Turn 

The 9 Practices of Magic

Magic is naturally broken down into 3 groups or "Circles", with each Circle having 3 Practices of Magic. A mage can only have an affinity for one circle, they can learn to cast spells using skills within their circle affinity, but not from others. This has led to the common tradition of spell casters working in multiples of 3.

Circle of Reality

Spatiorelativistics

The study of the physical dimensions within which all things exist.

Dimension, Distance, Teleportation, Warding, Scrying 

Chronomancy

The study of the flow of time.

Temporal Acceleration &
Deceleration, Prophecy, Divination, History 

Synchronicity

The study of the connections between things and the intricacies of probability.

Destiny, Probability, Connection, Blessings, Curses, Fate 

Circle of Substance

Alchemy

The study of the structure of lifeless material.

Matter, Raw Elements, Alloys, Chemistry, Transmutation 

Arcanistics

The study of the structures and principles of Magic and Essential Force itself.

Essential Force, Spell Construction, Illusions, Patterns, Auras, Enchanting 

Metaphysics

The study of the forces and energies of the universe.

Electricity, Gravity, Kinetic energy, Light, Physics, Radiation, Sound 

Circle of Being

Biomorphics

The study of life, evolution, and organics.

Disease, Evolution, Healing, Metamorphosis, Stamina, Biochemistry 

Psycognition

The study of the universal consciousness shared by all thinking creatures.

Communication, Hallucinations, Mental projection, Telepathy, Mind Control 

Noumena

The study of the intangible, spirits, and the worlds in-between.

Souls, Spirits, Ghosts, Extraplanar Creatures, Summoning 

Skill Level

Unlike normal skill points, skill in magic requires study and experimentation as part of your character's downtime and doesn't level up with the advancement track. Work with the Weaver to find activities you can do to increase your skill in magic. 

One Point in a Practice

Cost 1 EF and Take 1 Action to Cast
Seek
“Gain mystical knowledge of an element”
Obfuscate
“Briefly conceal an element”
Mage Sense
“Gain heightened sensory perception of elements” 

Two Points in a Practice

Cost 2 EF and Take 2 Actions to Cast
Nudge
“Compel an element to do something improbable”
Mage Armor
“Protect yourself against attacks”
Gift of Sight
“Cast Mage Sense on others”
Shroud
"Cast obfuscate on others" 

Three Points in a Practice

Cost 3 EF and Take 3 Actions to Cast
Tinker
“Alter the capabilities, function, or form of an element”
Fortify
“Improve an element”
Fray
“Degrade an element”
Gift of Protection
“Cast Mage Armor on others” 

Four Points in a Practice

Cost 4 EF and Take 4 Actions to Cast
Dominate
“Compel an element to do something impossible”
Decay
“Mutilate an element” 

Five Points in a Practice

Cost 5 EF and Take 5 Actions to Cast
Transform
“Change the essential nature of an element”
Create
“Create an element from nothing”
Unmake
"Destroy an element" 

Alchemy

First Level Spells

Alchemists Knowledge

On a Minor Success: You may ask one question about how the practice of Alchemy is at play here

On a Major Success: You may ask two questions.

Detect The Concealed

On a Minor Success: You can tell if an object contains a hidden compartment or if a wall has a hidden door. You don't innately know how to open it, just where it is. You must be touching the object to cast the spell.

On a Major Success: You also identify the method of opening it.

Mechanics Intuition

On a Minor Success: You know what internal mechanical components are in a device and how they are connected together. You can tell exactly how any defective part is broken. You can use this information to repair or sabotage a device. You have to be touching the device to cast the spell.

On a Major Success: +1 forward to interact with the device.

Obfuscation

On a Minor Success: You can do one of the following:
- Make a hidden compartment harder to find
- Camouflage a small inanimate object in plain sight
- Hide your presence from a mechanical sensor

On a Major Success: You gain a +1 Forward to your next action.

Mage Senses

Grant yourself Crafters Eyes for the scene:
On a Minor Success: You can do the following:
- Determine the composition of an object
- Detect if something is radiating magic
- Detect the presence of a substance in the area
On a Major Success: You gain a +1 forward to your next action.

Crafters Eyes

The world around you looks fractured, like it is made of building blocks. The deeper you look, the smaller the building blocks are. Living creatures look blurry. You see magic in the way it affects matter, the building blocks touched by magic seem to sparkle, like they are covered in glitter.

Second Level Spells

Remote Control

On a Minor Success: Make any mechanical device in your sensory range fulfill its function remotely. You can make a device start or stop, change the speed at which it operates, or cause it to malfunction. You can not make it do anything the device would not normally be capable of and must remain concentrating to maintain the spell.

On a Major Success: +1 ongoing to your actions using the device until the end of the spell.

Personalize Weapon

On a Minor Success: You alter the balance, calibration, or sharpness of a weapon, attacks made with this weapon are Major Successes on a 9+. This only applies when the weapon is being used by the mage who cast the spell.

On a Major Success: You can add a utility TAG to the weapon.

Move Liquid/Gas

On a Minor Success: You can make a 2 square meter volume of liquid or gas move up to 10 meters from its original location. The target must be in your sensory range. Liquid moved in this manner has enough force to knock people over, and if a size large or smaller creature is crushed up against a solid object by the mass, it deals 1 wound.

On a Major Success: You can continue to move the target as an action for the duration of the scene or until you lose your concentration.

Alchemists Immunity

On a Minor Success: Select a substance when you cast the spell, you are immune to any toxic or caustic effect of that substance for the scene. It can not deal damage to you. If the substance is a liquid, you can float in it. You can still take energy damage from the substance.

On a Major Success: As an action, you can change the substance after casting the spell.

Material Dampening

On a Minor Success: You create a field around you that momentarily softens physical weapons reflexively. Any physical attack against you with mundane items is reduced in wounds by half your skill level in Alchemy rounded up.

On a Major Success: You also can not be restrained by mundane physical objects such as rope or handcuffs.

Third Level Spells

Shape solids

On a Minor Success: Change the shape of up to a 2 square meter volume of solid matter. It can be extracted from a larger solid. The matter can be sculpted into any form you can imagine. It retains its other properties and must remain solid. You must be touching the target. If used to attack someone, an Escape roll can be made to avoid the attack.

On a Major Success: You can also move the mass up to 10 meters away.

Change Properties

On a Minor Success: Increase or decrease; the electrical conductivity, the magnetic reactiveness, or the state of matter of an object. The other properties of the object remain the same. You must be touching the target. The matter cannot be turned into plasma without also having 3 points in Metaphysics.
On a Major Success: You can change multiple properties in a single casting.

Change Flammability

On a Minor Success: Increase or decrease the rate and temperature at which an object combusts. The other properties of the object remain the same. You must be touching the target.

On a Major Success: The object's chemical reactiveness can also be changed.

Change Size

On a Minor Success: Increase or decrease an object's size. The target object changes by up to one size TAG in either direction. The other properties of the object remain the same.

On a Major Success: You can revert the object back to its original size as a free action.

Merge Devices

On a Minor Success: Take 2 or more ordinary mechanical or electrical devices, and combine them together into a single device that has the utility TAGs of both. The device is the size, and weight of the largest of the devices, and has the durability of the weakest of the devices. Its appearance is up to the Weaver. The spell is cast at a -1 penalty for every device over 2 that is merged. You must be touching the objects.


On a Major Success: You can choose the appearance of the merged device.

Strengthen

On a Minor Success: Make an object more resistant to damage. Its durability TAG improves. You must be touching the object. The other properties of the object remain the same.

On a Major Success: The object can be made indestructible to mundane damage.

Armored Clothing

On a Minor Success: Make regular fabrics as strong and resilient as armor. The target clothing becomes a piece of medium armor. The other properties of the object remain the same. It is indiscernible as armor to the naked eye. You must be touching the target.

On a Major Success: The target object becomes a piece of heavy armor.

Purify Substance

On a Minor Success: Remove any impurities from up to a 2 square meter volume of matter. They can refine chemical compounds, create pure materials, or filter toxins from a substance. The impurities are left behind in their natural form. You must be touching the target.

On a Major Success: You can choose to dissipate the impurities away instead of leaving them behind.

Repair Machine

On a Minor Success: Cause any broken or malfunctioning machine to operate again. Any broken parts or damaged connections repair themselves and reconnect. You must still supply any missing components themselves as the spell does not create matter, it only repairs damage or wear. You do not need to know how the machine works to cast this spell. You must be touching the device.

On a Major Success: The machine is made as efficient as possible.

Make Brittle

On a Minor Success: Make a large or smaller object less resistant to damage. Its durability TAG degrades. You must be touching the object. The other properties of the object remain the same.

On a Major Success: The object can be made so brittle it falls apart at the slightest touch.

Damage Machine

On a Minor Success: Cause a device to stop functioning. The damage is random, it could make components disconnect, cause parts to crack, make seals leak, or in some other way break. The device immediately stops functioning and must be serviced by someone with the skill to repair it before it will operate again. You do not need to know how the machine works to cast this spell. You must be touching the target.

On a Major Success: The machine is so badly damaged it can only be replaced.

Invisible Blades

On a Minor Success: You harden the air into a weapon and slash your opponent with it. The blades deal 3 Wounds of slashing damage. The target must be in your sensory range. The blades are invisible and can't be dodged unless the target has mage senses active.

On a Major Success: You can continue to attack with the blades, as an action, until you lose concentration.

Fourth Level Spells

Intangible Form

On a Minor Success: Become selectively intangible for the scene. You can pass through solid objects as an action. You can target what objects pass through you or not, so you don't fall through a floor, and you can still interact with things. You have to be able to see the object you are passing through, and most projectiles move too fast to react to in time.

On a Major Success: Projectiles you are aware of pass through you reflexively.

Automaton

On a Minor Success: Assemble a large or smaller statue out of any single inanimate matter freely available around you. The statue takes any form you can imagine. It retains the properties of the material it is made of. The Automaton has 2 modes; In active mode, you can concentrate and control the Automaton directly. In passive mode, the Automaton can perform any single rote mundane action it is instructed to do, such as guard a door or pull a lever, but it cannot think for itself.

On a Major Success: You can change the appearance of the material used to create it.

Expel Matter

On a Minor Success: Create an area, within your sensory range, up to 5 meters in diameter, that all of a selected substance is pushed out of. It could be any inorganic matter, it goes in whatever direction you desire. The selected substance remains out of the field for a number of rounds equal to your skill in Alchemy.

On a Major Success: You can move the field as an action.

Entropy Field

On a Minor Success: Create a field, within your sensory perception, up to 5 meters in diameter. Everything inorganic that comes into contact with the field, not in your direct possession, begins to rapidly oxidize and decay. All objects are reduced by one durability TAG per round. Fragile items turn to dust. The field lasts for a number of rounds equal to your skill in Alchemy.

On a Major Success: You can move the field as an action.

Disassemble

On a Minor Success: Cause an object to disassemble into all its component parts. You must be touching the object. The object comes flying apart catastrophically and any fluids within spill out. Component part is defined as: "the smallest possible intact piece of a machine".

On a Major Success: You can cause the spell to happen on a delay, or on command, provided the object is still in your sensory range.

Fifth Level Spells

Transmutation

On a Minor Success: Transform any single type of inanimate matter into any other single type of inanimate matter. You can target up to 2 cubic meters. The matter must be within sensory range. The transmuted material can be a single element, an alloy, or a chemical compound. You must be touching the target.

On a Major Success: You can transmute a single substance into multiple substances, or vice versa.

Wellspring

On a Minor Success: Enchant a medium or smaller container of items to automatically replenish any inorganic objects within. You must be touching the target. This could be something like an ammo magazine, a canteen with water, or a bottle of pills. The container only replenishes if someone needs more of the thing inside. The container only creates an exact copy of whatever was in it when the spell was cast. It takes an action for the container to refill, but you do not need to be concentrating on it.

On a Major Success: The container refills instantly instead of as an action.

Manufacture

On a Minor Success: Create any large or smaller object you can imagine, that still obeys the laws of physics. You can copy any machine you have cast Mechanics Insight on, you can use a technical document as a regent in the spell to create the device it depicts, or you can use a relevant skill to invent a device on the spot. If you invent a device, it has the Unstable TAG and may malfunction at the Weavers discretion.

On a Major Success: The device operates better and more efficiently than any mundane version and does not have the Unstable TAG.

Obliterate

On a Minor Success: Destroy any medium or smaller mundane object at the atomic level. It becomes nothing but subatomic particles in a huge burst of energy. Anyone within close range of the target takes 3 wounds in energy damage. Anyone within mid-range of the target must make a Physique roll to avoid being dazed by the blast. The target must be in your sensory range.

On a Major Success: You can cause the spell to happen on a delay, or on command provided the object is still in your sensory range.

Arcanistics

First Level Spells

Arcanists Knowledge

On a Minor Success: You may ask one question about how the practice of Arcanistics is at play here

On a Major Success: You may ask two questions

Identify

On a Minor Success: Identify the practice of the spell on an enchanted item. You must be touching the item.

On a Major Success: You also identify the nature of the spell

Obfuscation

On a Minor Success: Select one of the following;
- Hide your nature as a mage
- Hide your animus while spell casting
- Make your aura seem average

On a Major Success: You gain a +1 forward to your next action

Mage Sense

Gain Sight Beyond Sight for the scene.
On a Minor Success: You can do the following as an action
Identify if something is radiating magic
See through hard-force constructs
See peoples auras and try to read them

On a Major Success: You gain a +1 forward to your next action

Sight Beyond Sight

The world looks much more vibrant and saturated. The natural EF in everything seems to glow with an inner light, although it generates no actual illumination. Hard-Force constructs look shimmery and fake. You see magic in the form of its raw EF, like wisps of shimmery steam. Sentient creatures are surrounded by their auras.

The Aura

All sentient creatures have an aura, a reflection of their essential nature, and their impact in the world. The aura is like the event horizon of a black hole, it looks like a thin line of compressed light around the outside of the person. The brighter a person's aura is, the more effective potential they have. That is to say, it is a reflection of the amount of change they can make on the world. Most people's auras are relatively dim. Mage's auras are incredibly bright in comparison, and the more skill in magic they have, the brighter it is.

Reading an Aura

A mage with Sight Beyond Sight can roll +Heart to peer deeply into a person's aura, expanding the ring of light into a spectrum that reveals the person's nature.

On a Failure: You break the Mage Sense Spell

On a Minor Success: You can tell what their general effect on the world is and if they are a supernatural creature. If they are a Mage, you can tell the practices they are proficient in

On a Major Success: You can tell if there is anything off about their aura, such as if it has been changed with magic.

Second Level Spells

Arcane Scroll

On a Minor Success: Create a scroll that can store a spell, up to the level of your Arcanistics skill. Once cast into it, the stored spell can be read as an action later, casting the spell. Targeted spells need to be aimed with a Ranged roll. AoE spells are centered around the scroll. Your maximum spell EF is reduced by one per scroll you have active. Scrolls are constructs of EF and have the Fragile TAG. Scrolls are destroyed after 24 hours and the spell within a destroyed scroll is released as wild magic at the Weaver discretion.

On a Major Success: The mage can have the scroll take the form of any tiny object.

Activate Enchanted Item

On a Minor Success: Activate any enchanted item you are holding, even if you don’t know the method of activation.

On a Major Success: The mage also learns the method of activation

Counterspell

On a Minor Success: Target another mage within your sensory range who is actively casting a spell. The target spell fizzles and the EF used is release as wild magic at the weavers discretion. Make the roll at -1 per spell level above two, unless you spend an EF per level. Make the roll contested against other player characters.

On a Major Success: Also refund half the mana spent to cast the spell

Spell Shield

On a Minor Success: Create a barrier of EF against offensive magic for a scene. You gain advantage on rolls to avoid magical effects cast directly against you and gain armor against damage caused directly by spells, with durability equal to your skill in Arcanistics.

On a Major Success: You also take half the wounds, rounded up, from spell damage.

Pattern Anchor

On a Minor Success: Prevent your pattern from being altered for a scene. You cannot have spells cast directly on you, this includes your own spells, and this prevents all magical healing. It does not prevent damage caused by spells.

On a Major Success: Also refund half the mana spent to cast the spell.

Third Level Spells

Arcane Token

On a Minor Success: Create a token in the form of any tiny or small object you desire. It has the fragile TAG. It is able to hold EF, up to a maximum equal to the casters skill in Arcanistics, and manifests empty. If a token is broken, or is out of your possession for more than a day, it disappears and releases any EF within as wild magic, at the Weavers discretion. Any mage with at least level 3 in Arcanistics can draw EF from a token in their possession as an action.

On a Major Success: The token manifests already filled with EF

Channel EF

On a Minor Success: Transfer your EF to people and objects at a rate of 1 EF per action spent casting this spell. If the target of this spell is a person, they must be aware of, and willing to receive EF from the caster. You must be touching the target of the spell.

On a Major Success: You only lose half the EF you transfer, rounded up.

Mage Sanctum

On a Minor Success: Create a space, covering up to 100 square meters, in which veil break events are less likely to occur and people are more inclined to ignore spell effects. The spell lasts for 24 hours, unless the mage renews it with 3 EF once per day.

On a Major Success: The mage sanctum effect also subtly encourages people to overlook it entirely.

Manipulate Aura

On a Minor Success: You can directly alter the aura of yourself or others for a scene. You can change the color and nature, and can make it appear like that of another person or creature, as long as you know what the desired aura you are replicating looks like. The target must be in your sensory range.

On a Major Success: The item does +1 wounds.

Arcane Priming

On a Minor Success: You prepare the target mundane object to hold a spell and become and enchanted item. This process can only be performed once per month. The target item will absorb the next spell cast on it, as long as the spell is equal to or less than your skill in Arcanistics. You can select the activation method of the enchanted item when you cast the spell. The enchanted item can be activated a number of times equal to your Arcanistics skill before being drained. You must be touching the target.

On a Major Success: The enchanted item can be activated a number of times equal to twice your Arcanistics skill before being drained.

Infuse Item

On a Minor Success: The infused item is filled with EF and gains the Magical TAG for the duration of the scene. It is effective against creatures that would normally be immune to damage from mundane weapons.

On a Major Success: You are refunded half the EF spent to cast the spell.

Harness Place of Power

On a Minor Success: Create a connection with the place of power, where the ambient EF is particularly high. The location of these places is decided by the Weaver, and they are often contested. The weaver will tell you how many points of EF the location has. You can use that EF pool to power devices both mundane and magical, and to cast spells. The time it takes for a place of power to recharge is up to the Weaver.

On a Major Success: You become innately aware of any other people in the place of power, even if you are away from it.

Minor Hard-Force Construct

On a Minor Success: Create a size medium or smaller inanimate illusion made of EF. It has substance and appears as whatever form the mage imagined when they created it. It can be picked up and interacted with, but has no internal functioning components and possesses no practical qualities. It has the fragile TAG.

On a Major Success: You are refunded half the EF spent to cast the spell.

Mend Pattern

On a Minor Success: You remove a warp from someone's pattern. This also repairs whatever derangement or disfiguring effect the warp caused. You must be touching the target This can only be cast on someone who still has an intact pattern. Once the persons pattern is torn no mortal mage can fix it.

On a Major Success: You remove all warps from the target pattern.

Ignite EF

On a Minor Success: You remove a warp from someone's pattern. This also repairs whatever derangement or disfiguring effect the warp caused. You must be touching the target This can only be cast on someone who still has an intact pattern. Once the persons pattern is torn no mortal mage can fix it.

On a Major Success: You remove all warps from the target pattern.

 Suppress Magic

On a Minor Success: The effects of a target spell temporarily stop working for the duration of the scene. The target cannot be a spell on someone else's pattern and you must be touching the spell focus. The target spell level must be less than or equal to the casters Arcanistics skill.

On a Major Success: You are refunded half the EF spent to cast the spell.

Destroy Arcane Token

On a Minor Success: An arcane focus you are touching is destroyed, the EF it stored dissipates without creating wild magic.

On a Major Success: You are refunded half the EF spent to cast the spell.

Fourth Level Spells

Arcane Resilience

On a Minor Success: Protect a mage from magical backlash, if they would have created it, the EF fizzles instead, dissipating safely.

On a Major Success: They also do not create wild magic as a result of their spells

Major Hard-Force Construct

On a Minor Success: Create a size medium or smaller inanimate illusion made of EF. Unlike a minor construct, this one does not have the fragile TAG, it has an Average durability, and can be usable as functional weapons or armor.

On a Major Success: You are refunded half the EF spent to cast the spell

Hard-force Doll

On a Minor Success: Create a size medium or smaller illusion made of EF that lasts for a scene. The mage can control the construct directly as an act of concentration, so long as they are in sensory range. Its movements are limited to the form it has, are always uncanny, and it has the fragile TAG. It slumps to a heap on the ground if the mage is not concentrating on it.

On a Major Success: You are refunded half the EF spent to cast the spell

Enchantment Augmentation

On a Minor Success: You can augment an enchanted item. You can do one of the following
- Add a secondary enchantment to the item.
- Change the current enchantment.
- Add up to your skill in Arcanistics in extra activations to the enchanted item.

On a Major Success: You are able to select two of the options from the list.

Siphon EF

On a Minor Success: Siphon off EF from an inanimate object, up to your maximum EF. Most inanimate objects have little EF in them and objects siphoned from become brittle and turn to dust if drained of EF completely.

On a Major Success: You gain 2 EF for every 1 you drain.

Dispel Magic

On a Minor Success: End the magical effect of a single spell and revert reality to the way it was before the spell was cast. You must be touching the spell focus and the target spell must be less than or equal to your Arcanistics skill. If the effect was an enchantment on an item, it becomes a mundane item once again. The EF from the dispelling becomes a surge of wild magic at the Weavers discretion.

On a Major Success: You absorb the EF from the dispelled magic, up to your maximum

Distort Pattern

On a Minor Success: Cause a warp in the target's pattern. This nature of the warp is determined by the Weaver. Make a contested Spirit roll if the target of this spell is another player character.

On a Major Success: You can select the nature of the warp

Destroy Hard-Force construct

On a Minor Success: Unravel a Hard-Force Construct, turning it back into EF. This becomes wild magic at the Weavers discretion.

On a Full Success: You are refunded half the EF spent to cast the spell

Fifth Level Spells

Forcefully Awaken

On a Minor Success: Channel a flood of EF into a mundane person, causing them to lose consciousness and awaken as a mage. Roll 1d3; 1 they are Circle of Being, 2 they are Circle of Reality, 3 they are Circle of Substance. They awaken with no skill points in any practice and no understanding of what happened.

On a Major Success: You can pick the circle they awaken as.

Absorb Wild Magic

On Minor Success: Absorb up to your maximum EF from a source of wild magic. You must be in contact with the wild magic to absorb from it.

On a Major Success: You are immune to any further effect from this source of wild magic.

Arcane Font

On a Minor Success: Create a burst of arcane energy in the area around you halves the EF cost of spells until the end of the scene. This applies to all spell casters in the area.

On a Major Success: You may choose who the font effects when you first cast the spell.

Magic Servant

On a Minor Success: Create a construct of EF in the form of a shimmering silhouette of a humanoid. This construct has the fragile TAG and only has the strength to lift small objects. This servant can be given simple commands and will carry them out to the best of its ability. It cannot think for itself or speak.

On a Major Success: The Magic Servant is invisible to those without Sight Beyond Sight active

Complex Hard-Force Construct

On a Minor Success: Create a size large or smaller construct. It can be a humanoid, and can resemble anyone or anything the Mage can picture clearly. It does not have the fragile TAG and possesses attribute scores of 0. As long as the mage is within sensory range of the construct they can use an action to concentrate on puppeting it. The construct cannot speak or vocalize, but is otherwise a perfect illusion of the real thing.

On a Major Success: The caster can also throw their voice through the construct

Rip EF

On a Minor Success: Siphon off EF from a living being, up to your maximum EF. Once a target is out of spare EF they take wounds for every point of EF taken after that. A person who dies from this effect turns to dust and their pattern is destroyed.

On a Major Success: You gain 2 EF for every 1 you drain

Destroy EF

On a Minor Success: All the EF in a 20 square meter area is dissipated and a magical void is left behind for the duration of the scene. Any spells active in the void fail. And spell casting within the void is impossible. The target must be in your sensory range. Mages caught in this effect must make a Spirit roll to not lose all their EF. Retaining half of their maximum on a mixed success, and all of it on a full success.

On a Major Success: Your spell may affect up to 40 square meters

Biomorphics

First Level Spells

Biomorphics Knowledge

On a Minor Success: You may ask one question about how the practice of Biomorphics is at play here

On a Major Success: You may ask two questions.

Track Life

On a Minor Success: You can specify a certain type of organism when you cast the spell. You gain an innate sense of where the closest instance of that organism is in relation to you for the scene, or until it is dead. This spell can't track a specific individual.

On a Major Success: You are aware of all the selected organisms in the area.

Diagnostic Touch

On a Minor Success: You can determine the physical health of a target organism you are touching. You can tell if they have any diseases, infections, toxins, genetic conditions, or injuries. You can determine the exact nature and severity of these medical issues.

On a Major Success: You get +1 ongoing to any roll to treat the targets medical conditions

Obfuscation

On a Minor Success: Do one of the following:
- Make subtle changes to your appearance
- Change your fingerprints
- Change your scent

On a Major Success: You gain a +1 forward to your next 

Mage Sense

Grant yourself Primal Sense for the scene:
On a Minor Success: You can do the following:
- Heighten your natural senses to peak human ability
- Sense living creatures that come within 3 meters of you
- Determine if something is radiating magic

On a Major Success: You gain a +1 forward to your next action.

Primal Senses

You feel on the edge of your seat, and everything seems more sharp and alive. You feel the thrum of the web of life and see the flow of life force circulating inside living creatures. All of your natural senses are heightened and you feel connected to the living world around you. Magic appears like a living thing, it breathes and it's heart beats with power.

Second Level Spells

Purge Self

On a Minor Success: You can instantly expel a toxic substance from your body, stopping any further damage or conditions caused by the substance. This does not heal any damage already caused by the substance. You must know what substance you are expelling.

On a Major Success: You expel all harmful substances from your body even if you don’t know what they are or that they are present.

Self-Sustaining

On a Minor Success: You recycle the materials in your body and draw cellular energy from EF directly. Your basic biological needs are met for the next 24 hours, you do not need to eat, drink, or sleep, and experience no hunger, thirst or fatigue while the spell is active.

On a Major Success: You can also hold your breath for an extended period of time.

Autonomic Control

On a Minor Success: You gain perfect control of your autonomic functions for the scene. You can slow or speed up your heartbeat, breathing and metabolism. You can appear clinically dead.

On a Major Success: You can also disable your adrenal and instinctual responses.

Healing Factor

On a Minor Success: Your wounds close supernaturally fast. You heal 1 wound per round while this spell is active. This can only heal physical damage. This can't regrow organs or replace lost limbs.

On a Major Success: You heal 2 wounds per round instead of 1.

Chitinous

On a Minor Success: You reinforce your dermal cells, making you naturally more resistant to damage. Your skin gains the benefits of heavy armor with a durability equal to your skill in Biomorphics.

On a Major Success: You also reinforce your skeletal structure, giving you +1 ongoing to Melee moves while the spell is active.

Third Level Spells

Purge Other

On a Minor Success: You can instantly expel a toxic substance from the target, stopping any further damage or conditions caused by the substance. This does not heal any damage already caused by the substance. You must know what substance you are expelling. You must be touching the target.

On a Major Success: You expel all harmful substances from your body even if you don’t know what they are or that they are present

Simple 
Metamorphism

On a Minor Success: You are able to transform one base life form (insects, plants, fungi, microbes) into an approximate equal mass of a different base life form for a scene. You must be touching the target.

On a Major Success: You are able to transform the original life form into multiple different kinds of base life forms, not just one.

Shape Base Life

On a Minor Success: You are able to change one of the features of a base life form. You can swap it out for any other base life forms feature. You must be touching the target. The new creature is considered a scientific anomaly and may provoke a veil break in mundane humans.

On a Major Success: You can change two features. These can come from two different creatures.

Modify Self

On a Minor Success: You can replace one of your physical features. Select an animal and one of the following when you cast the spell: Ears, Eyes, Nose, Arms, Legs, Claws, Fangs, Tail, Hair/Fur, Gills. The Weaver will determine what benefits the new parts provide.
Alternatively you can change one of your physical features for those of a different human being.

On a Major Success: You get +1 ongoing to rolls that make use of the feature

Primal Roar

On a Minor Success: You let out a beastly roar infused with EF. Any living creature within 10 meters of you who can hear it must make a Withstand roll or have their fear response triggered. Roll 1D6 on a failed roll the creature must;
1-2:Fight | 3-4:Flee | 5-6:Freeze for their next action.
The weaver decides what action NPCs take.

On a Major Success: The effect lasts for 2 rounds

Pheromone Control

On a Minor Success: You alter your body chemistry to either make you seem more likable or more intimidating for the scene. Select one when you cast the spell. You gain +1 ongoing to convince rolls when you are trying to make friends, or intimidate someone affected by your pheromones. The pheromones are airborne and have a normal range of 1 meter around you.

On a Major Success: You can take a minor success on a convince roll to get a person affected by your pheromones to do you a trivial favor. This can only be used once per person, after which they are immune to the pheromones for 24 hours.

Apex Predator

On a Minor Success: You hone your predatory instincts to the maximum for up to the scene. You gain a savage drive and your attacks have ferocity, melee moves you make are major success on a 9+. If you do not end the spell after a number of rounds equal to your skill in Biomorphics, you fly into a bloodlust and lose control of your character to the Weaver for the scene.

On a Major Success: You have advantage on melee moves.

Strengthen Body

On a Minor Success: You can increase the muscle fiber and definition of the target instantly. Select either their Physique or Reflexes, it is increased by +1 for the scene. You must be touching the target. This can bypass the normal limit on maximum score.

On a Major Success: You can increase both Physique and Reflexes by +1.

Healing Touch

On a Minor Success: You are able to rapidly accelerate the target's ability to heal. You can remove wounds equal to your skill in Biomorphics from the target. The wounds take a round each to heal. This spell can't replace lost organs or limbs. You must be touching the target.

On a Major Success: Wounds heal at a rate of 2 per round

Weaken Body

On a Minor Success: You can reduce the muscle fiber and definition of the target instantly. Select either their Physique or Reflexes, it is decreased by -1 for the scene. You must be touching the target.

On a Major Success: You can decrease both Physique and Reflex by -1.

Touch of Pain

On a Minor Success: You cause cellular damage and pain in the target living creature. They take 2 wounds and a -1 forward as they are wracked with pain. You must be touching the target.

On a Major Success: The target has -1 ongoing for rounds equal to your skill in Biomorphics.

Fourth Level Spells

Mundane Metamorphism

On a Minor Success: You are able to transform one mundane life form (mammal, reptile, bird, fish) into an approximate equal mass of a different mundane form for the scene. You must be touching the target. Sentient creatures transformed by this spell remember the experience like a hazy dream.

On a Major Success: You are able to transform the original life form into base life forms as well.

Shape Mundane Life

On a Minor Success: You are able to change one of the features of a mundane life form. You can swap it out for any other mundane or base life forms features. You must be touching the target. The new creature is considered a scientific anomaly and may provoke a veil break in mundane humans.

On a Major Success: You can change two features. These can come from two different creatures.

Create Familiar

On a Minor Success: You can turn a mundane life form into a familiar. This animal companion is able to communicate basic non-verbal concepts to you. It will carry out simple requests from you that do not violate its sense of self preservation. You can shift your awareness to its senses as an action. It is considered a magic creature. It still has all the physical needs of a living creature.

On a Major Success: You can also call the familiar to you by force of will from a distance

New Self

On a Minor Success: You can completely transform your own body into a new form for the scene. You can become an entirely new person, with different Physique and Reflex attributes than your own. Your Wit, Heart, and Spirit scores stay the same. You can also use this spell to become a mundane animal. You retain your consciousness. You lose the ability to speak with humans but understand other animals of the same species.

On a Major Success: You can shift between your old and new forms as an action for the duration of the scene.

Panacea

On a Minor Success: You restore a living target to perfect health, curing any illness, purging any foreign substance, and regrowing any missing organs or body parts. The process takes one round per wound and body part it restores and does not restore any new damage taken after casting the spell. You must be touching the target. This spell can also be used to reverse the adverse effects of aging.

On a Major Success: Wounds heal at a rate of 2 per round.

Invoke Suffering

On a Minor Success: You can cause the target to become quickly incapacitated by extreme nausea, abdominal cramping, muscle spasms and fever for the scene, or until you lose concentration on the spell. You must be touching your target.

On a Major Success: You do not need to maintain concentration on the spell

Wither

On a Minor Success: You cause necrotic damage to the target, causing tissue death and wounds equal to your skill in Biomorphics. The target of this spell also receives half as much healing, rounded down, for the rest of the scene. You must be touching the target.

On a Major Success: The spell causes the affected limb to die, it will need to be amputated or healed with Panacea.

Fifth Level Spells

Resurrection

On a Minor Success: You restore the biological activity to a creature whose body is still intact. It is healed by 1 Wound and returned to life. If the target's death happened within the last hour, their soul may choose to return to their body freely, otherwise 4 Points in Noumena is required to return the soul to the body, and 4 Points in Arcanistics is required to repair their Pattern. A resurrected body without a soul has no spark or personal drive and will only independently fulfill its basic needs.

On a Major Success: The target receives the minor success benefits of the Panacea spell after resurrecting.

Polymorph

On a Minor Success: You are able to transform one life form into a different life form permanently. You must be touching the target. Conservation of mass does not apply. The target takes on all the attributes and abilities of the creature they are turned into. Without the addition of level 4 in Psycognition; if they are turned into a lesser life form they lose their human reasoning skills within 24 hours. If they are turned into a base life form they lose all sense of who or what they once were. A second casting of this spell can return a person to their original form. This spell can cause incredible psychological harm to the target and is considered taboo in a lot of cultures.

On a Major Success: You can transform the target into any creature you can imagine, including supernatural ones.

Abiogenesis

On a Minor Success: You create a mundane creature out of thin air. It can be any creature you have seen. This spell does not put the creature under the mages control. If this spell is used to create a human body, it is a mindless soulless shell.

On a Major Success: You can create any creature you can imagine, including supernatural ones, although doing so may cause a veil break incident if mundane humans witness the creature.

Plague Bringer

On a Minor Success: You cause a new disease to manifest in a target creature. You can create a new virus or bacteria, and you can determine the symptoms of the disease and if it is deadly. The disease takes up to 24 hours to incubate. You must be touching the target. This spell is incredibly dangerous and is banned from use by the Majirum.

On a Major Success: You are inherently immune to a disease created by this spell.

Pale White Horse

On a Minor Success: You stop all the biological activity in the target, killing every cell. The target dies instantly and can only be revived by a casting of Resurrection. You must be touching the target.

On a Major Success: You drain their lifeforce into yourself, healing you up by to 4 wounds.

Chronomancy

First Level Spells

Chronomancers Knowledge

On a Minor Success: You may ask one question about how the practice of Chronomancy is at play here

On a Major Success: You may ask two questions

Glimpse the Past

On a Minor Success: Gain a mental image of your current location, as it was at a target point of time within the last 24 hours

On a Major Success: See up to 3 target points of time within the last 24 hours

Glimpse the Future:

On a Minor Success: Gain a supernatural understanding of the ramifications taking a single specific action will have for the scene.

On a Major Success: You can take a minor success on that action.

Mage Sense

Grant yourself Temporal Awareness for the scene:
On a Minor Success: You can do the following:
- Detect distortions in the fabric of time
- Keep a perfect internal clock down to the nanosecond
- Detect if something is radiating magic

On a Major Success: You get +1 forward

Temporal Awareness

The world seems thick, like the air is extremely humid. You can perceive the fabric of time, a medium of reality that permeates the realms and allows causality to occur. You see faint ripples of past and future waves moving through this medium out of the corner of your eye. You see magic as waves of shimmering energy pulsing off of the object that radiate it.

Second Level Spells

Undo

On a Minor Success: You can cause a single action you have taken within the last 5 rounds to be erased from history. It is as if it never happened. This can be used to retry a failed roll.

On a Major Success: You can erase an action taken within the last 10 rounds

Perfect Timing

On a Minor Success: You can accurately calculate the timing of your own actions in order to act at exactly the right moment to have the best chance of success. You gain +1 ongoing for the scene, or until you lose concentration.

On a Major Success: You do not need to maintain concentration on the spell.

Limited Precognition

On a Minor Success: This spell allows you to anticipate the outcome of an imminent event with certainty. You can select a single event of chance, with limited fixed outcomes. (Such as a coin flip, or which direction someone will go) The event has to be one you know is going to occur within the scene.

On a Major Success: Take a +1 forward to any move you make to interact with the event

Held Spell

On a Minor Success: This spell, when cast alongside another spell, allows you to store it, frozen in time, for up to 24 hours. As an action, you can release the temporal hold on the spell, casting it. This spell counts against your pattern flexibility while you are holding it. Only one spell can be held like this at a time.

On a Major Success: The spell does not count against your pattern flexibility while you are holding it.

Paradox Armor

On a Minor Success: You become a living paradox. If an attack you sustain during the scene would kill you, you split yourself from that timeline, the old you dies, but the new you emerges from them, this takes an action. Your new body is in the state it was in right before the attack that killed you. This leaves you with half your maximum EF for 24 hours. The paradox you leave behind is, for all intent and purpose, also you, just dead.

On a Major Success: You do not suffer the EF penalty. 

Reflexive Acceleration

On a Minor Success: You are able to accelerate your own personal time as a reflex. If you are being attacked, you can make an Escape move as free action to dodge.

On a Major Success: You get a +1 ongoing to Escape moves while the spell is active.

Third Level Spells

Review the Past

On a Minor Success: You open a window to see the past of your current location. The window is fixed in place in the location where it was summoned. The window shows you up to the last 24 hours of history, as if it were a security camera that had been in place for the duration of the last day. The window can be scrubbed forward and backward, as well as paused. The window only provides a visual account, it does not play sound. You must maintain concentration on the spell.

On a Major Success: The window can be moved around the area for the duration of the spell as an action.

Echoes of the Future

On a Minor Success: You gain a warning from yourself in the future that saves you from making mistakes. You can, for the duration of the scene, choose to redo a single turn immediately after it has passed. Allowing you to change your approach to a situation, or warn others to change theirs. From the perspective of others the first turn never happened. If other players take the same action they did on the original turn, they may use the results of their roll from that turn.

On a Major Success: You are able to redo up to 2 turns.

Minor Divination

On a Minor Success: You are able to read the most probable near future. When you cast the spell, select a target within your sensory perception. You may ask the Weaver a single question about the target's future and they will provide an answer. The farther out in time your question is, the more vague the answer will be. This spell cannot see further than a few days.

On a Major Success: You are able to ask 2 questions about the target's future.

Haste

On a Minor Success: You accelerate your personal time, allowing you to take 3 actions on your next turn. This spell can only be used once per scene, it fails automatically if you try to cast it a second time.

On a Major Success: You are able to take 4 actions on your next turn.

Fast Forward

On a Minor Success: You accomplish a single non-combat action almost instantly by fast forwarding yourself to its completion. Everyone on the outside sees the mage supernaturally accelerate. The task must be one that only requires your input. You cannot interact with others while under the effect of this spell unless they are also fast forwarded.

On a Major Success: The spell extends to any machine or device you are using for the task.

Slow

On a Minor Success: You are able to slow your target's personal time. They are unable to take an action and they do not suffer from damage over time effects on their next turn. You must be touching the target.

On a Major Success: They are affected for the next 2 turns.

Lag

On a Minor Success: You are able to cause the target to lag in time, making them easier to hit. For the duration of the scene melee attacks against the target are made at +1 ongoing.

On a Major Success: Ranged attacks against the target are also made with a +1 ongoing as well.

The Ravages of Time

On a Minor Success: You are able to cause the target to feel the temporary effects of aging. For the duration of the scene, the target is at a -1 ongoing penalty. The spell ends if you lose concentration.

On a Major Success: The spell does not require concentration.

Fourth Level Spells

Question History

On a Minor Success: You can ask the Weaver a single question about the past of a single target within your sensory perception. It can be a person, place, or thing. The Weaver will give you an honest answer.

On a Major Success: You can ask 2 questions.

Personal Time

On a Minor Success: You withdraw to a pocket of personal time. To the rest of the world you seem to disappear. While in this pocket of frozen time, you cannot interact with any object that did not come with you in your inventory. You can spend up to 12 hours in this personal time. Once the spell ends you reappear back where and when you were when the spell was cast.

On a Major Success: You can spend up to 24 hours in your personal time.

Infinite Streams

On a Minor Success: You are able to select a different nearby timeline to shift to. You can change something about your current situation. You disappear from the timeline you were in and replace the version of you that was in your new timeline. This spell can only allow you to make small changes to your situation, as all the nearby timelines will be nearly identical to your current one.

On a Major Success: You can make a greater temporal leap and make a bigger change.

Displace Object

On a Minor Success: You are able to send a large or smaller object forward in time by up to 12 hours. It disappears and reappears in the same location, displaced in time. This only works on inanimate objects. You must be touching the target.

On a Major Success: You are able to displace the object by up to 24 hours.

Major Divination

On a Minor Success: You are able to read the most probable future with near perfect clarity. When you cast the spell, select a target within your sensory perception. You may ask the Weaver a single question about the target's future and they will provide an answer.

On a Major Success: You are able to ask 2 questions about the target's future.

Futures Problem

On a Minor Success: You are able to corrupt the timestream around the target creature, making them jump forward in time by a turn. They instantly disappear to everyone else and reappear one full turn later where they were when the spell was cast. The target has no perception of time having passed. You must be touching the target.

On a Major Success: You are able to send the target up to 3 turns into the future.

Fifth Level Spells

Distant Legacy

On a Minor Success: You are able to send a large or smaller object forward in time by up to 100 years. It disappears and reappears in the same location, displaced in time. This only works on inanimate objects. You must be touching the target.

On a Major Success: You are able to displace the object by up to 1000 years.

Rewritten Past

On a Minor Success: You are able to rewrite your own history. Effectively making a change to your character sheet. You can change a level up choice you made, or a skill you picked. You cannot change skill points spent in Chronomancy. You cannot change a quirk. The change created by the spell is permanent. This spell can fundamentally change the person you are. You can cast this spell again to undo a change made by this spell, even if you were not the one to cast it originally.

On a Major Success: You are able to change a quirk.

Stop Time

On a Minor Success: You stop time around yourself. You are able to move freely around the scene. All other objects and characters are frozen in place, all momentum is stopped. You can not harm others while this spell is active, but you can set up situations that would harm them when time unfreezes.

On a Major Success: You can affect up to 3 targets at once.

Altered Flow

On a Minor Success: You are able to create a pocket of space around a target location that alters the flow of time . You can cause a large amount of relative time to pass outside the target area compared to the time inside it, or vice versa. You can change the relative time by up to a factor of 10. The spell requires 5 EF per day to maintain. Your target must be in your spatial perception. The effect is obvious to anyone looking across the boundary of the spell

On a Major Success: You are able to change the relative time by up to a factor of 20.

Never Was

On a Minor Success: You erase the target from history. It is as if they never existed. No one except the mage who cast the spell remembers the target having ever existed. The Weaver decides the effect this spell has on the world. If the target of the spell is too narratively important, this spell will fail, because it has too many connections anchoring it to this world to be removed from it.

On a Major Success: You get a sense of the implication of your spell before you cast it, you may ask the Weaver what the outcome of it will be, and may decide not to cast it.

Metaphysics

First Level Spells

Metaphysicians Knowledge

On a Minor Success: You may ask one question about how the practice of metaphysics is at play here

On a Major Success: You may ask two questions.

Wiretap

On a Minor Success: You are able to eavesdrop on a wireless data transmission in your area for the scene. You are only able to use one of your senses to cast this spell and if the data is encrypted, or in a language/format you do not understand, this spell does not grant you the ability to understand it.

On a Major Success: You can use multiple senses

Enhanced Perception

On a Minor Success: You enhance one of your senses outside of the normal range of humans for the scene. This can give you sub/supersonic hearing, infrared and ultraviolet vision, or enhanced tactile sensitivity. This spell does not make you more capable of perception, it only increases the amount you might perceive.

On a Major Success: You can enhance multiple senses.

Obfuscation

On a Minor Success: do one of the following:
- Make yourself less visible
- Dampen sound you make
- Blend your thermal signature into the background

On a Major Success: You gain a +1 forward to your next action.

Mage Sense

Grant yourself Universal Sight for the scene:
On a Minor Success: You can do the following:
Detect the presence of all various forms of energy in your area
Detect if something is radiating magic

On a Major Success: You gain a +1 forward to your next action.

Second Level Spells

Bend Light / Heat / Sound

On a Minor Success: You can select one of; light, heat, or sound. You can change the direction and flow of that force in the area around you. It will continue to bend that way for the duration of the scene. You can not increase the force, or create it from nothing. The source of the force must be in your sensory range.

On a Major Success: You can change the direction and flow of the force again as an action for the duration of the scene, or until you lose concentration on the spell.

Kinetic Flow

On a Minor Success: You change the efficiency of your own kinetic energy for the scene. You can choose to get a +1 ongoing to Melee moves, or you can choose to take a minor success on any Traverse or Overpower moves you make.

On a Major Success: You get both benefits of the spell at once.

Toggle

On a Minor Success: You can influence the electrical flow in a device to cause it to turn on or off. You must be touching the device and it must have electrical components. You can not determine what the device does, only its power state.

On a Major Success: You can continue to turn the device on or off as an action for the scene as long as the device is in your sensory range and you don’t lose concentration on the spell.

Personal Climate

On a Minor Success: You prevent all changes in the temperature of the ambient environment from affecting you for a scene. You experience no negative consequences as a result of extreme temperatures. You can't be burned by fire, but can still asphyxiate in smoke.

On a Major Success: The spell lasts for up to a day and doesn't require concentration.

Energy Dampening

On a Minor Success: You create a field around you that reduces the amount of energy damage you take. Any energy attack against you is reduced in wounds by half your skill level in Metaphysics rounded up.

On a Major Success: You also can't be affected by sudden bursts of light, sound, or pressure, such as by a flashbang.

Third Level Spells

Pyrokinesis

On a Minor Success: You are able to control fire in its various forms for the scene. You can use an action to; change the direction it burns in, increase or decrease the size of the fire, accelerate or decelerate its spread, or snap your fingers to create sparks. The target needs to be in your sensory range. You can still be burned by fire unless you use an action to negate it.

On a Major Success: You automatically prevent fire from burning you as a bonus action 

Electrokinesis

On a Minor Success: You are able to control electrical energy for the scene. As an action you can; make it arc from a high voltage source to something nearby, cause it to change the direction of flow, insulate something from it, ground it out, or short an electrical device out with it. The target needs to be in your sensory range. You can still be electrocuted unless you use an action to negate it.

On a Major Success: You automatically prevent electricity from conducting through you as a bonus action

Mimic

On a Minor Success: You are able to recreate any sound you have heard before. You can make perfect reproductions of other peoples voices, but only lines you have heard them say. You can create up to 100 dBA. The sound originates from you. You can continue to mimic sounds as an action for up to a scene.

On a Major Success: You can make the sound seem to be coming from a target location in your sensory perception

Spectrum Shift

On a Minor Success: You are able to change the wavelength of any source of light for the scene. You can change the color in the visible spectrum or shift the light to the ultraviolet or infrared. You can not change the brightness of the light with this spell. You must be touching the target.

On a Major Success: You can change the wavelength again as an action for the duration of the scene

Hijack Signal

On a Minor Success: You intercept an electromagnetic signal and replace its content with your own. You can replace it with any content you already have, such as a video recording or a text message, or you can use a relevant skill to create new content such as graphic design or forgery.

On a Major Success: You can also intercept encrypted or high security signals

Amplify Heat

On a Minor Success: You can cause a source of heat, or the ambient air temperature in a room, or the temperature of a volume of liquid to increase by up to 100 degrees Celsius for the scene. Anything not immune to the increased temperature must either flee or start taking heat damage. At the end of the spell, or as an action, you can dissipate the excess heat instantly.

On a Major Success: You can increase the temperature by up to 200 degrees Celsius

Amplify Light

On a Minor Success: You can amplify a source of light for a scene. A small source of light can be made bright enough to illuminate a whole room or temporarily blind someone. You must be touching the target of the spell. The light source does not produce any more heat than it would normally.

On a Major Success: As an action you can remotely toggle the brightness of the target light for the duration of the scene

Amplify Sound

On a Minor Success: You can increase the volume of a sound for the scene. You could make your own voice loud enough to be heard by a huge crowd, or make a sound producing object loud enough to cause a pressure wave and disorient people. You are not immune to the effects of the amplified sound.

On a Major Success: You are also immune to any negative effects of the amplified sound from this spell.

Amplify Sound

On a Minor Success: You increase the kinetic energy of your weapon or body. Any melee attack you land with the weapon deals 1 extra Wound for the scene. If cast on your body, unarmed attacks deal a base damage of 3 wounds. You must be touching the weapon to cast the spell.

On a Major Success: Attacks with the weapon have a +1 ongoing to hit

Dampen Heat

On a Minor Success: You can cause a source of heat, the ambient air temperature in a room, or the temperature of a volume of liquid to decrease by up to 100 degrees Celsius for the scene. Anything not immune to the decreased temperature must either flee or start taking cold damage at a rate of 1 wound per round. At the end of the spell, or as an action, you can return the lost heat instantly.

On a Major Success: You can decrease the temperature by up to 200 degrees Celsius

Dampen Light

On a Minor Success: You can dampen a source of light for a scene. You can select how bright you want it to be when you cast the spell, down to zero lumens. You must be touching the target. The light source doesn't produce any less heat than it would normally.

On a Major Success: As an action you can remotely toggle the brightness of the target light for the duration of the scene

Dampen Sound

On a Minor Success: You can reduce the volume of the sound an object or person makes for a scene. A silenced person can't speak and their footsteps and melee attacks make no noise. Anything that leaves their possession does cause sound. You must be touching the target.

On a Major Success: Ranged weapons you fire also make no sound, though their projectiles still do when they strike.

Fourth Level Spells

Minor Invisibility

On a Minor Success: You can make an object or creature invisible for a scene or until you lose concentration. If the target moves more than a few inches the spell leaves a visible shimmer in the air that can give away its position. Any object you pick up appears as if it is floating in midair. You must be touching the target.

On a Major Success: You gain +1 ongoing to hide actions while invisible

Telekinesis

On a Minor Success: You can move an object using invisible force, you must be touching the target when you cast the spell. You can control the object as if you had an invisible hand upon it. You can use an action to lift, push, pull, or throw an object. You can also make an melee attack with the object using your Spirit as the modifier.

On a Major Success: You gain +1 ongoing to moves made with controlled objects 

Levitation

On a Minor Success: You can float above the ground and slowly lift yourself into the air for the scene. You are limited to your walking speed while using this spell and must maintain concentration to stay aloft. You get a -1 to Reflexes while using this spell.

On a Major Success: You don't suffer the -1 penalty to Reflexes

Force of Nature

On a Minor Success: You can harness an existing storm's power for a scene. You can use an action to summon a bolt of lightning or a powerful gust of wind to strike a target in your sensory perception. You must maintain concentration on this spell to maintain it. This spell does not work indoors.

On a Major Success: You can also cause thunderclaps and hail stone flurries

Absorb Energy

On a Minor Success: You can draw the energy out of a system and transfer it somewhere else. This can be thermal, electrical, acoustic or kinetic energy. You must be touching your target.

On a Major Success: You draw some of the energy into yourself, giving you +1 forward.

Decrease Gravity

On a Minor Success: You can reduce the effect of gravity on a target for the scene. Objects under the effect of this spell have the Trivial weight TAG, and if thrown will travel much farther. Creatures are able to jump great distances under the effect of this spell. The target takes no fall damage. You must be touching your target.

On a Major Success: You can toggle the spell as an action for the scene.

Invisible Strike

On a Minor Success: You can make a strike with telekinetic force against a target. The attack does 3 blunt damage against your target. Your target must be in sensory range. The attack is invisible to the target unless they have mage senses.

On a Major Success: Select a bonus from the melee move major success list.

Fifth Level Spells

Perfect Invisibility

On a Minor Success: You can make an object or creature invisible for a scene. Unlike minor invisibility, you do not need to maintain concentration on the spell and it leaves no visible trace when the target moves. You must be touching the target.

On a Major Success: Anything you pick up also becomes invisible 

Flight

On a Minor Success: The target is able to fly through the air as a free action for the scene. They can travel in any direction at their sprinting speed. They hover in place if they do not pick a direction to move. When the spell ends they fall to the ground at normal velocity. You must be touching the target. This can target multiple people at once.

On a Major Success: You get a +1 ongoing to Reflexes while flying

Transform Force

On a Minor Success: Select a type of energy when you cast this spell, you can transform that energy from a target system, or from the spell Absorb Energy, into another form of energy. The amount of energy doesn't change, only the form it takes. You must be touching the target.

On a Major Success: You draw some of the energy into yourself, giving you +1 forward.

Energy Blast

On a Minor Success: Select a type of energy when you cast this spell. You create a blast of that type of energy at the target location in your sensory perception. The blast can do up to 5 wounds of energy damage to any creature in up to a 5 meter radius of the target location. The blast can also travel as a line from yourself to the target.

On a Major Success: You can bend the power of your blast, hitting only the things you want.

Create Storm

On a Minor Success: You change the weather in your region to a powerful storm. You can pick one of the following types of storm when you cast the spell; Thunderstorm, Blizzard, Torrential Rain, Hail. The storm manifests supernaturally quickly and lasts until it has worn out naturally.

On a Major Success: You gain the benefits of the Force of Nature spell until you lose concentration. 

Nullify Force

On a Minor Success: Pick a type of energy, you eliminate all of that energy in a target object. You must be touching the target.

On a Major Success: You draw some of the energy into yourself, giving you +1 forward. 

Quell Weather

On a Minor Success: You dissipate all of the energy from a storm, and instantly turn the sky calm and clear. The weather changes supernaturally fast.

On a Major Success: You draw some of the energy into yourself, giving you +1 forward.

Noumena

First Level Spells

Noumenists Knowledge

On a Minor Success: You may ask one question about how the practice of Noumena is at play here

On a Major Success: You may ask two questions.

See the Soul

On a Minor Success: You are able to see the soul of a target creature. You can tell if it is damaged in any way. You can also tell if the creature is possessed by a foreign entity. The target must be in sensory range.

On a Major Success: You get +1 forward.

Sixth Sense

On a Minor Success: You can sense the flow of spirit in the area around you. If there are hot spots, you can sense their direction.

On a Major Success: You sense the location of a spirit vessel even if it has been Obfuscated

Obfuscation

On a Minor Success: Do one of the following:
- Hide from the supernatural senses of creatures from the Shade or the Beyond
- Hide from the perception of awakened spirits
- Hide the spirit energy in an object from perception

On a Major Success: You get +1 forward.

Mage Senses

Grant yourself Third Eye for the scene:
On a Minor Success: You can do the following:
Perceive the Shade and the beings who reside there
See incorporeal creatures
Determine if something is radiating magic

On a Major Success: You get +1 forward

Third Eye

The world is muted and desaturated. Living beings seem cold and distant. You can see incorporeal beings in the material realm and any beings lingering in the shade nearby. You see magic as a shimmery formless presence hovering around anything radiating it.

Second Level Spells

Séance

On Minor Success: You are able summon a dormant entity lingering nearby in the Shade and converse with it using a spirit communication tool. It will truthfully answer 3 questions. It can only answer questions using information from when it was alive.

On a Major Success: It will answer 5 questions.

Voice of the Beyond

On a Minor Success: You can speak in the universal language of the creatures native to the Beyond for the scene. Mortal creatures find this language grating to listen to.

On a Major Success: Gain +1 Forward.

Whisper to the Sleeping Spirit

On a Minor Success: You whisper praise and request aid from the sleeping spirit in an object made of natural materials. You get +1 forward to whatever move you make using it.

On a Major Success: You get +1 Ongoing with the object for the scene.

Shepherd the Lost

On a Minor Success: You can help a target ghost pass from the Shade to the Beyond. This spell requires Third Eye to cast. The target soul must be a ghost. The target must be in your sensory perception. This spell does not work for entities that refuse to pass on.

On a Major Success: You help multiple ghosts pass on with a single casting of the spell.

Soul Ward

On a Minor Success: Your soul is protected by a shield of EF for the scene. It is immune to being damaged or removed from your body.

On a Major Success: You are also immune to possession.

Spectral Armor

On a Minor Success: You wrap yourself in a cloak of EF that protects you from the attacks of creatures from the Shade and The Beyond for the scene. You have heavy armor against attacks from those sources with durability equal to your skill in Noumena. You also do not suffer entropy damage from being in the Shade.

On a Major Success: You have +1 Ongoing to Withstand rolls made against creatures from the Shade and The Beyond.

Third Level Spells

Touch the Shade

On a Minor Success: You gain the ability to interact with the intangible beings of the Shade and the Beyond for the scene. You are able to touch them and can make grapple and unarmed melee moves against them as if they did not benefit from intangibility.

On a Major Success: The spell also affects any melee weapon you are holding when it is cast.

Awaken Lesser Spirit

On a Minor Success: You are able to bring a minor spirit to awakening inside a target object made of natural materials. The lesser spirit has limited manifestation ability, and cannot physically interact with anything other than its focus object. The spirit is not compelled to follow any instruction given to it by you. It has no memory of any time prior to awakening. It's personality will be dependent on the item it was created from. You must be touching the target object.

On a Major Success: The spirit will be inclined to view the mage who awakened it as a friend. It will not follow commands outright, but it will be more inclined to listen., get a +1 ongoing to convince rolls with the spirit.

Cross the Veil

On a Minor Success: You allow the target creature from the Shade to manifest in the mortal realm. It manifests as an ectoplasmic entity, in its natural form, and retains its personality and abilities. The entity is not compelled to follow any instruction given to it by you. This spell requires the Third Eye active to cast.

On a Major Success: The entity will be inclined to view the mage who awakened it as a friend. It will not follow commands outright, but it will be more inclined to listen., get a +1 ongoing to convince rolls with the entity.

Phylactery

On a Minor Success: You are able to imbue magical sigils on the inside of a target container with a lid. You must be touching the target. That container becomes a phylactery and is able to contain a soul. A mage can use a phylactery to contain a soul. imprisoning it and removing it from the cycle of reincarnation. If the container is opened or broken, the soul within escapes to the shade. A phylactery can only hold one soul. A separate spell is required to place a soul into a phylactery.

On a Major Success: You hide the magical nature of the phylactery. It does not appear to be magic except under intense scrutiny.

Traveler of the Beyond

On a Minor Success: You are able to protect your soul from any damaging effects that being in a realm of the Beyond may have on it for the scene. This spell does not protect your physical form from any damage it may encounter due to environmental damage. For the duration of the spell you cannot make or be compelled to make contracts with creatures from the beyond.

On a Major Success: You take a +1 ongoing to rolls made to navigate in a realm of the Beyond.

Spiritual Mending

On a Minor Success: You are able to heal damage to a target creature's soul, as long as their soul is still intact. You must be touching the target. Their soul is healed by an amount equal to half your skill in Noumena rounded up. This spell can also be used to heal the ethereal form of creatures from the shade.

On a Major Success: You are able to heal a soul up to your skill in Noumena.

Open Chakra

On a Minor Success: You open your connection to the metaphysical, increasing your Spirit score by +1 for the scene. This spell also causes the mage to be extremely visible to beings in the Shade.

On a Major Success: You pull small amounts of stray spirit energy through you when spell casting. While the spell is active you can reduce the cost of all spells by 1 EF.

Wound the Soul

On a Minor Success: You deal a wound to the target's soul. You must be touching the target. This does not deal any physical damage. Most mundane creatures have souls weak enough to be destroyed by a single casting of this spell.

On a Major Success: You deal 2 wounds to the target's soul.

Spirit Blast

On a Minor Success: You launch a projectile of magical energy that damages the ethereal form of spirits and creatures from the Shade and the Beyond. You deal wounds equal to your skill in Noumena

On a Major Success: You may split the damage between multiple targets.

Fourth Level Spells

Binding Circle

On a Minor Success: You are able to craft a binding spell that can hold an entity from the Beyond or the Shade. They are unable to pass beyond the boundary of the spell. The spell requires you to draw a continuous boundary line before you cast it to specify the area of the spell. The spell only lasts as long as the boundary line remains intact and you do not lose concentration, up to 24 hours.

On a Major Success: The spell does not require concentration.

Summon

On a Minor Success: You are able to call an extraplanar being into the Material World. Powerful entities may reject the summons. Once an entity is summoned into this world they are free to act of their own volition. This spell requires a creature's true name and an offering of some kind in order to target it.

On a Major Success: The spell does not require an offering.

Forge Pact

On a Minor Success: You are able to forge a mutually beneficial contract with a willing Spirit or entity from the Beyond. If the mage breaks the terms of the contract, the entity is free to abandon or attack the mage.

On a Major Success: The terms of the contract will be less harsh or slightly favor the mage.

Crossroads

On a Minor Success: You are able to transform any intersection of paths into a gateway to the Shade. The gateway is invisible without the Third Eye spell active. Creatures from the shade are able to use the gateway to cross into the material plane. The gateway lasts for the scene or until you lose concentration.

On a Major Success: The spell doesn't require concentration.

Door to Beyond

On a Minor Success: You are able to transform a target door into a passage to a random location in a target realm of the Beyond. You must be touching the target. The spell lasts for a scene or until the door is closed.

On a Major Success: The door will open up close to where you want to be.

Exorcism

On a Minor success: You are able to expel a spirit or entity of the Shade or the Beyond that is possessing the target's body. You must be touching the target. Powerful entities can resist this spell.

On a Major Success: The target is immune to possession for the next 24 hours.

Banish

On a Minor Success: You send the target manifested creature back to the Shade. You must be touching the target. The target must not be actively possessing a vessel. Powerful entities can resist this spell.

On a Major Success: The target is unable to remanifest for the next 24 hours.

Soul Burn

On a Minor Success: You are able to convert the essence of your own soul into EF. You can deal damage to your own soul, equal to your skill in Noumena, you generate 2 EF for each damage you take from this spell. This spell does not cost EF to cast.

On a Major Success: You recover 4 EF for each point of damage you take from this spell.

Fifth Level Spells

Totem

On a Minor Success: You create a totem out of an item. It becomes a vessel for a spirit to reside in. The target spirit is infused into the item, granting it and the mage who wields it power. The effect of a Totem will depend on the spirit within it. If this spell is used to force an unwilling spirit into the totem, it will undoubtedly make it resentful of the mage who wields it. If the totem is broken, the spirit is released. The target must be in your sensory perception. Powerful spirits can resist this spell.

On a Major Success: You are able to infuse more powerful spirits.

Compel the Dead

On a Minor Success: You are able to control a target entity from the Shade. The target must be in your sensory perception and you must be able to give it verbal commands. The entity is compelled to undertake whatever task you give it, to the best of its ability. The spell lasts for 24 hours or until you lose concentration.

On a Major Success: The spell does not require concentration.

Manifest Greater Spirit

On a Minor Success: You are able to cause a greater spirit to manifest into the material plane. The greater spirit may be of a large natural area such as a forest or river, or the patron spirit of an animal or element. The spirit is not compelled to follow any instruction given to it by you. You must be in the area of influence of the target spirit.

On a Major Success: The spirit will be inclined to view the mage who manifested it as a friend. It will not follow commands outright, but it will be more inclined to listen, you get a +1 ongoing to convince rolls with the spirit.

Establish Court

On a Minor Success: You establish yourself as a lord among the spirits and denizens of the beyond. This spell makes the mage eligible to gather courtiers of spirits and entities from the beyond who will vie for favor from the mage. This spell can open a number of valuable avenues for the mage, but can result in becoming embroiled in ancient allegiances, conflicts and rivalries among the other courts of power.

On a Major Success: You are more likely to attract entities to your court.

Devour Essence

On a Minor Success: You are able to convert the essence of the target's soul into EF. You can deal damage to the target's soul, equal to your skill in Noumena, you generate 2 EF for each damage you deal with this spell. You must be touching the target.

On a Major Success: You recover 4 EF for each point of damage you deal with this spell.

Bar the Path

On a Minor Success: You close all passages to the Shade and the Beyond in the target area. Ghosts, Spirits, and creatures from the Beyond cannot enter the space. The spell requires you to draw a continuous boundary line before you cast it to specify the area of the spell. You must remain with the boundary of the spell or it ends.

On a Major Success: The spell also prevents Ghosts, Spirits, and creatures from the Beyond from using powers to affect the inside of the space or beings within it.

Psycognition

First Level Spells

Psycogs Knowledge

On a Minor Success: You may ask one question about how the practice of Psycognition is at play here

On a Major Success: You may ask two questions.

Lie Detector

On a Minor Success: You are able to instantly sense the intention for deception in a target for the duration of the scene. The target must be in your sensory perception

On a Major Success: You are vaguely aware of what it is they are trying to conceal as well

Shared Language

On a Minor Success: You can select a human language, you are fluent in that language for the scene

On a Major Success: You can emulate small regional dialects to fool people into thinking you are a native speaker

Obfuscation

On a Minor Success: Do one of the following:
- Forget a memory, allowing you to lie perfectly
- Turn your surface level thoughts to static
Make yourself easily forgettable in passing

On a Major Success: You gain a +1 forward to your next action.

Mage Sense

Grant yourself Inner Sight for the scene:
On a Minor Success: You can do the following:
- See the psyches of thinking creatures and try to read them
- See reflections of the Astral Deep and sense psychic force
- Determine if something is radiating magic

On a Major Success: You gain a +1 forward to your next action.

Inner Sight

A very strange worldview, things look ethereal, the overlapping "fog" of the Astral Deep covering everything. You can see the mental energy that emanates from people in the form of their psyche. Objects reflect the perceptions people have of them. A table may just look like a table, because that’s how everyone sees it, but a beloved child's teddy bear may look like a large knight in armor with the teddy bear's face, because that’s how the only person who really thinks about it sees it.

Second Level Spells

Facade

On a Minor Success: You can control your psyche, making your emotional state look however you want it to when you cast the spell.

On a Major Success: You can also plant fake surface level thoughts in your psyche as an action 

Parallel Processing

On a Minor Success: You can run 2 different trains of thought at the same time, allowing you to do 2 Wits based tasks at once or give yourself advantage on a wits moves for the scene. This spell can also be used to maintain concentration with one of the trains of thought.

On a Major Success: You get +1 forward.

Emotional Priming

On a Minor Success: You project a wave of mental energy that carries an emotional suggestion. You can use this to subtly manipulate a person. You must be in close range of the target. They can be pushed towards feeling a certain way, giving you +1 forward on Convince rolls.

On a Major Success: You get +1 ongoing for the scene

Mental Message

On a Mixed Success: You can telepathically send a one way, 10 word or less verbal message, to a target within your sensory perception. Only the target can hear it and they can tell that the message is coming from outside themselves. It is delivered in your voice.

On a Major Success: You can send a visual message instead of just words

Beast Speech

On a Mixed Success: You are able to understand a target animal as if it was able to speak for the scene. You can speak to it, and it will understand your words. The animal is not compelled to help by this spell.

On a Mixed Success: The spell works for all animals in the area when cast.

Iron Will

On a Minor Success: You shield your mind against outside interference and harden your mental resolve for the scene. You have advantage on withstand rolls. You take half as many wounds from direct psychic attacks, rounded up. You take no damage to your Psyche.

On a Major Success: You can take a minor success on withstand rolls for the duration of the spell

Misdirection

On a Minor Success: You cloud the perception of your attackers for a scene, making you harder to hit, the next number of attacks that would hit you, equal to your skill in Psycognition, miss instead. This effect only works against thinking creatures.

On a Major Success: You get +1 ongoing to melee attacks while the spell is active

Third Level Spells

Minor Hallucination

On a Minor Success: You are able to implant a false perception into a person's mind. Your target must be within sensory perceptions. You can trick one of their senses into perceiving something that isn't there for the scene. No one else will be able to perceive it. Visual hallucinations can't move and auditory hallucinations can't reproduce speech. The spell ends if you lose concentration.

On a Major Success: You can change the hallucination as an action for the duration of the scene.

Instant Friends

On a Minor Success: For the duration of the scene, your target thinks you are a good friend they have not seen in a long time. They are more inclined to tell you personal information and do small favors for you. When the spell ends they will remember they spent time with a friend but will not be able to remember it was you. The spell breaks if you push the bounds of friendship too far or make the social interaction too awkward. If the spell breaks like this, the target is aware they were ensorcelled.

On a Major Success: Your target thinks you are their best friend, they will act as an ally for the scene and try to help you to the best of their ability. They will still act with self-preservation, and the spell still breaks if you push the bounds of friendship too far or make the social interaction too awkward. If the spell breaks like this, the target is aware they were ensorcelled.

Command Beast

On a Minor Success: You can give a simple verbal command to a non-sentient thinking creature. The command must be something the creature has the capacity to understand and can only convey a single task that takes a single action to complete. It can't be commanded to do something against its sense of self preservation. This spell can be delivered telepathically when cast with Mental Message.

On a Major Success: Your command can comprise up to 3 separate actions.

Telepathic Link

On a Minor Success: You create a mental link with the target sentient creature. The target must be in sensory range. They must be willing to form the link or the spell fails. For the duration of the scene you and the target can telepathically communicate with each other. You can silently exchange verbal messages with each other. If either party choses to, they can end the spell as an action.

On a Major Success: You can also exchange visual information with each other.

Babel

On a Minor Success: You are able to understand every spoken language for the scene. When you speak, it is in a universal language, anyone who hears you understands your words. Alternatively you can cast this spell to be able to read and write every human language. If the language is particularly ancient or esoteric you may need to make a Wits roll to understand its full meaning.

On a Major Success: You gain both benefits of this spell.

Overclock

On a Minor Success: You accelerate your thought processes significantly for a moment. Allowing you to take a perfect mental assessment of a situation in seconds. You get the benefits of a major success on both an investigate and assess move.

On a Major Success: You may ask any questions as you want about the situation, the Weaver will answer as long as it would be possible for you to deduct.

Thought Thief

On a Minor Success: You can read the surface thoughts of the target sentient creature for the scene. This is their active train of thought, and can't be probed any deeper. If a person is aware that someone has cast this spell on them, they can use a Wits roll to control their thoughts and effectively lock the mage out. The target must be in sensory range. The spell ends if you lose concentration.

On a Major Success: Your target is at disadvantage to block you from reading their thoughts.

Co-Processing

On a Minor Success: You enhance a target thinking creatures' mental faculties for the scene. Select either their Wits or Heart, it is increased by +1 for the scene. Your target must be in sensory range. This can bypass the normal limit on maximum score.

On a Major Success: You can enhance both Wits and Heart by +1

Sooth Trauma

On a Minor Success: You heal a target's psyche by an amount equal to your skill in Psycognition. Any derangement they had as a result of it is cured. The trauma seems like a bad dream to the target and fades away from memory leaving no lingering mental harm. This spell can also be used to cure mundane mental illnesses like depression or schizophrenia.

On a Major Success: You shield the target from further damage to their psyche for 24 hours

Psychic Interference

On a Minor Success: You interfere with a target thinking creatures' mental faculties for the scene. Select either their Wits or Heart, it is decreased by +1 for the scene. Your target must be in sensory range. This can bypass the normal limit on maximum score.

On a Major Success: You can decrease both Wits and Heart by +1 

Assault Psyche

On a Minor Success: You telepathically attack the target's mind with a blast of traumatic mental power. Their psyche takes damage equal to half your skill in Psycognition, rounded up. You must be touching the target.

On a Major Success: You deal damage equal to your skill in Psycognition.

Fourth Level Spells

Major Hallucination

On a Minor Success: You can trick the target's senses into perceiving something that isn't there for the scene. Your target must be within sensory perceptions. No one else will be able to perceive it. Visual hallucinations can move and auditory hallucinations can reproduce speech.

On a Major Success: You can change the hallucination as an action for the duration of the scene.

Open Book

On a Minor Success: You can read a person's memory. Select a target memory by specifying an event in a target's life. You must make another +Spirit roll each time you want to read a different memory, the spell ends if you fail or lose concentration.

On a Major Success: You have +1 ongoing to change to a different memory.

Astral Projection

On a Minor Success: You can send your consciousness out of your body and into the Astral Deep. Your body is left unconscious and unresponsive. You must return to your body within 24 hours or you may become lost in the Astral Deep.

On a Major Success: You create an Astral Link back to your body, only visible to you or creatures with Inner Sight, lasting for 24 hours. As an action you can instantly pull yourself back to your body.

Compulsion

On a Minor Success: You can give a simple verbal command to a thinking creature. The command must be something the creature has the capacity to understand and can only take a single action to complete. It can't be commanded to do something against its sense of self preservation.

On a Major Success: Your command can comprise up to 3 separate actions.

Freaky Friday

On a Minor Success: You are able to swap your consciousness with another thinking creature. You must be touching the target. If the target body does not have EF in its blood, you can't cast spells while in that body. The spell ends after 24 hours. If cast at level 5 you can swap 2 different targets rather than your own.

On a Mixed Success: You are able to swap the minds back as an action.

Inception

On a Minor Success: You are able to place a target consciousness or construct into a vessel that has no existing mind within it, and is able to hold one. This is a disruptive process and leaves the target stunned for a round. You must be touching the vessel, the target must be in your sensory perception.

On a Major Success: The target is not stunned.

Psyche Break

On a Minor Success: You break the psyche of the target thinking creature, driving it mad. The Weaver decides the way the insanity manifests. This spell can also be cast on an Astral Link to sever it. You must be touching the target.

On a Major Success: You can decide the nature of the target's insanity.

Invoke Spasm

On a Minor Success: You cause the target to be unable to control their body for a round. They fall prone, drop anything they are holding, and twitch uncontrollably. You must be touching the target.

On a Major Success: The target spasms so violently that they take 2 wounds.

Fifth Level Spells

Enslave Mind

On a Minor Success: You are able to entirely dominate the mind of a target thinking creature. You can give it a simple verbal command. The command can only convey a single task that takes a single action to complete. It can be commanded to do anything it is able to, even if it is against its sense of self preservation.

On a Major Success: Your command can comprise up to 3 separate actions.

Rewrite

On a Minor Success: You can change a detail of one of the target's memories. You must describe what the memory is and how you are changing it when you cast the spell. Depending on the nature of the memory you change, this may have sweeping changes on the target's personality. The target will often feel like something is off, but will not know what. This spell breaks if the target is shown proof that the memory is false

On a Major Success: Your changes are seamless, the target is unaware anything has been changed at all.

Uplift

On a Minor Success: You are able to uplift a target thinking creature to full sentience. It gains a Wits and Heart score of 0. It becomes capable of the same level of cognitive ability as the average human being. It retains all of its memories from before being uplifted and can recontextualize them with its new intellect.

On a Major Success: Its Wits and Heart score are 1.

Fortress of the Mind

On a Minor Success: You are able to create an astral construct inside of your mind that acts as a mental domain. It takes the form of any small building you can imagine. While this spell is active you are immune to psyche damage, have eidetic recall, and are able to ask "What in my knowledge would allow me to solve a problem?" when you roll to Assess. This spell requires 5 EF per day to maintain. In the Astral Deep, you can materialize the construct around yourself as an action.

On a Major Success: The construct can take the form of a large building and have defensive reinforcements.

Astral Conception

On a Minor Success: You create a disembodied astral construct in the form of a thinking creature. The creature has whatever personality and memories you give it. It has a Wits and Heart Score of 0. It exists in the Astral Deep. This construct has no physical form.

On a Major Success: Its Wits and Heart Score are 1.

Astral Shunt

On a Minor Success: You are able to push a target's mind out of their body and into the Astral Deep. The target's body is left unconscious and unresponsive. If the target is aware of what has happened, they can make a +Spirit roll to return to their body as an action.

On a Major Success: The shift is disorienting for anyone that doesn't have at least 4 points in Psycognition and leaves them stunned for a round.

Tabula Rasa

On a Minor Success: You are able to delete the target's mind. Destroying the psyche and leaving them empty. Their body is left with their soul trapped inside it. The body will behave in a newborn state, devoid of any experience or ability, with only autonomous functions, if not taken care of it will soon die.

On a Major Success: You are able to be selective with what you delete from the target's mind.

Spatiorelativistics

First Level Spells

Spatialists Knowledge

On a Minor Success: You may ask one question about how the practice of Spatiorelativistics is at play here

On a Major Success: You may ask two questions

Perception Sphere

On a Minor Success: You have a 360º field of view for the scene.

On Major Success: You get +1 forward.

Ping

On a Minor Success: You select a target object when you cast the spell, you must have some form of sympathetic connection to the item. If that object is within 10 meters of you, you are aware of the exact location at the moment you cast the spell.

On a Major Success: You are aware if that object moves for the duration of the scene

Cartographer

On a Minor Success: You can maintain a perfect spatial map of any place you go for the next 24 hours

On a Major Success: You can also maintain a perfect spatial map of any place you have been in the last 24 hours

PinPoint

On a Minor Success: You can add this spell to any other spell that allows you sense the direction of a target. When you do, you are aware of the distance to the target as well as its direction.

On a Major Success: You are aware of the target's exact location in space. The location can be a target of a scrying or portal spell.

Obfuscation

On a Minor Success: Do one of the following:
- Teleport a small object from your hand to somewhere on your person or vise versa
- Hide your location from magical detection.

On a Major Success: You get +1 forward.

Mage Sense

Grant yourself Spatial Awareness for the scene:
On a Minor Success: You can do the following:
Detect distortions in the fabric of space
Determine the exact distance of an object in your sensory perception
Determine your own exact location in space
Determine if something is radiating magic

On a Major Success: You get +1 forward.

Spatial Awareness

You are able to perceive the fabric of space, as if the whole world was superimposed with a grid. You are innately aware of where objects are located in relation to each other in your surroundings and you can sense your exact location on the planet. You can see if there are distortions in space. You see magic as wavering lines emanating from the object radiating it.

Second Level Spells

Pick Up

On a Minor Success: You can teleport a target small object from its location in space to your hand. The target must be in your sensory perception. The target can not be being actively held by another creature.

On a Major Success: You can teleport a medium object.

Put Down

On a Minor Success: You can teleport a target small object from your hand to an unoccupied place in space. The target destination must be within your sensory perception.

On a Major Success: You can teleport a medium object.

Extend Perception

On a Minor Success: A target screen, such as a scrying window or camera monitor, acts as if the location it displays is within your sensory perception for the scene.

On a Major Success: You get +1 forward.

Locate

On a Minor Success: You select a target creature or object you have a strong sympathetic connection to when you cast the spell. You are aware of the exact location of the target at the moment you cast the spell. This spell can be used to target a scrying, teleport, or portal spell.

On a Major Success: You are aware if the target moves for the duration of the scene. 

Pass Through

On a Minor Success: You can move yourself through a target active scrying window as if it was a portal. Your equipped inventory does pass through with you, but you can't carry anything through in your hands. If you try to, it gets left behind. This spell only allows a single one way trip per casting.

On a Major Success: You can carry a single large item with you.

Devour Distance

On a Minor Success: Every step you take for the scene covers the distance of 2 steps, doubling your movement speed. This is a clearly supernatural mode of travel and makes you seem to skip across space.

On a Major Success: Every step you take for the scene covers the distance of 4 steps, quadrupling your movement speed.

Blur

On a Minor Success: You make your physical body able to occupy multiple points in your immediate vicinity for a scene, making you automatically dodge the next number of attacks, equal to your skill in Spatiorelativistics. This effect only works against physical attacks.

On Major Success: Ranged attacks don't count against the maximum dodged attacks.

Spatial Lock

On a Minor Success: You can't be magically moved through space, even by your own spells, for the scene. You also can't magically move objects into or out of your possession.

On a Major Success: You are aware if someone tries to cast Spatiorelativistics magic on you.

Third Level Spells

Lock Space

On a Minor Success: You are able to lock the size, shape and location of a region of space for a scene, this makes it almost impossible to perform spatial magic into or out of it. While inside the area of effect you cannot teleport, portals can't be opened, scrying windows do not work, and all other Spatiorelativistics are at a -2 penalty to cast You must draw arcane sigils around the boundaries of the area you want to lock in whatever medium you desire. If the sigils are disturbed, the spell ends.

On a Major Success: You can pause or resume the effect as an action for the duration of the spell.

Area Denial

On a Minor Success: When combined with a Lock Space spell and the level 3 skill of the corresponding practice of magic, you can deny access to a specific type of entity or substance. For example Biomorphics 3 could keep all wolves out of a space, Metaphysics 3 could keep all heat out of a space, and Noumena 3 could keep all ghosts out.

On a Major Success: You can selectively allow exceptions to your ban, this could allow you to, for example, deny all humans but the party members entry.

Scrying Window

On a Minor Success: You are able to open a window in space that allows you to see a remote location. You must have a picture or a strong sympathetic connection in order to target a location. The window takes whatever form you desire, anyone is able to see it. A person at the target location will only be able to see the window if they have Spatial Awareness active. The window only provides visual information unless you add Metaphysics 3 to the spell. The window only provides one vantage point of the target location, selected when you cast the spell. This spell requires concentration.

On a Major Success: You can move the window around the target location as an action for the duration of the spell.

Portal Lock

On a Minor Success: You are able to lock a portal, preventing things from passing in one or both directions. You must be touching the target portal. If the target portal is not one you created, the spell is cast with a -1 penalty. The lock lasts until the portal closes or the scene ends.

On a Major Success: You can selectively allow exceptions or create conditions to your lock.

Relocate

On a Minor Success: You are able to teleport yourself in space to any unoccupied location in your sensory perception. You are able to take your inventory with you, but cannot carry anything extra with you, if you try to, it is left behind. If the target cannot be teleported to, the spell will fail. The spell takes a round to take effect, during which time you are vulnerable

On a Major Success: You teleport instantly.

Redirect Portal

On a Minor Success: You are able to bend the destination of a target portal to a new location. You must have a picture or a strong sympathetic connection in order to target a location. You must be touching the target portal. The next thing that goes through the portal will arrive at the new destination instead

On a Major Success: You can choose to permanently change the destination of the target portal

Extended Reach

On a Minor Success: You are able to magically shrink the distance between yourself and your target when you attack for the scene. You can make melee attacks at range, these do not provoke the normal melee retaliation strikes from a foe. This spell requires concentration.

On a Major Success: You can also pick up and put down small objects at range while the spell is active.

Mage Pocket

On a Minor Success: You expand the size of a pocket or container, it can hold twice as much as it normally would be able to. This spell requires 3 EF per day to maintain. If the spell ends, anything inside the container that can no longer fit is either crushed, or the container bursts open around it.

On a Major Success: The containers inside dimensions are expanded 4 times as much as it normally would be.

Close Portal

On a Minor Success: You are able to close an active portal, even if you were not the one who created it. The connection is severed immediately.

On a Major Success: You are able delay closing the portal for the duration of the scene, doing it as an action, the portal closes at the end of scene.

Warp Space

On a Minor Success: Distort the area of space around a target. They take 2 wounds of blunt force damage. The target must be in your sensory perception.

On a Major Success: The target is disoriented for a round by the distortion.

Fourth Level Spells

Bigger on the Inside

On a Minor Success: You are able to make the space inside a building or vehicle bigger on the inside than it is on the outside. Its interior volume can be increased by up to 10 times. The space expands, but nothing inside the space does. The interior layout remains the same, all rooms are just bigger. The doorway to the space remains the same. The space looks distorted if viewed from the outside, as if it was compressed towards the viewer. The spell lasts for 24 hours. It can be extended by expending 4 EF per day.

On a Major Success: The spatial distortion is only detectable if the viewer has Spatial Awareness active.

Portal

On a Minor Success: You are able to open a wormhole in space that connects 2 locations on the material plane. The portal on your end opens anywhere in unoccupied space within your sensory perception. The destination requires you to have a picture or a strong sympathetic connection in order to target a location. The portal can be up to 6 meters across and appears as a swirling vortex through which you can see the destination.

On a Major Success: You can change the visual appearance of the portal to disguise it in the environment.

Co-Location

On a Minor Success: You are able to occupy 2 locations at the same time. Your "copy" does the same thing your active version does. You can create the copy in any unoccupied location in your sensory perception. You can change which version is the active one as an action. If the copy is attacked, the wounds transfer to the active version. You can end the spell as an action. It ends at the end of the scene. When it ends you end up in the location of the active copy.

On a Major Success: You can occupy a 3rd location

Dimensional Distortion

On a Minor Success: You can change the fabric of space to create a single change to the layout of your location. You could change the direction a road leads, or make a hallway longer or shorter etc. The target location must be in your sensory perception. The spell requires concentration. The location returns to normal at the end of the scene.

On a Major Success: The spell no longer requires concentration.

Teleport

On a Minor Success: You are able to relocate yourself in space to any other location. You must have a strong sympathetic connection to, or a recent picture of, the location you wish to travel to. You disappear instantly and reappear in unoccupied space at the target location. You take your inventory and anything you are carrying, but cannot teleport another being with this spell.

On a Major Success: You can return to where you came from as an action.

Obliterate

On a Minor Success: You compress the space around the target doing bashing wounds to them equal to your skill in Spatiorelativistics. The target must be in your sensory perception.

On a Major Success: This spell ignores most forms of armor.

Fifth Level Spells

Compression

On a Minor Success: The target is shrunk. It cannot be reduced beyond the macroscopic level without also using level 5 Alchemy and Biomorphics. The spell lasts for the duration of the scene, after which point the target expands again. Any mundane container the target is in when the spell ends will be destroyed by the expanding space, regardless of the material it is made of. You must be touching the target.

On a Major Success: The spell can be cast on multiple targets.

Nexus of Worlds

On a Minor Success: You can bring multiple locations in space together to inhabit the same space. Objects within do not interact with each other. A creature without Spatial Awareness will find the environment disorienting and will have trouble interacting with overlapping objects. You must have a strong sympathetic connection to the locations you wish to overlap. When the spell ends you can choose to go to any of the locations, anyone else will end up randomly in one decided by the Weaver. For each space you try to overlap after 2, make the role at a cumulative -1 penalty. The spell requires concentration.

On a Major Success: The spell no longer requires concentration.

Personal Domain

On a Minor Success: You create a personal pocket of space. This location exists outside of normal space. It begins as a formless white void. This space can contain any number of things, and has no defined dimensions. The space requires 5 EF per day to maintain. You are considered to have a strong sympathetic connection to the space and a Portal or Teleport spell can be used to reach it. Other practices of magic can be used to sculpt the space.

On a Major Success: The Mage can sense any travel into or out of their personal domain. 

Mages Hideaway

On a Minor Success: You create a magical effect on a target location making it nearly impossible for anyone to enter it. It will bend and twist the space around the location so that anyone who walks towards it ends up going around or away from it. The target location can be up to 100 square meters. You must be touching the target. The spell requires 5 EF per day to maintain.

On a Major Success: You can omit people from the spell's effect.

Delete

On a Minor Success: You remove the target space from reality. It no longer exists, and everything that was within it is gone. You can target up to 5 square meters of space. The target must be within your sensory perception. Anything deleted with this spell ends up in a realm of the Beyond full of lost things.

On a Major Success: You can target up to 10 square meters of space.

Collide

On a Minor Success: You collide two locations in space together. You must have a strong sympathetic connection to the locations you wish to collide. Anything affected by this spell is catastrophically damaged as their structures collide. Creatures take 6 wounds if they collide with solid material. The spell requires concentration. When the spell ends the Weaver decides how the collided space divides back up.

On a Major Success: You can bend the spell to prevent target objects from interacting.

Synchronicity

First Level Spells

Synchronists Knowledge

On a Minor Success: You may ask one question about how the practice of Synchronicity is at play here

On a Major Success: You may ask two questions

Read the Ties

On a Minor Success: You are able to read the surface level interconnections of the target. If it is an object, you get a sense of who it's owner/creator is/was. If it is a person, you get a sense of the person they are closest to. The spell only gives you the general description of the target's interconnection.

On a Major Success: You are able to glean a specific description of the target's interconnection.

Seek the Signs

On a Minor Success: You can ask a single question about your goals and the universe will send you a sign to answer it. The sign will appear in the form of a strange, but mundane occurrence or experience, and open to interpretation. The larger the scale of your question, and the wider it's time frame, the more vague and less helpful the sign will be.

On a Major Success: The sign is less vague and you get a +1 forward towards achieving the goal.

Minor Prophecy

On a Minor Success: Through the use of a tool like tarot or bone reading, you can ask the Weaver a general question about a target person's destiny and receive a vague answer. The roll is made with a +1 if the target is participating in the reading.

On a Major Success: It is a more specific answer.

Obfuscation

On a Minor Success: Do one of the following:
Hide your destiny from scrutiny
Conceal your sympathetic connections from scrutiny

On a Major Success: You get +1 forward.

Mage Sense

Grant yourself Moirai's Eye for the scene:
On a Minor Success: You can do the following:
- Detect distortions in the mechanisms of fate
- See sympathetic connections
- Detect if something is radiating magic

On a Major Success: You get +1 forward

Moirai's Eye

The Moirai's Eye allows a mage to see the Web of Fate. You can see the countless gossamer threads of possibility that connect everything together. You can see when the threads have been manipulated in some way, and can see when something has an unusual number of threads connected to them. The shear number of threads makes following any one of them impossible without casting Isolate Connection.

Destiny and Fate

The Web of Fate is made up of an ever shifting series of countless interconnections, thread made of the hundreds of little choices we all make every day. Destiny is a person's guiding beacon, a goal the universe nudges a person towards. A person will often feel pulled subconsciously towards choices that lead them towards their destiny, and the forces of fate will tend to align towards it. Most destinies are simple things, but very rarely a person can be destined for greatness, or infamy.

However people have free will, and just having a destiny does not guarantee you will fulfill it. Also, destiny can be changed or broken, especially with the application of magic.

Second Level Spells

Optimize Probability

On a Minor Success: You bend the small quantum forces that affect you. You can eliminate -1 penalties caused by environmental factors from any roll you make for the scene, or until you lose concentration.

On a Major Success: You can remove any penalties to your rolls for the scene, or until you lose concentration

Twists of Fate

On a Minor Success: You can bank and spend your own luck. For the duration of the scene, you can change a success you would have made into a failure. If you do, you gain a point. You can spend a point as a free action to turn a failure into a minor success. You can hold points equal to your skill in Synchronicity. Unspent points disappear when the spell ends. This spell requires concentration.

On a Major Success: You can also spend a luck point to upgrade a minor success to a major success. 

Isolate Connection

On a Minor Success: You can isolate a single thread of fate from a target object. You can use this as a sympathetic connection for other spells. This spell requires The Moirai's Eye to cast. You must be touching the target. You can hold onto the sympathetic connection until the end of the scene. The sympathetic connection can only be used once.

On a Major Success: A spell you cast with this sympathetic connection gets a +1 forward to its Spirit roll

Minor Fortune

On a Minor Success: You can bend a small act of chance to your favor. You can cause a single event to play out as a minor success, provided the impact of the outcome is relatively trivial. You could do something like; win a hand of cards for a small pot, pick a good place to beg for change, or stumble into the person you were looking for. The Weaver decides the threshold for what is a trivial outcome.

On a Major Success: You can cause the event to play out as a major success.

Palm Reading

On a Minor Success: You are able to read the target's destiny. You can tell the general goal that the universe has for them. You must be touching the target. The understanding comes to you as vague flashes of sounds and images.

On a Major Success: You get a more clear image of their destiny.

Fortunes Aegis

On a Minor Success: Every blow against you just happens to be a glancing blow for the scene. You take half damage, rounded up, from all sources except psyche and area effects.

On a Major Success: You also take half damage from area effects.

Written in Stone

On a Minor Success: You are immune to effects that change your fate or destiny for the scene. This includes your own spells.

On a Major Success: You are aware if someone tries to alter your fate or destiny for the duration of the spell.

Third Level Spells

Optimal Existence

On a Minor Success: You cause a target object to temporarily become the optimal version of itself, as if everything had gone perfectly in its creation. The object runs at perfect efficiency. This has no effect on the age or condition of the item, rather it affects its probability. An item enchanted by this spell always does exactly what it should, as perfectly as it could, for the duration of the spell. You must be touching the target. The spell requires concentration. When used on a weapon, it deals wounds as if it was a perfect weapon, regardless of condition.

On a Major Success: The spell no longer requires concentration.

Gift of Chance

On a Minor Success: When you cast this spell you create an abundance of luck within yourself. You can reroll a failed roll up to twice during the scene. Casting this spell more than once per session can cause a negative result, as being greedy with luck is dangerous.

On a Major Success: You can reroll up to 3 failed rolls during the scene.

Mages Bargain

On a Minor Success: When you cast this spell, you can create a binding magical contract between the consenting parties. Each party states the terms they will agree to and the punishment they will face should they fail to uphold their agreement, which fate will conspire to bring about. This spell cannot be used to compel someone to do something. The spell ends after 24 hours regardless of if the conditions are met or not. This spell cannot cause grievous harm or death.

On a Major Success: The spell can last up to 48 hours.

Collect Luck

On a Minor Success: You are able to bank the excess good luck of others and turn it into your own luck. For the duration of the scene, if someone on the scene rolls a 13+ you gain a luck point. You can spend a luck point as a free action to turn a failure into a minor success. You can hold luck points equal to your skill in Synchronicity. Unspent luck points disappear when the spell ends. This spell requires concentration.

On a Major Success: You can also spend a luck point to upgrade a minor success to a major success.

Bend Destiny

On a Minor Success: You are able to make a small change to the target's destiny. This cannot change the fundamental nature or importance of their destiny. You must be touching the target.

On a Major Success: You are able to make a big change to the target's destiny. This still cannot change the fundamental nature or importance of their destiny.

Token of Luck

On a Minor Success: Your target gets a lucky break. They get +1 forward for a single roll of their choice for the scene. You must be touching the target.

On a Major Success: The target can use the bonus twice.

Fortify Connection

On a Minor Success: You can strengthen a single sympathetic connection. This makes it much harder to sever. Any roll to sever this sympathetic connection faces a penalty equal to your skill in Synchronicity. You must be touching the target. This spell requires The Moirai's Eye active to cast. You must have isolated the strand you want to fortify.

On a Major Success: You are able to fortify a connection without first isolating it, simply by visualizing the one you want to fortify.

Hex

On a Minor Success: Your target is cursed and takes a -1 ongoing for a number of rounds equal to your skill in Synchronicity. You must be touching the target. The spell requires concentration.

On a Major Success: You are able to affect multiple targets.

Sever Connection

On a Minor Success: You can cut a single sympathetic connection from the target. This prevents it from being used by any mage. You must be touching the target. This spell requires The Moirai's Eye active to cast. You must have isolated the strand you want to cut.

On a Major Success: You are able to sever a connection without first isolating it, simply by visualizing the one you want to cut.

Minor Curse

On a Minor Success: You curse the target object. If anyone other than you touches the object they will be afflicted by minor misfortune. Something inconvenient will occur to them within 24 hours. The spell lasts for 30 days or until someone picks up the object. You must be touching the target. The spell ends if you are carrying the object for more than a round.

On a Major Success: You are able to declare exceptions to the curse when you cast it.

Fourth Level Spells

Exceptional Luck

On a Minor Success: You can re-roll any dice roll of 1 or 2 for the duration of the scene. This includes if the re-roll is a 1 or 2. The spell requires concentration.

On a Major Success: You can re-roll 3s as well.

Mages Promise

On a Minor Success: When you cast this spell, you can create a binding magical contract between the consenting parties. Each party states the terms they will agree to and the punishment they will face should they fail to uphold their agreement, which fate will conspire to bring about. This spell cannot be used to compel someone to do something. The spell ends after 1 year regardless of if the conditions are met or not. This spell is more powerful than a Mages Bargain and can cause grievous harm, but not death.

On a Major Success: The spell can last up to 10 years.

Guaranteed Success

On a Minor Success: You are able to select a single roll within the scene to make a Major Success. You can spend this even after you have made the roll.

On a Major Success: This can be used on rolls others make.

Fortune Provides

On a Minor Success: You are able to bend fate to deliver you a single target item. The greater the rarity of the item, the more convoluted means by which it will come to the mage, and the longer it will take. The greater the value of the item, the more strings will come attached to its delivery.

On a Major Success: You can redirect the item from being delivered to yourself, to someone else within sensory perception.

Major Curse

On a Minor Success: You curse the target object. If anyone other than you touches the object they will be afflicted by major misfortune. Something terrible will occur to them within 24 hours. The spell lasts for 30 days or until someone picks up the object. This spell can cause grievous harm, but not death. You must be touching the target. The spell ends if you are carrying the object for more than a round.

On a Major Success: You are able to declare exceptions to the curse when you cast it.

Cleanse Connections

On a Minor Success: You remove all sympathetic connections to the target object. Including your own. You must be touching the target.

On a Major Success: You can leave your own sympathetic connections intact.

Fifth Level Spells

Monkey's Paw

On a Minor Success: You are able to make a single wish, and the universe will bend to grant it. However the greater impact your request has, the greater misfortune it will bring. This spell can be incredibly dangerous, and if used to make a request likely to impact the world to too great a dangerous degree, it may kill the caster outright.

On a Minor Success: The misfortune will be less severe.

Unbreakable Vow

On a Minor Success: When you cast this spell, you create a binding magical contract between the consenting parties. Each party states the terms they will agree to. Once the spell is cast, the parties are unable to break the terms of this agreement, even if they both want to. This spell cannot be used to compel someone to do something against their will. This spell lasts until the death of one of the parties.

On a Major Success: The spell persists after death.

Pharaohs Curse

On a Minor Success: You curse the target object. If anyone other than you touches the object they will be afflicted by deadly misfortune. Something fatal will occur to them within 24 hours. The spell lasts until someone picks up the object. The spell ends if you are carrying the object for more than a round.

On a Major Success: You are able to declare exceptions to the curse when you cast it.

Forge Mythic Bond

On a Minor Success: You are able to create a strong sympathetic connection to a target. The target is unaware of this having happened unless they have the Moirai's Eye. This connection persists across death. You are instantly aware if the target dies. You must be touching the target.

On a Major Success: The connection persists into the Shade and the Beyond.

Create Destiny

On a Minor Success: You are able to create a brand new destiny for the target. This can be anything you desire, however the bigger the scope of the destiny, the harder the spell is to cast. The target is unaware that their destiny has been changed, but they will feel different.

On a Major Success: The threshold for scope of the destiny you can create is greater.

Break Destiny

On a Minor Success: You are able to erase the destiny of your target, leaving them with no fate or guiding path. This may free some people from a burden they felt, or may cause some people to lose passion and drive. The target will have neither good nor bad luck in most of their endeavors. Certain destinies may be too strong to be broken by this spell.

On a Major Success: You can break a stronger destiny than with a minor success.

Bane

On a Minor Success: Curse the target with a Bane. You must have a strong sympathetic connection to the target. You declare a creature, place, object, or condition to be the target's Bane when you cast the spell. When that thing is used against the target, any roll is made with advantage. You must declare the Bane out loud to the target.

On a Major Success: The target also suffers a -1 ongoing when under the effect of their Bane.

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