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PG 20

The document outlines additional spells available for wielders of the Air and Divination Arcana, detailing their requirements, spell types, MP costs, casting times, and effects. Notable spells include 'Air Bubble', which creates a protective bubble of air, and 'Whirlwind', a powerful attack spell. Each spell has specific mechanics and conditions for use, enhancing gameplay options in a fantasy setting.

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0% found this document useful (0 votes)
37 views1 page

PG 20

The document outlines additional spells available for wielders of the Air and Divination Arcana, detailing their requirements, spell types, MP costs, casting times, and effects. Notable spells include 'Air Bubble', which creates a protective bubble of air, and 'Whirlwind', a powerful attack spell. Each spell has specific mechanics and conditions for use, enhancing gameplay options in a fantasy setting.

Uploaded by

Eduardo -
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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air arcana Anyone caught in the area of the whirlwind takes

3d6+Willpower damage and may be knocked prone. Those


who succeed on a Dexterity (Acrobatics) test vs. your Spell-
The following additional spells are available for weilders of
power are able to remain standing.
the Air Arcana.

air bubble divination arcana


Requirements: Air Arcana (Novice) The following additional spells are available for the Divina-
Spell Type: Utility MP Cost: 5 tion Arcana.
Casting Time: Major Action Target Number: 12

You create a bubble of fresh, clean, breathable air within a forewarning


3 yard radius around you, which moves with you as you Requirements: Divination Arcana (Novice)
move. Spell Type: Utility MP Cost: 2
When it comes into being, the bubble pushes away any smoke, Casting Time: Minor Action Target Number: 9
mist, dust, toxic gases, or even water (forming a bubble of Test: Dexterity (Stealth) vs. Spellpower
air underwater) and slight positive air pressure keeps out all
such things for up to an hour. You can renew an existing air Arcane awareness provides warning of immediate danger.
bnubble before it expires by recasting the spell, extending its For the rest of the encounter, after successfully casting this
duration for another hour. spell, you or another subject you touch cannot be surprised
(see Surprise in Chapter 8 of Fantasy AGE) except by attackers
wind net who are themselves magically concealed, in which case they
must succeed on a Dexterity (Stealth) test against your Spell-
Requirements: Air Arcana (Novice) power in order to surprise you. Additionally, you gain a +2
Spell Type: Utility MP Cost: 4 bonus for the rest of the encounter on all tests to avoid hazards
Casting Time: Free Action Target Number: 11 where a moment’s forewarning can aid you (see Hazards in
Chapter 8 of Fantasy AGE).
At your command, the winds form an invisible net to slow
and cushion a fall, allowing you to drop from any height, but
land on the ground as softly as a feather. sentinel
You can also cast wind net to catch a falling object or crea- Requirements: Divination Arcana (Novice)
ture, so long as you can see them and their landing point is Spell Type: Utility MP Cost: 3
within 30 yards of you. Wind net has no effect on direct missile Casting Time: Major Action Target Number: 9
weapon attacks, except for things like large falling objects. Test: Dexterity (Stealth) vs. Spellpower
Each target object requires a new casting of the spell.
You weave togther arcane energies to place a location under
surveillance.
wall of mist
When you cast this spell, you place an invisible, intangible
Requirements: Air Arcana (Journeyman) arcane sentinel to watch over an area no larger than a 3 yard
Spell Type: Utility MP Cost: 6 radius. The spell cannot be placed on an object or creature,
Casting Time: Major Action Target Number: 12 only to observe a place. If any circumstance you specify when
casting the sentinel occurs in that area, you receive a vision of it,
You summon up a wall of thick swirling mist within 30 yards
as if you were standing where the sentinel is placed. Examples
of you.
include when any humanoid creature enters the area, when a
The wall is up to 10 yards long, 4 yards tall, and 2 yards thick, particular door or container opens, or when light enters the
following whatever path you wish. The mist does not impede area. You can maintain the vision by taking a minor action
movement, but does block all sight through and within it. each round to do so, but your ordinary senses are overridden,
Those moving through the mist lose half (rounded down) of so you are unaware of what is happening near you while you
any move distance remaining to them in this action. The wall are observing events elsewhere. You can maintain a number of
of mist lasts for up to 1 minute, you can spend the spell’s MP active sentinel spells equal to your Willpower at any one time,
cost to extend its duration an additional minute. although you can only perceive through one of them at a time.
At Journeyman degree, you can spend an additional 2 MP to
whirlwind allow your sentinel to deliver a short message (just a sentence
or two) in the voice of your choosing when it is activated.
Requirements: Air Arcana (Master)
Spell Type: Attack MP Cost: 11
Casting Time: Major Action Target Number: 15 scrying
Test: Dexterity (Acrobatics) vs. Spellpower
Requirements: Divination Arcana (Journeyman)
A powerful vortex of air with a 4-yard radius springs into Spell Type: Utility MP Cost: 8
being at a point you choose within 50 yards of you. Casting Time: Major Action Target Number: 13+
Test: Perception (Empathy) vs. Spellpower

chapter 3 - magic 33

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