Spell Effects

These abilities are special powers that are often never learned by the populous, as they require much in the way of study. There are also dangers associated to harnessing such magical might into the body of a mortal, as such power has burned mortal beings from within.

Minor powers cost 1 Class Skill Point each. The other powers cost 2 Class Skill Points each. Each one may have an associated cost – be it in magical reagents, stamina, or something else. For purposes of using the power by itself, use it as a basic personal range action. This use cost no powers.

Name Property Cost Effect
Tent (minor) Magic 50 gold Have access to the equivalent of a large pavilion tent, anytime. This magical tent automatically sets up in an encounters time. Must have a specially prepared cart for this (the cart may be used in multiple spells).
Create Food and Water (minor) Magic 50 gold Have food stocked and ready for your party members to eat. This can be from a cart, a basket, satchel, and so on (the cart may be used in multiple spells).
Magical Mount (minor) Magic 50 gold Have your party travel as fast as a common horse via some magical means (flying carpet, mechanical horse, animated cart, and so on) (the cart may be used in multiple spells).
Pack Mule (minor) Magic 50 gold You possess means to carry up to 5,000 pounds worth of goods. Must have a specially prepared cart for this (the cart may be used in multiple spells).
Musical Menagerie (minor) Magic 25 gold Possess a means to automate music-play. Must have a specially prepared instrument(s) for this.
Sounding Bell (minor) Magic 10 gold A magical bell sounds off both aloud and in this minds of those designated to stay within the camp when those not designated find themselves within 120 yards of the camp.
Floating Lantern (minor) Magic 10 Effect: You may create up to three orbs of flame/light in any color of your choice. Each one radiates 60’ feet of light, and each one may stray from you at most, 60’ feet away. Their position is controlled with a Minor action. They each last one hour.
Speak with Animals (minor) Charm/Skill n/a Property: Possess the ability to speak to and understand animals.
Worldly Lore Skill n/a +2 bonus to all skills you have no proficiency in. Have a 85% chance to know about any current events, magic items, and locations within the past 50 years.
Ancient Lore Skill n/a +2 bonus to Arcana, History, Nature, and Religion. Have access to knowledge that is considered ancient without needing to refer to text (older than 200 years).
Forbidden Lore Magic -4 Wisdom 50% chance to learn about anything, even if its knowledge has been lost to the ages. Failure attracts powers from beyond (Far realm).
Inspiration Skill n/a Minor Action: You may grant all allies within Far range a +1 bonus to attack rolls, defenses and Fast Healing 5.
Leech Necro 20 Prerequisite: Necrotic element. Hit: Gain the Leech (half damage is absorbed as healing) property on any martial or spell attack.
Animate Basic Undead Necro 20 Prerequisite: Necrotic element. Animate one corpse. This corpse is an undead skeleton (Resist slashing/piercing 10, vulnerability bludgeon 10) or zombie (Resist bludgeon/piercing 10, vulnerability slashing 10), as you wish to prepare it. This is a minion type creature.
Pull/Push Magic 10 Effect: You pull/push the target a range increment closer/farther to/from you (Close/Medium/Far).
Alter Self Alter 10 Effect: Change your body and clothing/armor to reflect a different look/gender/age until the end of your next turn. Sustain minor: Sustain this power for an additional round.
Dig Alter 20 Effect: Telekinetically dig up and/or move earth, up to a 25 ft. cubic area.
Wall Alter 15 Effect: Create a wall of mud that has hardness 10 and 30 hit points per foot of thickness. You can create 10 cubic feet of wall per round.
Mud to Stone Alter 25 Effect: Fortify mud into stone. Stone has 20 hardness and 50 hit points per foot of thickness. This effect is also reversible.
Stone Shaper Alter 10 Effect: Take a stone slab and shape it with your mind, allowing it to have openings, artistic relief and carvings, and crude levers.
Elemental Protection Alter 20 Effect: Gain 25 resistance against a chosen element (fire, cold, thunder, lightning). This element is chosen upon casting. This effect last until the end of the encounter.
Wild Form Alter 20 Effect: You transform into a natural creature of the wild. This grants acute senses (+2 feat bonus to Insight and Perception), and one of the following:
Hunter: +2 Initiative, Acute senses +4 (instead of +2)
Flight: Gain flying (Ignores ground difficult terrain). Sustain Full Round Action.
Aquatic: Gain swim (water no longer difficult terrain)
Sustain Minor: Sustain until the end of your next turn.
Fear No Elements Alter 10 Effect: Grant or gain immunity from the harsh weather effects of a given prime material or demiplane for 24 hours.
Air Walk Alter 10 Effect: Allow a participant to ‘walk’ on airy steps that extend five feet in any direction. This effect persist until the end of your next round. Minor Action: This effect persist until the end of your next round.
Continual Light Alter 100 gold Create a light source of bright, white light that extends up to 120’ feet and persist up to 1,000 years.
Polymorph Other Alter 25 Hit: Transform one target creature into another creature of your choice. The victim must fail two saving throws or have been defeated by you in combat within an encounter.
Flesh to Stone Alter 25 Hit: Transform one target creature into stone. The victim must fail two saving throws or have been defeated by you in combat within an encounter.
Fabricate Alter 20 Effect: Fabricate wooden tools/weapons or food from other soft, semiorganic matter and fabricate metal tools or weapons from other metals at an 2:1 conversion rate, up to 5’ cubic feet.
Create Fog Alter 20 Effect: Transmute air to fog, up to 20’ cubic feet a casting. Last one hour. This effect is also reversible.
Water to Fog Alter 20 Effect: Transmute water to fog, up to 20’ cubic feet a casting. Last one hour. This effect is also reversible at a 1:6 ratio.
Animate Guardian Alter 100 gold Effect: Gain a permanent Soldier class monster out of specialty prepared armor/weapons/shield. The armor and weapon are destroyed when the guardian is destroyed. The guardian understands basic instructions in the form of one sentence or less. The guardian has a Passive perception skill of 25. Only one guardian may be created at a time.
Charm Person Charm 20 Hit: Influence one humanoid creature to Friendly and Suggestion status if the caster hits the target creatures Will defense (save ends). Creature will not act outside its alignment, even if suggested. Duration is indefinite. Only one such creature may be influenced this way.
Sleep Charm 20 Hit: Send creature(s) into a slumber if the caster hits the target creatures Will defense for one hour. Any attack, touch, harmful intent, or loud noise wakes the creature(s).
Suggestion Charm 20 Effect: You magically compel a creature to a course of activity (limited to a sentence or two) if it fails a saving throw. Cannot be made to harm oneself. Last up to 8 hours.
Good Hope Charm 20 Effect: The caster radiates a powerful aura that extends to Far range. The caster and all allies in range gain a +2 bonus to attack, damage, ability, and saving throws until the end of your next turn. Minor Action: Sustain until the end of your next turn or combat has ended.
Resurrection Heal 25 Prerequisite: Radiant element. Effect: If the target is slain, it regains hit points no greater than one-half your maximum hit points (your choice), and you take an equal amount of damage. You can’t avoid or reduce this damage in any way.
Cure Malady Heal 15 Prerequisite: Radiant element. Effect: You are able to cure poisoning or disease.
Regenerate Heal 20 Prerequisite: Radiant element. Effect: Heal 5 damage every round until the end of the encounter. Regeneration is countered by fire. Regeneration can restore limb loss.
Time Stop Time 25 Effect: You gain two extra standard actions, which you can’t use to attack other creatures.
Teleport Time 15 Effect: You teleport Medium range. You do not need line of sight to the destination, but if you attempt to teleport to a space you can’t occupy, you don’t move.
Time Lapse Time 20 Hit: The target is held in temporal stasis just outside the window of our reality, effectively disappearing from view while leaving behind a visible field if distortion. While held, the target is stunned and invincible. This effect lasts until the end of your next turn. Standard Action: The effect persist until the end of your next turn.
Haste Time 30 Effect: Grant one extra basic attack as a minor action for six rounds.
Time Twister Time 30 Effect: Rewind time by one round.
Delay Image Time 10 Effect: Gain a +2 to AC and Reflex defenses.
Sanctuary Time 100 gold Effect: Allow yourself and up to eleven others to teleport to a chosen safe location within the same plane. Only one such location may be active, and the cost is an item that’s broken in two. One half is at the location, and the other is on the caster.
Change Self Illusion 10 Effect: Project an illusion on top of yourself. This can appear like any other creature of thing within 5’ feet of your size. Minor Action: The effect persist until the end of your next turn.
Detect Magic Illusion 10 Effect: Detect and see any magical aura within 20’ yards until the end of the encounter.
Dispel Magic Magic 20 Effect: Suppress any magical field of power cast by anything less than a god, within Far range.
Invisibility Illusion 10 Effect: Become invisible. Taking a combat action breaks the invisibility. Minor Action: The effect persist until the end of your next turn.
Phantom Steed Illusion 20 Effect: Create a phantasmal steed made of shadow and light that otherwise acts as any steed type you have rode upon. Minor Action: The effect persist until the end of your next turn.
Minor Illusion Illusion 15 Effect: Create an illusion of any five creatures/objects. These things can take any action you wish. Minor Action: The effect persist until the end of your next turn.
Hallucinatory Terrain Illusion 15/100 gold Effect: Create an illusion of any one terrain type, including urban. The size can be no bigger than 120’ yards. Minor Action: The effect persist until the end of your next turn. 100 gold: Spend reagents to create a permanent zone of the spell in any given area.

Spell Effects

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