Latest Posts | After The End: Spell Book
Time
Time Magic is governed by the Goddess La'an. She rewards those who make decisions based on what is best for the largest number of people and punishes those who reject their destiny. Haste: QA. NR. The caster gains an additional full turn as soon as this one ends. Rewind: R. NR. Re-roll any roll (your own, an ally's or an enemy's). Take the 2nd result no matter which was higher. Shooting Star: MA. Choose a target and roll for a magic. Inflict 1 crushing damage per star rolled plus an additional point of magic damage. The attack does not hit until the end of the caster's next turn. Freeze Time: R. When attacked, pay two power points and roll for reactions (not magic) if you roll at least 3 stars, the attack misses and you may move instantly to anywhere on the board. It is then your turn, and enemies cannot use any blocking, parrying or dodging abilities. After your turn, combat resumes as normal. Slow Foe: MA. Roll for magic against any chosen target. For 1 turn per star it is slowed. Slowed enemies can only move a maximum of 3 squares per turn, and dodging their attacks requires 1 less star on a dodge roll. Bosses and player characters may roll for magic resistance and reduce the duration of the effect by 1 per star rolled. Ageing Curse:. MA. Roll for magic against a chosen target, per star rolled they are aged by 10 years. This can have a range of effects depending on the target, but typically humans and other lesser races will loose attack dice, animals will be killed and Elves and Dragons will be unaffected. Foretell: QA. NR. Select one enemy and one party member. On that enemy's next turn, it will attack that party member. Time Hop: QA. NR. The caster is moved forward in time, and is removed from the board until their next turn. Players off the board cannot be attacked or be effected by status conditions until they return.
Space
Space magic is governed by the god Pa'an. He rewards those who passively observe the world and punishes those who to shape it for their own purpose. Teleport: QA. NR. The caster, or a target of the caster's choice, is moved to any location on the battle mat that is free from environmental hazards. Summon Creature: MA. Roll for magic. A friendly creature is summoned and joins the party until it is defeated. Its attack is equal to the caster's roll +1 and its life is equal to the caster's roll X2. As an animal/beast, the creature takes extra damage from fire. Observing Eye: QA. Roll for perception on a target of choice. If you roll at least 1 star, you learn its attack and life values. If you roll at least 2 stars you learn its special abilities and type/weakness. If you roll 4 stars or higher, you will also learn about all loot the enemy can drop. Protection of Neutrality: R. NR. If you would be attacked, but did not attack on your last turn, you may cast this spell. Your attacker chooses a new target and no other enemies will attack you this turn. Planeswalk: QA. Roll for magic and tag yourself 'planeswalk' for 1 turn per star on a magic check. Whilst planeswalking you can interact with enemies and NPCs that are only in another player's plane. Banish: MA. Select an enemy phantom and roll for magic. Inflict 2 magical damage per star to that phantom. Masterful Observation: QA. Select an enemy and roll for magic, tag that enemy 'watched' for 1 turn per star rolled. If the enemy attacks you whilst it had this tag, roll 2 additional dice for any block, dodge or parry rolls you choose to make. Balance. MA. This spells costs two power points to cast. If there are more enemies on the board than players, enemy NPCs (starting with the weakest) join the party's side until numbers are equal, or different only by 1. These NPCs remain with the party (across multiple scenes if possible) for 2 turns per star rolled, including the power point stars.
Law
Law magic is governed by the god Zenus. He rewards those who respect rules and rulers. He punishes those who disregard, or seek to undermine the law. An Eye for an Eye: R. NR. When you are damaged by an enemy, you may cast this spell. They take magic damage equal to the amount of damage they just inflicted on you. Duel: QA. Select a target and make a roll for magic. For 1 turn per star rolled, both you and your target are tagged 'duel'. Players or NPCs with the 'duel' tag can only attack other players or NPCs with the duel tag and cannot receive outside aid (such as healing or buffing) from allies. Manipulate Gravity: MA. Roll for magic against a target of your choice. They take 1 falling damage (crushing) per star. Flying enemies are immune to fall damage but this spell instead can be used to ground them. Chain Binding: MA. An enemy of choice is enchained, preventing them from moving, attacking or using defensive abilities (though they can still spell cast). The target remains enchained for 1 turn per star rolled on a magic check, or until they roll a 2 or higher on a strength check. Silence: MA. An enemy of choice is silenced for one turn per star on a magic roll. Silenced enemies cannot cast any spells. Demand Order: NR. R. Cast this spell after any roll is made (Your own, an ally's or an enemy's) discard the result of that roll and instead treat the roll as if it was statistically average, rounded to a whole number (a roll of 5 die would be treated as 1.66 stars, which rounds to a result of 2.) Potion Craft: MA. One ally of the caster's choice per star rolled on a magic roll, is tagged 'potion'. At any time, that ally can choose to regain 1 life or add 1 die to a roll, once they have done this, the tag is removed. Forbid: MA. This spell costs two power points to cast. 1 enemy per star rolled looses its next turn.
Chaos
Chaos magic is governed by the god Su'Nez. He rewards those who cause chaos and punishes those who do as they are told. Luck Manipulation: B. When making any roll, you may cast this spell to roll twice and take the higher result. The power point must be added to the first roll. The higher result is the one with the most stars, even if this causes a bad twist or causes the players to miss out on a good twist. Mania:. MA. Select a target and roll for magic. If successful, that target will attack its allies on its next turn. The difficulty of this spell is equal to the target's attack value minus 2. Lightning Strike: MA. NR. A random target is selected by the GM from amongst all NPCs on the board and the caster. The chosen target is hit for 3 magical damage that cannot be blocked, parried, dodged, resisted or reduced by armour. Invert: QA. For one turn per star on a magic roll, you are tagged 'invert'. Whilst you have this tag, enemies you attack have their strengths and weaknesses temporarily reversed. For example, an Elf you attack with this tag would take extra damage from magic but be resistant to crushing. Create Fortune: B. Add this spell to any roll you make. The star from the power point is treated as a moon. If this causes you to roll two moons, you only get one good twist. If this causes you to roll a moon and a skull, the two twists cancel each other out. Chaotic Summon: MA. The caster rolls for magic, and summons a chaos elemental. Its attack is equal to the caster's roll +2 and its life is equal to the caster's roll X2 +3. The chaos elemental may be summoned anywhere on the board, but is aggressive to the party as well as enemies. The elemental is an incorporeal enemy. Chaotic Barrage:. MA. Select an enemy target and roll for magic. Per star rolled, 1 separate attack of 2 dice is made against that enemy. The attack type of each roll changes and follows the following pattern: Magic, Stabbing, Fire, Crushing, Slashing. Hysteria: MA. This spell costs two power points to cast. Every player and NPC on the board, instantly makes a basic attack against the player or NPC nearest to them
Earth
Earth magic is governed by the god Ri. He rewards those who have a strong sense of home and ownership and punishes those who easily bend to compromise. Hurl Rock: MA. Select a target and roll for magic, the target takes 1 crushing damage per star. Shielding Rock Wall: R. When attacked, you may roll to block using magic instead of shield use. You may block with this spell even without an item that allows blocking. Stunning Blast: M. Choose a target and roll for magic. If the amount of stars you roll multiplied by two is more than your target's remaining life, they are stunned. Invoke Stubbornness: QA. Roll for magic and tag yourself as 'stubborn' for one turn per star rolled. Whilst tagged 'stubborn' you cannot be knocked back, knocked prone or be stunned. Landslide: MA. Roll for magic. Per star rolled, select one enemy on higher terrain and move them down to your level. Covert Possession: B. Add this spell to any loot roll, the power point star counts as a star, meaning only one natural star needs to be rolled to receive loot. Steel Skin: MA. The caster, or a target of their choice, is tagged 'Steel' for 1 turn per star on a magic roll. Whilst this tag is activated, they roll an additional amour die against all enemy attacks. Earth Quake: MA. This spells costs two power points Two enemies per star, starting with the closest, take 2 crushing damage and are knocked prone.
Air
Air magic is governed by the goddess Fi. She rewards those who embrace the freedom given to them and punishes those who tolerate slavery. Blast of Wind: MA. A target of choice is knocked away from the caster 2 squares per star rolled on a magic check. If the target collides with a person or object or falls due to this spell, they take an amount of damaged deemed appropriate by the GM. Feather Fall: B. When rolling for fall damage, you may cast this spell to instantly negate all damage from the fall (you may still take damage from things you fall into such as spike pits or lava) Guide Arrow: B. Add this spell to any ranged attack. The attack now inflicts magic damage. The power point from this spell guarantees the attack will hit and adds 1 damage. Whirlwind: B. Add this spell to any melee attack. The attack now hits every enemy within melee range. The power point for this spell does not add to the attack damage. Rapid Movement: QA. NR. Make a regular movement using your quick action and this spell, you then gain an additional quick action for this turn. Flight: MA. Roll for magic and tag yourself 'flying' for 1 turn per star rolled. Instantly reduce the duration by 1 turn per point of carry weight. Whilst flying, the caster cannot be hit by enemy melee attacks (except for readied ones) and can move freely over and around enemies and obstacles. Freedom: QA. The caster and one ally per star rolled on a magic check, starting with the closest, are freed from any status conditions that reduce or prevent movement or prevent attacks, spells, blocks, dodges or parries. Vacuum MA. This spell costs two power points An area of the board, that is X by X spaces, where X is the number of stars rolled on a magic check, becomes vacuum terrain. At the end of a round, any player or NPC within the vacuum, that is not a god or a construct, takes 2 damage.
Water
Water magic is governed by the goddess Hydracious. She rewards careful planning and punishes impulsiveness. Water Blast: MA. Select a target and roll for magic. Inflict 1 magic damage per star rolled. Freeze: MA. A target of choice is tagged 'Frozen' for 1 turn per star rolled on a magic check. Whilst frozen, the target cannot move, attack, spell cast or use defensive abilities but also gains 1 die of armour. Large miniatures cannot be frozen. If any amount of fire damage is dealt to a frozen target, they are instantly unfrozen. Invoke Patience: MA. NR. Tag yourself 'Patient 2'. For each additional turn if which you do not take a main action, increase this tag's number by 1. When you next take a main action, add a number of dice to the roll equal to the number shown in the tag. Hail Storm: MA. All enemies on the battlefield take 1 crushing damage. If the caster rolls 3 or more stars on a magic check, all enemies on the battlefield take 2 crushing damage instead. Water Walk: QA. Roll for magic and tag 1 member of the party per star (of the casters choice) 'WW' for 1 turn per star rolled on a magic check. Whilst tagged 'WW' a player or NPC may move over water as if it were regular ground. Tactician's Blessing: QA. NR. When casting this spell, you may use a quick action to issue a specific command to a single ally of choice (For example "John, attack the spearman in the middle of the front line.") If your chosen ally chooses to follow your command on their next turn, they add 1 star to the result of their roll. Steam Cloud: MA. Roll for magic. Steam terrain is added to the board in all directions surrounding the caster. The terrain's radius is equal to the number of stars rolled. Neither allies nor enemies have line of sight through the steam cloud. Flash Flood MA. This spells costs two power points Roll for magic; per star rolled, one entire row of the battle mat is flooded. Enemies caught in the flood immediately take 2 points of magical damage, and the remaining water terrain has the potential to drown them if they fail check to swim.
Fire
Fire magic is governed by the god Pyracious. He rewards those who take the initiative and punishes those who waste time. Fireball: MA. Deal 1 fire damage per star rolled on a magic check to a target of choice. Flaming Blade: QA. For 1 turn per star rolled on a magic check, any weapon wielded by the caster inflicts fire type damage instead of its normal damage type. Wall of Fire: MA. 1 tile per square rolled on a magic check becomes fire terrain. These tiles always form a straight line. Those wishing to pass through the fire wall take a base 3 points of fire damage, but may roll magical resistance to reduce that damage. Ranged attacks that inflict any form of damage other than magical damage cannot be shot through the wall of fire. Decisive Action: R. NR. After any NPCs turn you may cast this spell. It is now your turn. After you take your turn, the previous turn order resumes as normal. Radiant Heat: MA. All enemies on the battle mat take 1 fire damage, raising to 2 fire damage if 3 or more stars are rolled on a magic check Bask in Sunlight: QA. NR. You and your closest ally regain 1 life per 10 points you have in your fire element. Heated Rage: QA. Tag yourself 'Rage' for 1 turn per star on a magic check. Whilst in rage, all attacks that hit deal 1 extra point of damage, but all blocks, dodges and parries have a star subtracted from their result. Incinerate: MA. This spells costs two power points Deal 2 fire damage per star rolled on a magic check to a single target of your choice
Life
Life magic is governed by the goddess Levia'an. She rewards those who respect the sanctity of all life and punishes those who kill. Healing Hand: MA. A selected ally within melee range regains 2 life per star rolled on a magic check and is cured of physical conditions that harm, such as poison and bleeding. The caster can target themselves with this spell. Prayer of Health: MA. All allies, including the caster, are healed for 1 life less than the number of stars rolled on a magic check. All allies are also cured of physical conditions such as poison and bleeding. Tame Animal: MA. The caster may attempt to tame an animal, beast, monster or dragon that is already on the battle mat. They roll for magic and double the result. If this total is greater than the creature's remaining life, it is tamed and will assist the party for the remainder of the battle. Call to the Wild: MA. Per star rolled on a magic check, two small creatures relevant to the current environment join the battle. They have 1 attack and 1 life and inflict slashing damage. They assist the party for the remainder of the battle. Shape Shift: QA. The caster takes the form of an animal for up to 2 turns per star rolled on a magic check or until they choose to change back (using a quick action to do so.) Whilst in animal form, the caster cannot use any of their traits or equipment bonuses and cannot cast spells, block or parry. Whilst in animal form, the caster rolls 2 extra dice for anything that animal would be good at. For example, a bear may give a +2 bonus to melee attack or a monkey a bonus to climbing. Blessing of Continuity: R. NR. When an ally would be defeated, cast this spell. Their life is set to 1 and their power drained to 0. Give Life: MA. The caster or a selected ally gains 1 life per star rolled on a magic check. Status conditions are not cured, however, the target of this spell can be healed above their maximum life. The additional life is added as a status conditions, and damage is dealt to the excess life first. Regeneration: QA. this spell costs two power points. The caster or a selected ally gains the status effect 'regen' for 2 turns per star rolled on magic check. Whilst this status effect is active, at the start of each of their turns, they gain 2 life.
Death
Death magic is governed by the demi-god Lupher the Rift King, who took the power of death magic after eating the flesh of the now deceased god Necra'an. Lupher rewards sin and punishes virtue, but even from beyond the grave, Necra'an still has some power. Necra'an rewards those who see the beauty in death, and punishes those who see it only as a thing of evil. Lethal Bolt: MA. Roll for magical combat against a target of your choice and add 1 to the roll. If this would kill the target, then the target is defeated. If this is not enough damage to kill, then this spell has no effect and deals no damage. This spell's damage type is magic. Death Indiscriminate: MA. When you cast this spell, as well as paying a power point you take 2 magical damage. Roll for combat and inflict 1 damage per star rolled to every enemy on the battlefield. Decay: MA. A target of choice is inflicted with the status condition 'decay' for 2 turns per star rolled on a magic check. Whilst affected by 'decay' the target takes 1 damage at the end of each of its turn, and cannot use armour or magic resistance to prevent this damage. Energy Change: QA. NR. After paying the usual 1 power point to cast this spell, the caster, or an ally of their choice, has their life and power values swapped. Necromancy: R. After you kill an enemy, roll for magic and double the result. If this total is greater than that enemy's life, they are revived in an undead form. This undead ally will assist you in combat. Chain of Death: R. NR. Cast this spell whenever an attack or effect of yours causes an enemy to die, it immediately becomes your turn. If your action this turn causes an enemy to die, you immediately gain another turn. Continue this until you do not kill an enemy or there are no enemies left to kill. Demand Death: MA. The player or NPC with the least remaining life, or a randomly selected player or NPC who is tied for the least remaining life, is instantly killed. No defence can be made against this spell. Pillars of Achamon: QA. pay two power points to activate this spell and roll for magic. Deal 1 magical damage per star rolled to one enemy per star rolled, starting with the closest enemies.
War
War magic is governed by the god Herrox. He rewards those who seek glory through honourable combat and punishes those who are cowardly or dishonourable. Frenzy: B. When attacking, add this spell. After the attack, you may attack the same target again, this time rolling attack dice equal to the amount of damage you dealt. Repeat this until you do not inflict any damage. Animate Weapon: QA. If you are carrying a weapon in your bonus weapon slot, it becomes animated for 1 turn per star on a magic roll. An animated weapon cannot take damage and has a base attack of 2. It gains any bonuses or abilities the weapon has. It attacks once per round at the end of your turn. Rain of Swords: MA. All enemies on the battle mat take 1 stabbing damage, increasing to 2 stabbing damage if 3 or more stars are rolled on a magic check. Shrug Off: QA. NR. Instantly remove all negative status effects from yourself and regain 1 life. Shout of High Combat: QA. One enemy per star on a magic roll is tagged 'HC' for the remainder of the battle. Enemies inflicted with this status effect cannot use ranged weapons, block using shields, retreat from the battle or use armour. They can still cast ranged magic spells, parry, dodge and resist magic. Enchant Blade: QA. The caster, or an ally of their choice is tagged '+Atk' for 1 turn per star rolled on a magic check. Whilst tagged, attacks made with the weapon in their main weapon slot roll an additional die. Charge: B. Add this spell to any melee attack made immediately after a movement action. The attack deals 1 extra damage from the power point star, and can longer be blocked, dodged or parried. If this attack kills the enemy, move the caster onwards in a straight line from where they began their turn. They may then attack again, and gain the same bonuses as the previous attack. Continue this until the caster doesn't make a kill or reaches the edge of the battlefield. Avatar of the War God: MA. This spell costs two power points. The caster becomes an Avatar of Herrox for 1 turn per star rolled, growing to 15 feet in height and gaining 2 additional arms. Whilst in this form, the damage of all attacks directed at you is reduced by 1 and the damage of all your attacks are increased by 1. If you are carrying two weapons, you may make one attack with each of them during a single main action. Axe Volley: MA. Roll for magic. This spell targets 1 enemy per star, starting with the enemies with the most remaining life. Targetted enemies take 2 slashing damage.
Peace
Peace magic is governed by the goddess Terrox. She rewards those who try to avoid violence and punishes those who do not even attempt to settle things without a fight. Disarming Wave: MA. 1 enemy that is armed per star rolled on a magic roll is disarmed, starting with the closest enemy to the caster. Disarmed enemies loose 1 or more attack dice - depending on the power of their weapon. Forcefield: MA. An ally or enemy is placed inside a forcefield for 1 turn per star on a magic roll. Whilst inside the forcefield, the target gains 2 dice of armour but cannot make any attacks. This includes some spells, but only the ones that deal damage. Mercy: MA. Up to 2 enemies per star rolled on a magic roll, that have 1 life remaining, flee the battlefield. Blessing of Peace: MA. 1 ally per star rolled on a magic check, starting with the caster and then the nearest ally, are tagged 'P. Bless' whilst tagged, they roll an additional die for all block and dodge rolls. The tag remains on its target until the target makes a kill, when it is instantly removed. Stay Hand: NR. MA. A single enemy of choice cannot make an attack on its next turn. This spell cannot be used on the same target 2 turns in a row. Take Down: R. NR. Cast this spell instead of making a riposte attack. Instead of riposting, the enemy is instead disarmed, stunned and knocked prone. Enchant Armour: QA. The caster, or an ally of choice are tagged '+Def' for 2 turns per star rolled on a magic check. Whilst tagged, if they already have at least 1 die of armour, they roll an additional die of armour. Bolt of Protection: R. When an enemy makes an attack that would kill 2 or more targets, you may pay two power points to activate this spell. Deal 1 magical damage per star rolled to the attacking enemy, and if they are killed, cancel their attack.
Shadow
Shadow magic is governed by the demi god Shadious. He rewards those who seek power for themselves and punishes those who would bend to Greter's will. Disappear: MA. One party member per roll on a magic check, starting with the caster then the closest ally first, is tagged 'hidden'. Whilst hidden, you cannot be attacked by enemies and gain an additional attack die when attacking. Hidden status is only removed when the affected player either makes an attack that does not kill the target or moves and fails a stealth roll. Command of the Night: QA. NR. A vampire, were-wolf, green-skin or north wolf on the battle mat becomes friendly and assists the party for the remainder of the battle. Bosses cannot be affected by this spell. Corrupt Other: MA. NR. A selected target looses 1 attack die and its type changes to 'corrupt race'. Corrupt races are weak against slashing and fire but strong against crushing. Animate Shadow: MA. A shadow version of the caster is summoned. Its life is equal to the result of a magic roll multiplied by 2 but all of its other stats are identical to that of the caster, including their bonuses from gear. The shadow acts straight after its master and always makes a near identical action. At the end of its turn, the shadow takes 1 damage. Shadows are Incorporeal type NPCs and therefore take additional damage from magic, but less from crushing, stabbing and slashing. Draining Strike: B. Add this spell to any melee attack. The attack now deals magic type damage. The caster regains 1 life per every 2 points of damage inflicted by this attack. Unleash Power: MA. This spell costs two power points to cast. Inflict 1 magic damage per star rolled to every enemy on the battlefield. Consuming Darkness: MA. A selected enemy is blinded for 1 turn less than the result of a magic check. Whilst blinded, a star is deducted after any attack rolls it makes, and it cannot block, dodge or parry. Whilst blinded by consuming darkness, the enemy also rolls for magic resistance on each of its turns, and if it fails the check, takes 1 magical damage. Disguise QA. For one turn per star rolled on a magic check, the caster may take the form of any other non-boss enemy on the battle field. Other NPCs are fooled completely by this spell, even if it is cast in front of them, and interact as if the caster were one of their own.
Light
Light is governed by the demi god Shinious. He rewards those who battle the forces of corruption and punishes those who sin. Bolt of Wrath: MA. Inflict 1 ranged magical damage per star rolled on a magic check to a target of your choice. Increase the amount of damage dealt by 2 if they are a corrupt race, demon or undead. If however, they are an Elf or a Dragon, reduce the amount of damage dealt by 2. Wall of Light: MA. 1 tile on the battle mat per star rolled on a magic check becomes a wall of light. These tiles always form a straight line. Enemies wishing to pass through the wall take 2 magic damage, but may roll resistance to reduce that damage. Corrupt races, undead and demons take 3 magic damage that cannot be resisted. Ranged magic attacks cannot be fired through the wall of light. Blinding Light: MA. An enemy of choice is blinded for 1 turn per star on a magic roll. Blinded enemies have a star deducted from their attacks after the roll and cannot block, dodge or parry. Radiant Light: MA. This spell effects both enemies and allies. 2 targets are effected per star rolled on a magic roll, starting with the caster and then the closest ally or enemy. Enemies take 1 magical damage, or 2 magical damage if they are a corrupt race. Allies regain 1 life. Purify: MA. This spell effects both enemies and allies. 2 targets are effected per star rolled on a magic roll. starting with the caster and then the closest ally or enemy. Effected targets have all status effects removed from them (both positive and negative) Illuminate: QA. NR. The entire party gain +1 to perception checks for the rest of the scene. Scene penalties that reduce vision due to darkness are removed. The Lord's Work: R. NR. When any member of the party destroys a Vampire, Werewolf, Demon, Green-Skin or Undead enemy or an enemy that is able to cast shadow magic or was created by shadow magic, you may cast this spell. The party member who made the kill regains life equal to the killed enemy's attack value minus 2. Annihilate Evil: MA. This spell costs two power points. Deal 3 magic damage to every corrupt race and demon type enemy on the field, and 1 magic damage to every other enemy. If you rolled 4 or more stars (including power points) all enemies take an additional point of damage. Please log in to add a comment. |
Every spell in the spell book costs 1 power point to cast. Unless otherwise stated, the power point adds 1 star to the result of any required roll.
Please note the following abbreviations;
QA; Spell is cast on a quick action
MA; Spell is cast on a main action
R; Spell is cast as reaction to something else, and is therefore cast outside of turn order.
B; Spell is cast as a boost to another roll
NR; When casting this spell, no roll is made.