Arcane Magic

Arcane Magic

Spell casting uses a force called arcane energy, Every character has arcane energy, it is equal to the combined total of all skill points invested in the arcane schools & spheres + the characters intelligence modifier.

Using a school requires one arcane energy.

Overcharging
You may spend an additional arcane energy to increase either effect of the spell (school or sphere) by 1, if this enhances a continual effect it costs that much extra each round.

The limit for overcharging is your skill in the school of magic being used.

Pyromancy – Evocation
Range: 5 + 1 per  rank

'''Area of effect: 1 Hex radius per 2 Evocation ranks'''

Duration: Instant

'''Save/Defence: Reflex DC10+evocation for half'''

Resistance: Pyromancy

Evoking Pyromancy causes an explosion at the targeted location; anything caught in the blast suffers 1D10+1 damage equal to your highest skill in either evocation or Pyromancy.

Pyromancy – Abjuration
Range: Touch

'''Area of effect: Touched Creature'''

'''Duration: 1 round per abjuration rank'''

Save/Defence: Must be willing

Resistance: N/A

Abjuring Fire creates a roiling destructive shell around yourself or a target granting a +1 bonus to armour class for every 2 ranks in the Pyromancy sphere.

Pyromancy – Illusion
Range: Line of Sight

'''Area of effect: One Target'''

Duration: Instant

'''Save/Defence: D20+ Illusion Skill vs Mind Save'''

Resistance: None

Creating a Pyromancy illusion summons a terrifying roiling horror, it shifts itself reacting to its targets terror and attempts to destroy their minds, the caster rolls a Mind attack, and if the target fails they move to the next state of fear.

Pyromancy – Enchantment
Range: Touch

'''Area of effect: Touched Object'''

'''Duration: 1 round per Enchantment rank.'''

Save/Defence: N/A

Resistance: Fire

Enchanting a weapon with Pyromancy wreathes it in flames causing it to deal additional damage to anyone wielding a shield. The shield user suffers an amount of additional fire damage equal to your skill in Pyromancy with each hit.

Pyromancy – Conjuration
'''Range: 1 hex per conjuration skill'''

Area of effect: 1 hex

'''Duration: Permanent (becomes natural fire)'''

Save/Defence: None

Resistance: Fire

Conjuring fire creates a self-fuelled fire at the target location, This can be as small as a candle but is usually much bigger, The fire deals 1D10+1 fire damage to anyone passing through it each round (Range = Conjuration skill)

Pyromancy – Divination
'''Range: 10 + 1 per Pyromancy rank.'''

Area of effect: Touch

'''Duration: 1 round per Divination rank.'''

Save/Defence: N/A

Resistance: N/A

Divining fire allows the target to see the heat signatures of anything around them, this sight is called infravision. (Sending Rituals).

Pyromancy – Transmutation
Range: Line of Sight

'''Area of effect: 1 hex per rank in Transmutation'''

'''Duration: 1 per rank in Pyromancy '''

Save/Defence: N/A

Resistance: N/A

The adjacent sphere to fire is water, Transmuting fire to water creates an aura that prevents any ignition effect from taking place, any fires in the area are instantly turned into liquid, and the effect lasts for 1 round per skill in transmutation.

Aeromancy – Evocation
'''Range: 5 + 2 per rank in evocation'''

'''Area of effect: 1 Target'''

Duration: Instant

'''Save/Defence: Attack roll using Evocation'''

Resistance: Air

Evoking air creates a crackling bolt of lightning that can be fired at your enemies, the bolts deals 1D6+1 per rank in the Aeromancy Sphere

Aeromancy – Abjuration
Range: Touch

'''Area of effect: Touched Creature'''

'''Duration: 1 per rank in Abjuration'''

Save/Defence: N/A

Resistance: N/A

Abjuring air creates a whirling aura of hyper fast air that deflects any incoming ranged attacks; this effect grants a +1 AC bonus per skill in the Aeromancy sphere against any ranged missile attacks, this effect does not prevent AOE effects from hitting the caster.

Aeromancy – Illusion
Range: Touch

'''Area of effect: Touched Creature'''

'''Duration: 1 round per illusion rank'''

'''Save/Defence: Perception check DC 10 + Aeromancy Skill'''

Resistance: N/A

This effect creates a rippling aura of air that bends light obscuring the caster, this aura can also effect heat signatures obscuring the caster from sight, Astute watchers can see the imperfections in this spell as ripples in the air and visual distortions. Taking an obvious action against the target or a successful perception check negates this effect.

 

Aeromancy – Enchantment
Range: Touch

'''Area of effect: Touched Object'''

'''Duration: 1 Per Enchantment Rank'''

Save/Defence: N/A

Resistance: Air

Enchanting a weapon with Aeromancy increases the effective range of that weapon by 1 per 3 ranks in the Aeromancy sphere, This effect is primarily used for melee weapons but may also be used to extend the range of a divine or arcane touch skill, Channeling a spell through this effect ends the enchantment.

Aeromancy – Conjuration
Range: 1 per rank in Aeromancy

'''Area of effect: One Target'''

'''Duration: 1 per rank in Conjuration'''

Save/Defence: N/A

Resistance: N/A

Conjuring air allows you to cause gusts of wind to move vapours, It can also be used to cushion falls, while under the influence of this effect the target moves at their normal movement speed instead of a terminal falling velocity, When impacting the ground they take one less damage dice per rank in the Aeromancy sphere.

Aeromancy – Divination
Range: Self

'''Area of effect: 1 per rank in Divination'''

Duration: Instant

Save/Defence: N/A

Resistance: N/A

Divining air allows you to probe the airways ahead of you, it reveals any obstructions and the shape of any rooms in front of you, This effect has a range equal to your skill in divination, this effects cannot penetrate walls or closed doors, You may make a perception check with your Aeromancy skill as a modifier to determine the nature of objects/obstructions in the affected area.

Aeromancy – Transmutation
Range: Line of sight

'''Area of effect: 1 Hex per 2 Evocation ranks'''

Duration: Instant

'''Save/Defence: Reflex for None'''

Resistance: Fire

The adjacent sphere to Air is Fire, Converting air to fire creates a flash of immolation, the effect deals 1D10+1 damage per rank in the Aeromancy sphere.

Cryomancy – Evocation
'''Range: 1 hex per evocation rank'''

'''Area of effect: 1 target'''

'''Duration: 1 round per rank in Cryomancy'''

'''Save/Defence: Ranged attack using Evocation'''

Resistance: Water

Evoking water creates a spray of frozen shards that deal cold damage for a number of rounds, This damage does not require concentration or energy to maintain, It deals 1D4+1 water damage per 2 ranks in Cryomancy sphere per round for 1 round per rank in evocation.

Cryomancy – Abjuration
Range: Touch

'''Area of effect: Touched Creature'''

'''Duration: 1 per rank in abjuration'''

Save/Defence: N/A

Resistance: N/A

Abjuring water creates roiling armour of water that absorbs elemental attacks, the caster must specify the element to be warded against, it grants 1 resistance to that element per rank in the Cryomancy sphere and lasts for 1 round per rank in abjuration.

Cryomancy – Illusion
Range: Touch

'''Area of effect: Touched Creature'''

'''Duration: 1 min per illusion rank'''

'''Save/Defence: Perception DC 10+1 per Cryomancy rank'''

Resistance: N/A

Crafting a water illusion allows you to shift and change the features of your target, You can make them appear like any other creature of their size category, A skilled observer can see through this effect, The difficulty for the perception check is equal to 10+1 per rank in the Cryomancy sphere.

Cryomancy – Enchantment
Range: Touch

'''Area of effect: Touched Creature'''

'''Duration: 1 round per rank in Enchantment'''

Save/Defence: N/A

Resistance: N/A

Enchanting with Cryomancy allows the target to move freely through any obstacles, They flow through the path of least resistance and get a +1 per rank in Cryomancy to any checks to resist an effect that would hold them in place, This bonus also applies to Swimming, Climbing, and moving through difficult terrain, The effect lasts for 1 round per rank in enchantment.

Cryomancy – Conjuration
Range: Line of sight

'''Area of effect: 1 hex per conjuration rank'''

Duration: Permanent

Save/Defence: N/A

Resistance: Water

Conjuring water allows you to  fill a hex with water (or any similar liquid) this water flows instantly to the lowest point in the room or else spreads out to the floor around the area, Any creature trying to pass through this water must make an athletics check equal to 10+ your skill in the Cryomancy sphere or be held in place for the round This liquid can even be a mild acid that deals 1D4+1 damage per skill in the Cryomancy sphere per round to each creature submerged in it, You can create a number of hexes equal to your skill in Conjuration.

Cryomancy – Divination
Range: self

'''Area of effect: 10 +1 per rank in Cryomancy'''

'''Duration: 1 round per rank in divination'''

Save/Defence: N/A

Resistance: N/A

Divining water allows you to detect living creatures around you, You must have an Item or relic related to the creature i.e a tooth, hair, footprint, possession, anything that contains their essence, The spell will reveal any creatures of the same race within the spells radius and will also indicate the exact creature in question if it is present.

Cryomancy – Transmutation
Range: Line of sight

'''Area of effect: 1 hex per rank in Cryomancy'''

'''Duration: 1 round per transmutation rank'''

'''Save/Defence: Athletics check 10 + transmutation'''

Resistance: N/A

The adjacent sphere to water is earth, This effects will transform water into solid stone, Anything trapped in the stone may attempt to dig itself out with an athletics check equal to 10+ your skill in transmutation.

Geomancy – Evocation
Range: 1 per rank in evocation

Area of effect: 1 hex

Duration: Instant

'''Save/Defence: Ranged attack using evocation'''

Resistance: Earth

Evoking earth sends huge spikes of rock or metal shooting up out of the earth into the target, The spikes deal 1D12+1 per skill in Geomancy, The range of this effect is equal to 1 + your skill in evocation, The height of the spikes can be controlled to hit flying or levitating opponents up to 1 hex higher per skill in evocation.

Geomancy – Abjuration
Range: Touch

'''Area of effect: Touched Creature'''

'''Duration: 5 + Abjuration skill'''

Save/Defence: N/A

Resistance: N/A

Abjuring earth creates a shell of solid matter about the caster, the shell grants the caster DR equal to their half skill in Geomancy rounded down and an  amount of temporary hit points equal to total skill, when those temporary hitpoints are expended the effect ends.

Geomancy – Illusion
Range: Line of sight.

'''Area of effect: 1 hex per Geomancy rank'''

'''Duration: 1 hour per Geomancy rank'''

'''Save/Defence: Perception DC 10 + Illusion'''

Resistance: N/A

Earth illusions can used to obscure items or structures, An item protected by an Geomancy illusion makes opposed checks against any divination effect equal to 10 + your skill in Geomancy magic and can be made to appear like any other item of a similar size, The size of the structure affected can be no more than 1 hex per your skill in Geomancy magic, This can be used to hide doors & passageways, hide traps, Obscure runes, Or create false walls.

Geomancy – Enchantment
Range: Touch

'''Area of effect: Touched object'''

'''Duration: permanent/ 1 round per enchantment'''

Save/Defence: N/A

Resistance: N/A

Enchanting an item or structure with Geomancy increases its durability and resistance, The item or structure enchanted gains a +1 bonus to all saves per skill in Geomancy and an equal amount of DR, This affect will also repair any non-magical item it is used on i.e a broken door, A sundered shield, Acid damaged armour etc, This effect lasts for 1 round per skill in Geomancy except for the repair effect which is permanent.

Geomancy – Conjuration
Range: Line of sight

'''Area of effect: 1 hex per Geomancy rank'''

Duration: Permanent

Save/Defence: N/A

Resistance: N/A

Conjuring earth creates a hex of solid earth for each rank you have in the Geomancy sphere, Each one has a hardness equal to your skill in conjuration and five times that many hitpoints, Slashing and piercing attacks deal half damage to these creations, The height of the creation can be controlled to create ramps, platforms, barricades, support pillars etc.

Geomancy – Transmutation
Range: Line of sight

'''Area of effect: 1 hex per Geomancy skill.'''

'''Duration: 1 minute per transmutation rank.'''

'''Save/Defence: Athletics DC10+transmutation'''

Resistance: N/A

The adjacent sphere to earth is air, You may transmute any form of earth (but not metal) to air, Anything caught in the hexes when it transmutes back to stone is sealed in solid rock, The effect however makes the rock structurally unstable and the target may claw themselves out by making an athletics check equal to 10+1 per skill in Geomancy to tunnel through each hex of earth

Umbramancy – Evocation
'''Range: 10 +1 per rank in Umbramancy'''

'''Area of effect: Target'''

Duration: Instant

'''Save/Defence: Ranged attack using Evocation'''

Resistance: Shadow

Evoking shadow creates a writhing tendril of darkness that lashes out at your opponent; the attack does 1D4+1 damage per rank in the Umbramancy sphere, this effect also reduces the target movement rate by 4 and silences them for one round.

Umbramancy – Abjuration
Range: Touch

'''Area of effect: Touched Creature'''

'''Duration: 1 round per abjuration rank'''

'''Save/Defence: Mind save DC 10+Umbramancy'''

Resistance: N/A

Shadow conjuration shields the caster from targeted spell effects, anyone attempting to target the caster with a magical ability must make a mind saving throw equal to 10+1 per skill in the Umbramancy sphere.

Umbramancy – Illusion
Range: Line of sight

'''Area of effect: Varies'''

'''Duration: 1 round per illusion rank'''

'''Save/Defence: Perception DC10 +1 per Umbramancy'''

Resistance: N/A

Shadow illusions are used to create figures or shapes where none exist, you can have the illusion behave any way you want but exceeding the bounds of the creatures normal ability will allow the viewer to pierce the illusion, You can project a phantasmal creature that appears as any other creature until it is attacked, You may also create a double of yourself to confuse attackers, Whenever you are attacked your opponent has a 50% chance of hitting your double instead, Doing so will end the illusion.

Umbramancy – Conjuration
Range: Line of sight

'''Area of effect: 1 hex radius per rank in Umbramancy'''

'''Duration: 1 round per rank in conjuration'''

Save/Defence: N/A

Resistance: N/A

Conjuring shadow creates a sphere of complete darkness, sight into or out of the darkness is impossible and anyone inside is considered blind, Any time light and dark conjuration occur in the same area an opposed conjuration check is made to decide which effect takes precedence.

Umbramancy – Divination
Range: self

'''Area of effect: 1 target mechanism'''

Duration: Instant

Save/Defence: None

Resistance: None

Divining shadow reveals the nature of a trap, lock or mechanism, If the DC of the trap or lock is less than 20+ your skill in divination it reveals its exact effects and DC to you, you must already know the trap or lock is there to use this effect, If the trap is triggered anyone hit by it will get a bonus to their reflex saving throw equal to your skill in Umbramancy.

Umbramancy – Enchantment
Range: Touch

'''Area of effect: Touched Creature'''

'''Duration: 5 + 1 round per enchantment rank'''

Save/Defence: N/A

Resistance: N/A

Umbramancy enchantment infuses a melee weapon with the piercing effects of Umbramancy magic; the weapon will pierce 1 point of damage reduction per rank in the Umbramancy sphere.

Umbramancy – Transmutation
Range: Line of sight

'''Area of effect: 1 hex per Umbramancy rank'''

'''Duration: 1 round per transmutation rank'''

Save/Defence: None

Resistance: None

Shadow transmutation allows you to shift anything touched into the spectral realm, Its weight and mass are reduced to one tenth and its appearance becomes wavy and indistinct, this effect cannot be used on living creatures, The items shifted have their DR and HP reduced by your skill in the Umbramancy sphere and may even pass through solid objects (as a full round action per hex) This effect removes any cover bonuses granted by terrain and lasts for 1 round per skill in transmutation.

Illumancy – Evocation
'''Range: 5 + evocation skill'''

'''Area of effect: Target'''

Duration: Instant

'''Save/Defence: Ranged attack using evocation'''

Resistance: Radiance

Evoking Radiance creates a shining lance of energy that homes in on its target using refracted light guidance, The lance deals 1D4+1 damage per skill in Illumancy, it also ignores 1 AC for every 2 ranks in Illumancy, The range for this attack is equal to 5 + your skill in evocation, This attacks can also be fired around corners as long as the caster has some means either mundane or magical to confirm the location of the target.

Illumancy – Abjuration
Range: Touch

'''Area of effect: Touched Creature'''

'''Duration: 1 round per abjuration rank'''

Save/Defence: N/A

Resistance: N/A

Abjuring radiance creates a bright and blazing aura of radiance that shields the caster from any area effect spells, the cast gains an additional point of DR to resist any non-directed damage per skill in Illumancy.

Illumancy – Illusion
Range: Line of sight

'''Area of effect: One target'''

'''Duration: 1 per illusion rank'''

'''Save/Defence: Perception DC 10+1 per Illumancy rank'''

Resistance: N/A

Radiant illusions interfere with the mind of the target showing them a warped and distorted view of the world, The target must make a perception check each round equal to 10+1 per skill in Illumancy or be rendered effectively blind by the illusion the illusion also turns the target about so they cannot move more than 1 hex per round.

Illumancy – Divination
Range: Self

'''Area of effect: 1 hex per Illumancy rank'''

'''Duration: 1 round per divination rank'''

Save/Defence: N/A

Resistance: N/A

Illumancy divination reveals the magical aspects and effects of a magical item, The magic item will have an EGO score relating to how powerful the magic stored with is, The caster will make a check against this number equal to D20+ their skill in divination, This effect can also be used to search for magical auras and has a range equal to 1 hex per rank in the Illumancy sphere.

Illumancy – Conjuration
Range: Line of sight

'''Area of effect: 1 hex radius per conjuration rank'''

'''Duration: 1 round per conjuration rank'''

Save/Defence: N/A

Resistance: N/A

Conjuring radiance creatures a beacon of shining light at the target location, it shines with intense light from a focal point for 1 hex per skill in Illumancy, creates illuminated in this way are easier to hit and anyone attacking them gets a +2 bonus to hit, This effect lasts for 1 round per skill in conjuration.

Illumancy – Enchantment
Range: Touch

'''Area of effect: Touched object'''

'''Duration: 1 day per enchantment rank'''

'''Save/Defence: Mind save DC 10+Illumancy'''

Resistance: None

Enchanting an item, person or place with radiance gives it a distinct signature or mage mark, the caster creates a scaled map to combine with the enchantment and can then see the presence of the target on the map.

Illumancy – Illusion
Range: Touch

'''Area of effect: 1 Hex radius per Illumancy Rank'''

'''Duration: 1 Hour per Illusion Rank'''

Save/Defence: N/A

Resistance: None

This spell creates a spectral sentry, If anyone not nominated by the caster enters its area of effect it will light up and make the sound of the casters choice, It will also cause anyone using magic within its area of effect to glow with an unearthly light.

Proculmancy – Evocation
Range: 1 per skill in evocation

'''Area of effect: 1 target'''

Duration: Instant

'''Save/Defence: Mind Save DC10 + skill'''

Resistance: Nexus

This attack batters the target with Nexus energies and propels them through space away from the caster.

The target suffers 1D6+1 nexus damage per rank in evocation and is propelled away from the caster up to 1 hex per rank in Proculmancy, they cannot end up in a hex occupied by another item or person.

Proculmancy – Abjuration
Range: Touch

'''Area of effect: 1 target'''

'''Duration: 1 per rank in Abjuration'''

Save/Defence: None

Resistance: None

While under the effect of this spell any weapon or ability directed at the target has its range penalty increased by your skill in Proculmancy to a minimum of one, Melee weapons with a range greater than 1 must be used directly adjacent to the caster, this effect does not protect you from AOE attacks.

Proculmancy – Conjuration
'''Range: 1 hex per conjuration skill'''

Area of effect: 1 target

Duration: Instant

'''Save/Defence: Mind DC10 + skill'''

Resistance: none

The target must make a save equal to 10 plus the casters skill in Proculmancy or be teleported next to the caster, the space they teleport to cannot be occupied and must have a stable floor.

Proculmancy – Enchantment
'''Range: Touch / 1 per rank in Proculmancy'''

'''Area of effect: 1 hex per 5 ranks in Proculmancy'''

'''Duration: 1 round per rank in Enchantment'''

Save/Defence: None

Resistance: N/A

The caster creates a 2 way portal initiated directly in front of the caster and ending a number of hexes away equal to the casters skill in Proculmancy, The portal is 2 way but can only be entered from one direction.

Proculmancy – Illusion
'''Range: 1 km per rank in Illusion'''

Area of effect: Self

'''Duration: 1 Round per rank in Proculmancy'''

Save/Defence: None

Resistance: Fire

This spell allows the caster to project their image over long distances, the target must be familiar with the location they wish to project to, The target may use Perception and Diplomatic skills through their illusion but are unable to exceed a total result greater than 10+ their skill in Proculmancy.

Proculmancy – Divination
'''Range: 1 hex per conjuration skill'''

Area of effect: 1 hex

'''Duration: Permanent (becomes natural fire)'''

Save/Defence: None

Resistance: Fire

This spell is used to create gateways over long distances, the first part of the spell will created a gatestone, The stone must be large enough for the user to step onto or they will be unable to use the gate, The second part of the spell creates a recall portal that multiple characters can use, the duration of the gate once opened is equal to your skill in divination and can transport one person per 3 ranks in Proculmancy, the total distance from the gateway cannot be greater than 1KM per rank in divination

Proculmancy – Transmutation
Range: 1 per rank in Transmutation

'''Area of effect: 1 target'''

'''Duration: 1 per rank in Proculmancy'''

Save/Defence: None

'''Resistance: Mind Save DC10+Proculmancy ranks'''

This spell adjusts the size category of the target up or down (1 size category per 5 ranks in transmutation) to a minimum of tiny or maximum of Gigantic.

Velomancy – Evocation
'''Range: 1 hex per Evocation skill'''

'''Area of effect: 1 target'''

Duration: Instant

'''Save/Defence: Mind Save DC10+Velomancy Ranks'''

Resistance: Inertia

Evoking Inertia charges the particles in your target with force instantly hurtling them through space at speed, They are thrown a number of hexes equal to your skill in Evocation and suffer 1 point of inertia damage per skill point in Velomancy if they make contact with a solid object during this time.

If they hit another character that character must make a reflex save DC10+your Velomancy skill or also take 1 points of inertia damage per skill point in Velomancy.

Velomancy – Abjuration
Range: 1 per rank in abjuration

'''Area of effect: 1 target'''

'''Duration: 1 per rank in abjuration'''

Save/Defence: N/A

Resistance: N/A

Abjuring Inertia protects the caster from all forms of impact damage, they still fall at the same rate but all the energy caused by deceleration and the impact is reduced or nullified, the spell increases the number of hexes a character can fall by 1 per rank in Velomancy and reduces any falling damage by 1 per rank in Velomancy.

Velomancy – Conjuration
Range: 1 per rank in Conjuration

'''Area of effect: 1 hex +1 per 4 ranks'''

'''Duration: 1 per rank in abjuration'''

Save/Defence: N/A

Resistance: N/A

Conjuring inertia creates a zone of dense gravity, anyone entering the zone must make a mind save with DC10+1 per rank in Velomancy or be knocked prone, The save must be made an additional time each round they remain in the zone.

Velomancy – Enchantment
Range: Touch

'''Area of effect: 1 target'''

'''Duration: 1 per rank in Enchantment'''

Save/Defence: N/A

Resistance: N/A

An Inertia enchantment allows the target to Use melee attacks at an increased range, the target may make a number of attacks equal to your skill in Velomancy at a range improved by 1 per 3 ranks in Velomancy.

Velomancy – Illusion
Range: 1 per rank in Illusion

'''Area of effect: 1 hex per rank in Velomancy'''

'''Duration: 1 per rank in Illusion'''

'''Save/Defence: Mind Save DC 10+skill'''

Resistance: N/A

Using a Velomancy illusion creates a spectral barrier that the target perceives as solid, they must make a mind save to pass through the affected hexes, allies may walk through the hexes unhindered

Velomancy – Divination
Range: 1 per rank in Divination

'''Area of effect: 1 target'''

'''Duration: 1 per rank in abjuration'''

Save/Defence: N/A

Resistance: N/A

Velomancy divination allows you to detect any movement within the range of the spells effect, it gives the caster direction and size but not any specific details, this spell is confused by moving machinery and water but not by moving air

Velomancy – Transmutation
Range: 1 per rank in Transmutation

'''Area of effect: 1 target'''

Duration: Concentration

Save/Defence: Only if willing

Resistance: N/A

Transmuting Inertia allows you to levitate yourself or an ally a number of hexes equal to your skill in Velomancy, This effect can be used to lift items as well but not more than 1 hex or 20KG per rank in Velomancy.

Chronomancy – Evocation
Range: 1 per rank in Evocation

'''Area of effect: 1 target'''

'''Duration: 1 per rank in Chronomancy'''

'''Save/Defence: Mind 10+skill in evocation'''

Resistance: N/A

Evoking time causes any time damaging effects on the target to be accelerated and have their effects for a number of turns equal to your skill in Chronomancy, This cannot extend the normal timeframe of an ability.

Chronomancy – Abjuration
Range: Touch

'''Area of effect: 1 target'''

'''Duration: 1 per rank in abjuration'''

Save/Defence: N/A

Resistance: N/A

A Chronomancy abjuration creates a bubble of protection that reduces any timed effects directed at you by your skill in Chronomancy, this does not affect skills that require concentration to maintain, If the caster is affected by natural acid or fire the effect instantly ends

Chronomancy – Conjuration
Range: 1 per rank in Conjuration

'''Area of effect: 1 target'''

'''Duration: 1 per rank in Chronomancy'''

Save/Defence: Mind DC 10+skill

Resistance: N/A

Conjuring time allows you to increase the duration of any timed effect on an ally or enemy by your skill in the Chronomancy sphere

Chronomancy – Illusion
Range: 1 per rank in illusion

'''Area of effect: Target'''

'''Duration: Concentration'''

Save/Defence: N/A

'''Resistance: 10+1 per rank in Chronomancy'''

This spell creates an illusion of decelerated time around the target reducing their movement speed to 3.

Chronomancy – Enchantment
Range: Touch

'''Area of effect: 1 target'''

'''Duration: 1 per rank in Enchantment'''

Save/Defence: N/A

Resistance: N/A

This spell increases the targets initiative by your skill in Chronomancy and their movement speed by 1 per 4 ranks you have in Chronomancy magic

Chronomancy – Transmutation
Range: 1 per rank in Transmutation

'''Area of effect: 1 target'''

Duration: Instant

'''Save/Defence: 10+1 per rank in Chronomancy'''

Resistance: N/A

Transmuting time shifts your target into the future, willing targets are sent forward immediately but unwilling targets get a mind save, If the space the target needs to return to is occupied they will arrive at the nearest unoccupied space

Chronomancy – Divination
Range: Self

Area of effect: self

'''Duration: 1 per rank in Chronomancy'''

Save/Defence: N/A

Resistance: N/A

Divining time allows you to rewind events in the space you occupy, You cannot go back further than your skill in time magic, the area of effect for this spell is 1 per rank in divination.

Radomancy – Evocation
Range: 1 per rank in evocation

'''Area of effect: 1 hex beam per rank in radiation'''

Duration: Instant

'''Save/Defence: reflex DC '''

Resistance: Plasma

Evoking Plasma causes a pulse of destructive radiation to ripple forth from your hands; it pierces all walls and barriers dealing 1D20+1 Plasma damage to you and every enemy struck.

Radomancy – Abjuration
Range: Touch

'''Area of effect: 1 target'''

'''Duration: 1 per rank in Abjuration'''

Save/Defence: N/A

Resistance: Plasma

Anyone striking or using a targeted effect on the caster will suffer an amount of damage equal to your skill in Radomancy.

Radomancy – Conjuration
Range: 1 per rank in Radomancy

'''Area of effect: 1 hex per 5 ranks in conjuration'''

'''Duration: 1 per rank in Conjuration'''

Save/Defence: N/A

Resistance: Plasma

Conjuring plasma creates an area of dense destructive energy damaging and obstructing anyone attempting to move through it, Anyone attempting to move through the square takes damage equal to your skill in Radomancy and must make an athletics check with DC equal to 10+ your skill in Conjuration.

Radomancy – Enchantment
Range: touch

'''Area of effect: 1 per 5 ranks in enchantment'''

'''Duration: 1 per rank in enchantment'''

'''Save/Defence: Mind save DC 10 + enchant skill'''

Resistance: Plasma

Enchanting a suit of armour with Radomancy creates a destructive aura that surrounds your target; this plasma damage affects everyone within range including yourself. Each turn the target gets an additional save to end the effect but the DC to succeed is increased by 1

Radomancy – Transmutation
Range: 1 per rank in Transmutation

'''Area of effect: 1 target'''

'''Duration: 1 per rank in Transmutation'''

Save/Defence: N/A

Resistance: N/A

Transmuting plasma allows you to drain energy from a magic user, the target loses two arcane or divine energy per rank you have in Radomancy, If they have their total reduced below 0 they are unable to cast until the energy regenerates.

Radomancy – Divination
Range: 1 per rank in Radomancy

'''Area of effect: 1 target'''

'''Duration: 1 per rank in Divination'''

Save/Defence: N/A

Resistance: N/A

Plasma divination allows you to detect magical signatures around you and detect magical items or summoned creatures, Magic effects in a location are detected but their nature is not revealed