Tag: Spells

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  • Conjurations

    Conjurations are creatures formed out of raw thought, ideas, and magical power. Even the less informed casters understand that summoned creatures aren’t real. The more informed, that being those who know of [[The Blind Eternities]], understand that …

  • Caster Level

    A character's caster level represents their ability to manipulate mana and wield them as spells. Only a character with the ability to cast spells, granted racially or by a class ability, has a caster level. All hero classes (classes available to PCs …

  • Mana Pools

    A mana pool represents a casters reserves for a color of magic, the grand sum of their memories and their ability to pull magic from them. There are five mana pools - red, green, white, blue, black. See [[Mana Points]] to understand how characters gain …

  • Mana Points

    Mana points represent memories of the land from which you can draw power. More mana points don't necessarily denote _more_ memories, but rather your ability to pull more power from each memory. Character gain mana points as they level determined by the …

  • Spells by Pool

    Each [[Mana Pools|Mana Pool]] has a slew of aspects and powers unique to the spells it powers, where-as some spells bleed over between Pools and some spells require that you draw from multiple pools. Below are the spell-lists for the different pools, …

  • Red Pool Spells

    The spells below require [[Red]] [[Mana Points]] be dedicated to learn and use Red mana points to cast. They call on the powers of mountains, fire, lightning, and chaos to destroy their foes and enrage their champions. *Cantrips* |*Name*|*School*|* …

  • Green Pool Spells

    The spells below require [[Green]] [[Mana Points]] be dedicated to learn and use Green mana points to cast. They call on the powers of forests, the beasts of the wild, and life itself to cut down their foes and renew their champions. *Cantrips* |* …

  • White Pool Spells

    The spells below require [[White]] [[Mana Points]] be dedicated to learn and use White mana points to cast. They call on the powers of plains, light, good, and law to lay low their foes and protect their champions. *Cantrips* |*Name*|*School*|*Casting …

  • Blue Pool Spells

    The spells below require [[Blue]] [[Mana Points]] be dedicated to learn and use Blue mana points to cast. They call on the powers of islands, water, ice, and the mind itself to bewilder their foes and enlighten their champions. *Cantrips* |*Name*|* …

  • Black Pool Spells

    The spells below require [[Black]] [[Mana Points]] be dedicated to learn and use Black mana points to cast. They call on the powers of swamps, death, corruption, and evil to drain their foes and empower their champions. *Cantrips* |*Name*|*School*|* …

  • Diverse Spells

    The spells below can be accessed through various types of [[Mana]], but a caster must choose which [[Mana Pools|Pool]] he'll learn it in and it requires that Pool's mana be dedicated to learn it and that Pool's mana be used to cast it. *Cantrips* |* …

  • Multi-Mana Spells

    The spells below can be accessed through combining multiple types of [[Mana]], a multi-mana spell requires a caster to dedicate [[Mana Points]] from each [[Mana Pools|Pool]] used in the spell (see [[Learning Spells]]) and it requires certain amounts mana …

  • Learning Spells

    Learning to cast spells can be a difficult process. Many novices spend years studying with mentors and reading from arcane tomes to be able to grasp the concepts. To learn a new spell a spellcaster must first have an appropriate [[Caster Level]], then …

  • Casting Spells

    To cast a spell one must meet a number of requirements. You must know the spell (see [[Learning Spells]]), you must have the necessary amount and type of mana available (or allied mana, see below), and you must have all necessary material components or …

  • Counterspelling

    It is possible to use raw energy to counter an opponent's spell. By doing so, the caster is using the power of an Opposing mana type of the target spell in order to cancel it out. *How Counterspells Work* p. To use a counterspell, the character must …

  • New Spells

    The spells below have either been created by player characters or by the DM or are old spells that have been altered to the point that they require their own page. *Red* * [[Wild Spells]], 1st-9th * [[Flamespike]], 1st * [[Globule of Chaos]], 2nd * …

  • Banned Spells

    The spells below have been banned by group decision. Be aware that some spells have become [[Spells|Legendary, Trial, or Imbued spells]], and thus cannot be learned without the noted efforts and do not appear on the allowed or banned spells list. * …

  • Specialized Conjurations

    While some spellcasters enjoy the versatility offered by the [[Summon Monster 1|Summon Monster]] spells, many prefer to sacrifice this versatility in exchange for a more specialized conjuration and some particularly powerful casters enjoy the protections …

  • Crafting New Spells

    While there are already many spells floating around Creed, new ones are always being researched and created every day. While some new spells are simple alterations of existing spells, some are radical new concepts never seen before. Spells fall into one …

  • Oni Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ The blood magic of the oni is by far the most primal and overtly aggressive form of sangromancy. While the bloody powers of …

  • Vampiric Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Vampiric sangromancy is a natural expression and expansion of the vampire's innate powers. Vampiric blood magic allows the mage …

  • Demonic Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ The concept of the devil's bargain, the contract written in blood, that is the power of demonic sangromancy. Ancient beyond …

  • Sangromancy Spells

    _Warning: [[Sangromancy]] is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Compared to many unique magics, sangromancy spells are relatively easy to learn and cast. Any caster that meets the …

  • Total Repair

    *Total Repair* * Transmutation * Level: White/Blue 6 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Construct touched * Duration: instantaneous * Saving Throw: None * Spell Resistance: No Total repair enables you …

  • Epic Spellcasting

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ Epic spells are considered any spell of 10th level or higher, whether they're naturally that level or are raised to …

  • Needs Work Spells

    The spells below have been reviewed and decided unfit for addition to our system. However, these spells have been recognized as being close to balanced or at least as being very good ideas. These spells below have been functionally banned, but are prime …

  • Inspiration Work

    The spells below have been reviewed and decided unfit for addition to our system. However, these spells have been recognized as having interesting ideas, themes, or unique mechanics that may be applicable. These spells below have been functionally banned, …

  • Custom Spells

    This page is a collection of unique spells known to the party, whether made by the adventurers, found in their travels, or gifted to them by NPCs. Some of these spells may be duplicates of others known out in the world - many mages who create spells …

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