Tuesday, October 21, 2014

Elder Scrolls: Mage Spells

The Mage's Guild can teach the first dot in a magic discipline (each tome).   You may choose to charge 5xp per dot in a magic school (which includes a free spell) and then 2xp per spell.  Spell tomes also have a standard price in gold.  Novice spells are 50gp.  Apprentice spells are 100gp.  Adept spells are 350gp.  Expert spells are 700gp.  Mastery spells are 1400gp.

Spell Choices have been taken from the Mage: the Awakening book series.  If the details of the spell are in brackets than it's a made up spell.  If there are initials within brackets, it means it's not from the core Mage book.  Check this link to find out where they're from.  You can also add the ranking of the spell to each dice roll (i.e. you add +1 for a Novice spell and +3 for an Adept spell).

Destruction:
  • Novice: Spark - Presence + Science (send a flash of flame 10 yards away, good for setting things alight) OR Shock - Intelligence + Science (cast in a grapple to use electricity to give you a bonus equal to spell successes on your opposed grapple check to get away - reflexive action) OR Frostbite (touch attack to provide a penalty equal to your successes to opponent's speed) OR Alter Conductivity - Intelligence + Science 
  • Apprentice: Call Lightning - Strength + Athletics (M:tA - edited to work at anytime outdoors) OR Decay - Resolve + Intimidate OR Forensic Invisibility - Composure + Stealth  OR Telekinetic Push - Presence + Intimidation (GotU) OR Harm Spirit - Presence + Athletics (as the M:tA spell but harms incorporeal beings including both ghosts and spirits).
  • Adept: Cloak of Decay - Resolve + Smithing (Adamantine Arrow) OR Enervation (Presence + Folklore OR Rotting Flesh - Strength + Intimidation OR Cutting Scream - Stamina + Expression (AA)
  • Expert: Bag of Winds - Dexterity + Science (L:tA) OR Firebolt - Dexterity + Athletics (AA) OR Kinetic Ripple - Stamina + Athletics (AA) OR Thunderbolt - Stamina + Athletics.
  • Mastery: Invisible Fire - Wits + Science (FC) OR Earthquake - Resolve + Athletics.
Alteration:
  1.  Nightsight - Wits + Survival  OR Shadow Sculpting - Wits + Science OR Corpse Mask - Intelligence + Subterfuge  OR Influence Sound - Intelligence + Science.
  2. Apprentice: Kinetic Blow - Strength + Athletics OR One Mind, Two Thoughts - Intelligence + Investigation OR Animate Shadows (Wits + Science) OR Floating Step - Resolve + Athletics (GoG).
  3. Adept: Light Mastery - Composure + Science OR Personal Invisibility (Wits + Stealth) OR Burst of Speed - Wits + Athletics OR Containment - Wits + Smithing (Mysteries)
  4. Expert: Shadow Flesh - Stamina + Occult (ToTM) or Suppress Own / Other's Life - Manipulation + Subterfuge OR Gravity Shift - Wits + Folklore (AA) OR Augment the Mind (Intelligence + Empathy).
  5. Mastery: Sensory Deprivation - Manipulation + Intimidation (ToTM) OR Control Gravity - Intelligence + Science OR Nullify Gravity - Intelligence + Science
Mysticism:
  1. Find The Hidden Hoard - Wits + Smithing OR Discern Composition - Intelligence + Science OR Speak With Dead - Wits + Folklore OR Aura Perception - Wits + Empathy.
  2. Apprentice: Final Sight - Manipulation + Folklore OR Soul Jar - Presence + Enchanting (draw soul into an appropriate soul gem for later use in enchantment) OR Alter Aura - Composure + Subterfuge OR Magic Shield - Resolve + Folklore. 
  3. Adept: Ghost Gate - Resolve + Occult OR  Find the Hidden Hoard - Wits + Crafts OR Voice From Afar - Manipulation + Expression OR Dispel Magic - Intelligence + Folklore.
  4. Expert: Devouring the Living (Manipulation + Intimidation - Stamina) OR Quell the Spark - Resolve + Folklore OR Price of Hubris - Composure + Folklore (Banisher) .
  5. Mastery: Transform Energy - Resolve + Science OR Create Sunlight - Intelligence + Science OR Annihilate Spells - Resolve + Folklore (Banishers) OR Supernal Dispellation - Resolve + Occult.
Illusion:
  1. Alter Voice* - Manipulation + Subterfuge (transform your voice to sound like another person's - lasts for minutes equal to successes) OR Invisible Writing - Dexterity + Folklore (masks or reveals - with a clash of wills - the written word so that no one can read it except for specified individuals - lasts for months equal to successes) OR Animal Minion - Presence + Animal Ken  OR Emotional Urging - Manipulation + Empathy.
  2. Apprentice Level: Invisible Object - Manipulation + Subterfuge OR Image of Striking Beauty - Presence + Expression (SL) OR Scent of Nature - Wits + Animal Ken (GoG) OR Incognito Presence - Wits + Subterfuge.
  3. Adept: Perfect Mask - Manipulation + Stealth (GotV) OR Inspire - Manipulation _ Expression (GotV) OR Memory Hole - Composure + Empathy OR Diplomat's Protection - Wits + Expression (SL).
  4. Expert: Disinhibiting Sympathy: Manipulation + Expression (GoG) OR Eternal Now - Wits + Subterfuge (Mysteries) OR Imposter - Intelligence + Subterfuge OR Telepathy: Wits + Empathy OR Love Spell - Presence + Socizalize (ToTM)
  5. Mastery: Breach the Vault of Memory - Manipulation + Subterfuge OR Dream Traveler - Manipulation + Folklore OR Psychic Repogramming - Manipulation + Persuasion OR Possession - Manipulation + Persuasion. 
Conjuration:
  1. Novice: Summon Familiar - Manipulation + Folklore (summon a spectral image of a wolf, use dog statistics from World of Darkness book, lasts 60 seconds) OR Bound Sword - Intelligence + Weaponry (summon a translucent sword that can strike both solid and incorporeal creatures just as well as each other - lasts for 120 seconds or until sheathed) OR Autonomous Servant - Intelligence + Investigation OR Lighten Anchor - Wits + Folklore (ToTM). 
  2. Apprentice: Ghost Summons - Presence + Persuasion (see Mage: the Awakening, contains Control Ghost as well) OR Shadow Forged - Wits + Smithing (AA) OR Quicken Corpse - Presence + Persuasion OR Animate Object - Presence + Folklore (S&S). 
  3. Adept: Self Repairing Zombie (AA) OR The Metal Dead - (GoG) OR Summon the Dead  OR Stone Servitor - Intelligence + Smithing (ToTM) OR Phantasmal Weapon - Intelligence + Smithing.
  4. Expert: Revenant - Manipulation + Persuasion OR Fiery Servant - Stamina + Intimidation (L:tA) OR The Golem - Intelligence + Smithing (MT) OR Marionette - Intelligence + Subterfuge.
  5. Mastery: Summon Chthonian - (Summoners) or Forge Tulpa - Wits + Folklore OR Universal Bane - Intelligence + Folklore (Banisher).

Restoration:
  1. Cleanse the Body - Stamina + Alchemy OR Control Base Life - Manipulation + Animal Ken  OR Soul Marks - Intelligence + Empathy OR Heal Flora & Fauna - Intelligence + Folklore.
  2. Apprentice: Healing the Dead Mind - Manipulation + Empathy (Mysteries) OR Self-Healing - Stamina + Athletics OR Self-Purging - Stamina + Folklore OR
  3. Adept: Simulate Basic Needs - Stamina + Survival (GoG) OR Banish Plague - Wits + Survival OR Chemical Imbalance - Manipulation + Alchemy (ToTM) OR Healing Heart - Composure + Survival OR Inflict Agony - Strength + Intimidation (SotT)
  4. Expert: Metabolic Suspension - Stamina + Survival (Mysteries) OR Accelerate Healing - Stamina + Alchemy (AA) OR Contagion - Intelligence + Alchemy OR Enfeeblement - Strength + Intimidation
  5. Mastery: Regeneration - Intelligence + Medicine OR Vital Balance - Intelligence + Alchemy (GoG) OR Hone Form - Intelligence + Alchemy.

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