Level 1 Arcane Spells (Cost 3 Quanta)

  1. Wizard Light: Globe of yellow light that emanates from wand, staff, or finger, Illumination out to 6 hexes, Duration until ended or dispelled.
  2. Finger Fire: A jet of flame to a range of 3 hex doing 1-6 damage; Per additional level: + 1 hex range & +1 damage. (i.e. 3rd level Range 5, Damage +3) (Damage ignores armor DAR)
  3. Cinder Spray: Range 3 hexes, Stream of embers that blinds 1-4 targets. Blinded Target has+4 to strike rolls. Per additional level: +1 target & +1 hex range.
  4. Ignite: 1 hex area, Range 3 hex (Paper/oil /cloth/ wood). If a target is a flammable creature (fabric or fur) will burn for 3 moments doing 1-6 each moment. Current casting moment and 2 more moments unless extinguished.
  5. Douse Flame: Call water from the air to Extinguish flame such as a burning creature or bonfire. Area diameter 3 hex, Range 3 hex. Per additional level: +1 hex range.
  6. Repair Mechanism: One object 1 yard square or smaller up to 3 hexes distant is repaired. Per additional level: +1 square yard & +1 hex range.
  7. Magic Mist: Wraps target (self or friend) in a shifting mist that distorts aim and causes any attack in the next moment to add +3 to attacker strike die. Duration 1-6 +1 moments. Per additional level: +1 Moment duration.
  8. Lock / Unlock: 1 non-magical door or chest.
  9. Befuddle: Target may not act in any phase in the next Moment unless attacked. Per additional level: +1 target.
  10. Construct Companion: Build a construct companion and imbue with agency. See Companion section for attributes and process to construct companion.

Level 2 Arcane Spells (6 Quanta cost)

  1. Mystic Cloak: Self, 10 moments per level, DAR +2
  2. Flame Shield: Creates a curtain of shimmering blue flame around the caster that is a barrier to incoming missile damage. Duration 1-6 moments. Per additional level: +1 duration
  3. Combustion: Flame rises from ground to engulf the target. Range 12 hexes, 2 12 damage, 1 target. Ignite flammable material (fabric, paper, wood), Per additional level: +2 damage. (Damage ignores armor DAR)
  4. Mystic Rain: Range 5 hexes, Area Diameter 5 hex, Duration 1-6, A dense magical mist of water particles prevents douses flame and disorients targets within. If caught within roll a 6d to determine which way movement is allowed.  Electrical damage is doubled for targets in the rain. Per additional level: + 1 diameter and +2 Moments.
  5. Astral Phase: Move up to 8 hexes though any obstacle. Per additional level: range +2 hex. Must see target hex.
  6. Command Flame: Mold flame into a fire construct linked to caster.  Life Force is ½ creator. Strike value is the same as creator.  It moves at direction of creator.  It will exist for 1-6 moments duration, Fire Damage 1 6d +1; Per additional level:  +2 moments duration & +2 damage per additional level.  Placed on stage adjacent to creator.
  7. Enchant Edged Weapon: Makes edged weapon magical for duration of the spell. 2-12 duration Moments, +2 Damage, -2 from Strike Roll. Allows attack on creatures that can only be harmed by magic weapons.
  8. Brimstone Cloud: The caster creates a thick noxious smoke cloud.  Range 10, Diameter 5 hexes, Duration 2-12 moments.  A target in the cloud takes 1-6 points poison damage (ignore armor) and is disoriented.  If caught within must roll a 6d to determine which way movement is allowed. Per additional level: +1 hex diameter and +1 damage. (Damage ignores armor)
  9. Flame Wall: Creates a wall 5 hexes long and 1 hex wide to a range of 6, Duration 1-6 +1 moments. Creatures who pass through the wall hex take 1-6 +1 damage. Per additional level: +1 length and +1 width, Duration +1 moment. (Damage ignores armor DAR)
  10. Fire Storm: Flaming Vortex. Range 5, Area 1 hex, damage 1-6+2 in vortex hex, Duration 1-6, Movement 6, Random Movement each movement turn. Per additional level:  +1 duration, +1 Damage. (Damage ignores armor ).  If vortex moves through a hex containing a Player or Monster, damage is done at that time.