Hermetics¶
Tier I
Offensive
Mana Beam I
TIER I
Arcane
Offensive
Range: 20m
UPCAST 3
Arcane
Offensive
Range: 20m
UPCAST 3
SA INT vs DEX
Material:
Matrix Crystal (optional)
Cost: 1/2/3 MP
Fires a beam of pure mana.
Matrix Crystal: May target up to [Arcane] different creatures. The total MP cost is multiplied by the number of targets.
Material:
Matrix Crystal (optional)
Cost: 1/2/3 MP
Fires a beam of pure mana.
Matrix Crystal: May target up to [Arcane] different creatures. The total MP cost is multiplied by the number of targets.
EFFECT:
1d6 Arcane
SAVED:
Damage halved.
SAVED+10:
No effect.
1d6 Arcane
SAVED:
Damage halved.
SAVED+10:
No effect.
Mana Bolt I
TIER I
Arcane
Offensive
Range: 20m
UPCAST 3
Arcane
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 1/2/3 MP
Shoots a projectile of pure mana.
Cost: 1/2/3 MP
Shoots a projectile of pure mana.
EFFECT:
1d8 Arcane
1d8 Arcane
Defensive
Arcane Barrier I
TIER I
Arcane
Reaction
UPCAST 5
Arcane
Reaction
UPCAST 5
SD INT+PER
Cost: 1/2/3/5/8 MP
Creates a magical barrier around the Wizard that neutralizes incoming damage of a single attack if SD meets or exceeds the attack roll. The barrier breaks at its maximum; excess damage carries over.
Cost: 1/2/3/5/8 MP
Creates a magical barrier around the Wizard that neutralizes incoming damage of a single attack if SD meets or exceeds the attack roll. The barrier breaks at its maximum; excess damage carries over.
EFFECT:
1d4 Protection
1d4 Protection
Arcane Shield I
TIER I
Arcane
Defensive
UPCAST 5
CONCENTRATION
SUPPORT
Arcane
Defensive
UPCAST 5
CONCENTRATION
SUPPORT
SURECAST
Cost: 1/2/3/5/8 MP
Erects a magical shield around the Wizard that neutralizes incoming damage. It breaks at its maximum; excess damage carries over. Persists until destroyed, replaced, or combat ends.
Cost: 1/2/3/5/8 MP
Erects a magical shield around the Wizard that neutralizes incoming damage. It breaks at its maximum; excess damage carries over. Persists until destroyed, replaced, or combat ends.
EFFECT:
1d4 Protection
1d4 Protection
Counter Shot
TIER I
Arcane
Defensive
Range: 12m
CONCENTRATION
Arcane
Defensive
Range: 12m
CONCENTRATION
SD INT+PER
Cost: 1 MP
Conjures [Arcane] (min. 3] arcane projectiles that can intercept hostile projectiles as reactions.
SD has Disadvantage 1 if either projectile origin or target is not in line of sight of the Wizard. Impossible if neither is visible.
Cost: 1 MP
Conjures [Arcane] (min. 3] arcane projectiles that can intercept hostile projectiles as reactions.
SD has Disadvantage 1 if either projectile origin or target is not in line of sight of the Wizard. Impossible if neither is visible.
Utility
Arcane Leap
Chameleon I
TIER I
Light
Utility
Range: 20m
CONCENTRATION
SUPPORT
Light
Utility
Range: 20m
CONCENTRATION
SUPPORT
SURECAST
Cost: 2 MP
The Wizard makes a creature (or object) darker and less conspicuous.
Cost: 2 MP
The Wizard makes a creature (or object) darker and less conspicuous.
EFFECT:
Target gains Hidden 1. The effect refreshes while concentration is maintained.
Target gains Hidden 1. The effect refreshes while concentration is maintained.
Flash of Light
Flicker
TIER I
Light
Reaction
Range: 20m
SUPPORT
Light
Reaction
Range: 20m
SUPPORT
SURECAST
Cost: 1 MP
Apply a flickering visual distortion to an ally’s projectile or projectile spell.
Cost: 1 MP
Apply a flickering visual distortion to an ally’s projectile or projectile spell.
EFFECT:
The projectile’s target has Defense Penalty [Light] on any defense roll against the projectile.
The projectile’s target has Defense Penalty [Light] on any defense roll against the projectile.
Ritual
Create Matrix Crystal
TIER I
Arcane
Out of Combat
Arcane
Out of Combat
RITUAL
Material:
Crystal
Cast Time: 1 hour
The Wizard etches a generic spell matrix into a crystal at least chestnut-sized.
Material:
Crystal
Cast Time: 1 hour
The Wizard etches a generic spell matrix into a crystal at least chestnut-sized.
EFFECT:
Creates a matrix crystal.
Creates a matrix crystal.
Hermetic Manipulation
TIER I
Arcane
Light
Out of Combat
Arcane
Light
Out of Combat
RITUAL
Material:
—
Cast Time: Variable
Manipulate hermetic mana (e.g., create a small illusion, conjure a floating light, make a spell matrix visible…).
Material:
—
Cast Time: Variable
Manipulate hermetic mana (e.g., create a small illusion, conjure a floating light, make a spell matrix visible…).
Tier II
Offensive
Mana Beam II
TIER II
Arcane
Offensive
Range: 20m
UPCAST 3
Arcane
Offensive
Range: 20m
UPCAST 3
SA INT vs DEX
Material:
Matrix Crystal (optional)
Cost: 2/4/6 MP
Fires a beam of pure mana.
Matrix Crystal: May target up to [Arcane] different creatures. The total MP cost is multiplied by the number of targets.
Material:
Matrix Crystal (optional)
Cost: 2/4/6 MP
Fires a beam of pure mana.
Matrix Crystal: May target up to [Arcane] different creatures. The total MP cost is multiplied by the number of targets.
EFFECT:
2d6 Arcane
SAVED:
Damage halved.
SAVED+10:
No effect.
2d6 Arcane
SAVED:
Damage halved.
SAVED+10:
No effect.
Mana Bolt II
TIER II
Arcane
Offensive
Range: 20m
UPCAST 3
Arcane
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 2/4/6 MP
Shoots a projectile of pure mana.
Cost: 2/4/6 MP
Shoots a projectile of pure mana.
EFFECT:
2d8 Arcane
2d8 Arcane
Defensive
Arcane Barrier II
TIER II
Arcane
Reaction
UPCAST 5
Arcane
Reaction
UPCAST 5
SD INT+PER
Cost: 2/4/6/10/16 MP
Creates a magical barrier around the Wizard that neutralizes incoming damage of a single attack if SD meets or exceeds the attack roll. The barrier breaks at its maximum; excess damage carries over.
Cost: 2/4/6/10/16 MP
Creates a magical barrier around the Wizard that neutralizes incoming damage of a single attack if SD meets or exceeds the attack roll. The barrier breaks at its maximum; excess damage carries over.
EFFECT:
1d8 Protection
1d8 Protection
Arcane Shield II
TIER II
Arcane
Defensive
UPCAST 5
CONCENTRATION
SUPPORT
Arcane
Defensive
UPCAST 5
CONCENTRATION
SUPPORT
SURECAST
Cost: 2/4/6/10/16 MP
Erects a magical shield around the Wizard that neutralizes incoming damage. It breaks at its maximum; excess damage carries over. Persists until destroyed, replaced, or combat ends.
Cost: 2/4/6/10/16 MP
Erects a magical shield around the Wizard that neutralizes incoming damage. It breaks at its maximum; excess damage carries over. Persists until destroyed, replaced, or combat ends.
EFFECT:
1d6 Protection
1d6 Protection
Blink
TIER II
Arcane
Reaction
Range: [Arcane] m
Arcane
Reaction
Range: [Arcane] m
SD INT+PER
Cost: 2 MP
Micro-teleport to avoid an incoming attack. On a failed SD roll, the teleport still happens, but only after the attack is resolved (it can still be defended against normally).
Cost: 2 MP
Micro-teleport to avoid an incoming attack. On a failed SD roll, the teleport still happens, but only after the attack is resolved (it can still be defended against normally).
EFFECT:
Teleport to a target position within range.
Teleport to a target position within range.
Counterspell
TIER II
Arcane
Reaction
Range: 20m
Arcane
Reaction
Range: 20m
SA INT vs ???
Cost: [Target Spell Tier] MP
Initiate a mental duel with another caster to interrupt their casting.
The Wizard must roll the Spell Attack against the first applicable value on this list:
A Wizard can only cast [Arcane] Counterspells per Phase.
Cost: [Target Spell Tier] MP
Initiate a mental duel with another caster to interrupt their casting.
The Wizard must roll the Spell Attack against the first applicable value on this list:
- The hostile spell's PA or SA
- The hostile spell's DC
- The hostile caster's 1d20 + Casting-Attr.-MOD + Proficiency
A Wizard can only cast [Arcane] Counterspells per Phase.
EFFECT:
On success, the target spell is dispelled. The target spell's MP costs are refunded, except for 1 MP.
On success, the target spell is dispelled. The target spell's MP costs are refunded, except for 1 MP.
Projectile Shield
TIER II
Arcane
Defensive
Range: 12m
Radius: 4m
UPCAST 3
CONCENTRATION
SUPPORT
Arcane
Defensive
Range: 12m
Radius: 4m
UPCAST 3
CONCENTRATION
SUPPORT
SURECAST
Cost: 3/6/9 MP
A domed shield that absorbs damage from physical projectiles and projectile spells. When destroyed at its maximum, excess damage isn’t prevented and the projectile continues.
Cost: 3/6/9 MP
A domed shield that absorbs damage from physical projectiles and projectile spells. When destroyed at its maximum, excess damage isn’t prevented and the projectile continues.
EFFECT:
2d12 Protection
2d12 Protection
Utility
Chameleon II
TIER II
Light
Utility
Range: 20m
CONCENTRATION
SUPPORT
Light
Utility
Range: 20m
CONCENTRATION
SUPPORT
SURECAST
Cost: 3 MP
The target visually blends with the surroundings.
Cost: 3 MP
The target visually blends with the surroundings.
EFFECT:
Target gains Hidden 2; the effect refreshes while concentration is maintained.
Target gains Hidden 2; the effect refreshes while concentration is maintained.
Chameleon Field
TIER II
Light
Utility
Range: 20m
Radius: 4m
CONCENTRATION
SUPPORT
ZONE
Light
Utility
Range: 20m
Radius: 4m
CONCENTRATION
SUPPORT
ZONE
SURECAST
Material:
Matrix Crystal
Cost: 4 MP
A designated area visually blends with the surroundings.
Material:
Matrix Crystal
Cost: 4 MP
A designated area visually blends with the surroundings.
EFFECT:
Creatures and objects in the area gain Hidden 2; the effect continually renews inside the area.
Creatures and objects in the area gain Hidden 2; the effect continually renews inside the area.
Dampening Field
TIER II
Arcane
Utility
Range: 20m
Radius: 4m
META
CONCENTRATION
ZONE
Arcane
Utility
Range: 20m
Radius: 4m
META
CONCENTRATION
ZONE
SURECAST
Cost: 4 MP
Disrupts mana flow in an area, hindering spellcasting.
Cost: 4 MP
Disrupts mana flow in an area, hindering spellcasting.
EFFECT:
Creatures in the field gain:
Creatures in the field gain:
- Advantage 1 on spell saves
- Disadvantage 1 on PA
- Disadvantage 1 on SA
Dimension Step
TIER II
Arcane
Utility
MOVEMENT
Arcane
Utility
MOVEMENT
SURECAST
Cost: 3 MP
Fold space-time and step through.
Cost: 3 MP
Fold space-time and step through.
EFFECT:
Teleport to a target position up to INT+Arcane meters away; the destination must be free and in line of sight.
Teleport to a target position up to INT+Arcane meters away; the destination must be free and in line of sight.
Illusory Double
TIER II
Light
Utility
Range: 20m
SUPPORT
CONCENTRATION
Light
Utility
Range: 20m
SUPPORT
CONCENTRATION
DC INT vs INT/PER
Cost: 2 MP
Create an illusory copy of yourself or any creature in range occupying a chosen adjacent square of the target.
Cost: 2 MP
Create an illusory copy of yourself or any creature in range occupying a chosen adjacent square of the target.
EFFECT:
Each time the target is attacked, the attacker rolls any die: even = attack hits target, odd = attack hits double.
SAVED:
Attacker recognizes the double as an illusion.
Each time the target is attacked, the attacker rolls any die: even = attack hits target, odd = attack hits double.
SAVED:
Attacker recognizes the double as an illusion.
Saturation Field
TIER II
Arcane
Utility
Range: 20m
Radius: 4m
UPCAST 3
SUPPORT
CONCENTRATION
Arcane
Utility
Range: 20m
Radius: 4m
UPCAST 3
SUPPORT
CONCENTRATION
SURECAST
Cost: 2/4/6 MP
Saturate an area with mana to facilitate spellcasting.
Cost: 2/4/6 MP
Saturate an area with mana to facilitate spellcasting.
EFFECT:
- Spells cast from inside the field are (if possible) upcast by 1 level.
- The spell to be boosted may be at most Tier 1/2/3.
- If you lose concentration on this spell by casting another, the boost ends before the new spell takes effect.
Thermal Vision
TIER II
Arcane
Utility
Radius: 20m
CONCENTRATION
Arcane
Utility
Radius: 20m
CONCENTRATION
SURECAST
Cost: 1 MP
Perceive thermal radiation of creatures and objects around you.
Cost: 1 MP
Perceive thermal radiation of creatures and objects around you.
EFFECT:
Examples: Cold appears black to blue-green; humans yellow; fire orange to deep red.
Examples: Cold appears black to blue-green; humans yellow; fire orange to deep red.
Ritual
Alarm Circle
TIER II
Arcane
Out of Combat
Radius: 6m
Arcane
Out of Combat
Radius: 6m
RITUAL
Material:
Matrix Crystal
Cast Time: 1 Phase
Create an arcane circle that emits a loud alarm when an intruder enters.
Material:
Matrix Crystal
Cast Time: 1 Phase
Create an arcane circle that emits a loud alarm when an intruder enters.
EFFECT:
Loud alarm on intrusion; lasts 12 hours per matrix crystal used.
Loud alarm on intrusion; lasts 12 hours per matrix crystal used.
Mirage
TIER II
Light
Out of Combat
Radius: 4m
Light
Out of Combat
Radius: 4m
RITUAL
Material:
Matrix Crystal
Cast Time: 1 Phase
Create a static illusion blending seamlessly into the surroundings that makes creatures/objects up to 4 m high in the radius much harder to detect. Lasts 12 hours per matrix crystal used.
Material:
Matrix Crystal
Cast Time: 1 Phase
Create a static illusion blending seamlessly into the surroundings that makes creatures/objects up to 4 m high in the radius much harder to detect. Lasts 12 hours per matrix crystal used.
EFFECT:
Perception checks from outside suffer Disadvantage 2.
Perception checks from outside suffer Disadvantage 2.
Tier III
Offensive
Arcane Nova
TIER III
Arcane
Offensive
Radius: 4m
UPCAST 3
Arcane
Offensive
Radius: 4m
UPCAST 3
SA INT vs DEX
Cost: 3/6/9 MP
The Wizard vents highly concentrated mana, damaging nearby creatures.
Cost: 3/6/9 MP
The Wizard vents highly concentrated mana, damaging nearby creatures.
EFFECT:
2d8 Arcane
SAVED:
Damage halved.
SAVED+10:
No effect.
2d8 Arcane
SAVED:
Damage halved.
SAVED+10:
No effect.
Mana Beam III
TIER III
Arcane
Offensive
Range: 20m
UPCAST 3
Arcane
Offensive
Range: 20m
UPCAST 3
SA INT vs DEX
Material:
Matrix Crystal (optional)
Cost: 3/6/9 MP
Fires a beam of pure mana.
Matrix Crystal: May target up to [Arcane] different creatures. The total MP cost is multiplied by the number of targets.
Material:
Matrix Crystal (optional)
Cost: 3/6/9 MP
Fires a beam of pure mana.
Matrix Crystal: May target up to [Arcane] different creatures. The total MP cost is multiplied by the number of targets.
EFFECT:
2d8 Arcane
SAVED:
Damage halved.
SAVED+10:
No effect.
2d8 Arcane
SAVED:
Damage halved.
SAVED+10:
No effect.
Mana Bolt III
TIER III
Arcane
Offensive
Range: 20m
UPCAST 3
Arcane
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 3/6/9 MP
Shoots a projectile of pure mana.
Cost: 3/6/9 MP
Shoots a projectile of pure mana.
EFFECT:
2d12 Arcane
2d12 Arcane
Defensive
Arcane Barrier III
TIER III
Arcane
Reaction
UPCAST 5
Arcane
Reaction
UPCAST 5
SD INT+PER
Cost: 3/6/9/15/24 MP
Creates a magical barrier around the Wizard that neutralizes incoming damage of a single attack if SD meets or exceeds the attack roll. The barrier breaks at its maximum; excess damage carries over.
Cost: 3/6/9/15/24 MP
Creates a magical barrier around the Wizard that neutralizes incoming damage of a single attack if SD meets or exceeds the attack roll. The barrier breaks at its maximum; excess damage carries over.
EFFECT:
1d12 Protection
1d12 Protection
Arcane Shield III
TIER III
Arcane
Defensive
UPCAST 5
CONCENTRATION
SUPPORT
Arcane
Defensive
UPCAST 5
CONCENTRATION
SUPPORT
SURECAST
Cost: 3/6/9/15/24 MP
Erects a magical shield around the Wizard that neutralizes incoming damage. It breaks at its maximum; excess damage carries over. Persists until destroyed, replaced, or combat ends.
Cost: 3/6/9/15/24 MP
Erects a magical shield around the Wizard that neutralizes incoming damage. It breaks at its maximum; excess damage carries over. Persists until destroyed, replaced, or combat ends.
EFFECT:
1d8 Protection
1d8 Protection
Return to Sender
TIER III
Arcane
Reaction
Arcane
Reaction
SD INT+PER
Cost: 4 MP
Opens a portal that swallows a projectile (or projectile spell) and hurls it back at the attacker—or another target of your choice. Your SD roll becomes the new attack roll for the projectile.
Cost: 4 MP
Opens a portal that swallows a projectile (or projectile spell) and hurls it back at the attacker—or another target of your choice. Your SD roll becomes the new attack roll for the projectile.
EFFECT:
Reflects a projectile.
Reflects a projectile.
Utility
Displace
TIER III
Arcane
Utility
Range: 20m
CONTROL
MATERIAL:
Matrix Crystal
Arcane
Utility
Range: 20m
CONTROL
MATERIAL:
Matrix Crystal
DC INT vs CON
Cost: 4 MP
Attempts to teleport any target creature or creature-sized object to a free location in range and line of sight (or recent memory).
Creatures may choose to fail the save intentionally.
The maximum teleport distance is INT + [Arcane] meters.
Cost: 4 MP
Attempts to teleport any target creature or creature-sized object to a free location in range and line of sight (or recent memory).
Creatures may choose to fail the save intentionally.
The maximum teleport distance is INT + [Arcane] meters.
Invisibility Field
TIER III
Light
Utility
Range: 20m
Radius: 4m
SUPPORT
CONCENTRATION
MATERIAL:
Matrix Crystal
Light
Utility
Range: 20m
Radius: 4m
SUPPORT
CONCENTRATION
MATERIAL:
Matrix Crystal
SURECAST
Cost: 6 MP
Bends light around creatures/objects in the area, rendering them effectively invisible while maintained.
Cost: 6 MP
Bends light around creatures/objects in the area, rendering them effectively invisible while maintained.
EFFECT:
Creatures and objects in the area gain Hidden 3; the effect continually refreshes while inside.
Creatures and objects in the area gain Hidden 3; the effect continually refreshes while inside.
Micro Rift
TIER III
Arcane
Utility
Range: 20m
SUPPORT
MOVEMENT
CONCENTRATION
MATERIAL:
Matrix Crystal
Arcane
Utility
Range: 20m
SUPPORT
MOVEMENT
CONCENTRATION
MATERIAL:
Matrix Crystal
SURECAST
Cost: 4 MP
Creates two connected portals on free squares within range and line of sight (or recent memory). Any creature or object entering either square is instantly teleported to the other portal, keeping momentum.
The maximum distance between the portals is INT + [Arcane] meters.
Cost: 4 MP
Creates two connected portals on free squares within range and line of sight (or recent memory). Any creature or object entering either square is instantly teleported to the other portal, keeping momentum.
The maximum distance between the portals is INT + [Arcane] meters.
EFFECT:
Creatures and objects are teleported.
Effect does not occur if either square is currently occupied.
Creatures and objects are teleported.
Effect does not occur if either square is currently occupied.
Ritual
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