Tradition: Enchantment
Rank 0:
Distraction (3/3):
Target One creature within short range that can see you
Make an Intellect attack roll against the target’s Will. If the
target has a Health score of 20 or higher, you make the
attack roll with 2 banes. On a success, the target become
surprised for 1 round or until after the target takes damage.
Attack Roll 20+ The target also grants 1 boon on attack rolls
made against it for 1 round.
Rank 1:
Charm (2/2):
Target One creature within short range that can see you
Make an Intellect attack roll against the target’s Will. If you
or members of your group attacked the target since you last
completed a rest, you make the attack roll with 1 bane. On
a success, the target becomes charmed for 1 hour or until it
takes any damage.
Attack Roll 20+ The target instead becomes charmed for 1d6
hours or until it takes any damage.
Tradition: Fire
Rank 0:
Manipulate Flame (3/3):
Target One Size 1/2 or smaller flame within medium range
Duration 1 hour
When you cast this spell, choose one of the following effects,
which lasts for the duration:
• You double the range of illumination created by the flame.
• You halve the range of illumination created by the flame.
• You cause the flame to assume a particular shape. You
can alter the shape of the flame as a minor activity
(Shadow, page 50) provided you are within range of it.
• You cause the flame to fly toward you and land on your
fingertip, where it sheds the same amount of light as it
did before. You can use a triggered action on your turn
to end the spell and send the flame to a flammable object
within short range, which catches on fire and burns until
extinguished.
Triggered On your turn, you can use a triggered action to
cast this spell.
Sacrifice When you would take damage from fire or heat,
you can use a triggered action and expend a casting of this
spell to take half the damage.
Rank 1
Fire Blast (2/2)
Area A cone, 3 yards long, originating from a point you can
reach
Flames rush out from your hand, dealing 3d6 damage to
everything in the area. Each creature in the area takes half
the damage on a success with an Agility challenge roll.
Meteor (2/2)
Target A point in space within medium range
You hurl a fiery stone. When it reaches the target, or if it
encounters a solid creature or object before then, it explodes.
Flames spread through a 1-yard-radius sphere centered on
the target or on a point in the creature’s or object’s space,
dealing 2d6 + 2 damage to everything in the area. Each
creature in the area takes half the damage with a success on
an Agility challenge roll.
Rank 2
Fiery Volley (1/1)
Target Up to three creatures or objects within medium
range
You loose three fiery missiles, divided as you choose among
the targets. For each missile, make a Will attack roll against
the target’s Agility. On a success, the target takes 1d6 + 1
damage.
Attack Roll 20+ The target takes 1d3 extra damage.