Blackguard/Necromancer Spell List: Minor Life Tap: Damages a Living creature for 5 points of damage and heals you for 2 Hit Points. Open Lock: Able to instantly unlock any lock that has a level of 3 or lower Curse Arms: The target takes 2 points of damage per swing of their melee weapon. Bypasses Armor Points. Removed by a Purify or Mend Armor: Instantly restores one target's Armor Points back to full. Shadow Jolt: Causes 10 points of Shadow damage, double damage to Light creatures. Curse Sight: The target takes 2 points of damage per shot of their Ranged weapon. Bypasses Armor Points. Removed by a Purify or Mage Armor: Block one incoming Massive attack. Minor Weakness: Basic attack damage is lowered by 2 points to a minimum of 0. Removed by a Purify or Curse Legs: The target takes 2 points of damage per walking step. Bypasses Armor Points. Removed by a Purify or. Lesser Life Tap: Damages a Living creature for 10 points of damage and heals you for 4 Hit Points. Shadow Aura: Coats the weapon in a Shadow Aura that last for one module. Shadow Bolt: Causes 20 points of Shadow damage, double damage to Light creatures Lesser Weakness: Basic attack damage is lowered by 4 points to a minimum of 0. Removed by a Purify or Shadow Blast: Causes 30 points of Shadow damage, double damage to Light creatures Curse Mind: The target takes 5 points of damage per Spell casting. Bypasses Armor Points. Removed by a Purify or. Curse Armor: Target cannot receive any temporary HP and AP buffs until removed by a Purify or. Greater Weakness: The target's basic attack damage is lowered by 8 points to a minimum of 0. Removed by a Purify or Greater Life Tap: Damages one living creature for 20 points of damage and heals you for 5 Hit Points Bane: Per Rulebook. Create Thrall: Once created, the target PC will become an Undead minion and will gain a total of 50 Hit Points, Immune to Fear, Charm and Poison. Cannot be healed, cannot refit or use any Armor Points and can be controlled by Greater Undead. At zero Hit Points or when the module ends, the Undead PC immediately heads to the Resurrection Circle. The PC can refuse the spell, does not work on NPC s. Fear: Per Rulebook. Wither Limb: Per Rulebook
Druid Spell List: Aspect of the Trout: As per the old spell Aspect of the Bluegill Detect Poison: Allows the caster to know if the target is poisoned. Purify Water/Food: Purifies one plate of food or one 24 ounce or less drink from poison effects. Stabilize: Per Rulebook Cure Light Wounds: Heals a living target for 10 points of health. Nature Jolt: Causes 10 points of Nature damage. Double damage to Chaos Creatures. Purify: Per Rulebook and now removes Curses. Aspect of the Armadillo: Adds a temporary +2 HP and +2 AP on one target. Aspect of the Bear: Per Rulebook. Aspect of the Eagle: Per Rulebook. Poison Shield: Per Rulebook. Awaken: Per Rulebook. Cure Minor Wounds: Heals a living target for 20 points of health. Nature Aura: Coats the weapon in a Nature Aura for one module. Nature Bolt: Causes 20 points of Nature damage. Double damage to Chaos Creatures. Repel Chaos/Fiend: Prevents one Chaos or Fiend creature from attacking you. If the caster is unconscious or killed, the effect drops. Plant Wall: Per Rulebook. Sliver Aura: Coats a weapon in a Sliver Aura for one module. Aspect of the Turtle: Per Rulebook. Cure Critical Wounds: Heals a living target for 30 points of health. Nature Blast: Causes 30 points of nature damage. Double damage to Chaos Creatures. Stone into Flesh: Removes the Petrify spell off of one target. This spell does not work on Golems. Aspect of the Bull: Per Rulebook. Aspect of the Falcon: Per Rulebook. Aspect of the Rhino: Adds a temporary +4 HP and +4 AP on one target. Paralyze: Per Rulebook. Repel Transformed: Prevents one Were-Creature from attacking you. If the caster is unconscious or killed, the effect drops. Aspect of the Owl: Per Rulebook. Bane Transformation: Per Rulebook. Life: Per Rulebook. Restore Limbs: Per Rulebook.
Healer/Crusader Spell List: Cure Wounds: Heals a living target for 5 points of health Detect Poison: Allows the caster to know if the target is poisoned. Purify Water/Food: Purifies one plate of food or one 24 ounce or less drink from poison effects. Stabilize: Per Rulebook. Cure Light Wounds: Heals a living target for 10 points of health. Light Jolt: Causes 10 points of Light damage, double damage to Undead and Shadow creatures. Purify: Per Rulebook and now removes Curses. Charm Shield: Resist one Charm spell or effects. Cannot resist Vampire Charm. Poison Shield: Per Rulebook. Virtue: Gives one target a temporary +2 HP and +2 AP Awaken: Per Rulebook. Cure Minor Wounds: Heals a living target for 20 points of health. Light Aura: Coats a weapon in a Light Aura for one module. Light Bolt: Causes 20 points of Light damage, double damage to Undead and Shadow creatures. Repel Shadow/Undead: Prevents one Shadow or Undead creature from attacking you. If the caster is unconscious or killed, the effect drops. Light Wall: As per same rules as Plant Wall, but made out of Light to prevent Undead and Shadow creatures from crossing. Sliver Aura: Coats a weapon in a Sliver Aura for one module. Cure Critical Wounds: Heals a living target for 30 points of health. Disruption Aura: Coats a weapon in a Disruption Aura that deals double damages to Non-Corporeal beings for one module. Light Blast: Causes 30 points of Light damage, double damage to Undead and Shadow creatures. Stone into Flesh: Removes the Petrify spell off of one target. This spell does not work on Golems. Break Gaze: Breaks Vampire Charm effects. Greater Virtue: Gives one target a temporary +4 HP and +4 AP. Stacks with Virtue Paralyze: Per Rulebook. Regenerate: Per Rulebook. Repel Greater Undead: Prevents one Greater Undead creature from attacking you. If the caster is unconscious or killed, the effect drops. False Life: Per Rulebook. Life: Per Rulebook. Restore Limbs: Per Rulebook. Solidify: Turns gaseous or non-corporeal beings into solid forms.
Mage Spell List: Comprehend Written Language: The caster can read and understand any language for 60 seconds. Detect Hidden Door: The Caster must stand still and concentrate for 60 seconds to see if the room that the caster is in has a hidden door. The plot member will inform the caster if a door was found. Any disruption while the caster is concentrating will result as a fail and the spell will be considered used. Elemental Shot: Causes 5 points of Fire, Ice, Lightning or Stone damage, double damage to Elementals of opposite element. Arcane Jolt: Causes 10 points of Arcane damage. Elemental Jolt: Causes 10 points of Fire, Ice, Lightning or Stone damage, double damage to Elementals of opposite element. Mend Armor: Instantly restores one target's Armor Points back to full. Elemental Shield: Per Rulebook. Mend Golem: Heals at Golem for 15 points of health. Shatter: Per Rulebook. Arcane Bolt: Causes 20 points of Arcane Damage Elemental Aura: Coats a weapon in a Fire, Ice, Stone or Lightning Aura for one module. Elemental Bolt: Causes 20 points of Fire, Ice, Lightning or Stone damage, double damage to Elementals Repel Elemental: Prevents one Elemental creature from attacking you. If the caster is unconscious or killed, the effect drops. Magic Aura: Coats a weapon in a Magic Aura for one module. Repair Golem: Heals at Golem for 25 points of health. Arcane Blast: Causes 30 points of Fire, Ice, Lightning or Stone damage, double damage to Elementals Elemental Blast: Causes 30 points of Fire, Ice, Lightning or Stone damage, double damage to Elementals Piercing Aura: Coats a weapon in a Piercing Aura effective against creatures with Damage cap armor for one module. Destroy: Per Rulebook. Elemental Wall: Per Rulebook. Repel Greater Elemental: Prevents one Greater Elemental creature from attacking you. If the caster is unconscious or killed, the effect drops. Restore Golem: Heals at Golem for 35 points of health. Arcane Beam: Causes 40 points of Arcane damage. Bane Magic: Per Rulebook. Damage Portal: Damages a Portal for 40 points of damage. This effect damages portals only. Restore Mechanical Limb: Able to restore one or more mechanical Limbs as per Restore Limb ability.
Warlock Spell List: Detect Hidden Door: The Caster must stand still and concentrate for 60 seconds to see if the room that the caster is in has a hidden door. The plot member will inform the caster if a door was found. Any disruption while the caster is concentrating will result as a fail and the spell will be considered used. Inflamed Soul: Removes a creature's Regenerate Ability. Creature must be unconscious before the spell takes effect. Open Lock: Able to unlock any Lock instantly that has a level of 3 or lower. Burning Hands: Disarms a target weapon and causes 10 points of Fire damage. Chaos Jolt: Causes 10 points of Chaos damage, double damage to Nature creatures. Curse Arms: The target takes 2 points of damage per swing of their Melee weapon. This Damage bypasses Armor Points. Removed by a Purify or Charm Shield: Per Rulebook. Curse Sight: The target takes 2 points of damage per shot of their Ranged weapon. This Damage bypasses Armor Points. Removed by a Purify or Minor Weakness: Basic attack damage is lowered by 2 points to a minimum of 0. Removed by a Purify or Repel Nature: Prevents one Nature creature from attacking you. If the caster is unconscious or killed, the effect drops. Chaos Bolt: Causes 20 points of Chaos damage, double damage to Nature creatures. Curse Legs: The target takes 2 points of damage per step they take. This Damage bypasses Armor Points. Removed by a Purify or. Searing Hands: Disarms a target weapon and causes 20 points of Fire damage. Lesser Weakness: Basic attack damage is lowered by 4 points to a minimum of 0. Removed by a Purify or Blistering Hands: Disarms a target weapon and causes 30 points of Fire damage. Chaos Blast: Causes 30 points of Chaos damage, double damage to Nature creatures. Curse Mind: The target takes 5 points of damage per Spell they cast. This Damage bypasses Armor Points. Removed by a Purify or. Destroy: Per Rulebook. Curse Armor: Target cannot receive any temporary HP and AP buffs until removed by a Purify or. Greater Weakness: Basic attack damage is lowered by 8 points to a minimum of 0. Removed by a Purify or Curse Shield: The Target is unable to use the Shield ability until the curse is removed by a Purify or Doomed Soul: Target takes double damage from all damaging attacks until removed by a Purify or Curse Body: Target's maximum Hit Points are lowered by 8 points to a minimum of 2. Removed by a Purify or Fear: Per Rulebook. Wither Limb: Per Rulebook