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These components do not fit in any other category.

ComponentDescriptionSA Cost ChangeCost for Component
10% Chance

Add a 10% chance of the status effect happening instead of it being a sure bet.

This is a special component that can change a status effect from being a sure thing when a spell is cast to only being a chance of it happening. This component increases that chance by 10% with each application. The benefit of this component is that you can get a chance of a desired status effect while decreasing the spell's stat cost. Use of this component also allows you to ignore the tier level restrictions of status effect components, as there is a chance the status effect will not happen. Obviously, you can not use this component to increase the chance to 100% to get around the tier restriction as the limit of uses per effect is 9 applications (90% chance).

The initial "SA Increase" of this application is -18 SA, which is really a decrease. However, that decrease amount decreases by 2 with every application of this component on an effect.

  • 1 Application = -18 SA  
  • 2 Applications = -16 SA  
  • 3 Applications = -14 SA
  • 4 Applications = - 12 SA
  • 5 Applications = -10 SA
  • 6 Applications = -8 SA
  • 7 Applications = -6 SA
  • 8 Applications = -4 SA
  • 9 Applications = -2 SA
See Description 10 skill points
Decrease Power This allows the spell to be less powerful as needed. This only works with created spells that have incremental or variable costs, such as Create Doppelganger Minion and Illusion. Sometimes you may not need to use a spell to your maximum capabilities, and you can use this component to tone down the spell based in the needs of the caster.

For example - if you could cast Illusion up to Large range, but you only needed a small Illusion, you could do that with this component so that you do not waste SA. Or if you had a 5d10 spell but you are fighting a rabid bunny rabbit, you could tone it down to 1d10.

Add with "10% Chance" component to use as 10% power, per application of the "10% Chance" component.
-10 SA 10 skill points
Disarm This allows the spell to disarm the target. Once disarmed, the the target cannot pick up their weapon until their next turn, requires a support action to pick up the weapon. +1 SA 10 skill points
Split Cost With this component you can split a spell's total stat cost over a determined duration. For example, if a spell cost 60 SA to cast and lasts for 6 rounds, you could use this component to say that the spell costs 10 SA per round. You can also apply a Until Stopped duration. 0 20 skill points
Raise Dead With this component you can create a spell which raises a target which is dead as an undead target.The default duration for this component is 1 round, which may be changed by adding a duration component. 

There are certain options that need to be chosen with use of this component.

How Long Dead Options

  • recently killed (within 3 rounds): +2 SA
  • killed any point in battle: +4 SA
  • killed within a week: +8 SA
  • killed within a month: +10 SA
  • killed within a year: +12 SA
  • killed at any time: +14 SA
  • not yet killed (transform to lich): +15 SA

Reanimation Options

  • as is: +2 SA
  • as skeleton: -5 SA
  • as ghost: +5 SA
  • lich transformation: N/A

Stats at Reanimation

  • fully restored: +10 SA
  • 75%: -5 SA
  • 50%: -10 SA
  • 25%: -15 SA
  • double vitals: +15 SA
  • double all stats: +20 SA
See Description 50 skill points
Apply Spell Effects With this component you can apply the effects of an existing spell to a spell you are creating or modifying. Effects are not healing or damage powers, but instead stat changing, status effects, and so on. +2 SA 25 skill points
Augmented Perception This allows the caster to change the scope of what he is capable of seeing and / or hearing beyond his physical ability. +2 SA 25 skill points
Remove Target This allows the spell to remove a target from the battlefield temporarily. +15 SA 50 skill points
Richochet Spell This allows a spell to hit a second target within the spells range after your first target is hit, at 50% of the first targets damage/ healing. +10 SA 25 skill points
Change Healing/Damage This component allows a healing component or damaging component to heal or damage SA or EP instead of HP. +2 SA 20 skill points
Change Stat Cost Type This component allows you to use either HP or EP as the spell's stat cost instead of SA. 0 20 skill points
Elemental Channeling This allows the spell to channel the casters element into purely destructive blasts of raw elemental energy. +4 SA 25 skill points
Supernatural Communication This allows the spell to grant the caster the ability to communicate with a Spirit, or Possibly a Diety that the caster is aware of. The nature of the spirit can be worked out with you and the DM. +2 SA 20 skill points
Language Comprehension This allows the spell to grant the ability to understand any language or text they do not currently understand. By default this does not allow for the speaking of another language, just the understanding of another language. The default duration is 1 round, which can be changed by adding a duration component. You can add the ability to speak the heard language by increases the SA cost of this component by + 10. +4 SA 50 skill points
Relationship Bias This allows a spell to have either a beneficial effect or a detrimental effect based off the casters relationship with the target +1 SA 10 skill points
Barrier This allows the spell to temporarily create a physical wall of magical force. It is immune to climbing, and the height and length are determined by the caster, with the max dimensions set by the creator. When creating a barrier spell, the spell creator needs to determine the maximum size of a barrier that the spell will allow for. The spell creator does this by applying this component the number of times needed to cover the desired height and length of the barrier that can be created by the spell.
Each application of this component allows for the creation of a barrier block that is 1 hex wide by 1 hex long by 1 hex tall. If you wanted to create a 10 hex tall barrier that was 5 hexes long, you would apply this component 15 times.
+5 SA 25 skill points
Minion This allows the spell to create a magical faximile of the caster, or some other humanoid construct. This creation will only obey the commands of the caster, which can be mental or verbal commands. It has 1 of every type of battle action, but can be empowered, in different ways, see list below.

Minion is created with…

  • 10% of your stats - 20 SA / skill points
  • 20% of your stats - 40 SA / skill points
  • 30% of your stats - 60 SA / skill points
  • 40% of your stats - 80 SA / skill points
  • 50% of your stats - 100 SA / skill points
  • 60% of your stats - 120 SA / skill points
  • 70% of your stats - 140 SA / skill points
  • 80% of your stats - 160 SA / skill points
  • 90% of your stats - 180 SA / skill points
  • 100% of your stats - 200 SA / skill points
See Description See Description
Reveal Location This allows the spell to reveal to the target the location of an object, person, or place they desire to find. The default spell cannot overcome magical attempts to obscure an object, person or place, and it cannot determine if what you see is an illusion. +8 SA 30 skill points
Spell Guide This allows the spell to guide the target through a maze, dungeon, dense forest, or otherwise difficult to navigate locale. This only allows the target to know the most direct navigable path to the center, or to the most direct path out of an area, it does not take into account the dangers along the way. +8 SA 30 skill points
Runic Sight This component allows you to make a spell that grants its target the ability to see runic elements in some way (to be decided by the spell creator). +4 SA 25 skill points
Enchantment With this component you make the magic spell you are creating or modifying enchant a weapon or armor instead of targeting a particular target. For armor enchanting, add the target body part component to enchant the armor on the body part. For the duration of the enchantment, you need to add a duration component. The enchanted weapon or armor will take on the effects of the spell this component is applied to. +1 SA 15 skill points
Faster Spell Your spell moves to its target faster than anticipated, reducing the chance for it to be evaded by 25%. +5 SA 30 skill points
Grant Ability This allows the spell to temporarily grant the target an ability. Duration components determine for how long. The ability granted is chosen during spell creation from the abilities list. +10 SA 25 skill points + ability cost
Grant Skill This allows the spell to temporarily grant the target a skill. Duration components determine for how long. The ability granted is chosen during spell creation from the skill lists. The stat increase is equal to the stat cost of the given skill. +10 SA 125 skill points
Create Illusion

This allows the spell to create an Illusion. The size, scale and nature of the illusion is up to the caster. 

  • Small illusion - (up to a 4ft area) - 10 SA / skill points
  • Medium Illusion - (up to an 8ft area) - 15 SA / skill points
  • Large illusion - (up to a 12 ft area) - 20 SA / skill points
  • For every additional 4 ft of area add 4 SA / skill points
  • If you are creating an illusion that can move around add 10 SA / skill points

Examples of way you could use illusion.

  • Create a small illusion centered on yourself, add on visual instability - you force your opponent to make a perception check every time they want to hit you.
  • Create an illusion on yourself to make you seem like another race or wearing different armor or clothes.
  • Create an illusion over an area to make it seem like someplace it's not, or hiding a pit trap etc.
See Description See Description
Incite This allows a spell to force all enemy opponents to attack the target of the spell. +2 SA 20 skill points
Magical Construct This component causes some kind of magical thing to appear that functions on its own to do the magical effect of the spell for the applied duration. Battle actions given are limited to attack, move, and maybe magic; movement range is equal to the spell's creator.

The summon is only given 1 action, which the creator can choose which of the three: attack, move, or magic. The creator can give the create extra of these actions for a 10 SA increase on the spell per action given.
+10 SA 40 skill points
Invisible Spell This component will cause your spell to be invisible and therefore harder to sense. See Defensive Round for combat effect. +10 SA 40 skill points
Move or Manipulate This allows the spell to grant the caster the ability to remotely move or manipulate a target, based on the casters one handed lift capacity. For the purposes of this spell the Mental Stat will be used to determine what you are capable of lifting instead of the Strength Stat. 

When moving/manipulating an object the movement rate of the object is 1/ 4 of the casters movement rate rounded down.

When calling an object to your hand the object moves at your full movement rate.

You can increase the size limit of the object you are capable of moving by expending an additional amount of SA

  • Increase to your two handed carry limit - add 5 SA / 50 skill points
  • Your full carry weight - add 10 SA / 100 skill points
  • Double your carry weight - add 14 SA / 140 skill points
  • 3X your carry weight - add 18 SA / 180 skill points
  • 4X your carry weight - add 20 SA / 200 skill points
  • 5X your carry weight - add 25 SA / 250 skill points

You can use this to make a levitating spell as well.

+4 SA 25 skill points
Magic Obscure This allows a spell to hide an object, person, or place from remote magical viewing. +12 SA 35 skill points
Pass Through Object Applying to component to your spell allows you to create a spell that lets the target pass or walk through a physical object. Duration is usually set as a range of movement but can also be set as a normal duration. You should choose which type of material this component allows the target to move through with each application of this component. 

Here's a list of material categories:

  • Earthen - rock, dirt, clay, sand, diamond, crystal, stone, anything of the earth
  • Natural - plant life, trees, anything growing
  • Metals - steel, iron, mythril, anything considered a metal
  • Cloth - leather, cotton, anything considered a cloth
  • Special Materials - glass, ylem, and dragonscale, any magically mutated material as well
+10 SA 50 skill points
Identify Illusion This allows the spell to give it's target the ability to identify and see through an illusion. +8 SA 30 skill points
Roulette Effect This component allows a spell to have a random effect. The random effect could be a change to damage, an applied status effect (to caster, allies, or enemies), or any other added component. You would apply a component for each effect desired. You can apply each effect per application of this component. The effects would be applied depending upon a dice roll. An example of a Roulette effect is the aeromancy spell, Chaotic Winds. It has 3 effects, so a 1d3 roll is added to the spell. Effect 1 is half damage - achieved by applying 10% chance module 5 times, applying the -5 spell cost. Effect 2 is normal damage. Effect 3 is double damage, achieved by applying 10% Chance 20 times and applying +18 to the spell cost.

With Roulette Effect, you can apply the 10% chance more than the set 9 times to achieve 2x and more damage increases, because the roulette effect makes it a chance that this could occur.

You could also apply status effects and apply area of effects to those status effects. For example, you could have a bad roulette effect be 2d10 poison to all allies.
+2 SA 40 skill points
Special Runic Effect This is a special component that is used to create certain element-specific effects. This is basically a "catch-all" if you will, allowing the spell creator and the GM to work together to create a specific type of spell that might only be possible in a certain element. The player would describe the intended effect to the GM and the GM would determine the component cost and stat increase based on the situation.  First and foremost, use of this component requires working with the GM. The spell creator will describe the intended effect and the GM will first help the player look through the existing components to see if a component exists to satisfy that effect.

If a component doesn't exist, the GM will have to decide if the effect is possible with the spell creator's element and the SA cost for this component only. The component can and should be used with other components to create the entire spell.

Basically, this component is similar to Minor Elemental Manipulations. The spell creator is describing an effect and the GM is deciding the cost. The difference is that the effect is being applied to a spell being created or modified.
Determined by GM Determined by GM
Split Cost With this component you can split the stat cost. Combined with the Change Stat Cost Type component, you can split the stat cost between two different stats. For example, if the spell being created cost 50 SA and you want to make it cost 25 EP and 25 SA, apply this component and the Change Stat Cost Type component. The total stat cost will be what is used to determine tier and action costs. 0 25 skill points

This allows the spell to grant the caster the ability to communicate directly into the mind of someone else. You can effectively transmit 1 short phrase with this component. 

  • If you want to communicate with someone you do not know - add 5 SA
  • For each additional mind you wish to speak to increase cost by 10%
  • Remove line of sight restriction - increase cost by 5 SA
  • Read Minds for Response Only: increase cost by 5 SA
+1 SA 10 skill points

This allows the spell to grant the ability to the caster to move instantaneously to another place, as long as it is within line of sight. 

  • For every additional person you teleport with you: +4 SA
  • To teleport with you anyone or anything that grabs on to you: +8 SA
  • Remove Line of Sight restriction - add 15 SA
+6 SA 50 skill points
Time Sight

This allows the spell to give the user a brief glimpse into the future or past. You apply a duration effect to this spell to determine how far forward or backward in time this spell component allows one to see. 

For example, you want to know what is coming around the corner or when you open the door, apply a duration in rounds as minutes, or even an hour component. If you want to see what will happen next week, you will add 1 day components. If you want to see what happened ten years ago on that spot, you would set the component during spell creation to look back and add 1 day components.

In order to keep the spell cost from getting crazy, when applying the 1 Day component, only the SA cost of the first component applies. Additional uses of the 1 Day component will not increase the spell's SA Cost.

+2 SA 50 skill points