Spells reworked 2 - no spellcasting

Casting Powers

Modifying Powers: You can modify powers. Modifiers are there each time you cast the spell.

Augmenting Powers: Some powers can be cast for more than their base cost for added benefits. You may only spend a total number of PP equal to your casting tier in augmenting.

Note Some class features let you augment spells without expending PP. These casters may still augment up to their total casting tier in additional PP, effectively going over the 1 point augment per tier.

Power maintenance Some powers can be maintained. Maintaining a power requires concentration. You may concentrate on one power at a time normally. You may concentrate on more powers, but doing so is increasingly difficult. For each power above 1 you maintain you take a cumulative -2 penalty to all dice pools while you are maintaining the spells. If the total penalty ever equals or exceeds your spellcasting skill, you lose concentration on all powers and are stunned for one round.

Components Powers will generally involve some type of components. These include gestures, dance, singing, chanting and even chucking bat guano. Unless otherwise noted, manipulating a power has some kind of component that makes others around you aware that you are using a power….or that you are a complete lunatic. You can choose your characters components at the time of choosing his magical discipline. If verbal, you take a -5 to stealth any round that you cast a power in, and cannot cast if silenced somehow. You also cannot cast if paralyzed, but may still cast while immobilized by most other methods, such as in a grapple. If the component is gestures you cannot cast powers while restrained at all. Gestures also opens up an attack of opportunity. If using spell components you cannot cast powers at all while restrained. If separated from your components you also cannot cast, and some clever thieves and sneaky opponents attempt to take advantage of this.

Powers
Rank:
Casting Time: Considered a standard action if unlisted.
PP Cost: Base cost of the power
Range:
Duration: The amount of time the spell lasts. Instantaneous pops into existence and then goes away immediately. Concentration lasts while concentrated on. It may also have a number in (). If it does, this is how long the spell lasts after concentration is broken. If it just has a number, this is the number of rounds the spell lasts for.
Trappings:

Accuracy: ??

Animate
Rank: 2
PP Cost: 3
Range: Touch
Duration: 1 hour
Trappings: Death, Plant, Cold, Earth, Air, Fire, Water, Physical, Shadow
You animate an object of the trapping type. The object must be of medium size. It counts as a tier 1 mook. It counts as an ally, and you may only ever have one ally from any source.
Modifications:
2 PP – make it a tier 2 mook
3 PP – make it a tier 3 mook. Must be tier 3 to choose this modifier.
4 PP – make it a tier 4 mook. Must be tier 4 to choose this modifier.
5 PP – make it a tier 5 mook. Must be tier 5 to choose this modifier.
Augment
1 PP – may choose up to 1 point of weapon or armor upgrades for your animated object.
2 PP – Duration increased to 24 hours.
3 PP – Duration increased to permanent.
1 PP – May change the size to small or Large.
3 PP – May change the size to tiny or huge.

Armor
Rank: 1
PP Cost: 2
Range: Self
Duration: Concentration (3)
Trappings: Earth, Light, Shadow, Air, Cold, Death, Electricity, Force, Physical, Plant, Water, Magma
You gain 2 points of armor. The armor spell does not stack with worn armor, you may only use the better value and lose all upgrades from worn armor if the armor spell is used.
Modification
1 PP – increase your armor by another 1 points. This augment can be taken starting at tier 2 and can be taken one additional time at each rank.
1 PP – Change range to touch
2 PP – Change range to 10 hexes.
Augment
1 PP – may choose up to 1 point of upgrades for your armor.

Bolt
Rank: 1
PP Cost: 1
Range: 7/14/21/42
Duration: instantaneous
DV: 10
AP: -1
ACC: 8
Trappings: All
Launch a single bolt at an opponent. Bolt benefits from perks and abilities as a one handed ranged weapon.
Modification:
1 PP – Range +3
1 PP – +1 ACC
3 PP – +2 ACC
Augment:
1 PP – 1 additional bolt. This augment may be used up to 2 times.
1 PP – DV of 15 and AP: -3
2 PP – for a DV 18 and AP: -4

Blast
Rank: 2
PP Cost: 2
Range: As Base Spread
Duration: instantaneous
DV: 10
AP: -1
ACC: 6
Trappings: All
Attack in a narrow spread. Blast benefits from Demolition expert.
Modification
1 PP – +1 ACC
3 PP – +2 ACC
3 PP – Increase range by 1
Augment:
1 PP – medium spread
2 PP – wide spread.
2 PP – DV of 14 and AP: -2
3 PP – DV 17 and AP -3

Blind
Rank: 2
PP Cost: 3
Range: 7/14/21/42
Duration: 5 rounds
Trappings: Acid, Chaos, Light, Darkness, Disease, Mind effecting, curse, Illusion, Language Dependent, Pain, Shadow, Law, Lightning
Target makes a grit save vs blind (2)
Augment
1 – increase the size to a small burst.
2 – increase the size to a medium burst.
3 – increase the size to a large burst.
2 – increase the save to blind (3)
5 – increase the save to blind (4)
3 – increase the duration to permanent

Burst
Rank: 2
PP Cost: 2
Range: 6/12/18/36
Duration: instantaneous
DV: 10
AP: -1
ACC: 6
Trappings: All
Creates a small burst attack. Burst benefits from Demolition Expert.
Modification
1 PP – +1 ACC
3 PP – +2 ACC
Augment
1 PP – medium Burst
2 PP – for a large burst
3 PP – for an extra large burst
2 PP – DV of 14 and AP: -2
3 PP – DV 17 and AP -3

Cloaking
Rank: 2
PP Cost: 2 + 1
Range: Touch
Duration: 5 + 1
Trappings: Animal, Darkness, Shadow, Plant, Mind Effecting, Illusion
You become invisible, gaining the standard +4 to stealth and a +1 to threshold. Interacting with anything cancels out concealment. Note: you are still a blurry moving outline (or other trapping), making you cloaked and harder to detect and target.
Modification
4 PP – Sphere – You create an invisibility sphere granting all within 3 hexes of you invisibility as well.
Augment
2 PP – adds another person to your cloaking
1 PP – You may interact with items (but not attack) without canceling concealment.
3 PP – You may attack and interact with items without canceling concealment.
2 PP – Change duration to Concentration (2)

Concealment
Rank: 2
PP Cost: 3
Range: Object/Person touched
Action: 1 minute
Duration: 24 hours
Trappings: Darkness, Divination, Time, Illusion, Shadow
Conceals from detection. Creates an opposed Willpower roll when object would be seen or detected through detection, scrying, far sight etc. It does not protect from vision from a target that is present. If cast on a person the caster adds his willpowet to the target’s willpower(even if he is the target) If resisting a detection.

Counterspell
Rank: 2
PP Cost: varies
Range: Line of Sight
Action: Immediate
Duration: Instantaneous
Trappings: Any?
You attempt to counter a spell. You expend 1 PP to gauge the spell being cast and at what strength. The GM tells you how many spell points are being spent and what the spell is. You may then choose if you want to proceed with the counter spell or not. You must expend an additional number of PP to equal half the spell you are countering (rounded up). You then make an opposed willpower check vs the caster. On a draw you counter the spell for yourself, but not for any others who may be affected. On a failure the spell goes off. On a success you counter the spell and it fails to go off.
Augment
Match PP of spell countering – you now win the Counterspell on a draw.

Confusion
Rank: 2
PP Cost: 2
Range: 7/14/21/42
Duration: 5 rounds
Trappings: Chaos, Curse, Mind effecting, fear, disease, emotion, illusion, language dependent
Target gets a willpower save vs Confusion (2).
Augment
2 – increase the save to Confusion (3).
5 – increase the save to Confusion (4).
1 – increase the size to a small burst.
2 – increase the size to a medium burst.
3 – increase the size to a large burst.

Conjure Weapon
Rank: 1
PP Cost: 2
Range: Self
Duration: Concentration (3)
Stats: As medium Blade or Blunt
Trappings: Acid, Air, Chaos, Cold, Darkness, Death, Disease, Earth, Electricity, Evil, Fear, Fire, Force, Good, Law, Light, Shadow, Magicka, Physical, Poison, Sonic, Water, Magma
Creates a melee weapon with the listed attributes. If the weapon leaves your possession it begins to dissipate, and if not retrieved in 3 rounds it fully dissipates. You may however, holster or sheathe the weapon. Conjure Weapon benefits (such as from perks) from any weapon type that it is conjured as.
Modifications
1 PP – Make the weapon a small or large melee weapon.
Note All ranged weapons have unlimited ammo. They take a reload action as normal to report the weapon.
2 PP – make the weapon a 1 handed ranged weapon.
3 PP – make the weapon a 2 handed ranged weapon.
5 PP – make the weapon a heavy weapon.
Augment
1 PP – may choose up to 1 upgrade for your conjured weapon.

Cure
Rank: 1
PP Cost: 2
Range: Touch
Duration: Instantaneous
Trappings: Life, Light, Good, Law, Water
Make a medic check. You can allocate your net hits how you like vs the conditions. For 2 net hits you can remove a level of temporary fatigue. For 3 net hits you can remove a level of short fatigue or any status condition (such as poison, entangle, freeze, etc.) For 4 net hits you can remove a level of long fatigue.
Modifiers
3 PP – reduce the cost in net hits to remove fatigue and conditions.

Damage Field
Rank: 2
PP Cost: 3
Range: Self
Duration: 5 rounds
Trappings: Sonic, Shadow, Poison, Plant, Illusion, Force, Fire, Electricity, Acid, Cold, Magma
Creates an energy shield that strikes anyone attacking you with a reach of 1 or less. It’s deals DV 10 AP -1. If you make an unarmed attack the damage type changes to the type of your shield and deals an additional +1 DV and AP -1.
Modification
2 PP you can create a damage field that occupies 2 hexes. It can be moved through normally but does its listed damage.
Augment
2 PP – DV of 14 and AP: -2
3 PP – DV 17 and AP -3

Decrease Skill
Rank: 3
PP Cost: 1
Range: Self
Duration: 1 minute
Trappings:….
Target makes a willpower save (2) or the chosen skill is reduced by 1.
Augment
+2 PP – Change range to 10
+1 PP – increase duration to 1 hour
+2 PP – decrease skill an additional -1. This augment may be taken twice.

Deflection
Rank: 3
PP Cost: 4
Range: Self
Duration: 5 rounds
Trappings: Divination, Air, Mind Effecting, Light, Emotion, Illusion,
Increase your threshold by 1.
Augment
4 PP: Increase your threshold by 2.
2 PP: Target an ally within 10 hexes with this power.
4 PP: Create a field around you and all within 10 hexes.

Detection
Rank: 1
PP Cost: 1
Range: Self
Duration: Concentration (1 minute)
Trappings: divination (varies)
You can detect what you chose in 10 hexes. This can include traps, gold, an object type, a creature type, evil, etc. Trappings can vary as makes sense, such as good detecting evil. Detection works as long as you have line of sight. You may choose to Detect invisibility, which reduces the target’s stealth check by 1 hit against anyone using cloaking, but does nothing to negate the threshold penalty.
Augment
1 PP – Extend the range to 20 hexes.
3 PP – You may choose to detect a specific person or object. This tells you the general direction of the specific person or object. If the target is a creature or an object in possesion of a creature, the creature gets an opposed willpower save. The caster must succeed to know where they are at. On a draw he can tell if they are on the same plane, planet, continent, city, etc. But delivers no further information.

Disguise
Rank: 1
PP Cost: 3
Range: Self
Duration: Concentration (10 minutes)
Trappings: Illusion, Mind Effecting
You can use your willpower skill in place of bluff when making a Disguise check.
Augment
1 PP – costs 1 extra point for each size away from your base size.
1 PP – for altering race or gender

Dispel
Rank: 3
PP Cost: 3
Range: 25 hexes
Duration: Instantaneous
Trappings: Air, Chaos, Good, Evil, Law, Magicka, Light
Target a specific spell or effect. Make an opposed willpower roll vs the other caster. On a failure your spell fails to dispel. On a draw you Dispel half the effects of the target spell. If the spell has a duration of concentration the caster can immediately spend the original cost of the spell to keep it going at full power. On a success you completely Dispel the spell or effect.
Augment
3 PP – Make a small area burst, dispelling a single effect on each target.
3 PP – May attempt to Dispel 2 spells or effects.

Divination
Rank: 4
PP Cost: 5
Casting Time: 1 Minute
Range: Special
Trappings: Good, Evil, Law, Chaos, Divination, Death, Water
Make a willpower roll. You can make a number of yes/no questions equal to your willpower result. The divination can also come back with maybe or unknown. Depending on the trapping the accuracy of answer may be limited to only the knowledge the entity has, though they will not lie(they may however have inaccurate information). You may only cast divination once per game session.
Augment
5 PP – You may ask a single complex question, one that requires more than a yes/no answer. The number of hits determines how much information the entity has to give you.

Enhanced Vision
Rank: 2
PP Cost: 1
Range: Touch
Duration: Concentration
Trappings: Animal, Divination, Magicka, ??
Grants low light vision.
Augment
1 PP – Grants Darkvision
3 PP – Grants Thermal Vision
4 PP – Grants Blindsight
1 PP – Affect an additional target. May be taken multiple times.
2 PP – Changes Duration to 24 hours.

Environmental Protection
Rank: 1
PP Cost: 2
Range: Touch
Duration: 12 hours
Trappings: air, animal, magicka, death, life
Allows you to survive in hostile environments, such as underwater, space, near a volcano, etc. This does not give you any special kinds of movement to deal with the environment, just allows you to survive the environment and breathe.
Augmwnt
1 PP – Lasts for 24 hours.

Far Sight
Rank: 2
PP Cost: 3
Range: Willpower x 100 meters
Duration: 1 minute
Trappings: Air, Animal, Plant, Earth, Divination, Illusion
You create an item or go into something (animal, plant, etc) that’s within your line of sight. You can see or hear through this sensor. You can move the sensor as is possible through the terrain. It moves at a rate of 6 hexes per round. You can continue to see or hear through it during its total duration. The sensor is not invisible, but travels at a stealth of 3 (unless the sensor is something that that’s unlikely for – such as taking over a deer as your sensor.) It’s threshold is 3, but the sensor is destroyed with a single hit. The sensor is considered tiny.
Augment
1 PP – You can both see and hear through the sensor.
3 PP – the sensor is considered invisible and gains a +2 to its stealth roll.
2 PP – may extend the duration of the sensor by 10 minute. May be taken multiple times to extend the duration.
2 PP – the sensor has a range of willpower kilometers.
1 PP – the sensor travels at 20 hexes a round.

Fear
Rank: 2
PP Cost: 2
Range: 7/14/21/42
Duration: 5 rounds
Trappings: Chaos, Curse, Mind effecting, fear, emotion, illusion, language dependent
Target makes a Grit save vs Fear (2).
Augment
1 – increase the size to a small burst.
2 – increase the size to a medium burst.
4 – increase the size to a large burst.
2 – increase the save to Fear (3).
2 – increase the save to Fear (4).

Flight
Rank: 3
PP Cost: 4
Range: Touch
Duration: Concentration (1)
Trappings: Air, Light, Lightning
You may move through the air with flight. You can move normally and even sprint while flying. If you break concentration or the spell is dispelled you slowly fall up to 10 hexes the following round. If you still have distance to go down the round after that, you fall as normally.
Augment
2 PP – Cast fly an additional target. You must maintain concentration for each additional target.
5 PP – Fly gains a duration of 6 hour.

Groundswell
Rank: 1
Cost: 1
Duration: 10 minutes
Range: 10 hexes
Trappings: plant, earth, air, Magma, Cold
You cause a small burst to be counted as difficult terrain.
Augment
1 PP – terrain also has a Vigor save vs Entangle (2) against all who enter the burst or are in the burst.
3 PP – terrain also has a Vigor save vs Entangle (3) against all who enter the burst or are in the burst.
1 PP – medium Burst
2 PP – Large Burst
3 PP – extra large burst

Haste
Rank: 4
Cost: 5
Range: Self
Action: Not an action
Take 1 additional action without it counting towards a multi action penalty.
Or
Gain an extra free or immediate action for the round. Take a level of temporary fatigue.
Augment
2 PP – gain an extra move action instead
4 PP – you gain an additional standard action instead

Heal
Rank: 1
Cost: 4
Range: Touch
Trappings: Life, Light, Good, Law
Duration: Instantaneous
Recover Medic in hit points.
Augment:
1 PP – may heal a target at a range of 10 hexes.
2 PP – heal an additional target
5 PP – heal all allies in 10 hexes.

Incorporeal
Rank: 4
Cost: 5
Range: Self
Duration: 5 rounds
Trappings: Air, Darkness, Light, Shadow
You become nonphysical and can move through the smallest of cracks and can fly at whatever speed you can move. You cannot be affected by the material world nor can you affect it. If you become solid whike in an object you get shunted out to the nearest space, take a level of long fatigue, and are stunned.
Modification
3 PP – You can move through solid objects.

Increase Attribute
Rank: 3
PP Cost: 3
Range: Self
Duration: 1 minute
Trappings:….animal
Gain a + 1 to an attribute
Augment
+3 PP – increase duration to 1 hour
+4 PP – gain an additional +1 to your skill.

Increase Skill
Rank: 3
PP Cost: 1
Range: Self
Duration: 1 minute
Trappings:….
Gain a + 1 to a skill
Modifier
+3 PP – Choose a 2nd skill. Every time you cast increase skill you can increase either skill.
Augment
+1 PP – increase duration to 1 hour
+2 PP – gain an additional +1 to your skill. This augment may be taken twice.

Knockdown
Rank: 1
PP Cost: 1
Range: As Base Spread
Duration: instantaneous
Trappings: Air, Earth, Water, Force, Sonic
All targets in a narrow spread make a vigor check vs Knockdown (2).
Modification
3 PP – Increase range by 1
Augment:
2 PP – Increase knockdown (spellcasting).
1 PP – medium spread
2 PP – wide spread.

Light/Darkness
Rank: 2
Cost: 2
Range: 10
Duration: 1 Hour
Trappings: Shadow, Light, Darkness, Illusion, Good, Evil, Lightning
You create a bright light or total darkness in a large burst template on an object, creature or space. If the object or creature wants to avoid it you must make an attack vs your threshold.

Mind Link
Rank: 3
Cost: 1/person
Range: 5 hexes and unlimited
Duration: 1 Hour
Trappings: Divination, Mind Effecting, Emotion, Language Dependent
You link your mind to the other willing participants of the power. You and all members of the link can communicate telepathically with each other for the duration. You can do so over unlimited distance, though you must still be on the same plane. You and another member can see and hear through a member of the group, though you are paralyzed while doing so.
Augment
3 PP – Change the duration to Concentration.

Mind Reading
Rank: 3
Cost: 2+ (See description)

Movement
Rank: 2
Cost: 3 PP
Range: Touch
Duration: Concentration
Trappings: Animal, Earth, Cold, Magma, Plant, Water
You gain a climb or swim or ignore difficult terrain of a certain type.
Modification
+3 PP – gain a Burrow speed
+3 PP – walk on water or lava
+5 PP – Move normally in low or no gravity.
Augment
1 PP – You may affect a 2nd target, this may be taken multiple times.
2 PP – Change duration to one hour.

Non-Detection
Rank: 2
PP Cost: 2
Range: Self & Party
Duration: Concentration (1 minute)
You make it more difficult to detect you and your party with in 20 hexes of you. The threshold to track or detect you at a range of more than 20 hexes increases by 1 hit.
Modifier
+2 PP Nondetection counters detection, but does nothing against tracking or detection.
+4 PP nondetection counters detection and still protects you from tracking and detection.
+3 PP – Change the range to touch. Non-detection protects an area or object no bigger than 30 hexes high by 30 hexes across.
Augment
+1 PP – Change duration to 1 hour.
+3 PP – Change duration to 12 hours.

Pain Resistance
Rank: 3
Cost: 3 PP
Range: Self
Duration: 5 rounds
Trappings: …
You ignore 1 level of fatigue.
Augment
+2 PP – ignore an additional level of fatigue.
+2 PP – increase the duration to 1 hour.
+1 PP – Change range to touch

Perk
Rank: 5
Cost: 3 PP
Range: Self
Duration: 5 rounds
Trappings: Animal, Emotion, Mind Affecting
You gain access to a rank of a perk for which you qualify.
Modification
+1 PP – Choose one attribute. You may choose any perk in that attribute for which you qualify.
+2 PP – You may choose a perk whose prerequisites you meet regardless of which attribute the perk is linked to.
+3 PP – You may choose a perk regardless of which attribute it is linked to. You need not qualify.

Phantasm

Possession
Rank: 4
Cost: 4 PP
Range: 10 hexes
Duration: 3 rounds
Trappings: Charm, Emotion, Mind Affecting, Enchantment
Make a spellcasting roll opposed by Willpower vs a target of your level or less. On a draw you can control the character but can’t make them do anything outside of their character. For instance you could have them give up their gun, disarm a trap, heal you or your allies, etc. But you cannot have them attack their allies. If you win, you can have them attack their allies and even kill themselves.

Read Object

Shape Change
Rank: 1
Cost: 2 PP
Range: Touch
Duration: Concentration (5)
Trappings: Animal, Plant, Earth, Air, Fire, Water, Cold, Lightning, Magma
You can take the form of the trapping you cast this spell as. You keep your mental attributes and use your own HP’S, but otherwise your transformation is as a tier 1 mook. You can take the size of medium or small.
Modifications
1 PP – you become a tier 2 mook. You must be at least tier 2 to take this augment. You may take this augment up to 4 times, once for each tier upgrade.
2 PP – Change size to small or large
4 PP – Change size to tiny or huge.
Augment
1 PP – may choose up to 1 point of smithing or science upgrades that can be applied to either a weapon or armor. This augment may be taken once per tier, and you may choose higher level upgrades as if you were building a weapon and/or armor.
2 PP – Change duration to 1 hour.
4 PP – Change duration to one day.
1 PP – Increase the range to 10 hexes.

Shield
Rank: 1
PP Cost: 2
Range: Self
Duration: Concentration (3)
Trappings: Earth, Light, Shadow, Air, Cold, Death, Electricity, Force, Physical, Plant, Water, Magma
You gain a small shield. Shield benefits from the Basher perk.
Modification
2 PP – Change the shield to a large shield.
5 PP – Change the shield to a tower shield.
Augment
1 PP – may choose up to 1 point of smithing or science upgrades for your armor. This augment may be taken once per tier.
3 PP – shield floats and defends you on its own. This leaves your hand free but you must still spend your actions to block.

Silence
Rank: 3
Cost: 3
Range: 10
Duration: 1 Hour
Trappings: Illusion, Sonic
You create a zone of silence in a large burst template on an object, creature or space. If the object or creature wants to avoid it you must make an attack-4 vs targets threshold.

Size Change
Rank: 1
Cost: 2 PP
Range: Touch
Duration: Concentration (3)
Trappings: Magicka, Earth, Magma
You change the size of the target by 1 size category in either direction. If the target does not want to change he may resist with a grit save vs your spellcasting roll. On a draw he transforms but only for 3 round regardless of if you wanted to hold concentration. For each size category smaller you go you reduce melee DV by 1, reach by 1, threshold gains +1 and stealth increases by 1. For every size category larger you go your melee DV increases by 1, reach increases by 1, threshold decreases bY 1 and stealth decreases by 1.
Augment
3 PP – Change duration to 10 minutes.

Smite
Rank: 2
Cost: 2
Action: free action (or not an action)
Trappings: Any
You empower your attacks from all sources to deal +2 DV for the round. You may spend an additional 2 PP to increase this to +4 DV for the round.

Speed
Rank: 2
PP Cost: 5
Range: Self
Duration Concentration (1 minute)
Trappings: Air, Animal, Fire,
Your gain 1 bonus MP per round.
Augment
3 PP – increase the MP bonus to 2.
2 PP – Change duration to 1 hour.
4 PP – Change duration to 6 hours.

Stun

Succor
Rank: 1
PP Cost: 2
Range: 10 Hexes
Duration: Instantaneous
Trappings: Life, Light, Good, Law, Water
Make a medic check. You can allocate your net hits how you like vs the conditions. Present. For 1 net hits you can remove a level of temporary fatigue. For 3 net hits you can remove a level of short fatigue. For 4 net hits you can remove a level of long fatigue.
Augment
3 PP – Recovers fatigue of all targets in 10 hexes by hits.

Swarm

Summon
Rank: 1
PP Cost: 2
Range: 10 hexes
Duration: 5 rounds
Trappings: Animal, Death, Plant, Earth, Air, Fire, Water, Physical, Shadow, Chaos, Cold, Good, Evil, Law, Electricity, Illusion, Magma
You summon a small or medium creature of your chosen trappings type. It counts as a tier 1 mook. It can act the round it comes into play.
Modifications: Must have the tier of casting equal to the Mook tier to choose the following modifications.
1 PP – make it a tier 2 mook.
2 PP – make it a tier 3 mook
3 PP – make it a tier 4 mook
4 PP – make it a tier 5 mook
Augment
1 PP – may choose up to 1 point of upgrades for your conjured creature as a weapon or armor. This augment may be taken once per tier.

Telekinesis
Rank: 3
Cost: 5 PP
Range: 50 hexes
Duration: 5 rounds
Trappings: Force, Physical
Telekinesis can take 3 forms.
Wield Weapon You can use Telekinesis to wield a weapon. You may use a move action to have the weapon make a single attack each round. Your accuracy equals your spellcasting and doesn’t use the weapons accuracy. If it’s a melee weapon, it uses your spellcasting for strength. You can use a move action to move the weapon up to 5 hexes.
Lifting You can lift 1 size category worth of creature or objects per spellcasting. Objects go tiny (1) – small (2) – medium (3) – Large (4) – Huge (5) – Colossal (6) and behemothic are immune. If the lift is directed towards a creature it can resist with willpower, or strength if there is something to grab a hold of using an immediate action.

Teleporter
Rank: 4
Cost: 3 PP
Action: Free action (Move Action)
Range: Spellcasting (+2xPace)
Duration: instantaneous
Trappings: Air, Shadow, Plant, Light, Magicka, Earth
You can Teleporter a number of hexes equal to your spellcasting. You can turn in move actions for movement points and add those to your Teleporter range.
Augment
1 PP – May bring one person with you when teleporting. May be augmented more than once to bring more characters.
3 PP – May be cast as an immediate action.

Tongues
Rank: 2
PP Cost: 3
Range: Self
Duration: 1 hour
Trappings: Divination, Language Dependent, Mind Effecting
You learn to temporarily speak and understand a language.
Augment
2 PP – Increase the duration to 6 hours.
3 PP – You learn to speak and understand all languages.

Wall
Rank: 2
Cost: 1 PP per 2 hexes
Range: 25
Duration: 5 rounds
Trappings: Cold, Death, Earth, Electricity, Fire, Force, Illusion, Light, Magma, Plant, Shadow, Sonic, Water
Creates a wall with toughness 10 and 10 hit points. If damaged the wall crumbles and you can move through it. The climb threshold is 3 and it’s 3 hexes high, though multiple pieces can be stacked. A wall that deals damage does 10 DV, -1 AP and can be moved through without being destroyed.
Augment
3 PP – DV of 14 and AP: -2
4 PP – DV 17 and AP -3

Spells reworked 2 - no spellcasting

BASICS System underableedingsun