Second Life Roleplay

Wizard

The arcane class of House Sandstinger, and the reference the whole Rookery combat engine was built from. This is the complete Mage System: every cantrip, every spell, every school, with cast DCs, resist DCs, resist types, and damage. Power model: Arcane. A Wizard learns spells from a list, can change loadout on rest, draws on the leylines, and creates effects from nothing.

Arcane magic is bloodline-gated: only Sandstinger-blood characters can be Wizards, and every one of them trains at Crownwatch Academy in Azurath. That learned, swappable approach is the opposite of the Sea Shepherd's fixed blooded gift.

Download the original Mage System (PDF)

Progression

Standard mages reach level 8. Only the Head of House reaches 9 and 10. At level 4 a mage either specializes in one of the four schools or stays a generalist (no school spells, but a larger base spell pool at every level). Deeper roleplay involvement gates advancement through the higher tiers.

Level Title Spell pool Unlocks Notes
1 to 2 Apprentice 8 to 10 pts Cantrips + general spells (lv 1 to 2) Foundation tier, no school access
3 Initiate 14 pts General spells (lv 3) Begin deciding: specialist or generalist
4 to 5 Adept 18 to 22 pts School spells unlock (2 chosen at lv 4) Specialists pick their discipline at lv 4
6 to 7 Scholar 28 to 34 pts School spells (lv 6 to 7) Deeper RP involvement gates progression
8 Master 42 pts School spells (lv 8), standard cap Maximum level for standard mages
9 to 10 Archmage 54 to 68 pts HoH universal + school capstones Head of House only. Staff managed.

Dice and counter-rolls

All spell resolution uses a d20 system. The caster rolls to land the spell, the target rolls separately to resist.

  • Caster roll: 1d20 plus your level cast modifier, meet or beat the spell's cast DC. On a failure the spell fizzles and the spell points are still spent.
  • Target resist: if the cast lands, the target rolls 1d20 plus their resist modifier against the resist DC. A near miss (failing by 3 or less) lands at half effect.
  • Critical cast (natural 20): damage dice are doubled and the target resists at disadvantage (roll twice, take the lower).
  • Critical fail (natural 1): the spell misfires, the points are lost, and the caster suffers a minor backlash.
  • Non-combat spells: the cast DC is reduced by 3, and describing your approach can earn a further bonus.
  • Cantrips never require a cast roll. Used offensively, only a resist roll is needed, with no damage on a success.

Level modifiers

Level range Cast mod Resist mod In Azura bonus
1 to 2 +1 +1 +2 to cast roll
3 to 4 +2 +2 +3 to cast roll
5 to 6 +3 +3 +4 to cast roll
7 to 8 +4 +4 +5 to cast roll
9 to 10 (HoH) +6 +6 +8 to cast roll

Situational modifiers

Situation Effect
Caster near a leyline +2 to cast roll
Caster in Azura +3 to cast roll, +1 to damage dice
Caster at 10% spell points −2 to cast roll
Caster at 0 spell points (overdraw) −4 to cast roll, cast DC +3
Target is a higher-level mage +2 to target's resist roll
Target is non-magical −2 to target's resist roll
Situation Effect
Target is unaware of the spell −3 to target's resist roll
Caster is injured or distracted −2 to cast roll
Spell cast 3+ times in a scene −1 cumulative per repeat to cast roll

Spell points

Base pools scale with level. Proximity to a leyline gives a passive boost, and in Azura the power is at its peak.

Level Base pool Near leyline In Azura Title
1 8 10 12 Apprentice
2 10 13 16 Apprentice
3 14 18 22 Initiate
4 18 23 28 Adept
5 22 28 34 Adept
6 28 35 42 Scholar
7 34 43 52 Scholar
8 42 53 64 Master
9 54 68 82 Archmage (HoH)
10 68 86 104 Archmage (HoH)

Costs

Spell type Cost Notes
Cantrips Free Never cost spell points
General spells (lv 1 to 3) 1 pt Basic utility and combat
General spells (lv 4 to 6) 2 pts Advanced utility spells
General spells (lv 7 to 8) 3 pts High-level utility
School spells (lv 4 to 5) 3 pts Entry specialty spells
School spells (lv 6 to 7) 4 pts Advanced specialty spells
School spells (lv 8) 6 pts Master-tier capstones
HoH universal spells 6 pts Leyline step, dominion, etc.
HoH school capstones 8 pts Eye of the storm, etc.
Leyline surge Full pool Empties entirely on cast

Recovery and exhaustion

A full rest restores the entire pool. A 30-minute rest restores 25 percent. A leyline tap, once per scene while near a leyline, restores 4 to 8 points depending on location, and is more effective in Azura.

Threshold Effect
25% remaining Minor strain, headaches, shaking, difficulty concentrating. Cosmetic RP.
10% remaining Significant drain, spells may flicker or fail. Visible to Arcane sight.
0 spell points Arcane collapse, no spellcasting until 25% restored. Cantrips still available.
Overdraw Forcing a spell past 0 draws from life force. Severe consequences. Staff required.

Cantrips

All 18 cantrips are available to every mage from level 1. Free to cast: they never cost spell points and never require a cast roll.

Cantrip Effect
Magelight Conjure a small floating orb of light. Dim radius, lasts until dismissed.
Prestidigitation Minor magical tricks, cleaning, chilling, warming, small sounds or harmless sparks. No combat application.
Arcane pulse A faint, unfocused burst of magical energy. Used to signal other mages or test magical barriers.
Mend Repair small tears, cracks, or breaks in mundane objects. Cannot restore destroyed items or magical damage.
Sense magic Passively detect the presence of nearby magical auras. Presence only, not type or source.
Whisper-wind Carry a short spoken message on the breeze to a target within sight. No walls, limited range.
Ember flick Snap a small spark of flame from your fingertips, enough to light a candle or scorch paper, nothing more.
Chill touch Drain the warmth from a small object or a brief brush of skin, leaving frost-kissed fingertips.
Static crackle Build a harmless charge of static energy on your body, useful for startling someone or setting hair on end.
Ink mark Leave a glowing arcane mark on any surface that only mages with Sense magic can see.
Unseen hand Move a small, lightweight object up to a few feet with a gesture, no more than the weight of a book.
Ventriloquism Throw your voice to any point within sight, making it seem to come from a different location.
Phantom sound Create a single brief, specific sound, a knock, a footstep, a whisper, at a nearby location.
Dim Snuff any non-magical light source within arm's reach with a gesture.
Warmsense Detect the rough body heat of living creatures through thin barriers like doors or curtains.
Arcane script Write text that only appears under magical light or when a mage wills it visible.
Breathe easy Temporarily filter foul air, smoke, or minor toxins for a single breath, useful in fires or dungeon depths.
Gloss Make any surface appear freshly cleaned and polished. Cosmetic only; cannot remove magical contamination.

General spells

All 30 general spells are available to every mage regardless of specialization.

Spell Unlock Cost Cast DC Res DC Resist Damage Description
Arcane bolt Levels 1+ 1 pt 8 10 Fortitude 1d6 A focused projectile of raw magical force. Reliable workhorse of a young mage's arsenal.
Mage shield Levels 1+ 1 pt 8 n/a Self only n/a A brief magical barrier that absorbs a single hit. Drops if the caster acts offensively.
Detect intention Levels 2+ 1 pt 10 12 Will n/a Read the surface emotional state of a willing or unaware target. Gives feeling, not words.
Arcane lock Levels 2+ 1 pt 9 n/a Object n/a Magically seal a door, chest, or container. Requires equal or greater magic to unseal.
Featherfall Levels 3+ 1 pt 8 n/a Self/ally n/a Slow the descent of a falling target to a safe speed. Instantaneous cast, short duration.
Dispel Levels 3+ 1 pt 12 13 Arcane n/a Unravel an active magical effect. Effectiveness scales with caster level versus the spell's source.
Leyline tap Levels 4+ 2 pts 9 n/a Self only n/a Draw a controlled burst of energy from a nearby leyline. Restores spell points. Leyline proximity required.
Arcane sight Levels 4+ 2 pts 8 n/a Passive n/a See magical auras, type, intensity, and rough school of origin become visible.
Counterspell Levels 5+ 2 pts 13 14 Arcane n/a Interrupt a spell being cast. Must be declared before the effect resolves. Consumes next action.
Arcane channel Levels 6+ 2 pts 11 n/a Concentr ation n/a Sustain a continuous flow of magical energy into an object, barrier, or ritual. Full concentration required.
Arcane dart Levels 1+ 1 pt 9 10 Fortitude 1d4 A precise, needle-thin bolt of force, lower damage than Arcane bolt but nearly impossible to dodge at close range.
Slow fall Levels 1+ 1 pt 8 n/a Self/ally n/a Reduce the speed of a falling object to a harmless drift for a few seconds.
Arcane ward Levels 1+ 1 pt 9 n/a Object/ar ea n/a Leave an invisible magical tripwire on a door, object, or threshold that alerts the caster when triggered.
Muffle Levels 2+ 1 pt 9 n/a Self/ally n/a Deaden the sound of footsteps and light movement for the caster or a touched target.
Identify Levels 2+ 1 pt 10 n/a Object n/a Sense the basic magical properties of an enchanted object, whether it is cursed, what school made it, and its rough potency.
Translate Levels 2+ 1 pt 8 n/a Passive n/a Read written text in any language for a short duration, though speaking it fluently requires more.
Force push Levels 3+ 1 pt 10 11 Fortitude + stagger Shove a target or object with short-range invisible force, not damaging but enough to stagger or knock prone.
Blink step Levels 3+ 1 pt 9 n/a Self only n/a Instantly reposition up to ten feet in any direction you can see. Pure spatial skip, no obstacles crossed.
Arcane recall Levels 3+ 1 pt 8 n/a Self only n/a Perfectly recall any moment you personally witnessed within the last 24 hours in exact detail.
Silence Levels 4+ 2 pts 12 13 Arcane n/a Create a zone of total magical silence. Spellcasting with verbal components fails inside it.
Arcane tether Levels 4+ 2 pts 10 n/a Object/ta rget n/a Link two objects or a caster and a target with an invisible arcane thread, alerts the caster if the bond stretches or breaks.
Slow Levels 4+ 2 pts 11 12 Fortitude + slow Halve the movement speed of a single target for a short duration. Does not affect spellcasting.
Fortify Levels 5+ 2 pts 10 n/a Self/ally n/a Bolster a target's resistance to the next magical effect they receive, granting a bonus to their next resist roll.
Far sight Levels 5+ 2 pts 11 n/a Self only n/a Extend vision to observe a distant location you have visited before, sight only, no sound.
Drain Levels 5+ 2 pts 12 13 Arcane 1d4 SP Leech a small number of spell points from a target mage on a successful touch, transferring them to yourself.
Arcane mirror Levels 6+ 2 pts 13 14 Arcane Reflected Reflect the next incoming spell back at its caster. Requires precise timing, declared before the incoming spell resolves.
Phase step Levels 6+ 2 pts 12 n/a Self only n/a Pass through a single non-magical barrier up to a foot thick, a wall, a door, a floor, as if it were not there.
Leyline read Levels 6+ 2 pts 10 n/a Passive n/a Sense the location and strength of nearby leylines, including whether any have been recently disrupted or heavily tapped.
Mass dispel Levels 7+ 3 pts 14 15 Arcane n/a Unravel all active magical effects in a wide area simultaneously. More taxing than Dispel and less precise, affects allies too.
Arcane hold Levels 7+ 3 pts 13 14 Fortitude n/a Lock a target in place with bands of force. They can still speak and cast but cannot move.

School spells

At level 4 a specialist chooses 2 spells from their school, and unlocks more as they level. Generalists cannot access school spells.

Evocation

Raw elemental force and destructive energy. Evocationists hit hard and hit first.

Spell Unlock Cost Cast DC Res DC Resist Damage Description
Force lance Lv 4 3 pts 11 12 Fortitude 1d8 A piercing bolt of condensed force that punches through light obstacles. More accurate than Arcane bolt, more costly.
Flamestrike Lv 4 3 pts 12 13 Reflex 2d6 A column of fire brought down on a target area. Moderate damage, risk of setting surroundings alight.
Concussive wave Lv 5 3 pts 12 13 Fortitude 1d6 + push Release a short-range shockwave in all directions. Knocks back and staggers, useful for crowd control or creating distance.
Stormcall Lv 5 3 pts 13 12 Reflex 2d4/round Summon a localized weather disturbance, rain, hail, strong wind. Useful outdoors, difficult to control indoors.
Chain lightning Lv 6 4 pts 14 14 Reflex 2d8/1d8/1d4 Release a bolt that arcs between up to three nearby targets. Loses power with each arc. Ineffective against isolated targets.
Immolation Lv 7 4 pts 15 15 Fortitude 2d6/round Wrap a target in persistent magical fire. Burns over time; difficult to extinguish with mundane means.
Cataclysm Lv 8 6 pts 16 17 Reflex 6d8 (AoE) An uncontrolled detonation of pure arcane force. Massive area damage, equally dangerous to allies. Staff approval required.
Spark burst Lv 4 3 pts 11 12 Reflex 1d6 Release a scattering of electrical sparks in a short cone, low damage but hits multiple targets.
Ice lance Lv 4 3 pts 11 12 Fortitude 1d8 Hurl a spear of conjured ice that pierces through the
Gust Lv 4 3 pts 10 11 Fortitude 1d4 + stagger Fire a directed blast of wind that deals little damage but reliably staggers and repositions targets.
Magma bolt Lv 5 3 pts 12 13 Reflex 2d6 Launch a slow-moving glob of molten rock that explodes on contact, dealing fire damage and leaving scorched terrain.
Thunder clap Lv 5 3 pts 12 13 Fortitude 1d8 + deafen Detonate a localized sonic burst that damages and temporarily deafens targets caught in the area.
Frostbind Lv 5 3 pts 13 13 Fortitude 1d6 + slow Coat a target in rapidly expanding ice that deals cold damage and halves their movement until broken.
Firestorm Lv 6 4 pts 14 14 Reflex 3d6 Call down a sustained rain of fire across a wide area, difficult to move through or escape without taking hits.
Lightning aegis Lv 6 4 pts 13 14 Reflex 2d6 (reactive) Sheathe yourself in crackling lightning that automatically discharges at the next creature to strike you in melee.
Glacial wall Lv 6 4 pts 13 n/a Terrain 1d6 contact Raise a thick wall of ice as a barrier or hazard, blocks movement, collapses after a few hits.
Void lance Lv 7 4 pts 15 15 Fortitude 3d8 Fire a bolt of pure destructive energy with no elemental signature, bypasses resistances tied to specific elements.
Shockwave stomp Lv 7 4 pts 14 15 Reflex 2d8 + prone Release a radial shockwave from the ground beneath the caster's feet, knocking nearby enemies prone.
Blizzard Lv 7 4 pts 15 14 Fortitude 2d6/round Summon a localized blizzard that deals ongoing cold damage and reduces visibility to near zero within its area.
Meteor strike Lv 8 6 pts 16 17 Reflex 5d10 Call down a single blazing mass of arcane rock on a targeted point, massive
Tempest form Lv 8 6 pts 16 17 Reflex 3d6/round (AoE) Transform the caster's body into living storm for a short duration, flight, lightning immunity, and continuous area damage.

Illusion

Deception, glamours, and misdirection. Illusionists rarely fight; they make fighting unnecessary.

Spell Unlock Cost Cast DC Res DC Resist Damage Description
Phantom image Lv 4 3 pts 11 12 Will n/a Project a convincing visual illusion up to the size of a person. No sound or smell. Disbelieved on touch or close inspection.
Veil Lv 4 3 pts 11 13 Arcane n/a Alter the caster's appearance, face, clothing, height within a modest range. Fails under magical scrutiny or physical contact.
False echo Lv 5 3 pts 12 12 Will n/a Plant a fabricated sound anywhere within sight, voices, footsteps, impacts. Convincing enough to redirect attention.
Mindveil Lv 5 3 pts 13 14 Will n/a Cause a single target to briefly overlook the caster's presence. Not true invisibility, breaks on hostile action or loud noise.
Mirrormaze Lv 6 4 pts 13 14 Will n/a Fill an area with disorienting reflected images of the caster. Enemies struggle to track the real target. Concentration required.
Phantasm Lv 7 4 pts 15 16 Will n/a Construct a full sensory illusion, sight, sound, and smell. Convincing enough to fool most targets indefinitely.
Veil of the masses Lv 8 6 pts 16 17 Will n/a Project a glamour over an entire area, making a location appear
Shadow step Lv 4 3 pts 11 n/a Self only n/a Merge briefly with your own shadow to move unseen across a dimly lit space, doesn't work in full light or full dark.
Glamour aura Lv 4 3 pts 11 13 Will n/a Project a subtle aura of authority, wealth, or trustworthiness that shapes how strangers initially perceive the caster.
Mirror image Lv 4 3 pts 12 12 Will n/a Generate two identical duplicate images of yourself that mimic your movements, attackers must guess the real target.
False trail Lv 5 3 pts 12 13 Arcane n/a Leave illusory footprints, scents, and minor environmental clues leading in a direction of your choice.
Conceal object Lv 5 3 pts 11 12 Arcane n/a Render a single hand-sized object completely invisible for an extended period, it reappears if moved by another.
Borrowed face Lv 5 3 pts 13 14 Arcane n/a Perfectly copy the appearance of a specific person the caster has observed for at least a few minutes, voice included.
Haunting presence Lv 6 4 pts 13 14 Will n/a Fill a room with an oppressive supernatural atmosphere that makes occupants uneasy, paranoid, and prone to arguing.
False memory Lv 6 4 pts 14 15 Will n/a Plant a single convincing but false memory in a target, a brief encounter, a heard conversation, a seen object.
Shadow double Lv 6 4 pts 14 14 Will n/a Create a fully mobile shadow replica of the caster that can act independently and draw attention, though it cannot interact physically.
Mass veil Lv 7 4 pts 15 15 Will n/a Extend the Veil glamour to cover up to six individuals simultaneously, useful for infiltration or
Labyrinth Lv 7 4 pts 15 16 Will n/a Trap a single target in a looping illusory environment, they wander corridors, rooms, or streets that go nowhere until they break free.
Unmake Lv 7 4 pts 14 15 Arcane n/a Render an area of up to a large room completely invisible, floor, walls, contents, leaving those inside appearing to float in void.
Doppelganger Lv 8 6 pts 16 17 Arcane n/a Create a perfect autonomous replica of a specific person that can hold conversations and make decisions, indistinguishable except by archmage-level scrutiny.
Blind the world Lv 8 6 pts 16 17 Will n/a Erase the caster from all sensory perception of everyone in a large area simultaneously, true invisibility at scale.

Necromancy

Death, undeath, and the boundary between them. Necromancers are respected, feared, and seldom trusted.

Spell Unlock Cost Cast DC Res DC Resist Damage Description
Deathtouch Lv 4 3 pts 12 13 Fortitude 1d8 + drain Channel necrotic energy through direct contact. Drains vitality from a living target and returns a fraction to the caster.
Raise thrall Lv 4 3 pts 12 n/a Corpse only n/a Animate a recently deceased creature as a simple undead servant. Low intelligence, follows basic commands. Collapses after a scene.
Bone ward Lv 5 3 pts 11 n/a Self only n/a Raise a crude barrier of animated bone fragments. Absorbs damage but shatters after a few hits. Requires remains nearby.
Soul sight Lv 5 3 pts 10 12 Will n/a Perceive the life force of nearby living and undead creatures, health state, proximity to death, and whether something is truly dead.
Wither Lv 6 4 pts 14 14 Fortitude 1d4/round Accelerate decay in a living target, sapping strength, dulling senses, and weakening flesh over time.
Sever the thread Lv 7 4 pts 15 16 Fortitude 3d6 + debuff Cut a target's connection to their own life force. If it lands, the target's recovery is severely compromised.
Undying command Lv 8 6 pts 16 17 Arcane n/a Seize control of existing undead, overriding their current master. Effective on lesser undead; contested against powerful ones.
Grave chill Lv 4 3 pts 11 12 Fortitude 1d6 Project a wave of deathly cold from your hands that saps warmth and vitality from a nearby target.
Animate object Lv 4 3 pts 12 n/a Object only n/a Briefly animate an inanimate object as a crude extension of your will, useful for distraction, scouting, or simple tasks.
Corpse whisper Lv 4 3 pts 11 n/a Corpse only n/a Draw a single fragmented impression from a recently deceased body, not full speech, but the last strong emotion or image held.
Necrotic touch Lv 5 3 pts 12 13 Fortitude 2d4 + weaken Channel necrotic energy to sap a target's physical strength as well as deal damage, affected targets strike with less force.
Rot ward Lv 5 3 pts 11 n/a Self only n/a Coat yourself in a faint aura of decay that causes the next physical blow against you to partially pass through, reducing its impact.
Grave fog Lv 5 3 pts 12 12 Fortitude 1d4/round Summon a crawling ground-level mist of necrotic energy that deals minor damage to living creatures who stand within it.
Raise host Lv 6 4 pts 14 n/a Corpses only n/a Animate up to three corpses simultaneously as simple thralls, more fragile than a single Raise
Life leech Lv 6 4 pts 14 14 Fortitude 2d6 + heal caster Drain life force from a target, dealing damage and returning a portion of it as recovered health to the caster.
Bone spear Lv 6 4 pts 13 14 Reflex 3d6 Rip bone from a nearby corpse or bone source and launch it as a high-velocity projectile with piercing force.
Plague mark Lv 7 4 pts 15 15 Fortitude 1d6/round Brand a target with a necrotic curse that spreads debilitating illness, damage grows if untreated and can affect others in close contact.
Call the dead Lv 7 4 pts 14 n/a Corpses in area n/a Raise every available corpse within a large area simultaneously, produces many weak undead rather than one strong thrall.
Soul cage Lv 7 4 pts 15 16 Will n/a Trap the departing soul of a recently slain target, preventing it from passing on and holding it for interrogation or dark purposes.
Death nova Lv 8 6 pts 16 17 Fortitude 4d8 (AoE) Release a catastrophic pulse of necrotic energy from the caster's body, dealing massive damage to all living creatures in a wide radius.
Lich's grasp Lv 8 6 pts 16 17 Will 3d6 + possess Reach out with your consciousness to attempt to temporarily seize control of an undead creature of any type or allegiance.

Enchantment

Emotional influence, charm, and mental manipulation. The most politically dangerous discipline.

Spell Unlock Cost Cast DC Res DC Resist Damage Description
Soothe Lv 4 3 pts 11 12 Will n/a Calm a hostile or agitated target, reducing aggression
Charm touch Lv 4 3 pts 12 13 Will n/a Inspire warmth and trust in a target through brief physical contact. The target doesn't know why they like you, only that they do.
Whisper of doubt Lv 5 3 pts 12 13 Will n/a Plant a single nagging uncertainty in a target's mind, a suspicion, a hesitation, a worry. Amplifies existing insecurity.
Compel truth Lv 5 3 pts 13 14 Will n/a Suppress the target's instinct to lie for a short period. Does not force speech, they may stay silent.
Binding suggestion Lv 6 4 pts 14 15 Will n/a Implant a strong compulsion to carry out a specific, reasonable-sounding action. The target believes the impulse is their own.
Veil of devotion Lv 7 4 pts 15 16 Will n/a Cultivate deep loyalty and affection toward the caster in a single target. Ethics heavily discouraged without consent.
Shatter the will Lv 8 6 pts 16 17 Will n/a Overwhelm a target's mental defenses entirely, leaving them briefly unable to act against the caster's interests.
Unsettle Lv 4 3 pts 11 12 Will n/a Plant a vague sense of dread and unease in a target with no identifiable source, makes them want to leave a location.
Eager ear Lv 4 3 pts 11 12 Will n/a Make a target unusually receptive and interested in what the caster is saying, improving their attentiveness and openness.
Forget Lv 4 3 pts 12 13 Will n/a Cause a target to lose a single specific recent memory, no more than the last few minutes of experience.
Bravado Lv 5 3 pts 12 13 Will n/a Fill a target with false confidence and recklessness, useful for pushing them into bad
Sudden grief Lv 5 3 pts 13 14 Will n/a Trigger a wave of uncontrollable grief or loss in a target, not fabricated, but amplified from something real they carry.
Borrowed loyalty Lv 5 3 pts 12 13 Will n/a Temporarily shift a target's sense of allegiance toward the caster, they will not act against the caster for the duration.
Crowd calm Lv 6 4 pts 13 14 Will n/a Project calm over a large group of people, diffuses anger, panic, and hostility across a crowd simultaneously.
Paralyzing fear Lv 6 4 pts 14 15 Will n/a Flood a target with overwhelming irrational terror, rooting them in place and impairing their ability to act offensively.
Fabricate rapport Lv 6 4 pts 14 15 Will n/a Make a target believe they share history with the caster, a sense of old friendship or mutual trust with no real basis.
Unravel resolve Lv 7 4 pts 15 16 Will n/a Systematically erode a target's self-confidence and decisiveness over a scene, they second-guess every action they take.
Scream of the mind Lv 7 4 pts 15 16 Will 2d6 psychic Flood a target's mind with sensory overload, the only Enchantment spell dealing direct psychic damage; painful and disorienting.
Mass charm Lv 7 4 pts 14 15 Will n/a Extend basic charm and warmth toward the caster across a group of up to ten people, useful for controlling a room socially.
Rewrite Lv 8 6 pts 16 17 Will n/a Alter a target's deeply held belief about a specific person, place, or event, not memories, but the emotional truth they attach to them.
Puppet Lv 8 6 pts 16 17 Will n/a Seize full motor and vocal control of a target for a brief duration, they experience everything but

Head of House spells (levels 9 to 10)

Reserved for the current Head of House. All require staff awareness before use.

Universal capstones

Available to any Head of House regardless of school.

Spell Unlock Cost Cast DC Res DC Resist Damage Description
Leyline step Lv 9 6 pts 14 n/a Self only n/a Step into the leyline current and emerge at any connected point within the Rookery Isles. Leaves a visible arcane trace. Once per scene.
Arcane dominion Lv 9 6 pts 15 17 Arcane n/a Assert absolute magical authority over an area the size of a large hall. No spell may be cast within without the HoH's awareness and permission.
Voice of the leyline Lv 9 6 pts 14 16 Will n/a Speak a command carried by the leylines' authority, targets feel the weight of something ancient and powerful.
Planar anchor Lv 10 6 pts 15 17 Arcane n/a Bind the caster or a willing target to a specific location. Teleportation and forced movement against the anchored person fail entirely.
Leyline surge Lv 10 Full pool 16 n/a Staff handled Amplifie d Draw directly from the leyline network in a single devastating release. Amplifies the next spell, breaks through wards. Empties the caster entirely. Staff required.

School capstones

One unique spell per discipline, available at level 9.

School Spell Unlock Cost Cast DC Res DC Resist Description
Evocation Eye of the storm Lv 9 8 pts 16 18 Reflex Become the center of a self-sustaining elemental maelstrom. Projectiles deflected; melee range causes automatic damage.
Illusion The false world Lv 9 8 pts 16 18 Will Immerse a single target in a perfect, fully convincing false reality of the caster's design. Consent required for extended use.
Necromancy Deathless pact Lv 9 8 pts 16 n/a Willing only Forge a binding contract with death itself, preventing the caster or named target from dying for a limited time. The debt must be paid. Staff required.
Enchantment Claim the crown Lv 9 8 pts 17 19 Will Exert total psychological dominance over a group, suppressing dissent, making the caster's authority feel absolute. Heavy consent and staff requirements.