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. |