This article expands on
EONS #138 with a
selection of new spell-
Spell
Paths II
paths. As a reminder, a
spell-path is purchased
as a universal exploit,
and you can cast spells
with a rank up to your
MAGIC score. Each time while you concentrate. Anybody who
you cast a spell, your MAGIC score decreases attacks you with an unarmed attack or a
by 1 point until it reaches 0 at which point you metal weapon suffers 3d6 electricity
can no longer user magic. Your MAGIC score damage. Anybody wearing metal armor
resets after a night’s sleep.
who moves within or starts their turn 10’ of
you also suffers 2d6 electricity damage.
LIGHTNING You are immune to electricity damage
while the aura is maintained.
1. SPARK. You create a small spark of 10. LIGHTNING STORM. You create a storm
electricity. It does 1d6 points of electricity of thunder and lightning around you with a
damage to a target within 5’.
60’ radius. The storm does not harm you,
2. ELECTRIC TOUCH. Your hand can cause and it remains while you concentrate. Any
strong electric shocks for as long as you creature who enters it or starts its turn in it
concentrate, causing 3d6 electricity take 3d6 electricity damage.
damage with an unarmed attack.
3. LIGHTNING BOLT. You can shoot a small
bolt of electricity at a foe with a range
increment of 6 (30’), which does 2d6
electricity damage.
4. CONDUCTIVE ARMOR. A target
within 30’ wearing metal armor takes
1d6 electricity damage for each round
that you concentrate. His armor
cannot SOAK this; indeed, it is
conducting the damage.
5. FIERY AURA. You gain a fiery aura for
as long as you concentrate. Anybody
making a melee attack against you
takes 1d6 fire damage, or 2d6 fire
damage from an unarmed melee
attack. You also gain SOAK 10 fire.
6. LIGHTNING BLAST. A cracking cone
of electricity reaches out, affecting all
within a 15’ cone. Make a single attack
roll and apply it to the VITAL DEFENSE
of all in the area, doing 3d6 electricity
damage on a hit.
7. IGNORE LIGHTNING. While you
concentrate you are entirely immune
to to electricity damage.
8. LIGHTNING STRIKE. You call
lightning down from the sky to strike a
single target within a range increment
of 30’, causing 6d6 electricity damage
on a hit.
9. ELECTRIC AURA. You are
surrounded by crackling electricity
ILLUSION 8. PHANTASMAL FORCE. You create an
illusionary, terrifying image which lunges
1. DISTRACTING SOUND. A simple, quick towards a target within 100’. Make a
sound of your choice comes from any mental attack against your foe; on a
direction, with a volume up to that of a success they take 3d6 psychic damage
person speaking.
and become Afraid.
2. MINOR MIRAGE. You create a simple, 9. MASS INVISIBILTY. You and up to four
static image up to the size of a medium- allies become invisible while you
sized creature, which remains while you concentrate. Any who move more than 50’
concentrate.
from you lose the benefit of this spell.
3. MASK SELF. You change your 10. GREATER ILLUSION. You create a
appearance to that of any other creature of complex illusion, including visual and
your size and type while you concentrate. sound elements, of up to a 100’ diameter,
This does not change your voice.
which remains while you concentrate.
4. COMPLEX SOUND. You create a complex
sound illusion. It can be as loud as a
crowd shouting, and include many distinct FLIGHT
voices and elements. It continues while 1. HOVER. You hover a few inches above the
you concentrate.
ground while you concentrate.
5. IMPERSONATE. You change your 2. JUMP. You jump, doubling your JUMP
appearance, including your voice and distances.
mannerisms, to that of any other creature 3. SLOW FALL. When you fall, you cast this
of your size and type while you spell as a reaction, so that you take no
concentrate. This disguise is convincing falling damage up to 100’.
enough that magic is required to detect it.
4. LEVITATE. While you concentrate you may
6. INVISIBILITY. You or an ally you touch levitate directly up and down (not
becomes invisible while you concentrate.
horizontally) at a SPEED of 4.
7. ILLUSION. You create a complex illusion, 5. LIMITED FLIGHT. You can fly while you
including visual and sound elements, of up concentrate, moving at your normal
to a 30’ diameter, which remains while you SPEED, but you must land at the end of
concentrate.
each round.
6. LEVITATE ALL. Your Levitate spell applies 2. WEATHERWARD. While you concentrate
to up to 4 allies within 30’ of you.
you ignore the effects of weather,
7. FLIGHT. As long as you concentrate, you remaining dry in the rain and unruffled by
can fly freely through the air at a speed wind.
equal to double your normal SPEED.
3. CALL MIST. A mist arises around you with
8. MASS FLIGHT. You grant the Limited a diameter of 30’ for as long as you
Flight ability to up to 4 allies within 30’ of concentrate. It obscures vision, granting
you.
you and all within it 1d6 of cover, and
9. FAST FLIGHT. You can fly long distances +1d6 to any attempts at stealth.
at high speeds. You travel at 10 miles per 4. SHOWER. It rains while you concentrate
hour times your current MAGIC score in an area of 60’ radius centered on you.
while you concentrate.
This puts out small fires and ends the
10. SUPERSONIC FLIGHT. You can fly long Burning condition on any within it.
distances at high speeds. You travel at 100 5. GUST OF WIND. A single powerful gust of
miles per hour times your current MAGIC wind blasts out in a 30’ cone, making a
score while you concentrate. You cause a vital attack against all in the area. On a hit
sonic boom when you fly.
it does 3d6 blunt damage and pushes
them 10’, knocking them prone.
6. TORNADO. You create a tornado in a 30’
KNOWLEDGE radius area in a location you can see. It
1. LANGUAGE. You know another language lasts while you concentrate. Any who enter
of your choice for one minute.
the area take 3d6 blunt damage and are
2. DOWSING. You learn the distance and flung 30’ in a random direction, landing
direction of an object you have seen prone.
before, as long as it is within one mile.
7. STORM. A mighty storm erupts within a
3. LINGUIST. You know all languages while 100’ radius area centered on you. It
you concentrate.
reduces perception-related checks by
4. ORACLE. You learn the answer to one -2d6, inflicts -2d6 on ranged attacks, and
yes/no question.
makes the entire area difficult terrain to all
5. IDENTIFY. You learn the full history of an except you.
object you can touch, including its abilities 8. HURRICANE. A mighty hurricane fills and
(if any) and events it has witnessed.
area with a 60’ radium centered on your
while you concentrate. It is directed in a
6. ANALYSE. You learn the abilities, single direction of your choice. Any
vulnerabilities, weaknesses, and more of a creature other than you within the area is
creature you can see. You may ask the GM pushed back 30’ at the start of their turn.
any questions about this creature. The Objects of size medium or smaller are
answers refer to the creature type, not the flung 30’, and those of size large are
individual.
pushed 5’. Moving into the hurricane is
7. FIND OBJECT. You learn the distance and difficult terrain, while moving with the
direction of an object you have seen hurricane doubles movement. All fires are
before, at any distance.
put out.
8. SKILL. You gain one skill with a number of 9. CONTROL WEATHER. While you
ranks equal to your MAGIC score for as concentrate, you change the weather
long as you concentrate.
within one mile of you to any natural
9. FORESIGHT. You see into the future. For weather type.
one hour, you always win INITIATIVE, and 10. UNNATURAL STORM. While you
gain +4 to all DEFENSES. You cannot be concentrate you change the weather
ambushed.
within one mile of you to any natural
10. COMMUNE. You learn the answer to one weather type. The weather is so intense
simple question which can be answered in that it causes 1d6 damage to anybody
a short sentence.
who starts their turn within it, away from
shelter. The damage type depends on the
weather (electricity, cold, blunt, etc.)
WEATHER
1. BREEZE. You cause a breeze in a 30’
radius. It is enough to blow out candles,
and blow papers around. It lasts while you
concentrate.