by Firallon » Mon Mar 01, 2010 11:10 am
I thought I would take the time to merge the two great Green Ronin games of my lifetime. Spells marked (*) are considered blood magic and have a corresponding Health cost in addition to their mana cost. Also spells with Beast in the title are part of a new school of magic (Animism).
Using these spells in your Dragon Age campaign will create a drastically different campaign, so please use with caution.
Spell write ups will follow in later posts. Dragon Age spells have been included in the spell list (but not the write ups) for comparison purposes.
Alter Psyche*-----3 MP, 2 Health-----TN 13
Erase memories or force new ones.
Arcane Bolt-----2 MP-----TN 10
Dragon Age spell.
Battle Dance-----3-6 MP-----TN 12
+1 Speed, +1 Damage, +1 Armor until end of encounter.
Beast Link-----3 MP-----TN 11
Forge a psychic link with an animal.
Beast Messenger-----4 MP-----TN 12
Small animal will act as a messenger.
Beast Speech-----5-11 MP-----TN 13
You can communicate with animals for an hour or more.
Beast Summoning-----4-8 MP-----TN 13
Summon 1-3 animals of a certain type.
Beast Trance-----3 MP-----TN 10
Paralyzes target animal for 1d3 rounds.
Bliss-----2 MP-----TN 11
Paralyzes target for 1d3 rounds.
Body Control-----2 MP-----TN 10
You heal naturally at an improved rate for 24 hours.
Calm*-----2 MP, 1 Health-----TN 11
Forces target to be calmer and nonagressive.
Cure-----5-15 MP-----TN 12
Cures diseases, critical injuries, and relieves some curses.
Create Fire-----3 MP-----TN 12
Makes a natural fire where there is fuel to burn.
Create Mud-----4 MP-----TN 13
Target enemies become stuck in mud.
Daze-----2 MP-----TN 11
Dragon Age spell.
Dominate*-----5 MP, 4 Health-----TN 14
Complete control of target.
(This is the spell the Templars fear the most.)
Dominate Beast*-----4 MP, 3 Health-----TN 13
Complete control of a natural animal.
Drain Life-----4 MP-----TN 12
Dragon Age spell.
Drain Vitality*-----7 MP, 5 Health-----TN 12
As Drain Life spell, but affects up to 3 targets.
Earthquake-----7 MP-----TN 14
Devastating earthquake in immediate vicinity.
Enhance Other-----5 MP-----TN 12
+1 Dexterity, +1 Strength until end of encounter.
Enhance Self-----7 MP-----TN 13
+1 Constitution, +1 Strength, +1 Dexterity until end of encounter.
Enhance Senses-----5 MP-----TN 12
+1 Cunning, +1 Perception until end of encounter.
Flame of Light-----1 MP-----TN 10
Creates a small flame that sheds light for 24 hours.
Flesh Shaping*-----7 MP, 5 Health------TN 14
Permanent cosmetic changes.
Freeze Water-----3 MP-----TN 12
Freezes an area of standing water.
Gentle Beasts*-----4 MP, 3 Health-----TN 11
Forces target animals to be calmer and nonagressive.
Glyph of Paralysis-----3 MP-----TN 10
Dragon Age spell.
Harm*-----4 MP, 3 Health-----TN 12
Your brawling attacks deal an additional 1d6+Magic damage until end of encounter.
Heal-----1-3 MP-----TN 10
Dragon Age spell.
Heart Reading-----5 MP-----TN 12
+1 Communication and +2 Perception (Empathy) tests until end of encounter.
Heart Shaping*-----7 MP, 5 Health-----TN 12
Forces target to experience certain emotions.
Heroic Offense-----3 MP-----TN 11
Dragon Age spell.
Icy Touch-----3 MP-----TN 12
Inflicts 1d6 + Magic penetrating damage and may freeze target.
Illusion-----3-8 MP-----TN 12
Create and maintain an illusion of a creature or object within 50 yards.
Increase Fire-----3 MP-----TN 12
Increases the size and intensity of a fire (limited by Magic).
Light Wisp-----1 MP-----TN 10
Conjures a light wisp for 24 hours.
Lower Water-----3 MP-----TN 12
Lowers the level of water (limited by Magic).
Mana Drain-----3 MP-----TN 12
Dragon Age spell.
Manipulate Object-----4 MP-----TN 12
Use an object at distance with -1 penalty for any rolls.
Mind Blast-----3 MP-----TN 12
Dragon Age spell.
Mind Probe*-----4 MP, 3 Health-----TN 12
Searches a target's mind for specific information.
Mind Reading-----3 MP-----TN 12
Allows knowledge of surface thoughts.
Mind Touch-----2 MP-----TN 10
Creates a mental link that makes other spells easier.
Move Earth-----3 MP-----TN 12
Earth rolls gently to form new hills or valleys.
Move Object-----3 MP-----TN 11
Objects can be hurled by mental influence.
Nature Reading-----5 MP-----TN 12
+2 Cunning (Nature Lore) and +2 Perception (Tracking) until end of encounter.
Object Reading-----5 MP-----TN 12
+2 Cunning (Historical Lore) and +2 Cunning (Evaluation) until end of encounter.
Pain*-----4 MP, 3 Health-----TN 10
Inflicts tremendous pain on a target, reducing all attributes by 1.
Plant Growth-----3 MP-----TN 12
Allows a plant to grow as though well nourished for a year.
Plant Healing-----3 MP-----TN 12
Heals serious damage to plants.
Psychic Blast*-----4 MP, 3 Health-----TN 12
3d6 penetrating damage, loss of 2d6 mana, pulls killing blow.
Psychic Shield-----4 MP-----TN 14
Mind Touch spell and blood magic have difficulty affecting you for 24 hours.
Raise Water-----3 MP-----TN 12
Raises the level of water (limited by Magic).
Reduce Fire-----3 MP-----TN 12
Reduces the size and intensity of a fire (limited by Magic).
Remove Psychic Influence-----5 MP-----TN 13
Can allow the ending of dominations, possessions, or similar effects.
Rock Armor-----3-8 MP-----TN 10
Dragon Age spell.
Scrying-----4 MP-----TN 12
You can sense distant events as though physically present
Sculpt Stone-----4 MP------TN 13
You can shape stone as you wish.
Sense Arcane Signature-----3 MP-----TN 11
You can determine what type of creature has cast an existing spell.
Sense Magic-----3 MP-----TN 10
+1 Cunning (Arcane Lore) and +1 Perception for finding magic until end of encounter.
Sense Minds-----2 MP-----TN 10
You sense presence, general type, and location of intelligent beings.
Sense Mind Touch -----1 MP-----TN 10
You can tell when another tries to psychically influence you.
Sleep-----4 MP-----TN 13
Target creature falls asleep for (Magic) hours.
Shape Flow-----3 MP-----TN 12
Increase or decrease flow of water (limited by Magic).
Shock-----4 MP-----TN 13
Dragon Age spell.
Sorcerer's Grasp*-----3 MP, 2 Health-----TN 11
2d6 + Magic penetrating damage on target within 20 yards
Spell Shield-----4 MP-----TN 13
Dragon Age spell.
Spell Wisp-----3 MP-----TN 11
Dragon Age spell.
Splash-----3 MP-----TN 12
Creates a massive wave in water that stuns creatures for 1d3 rounds.
Stonefist-----3 MP-----TN 11
Dragon Age spell.
Suggestion-----5 MP-----TN 12
+2 Communication (Persuasion) until end of encounter.
Visions-----2 MP-----TN 10
Dream about a future event with various benefits.
Vulnerability Hex-----4 MP-----TN 12
Dragon Age spell.
Walking Bomb-----4 MP-----TN 13
Dragon Age spell.
Ward-----4 MP-----TN 13
-2 enemy Magic tests within (2 x Magic) yards.
Weakness-----3 MP-----TN 11
Dragon Age spell.
Wind Direction-----3 MP-----TN 12
Change wind direction (limited by Magic).
Wind Speed-----3 MP-----TN 12
Change wind speed (limited by Magic).
Winter's Grasp-----3 MP----- TN 12
Dragon Age spell.
Woodcrafting-----1 MP-----TN 10
Craft living wood into various shapes or tools.
Last edited by
Firallon on Thu Mar 04, 2010 5:55 pm, edited 6 times in total.