Spell Reference

Spells

Arcane and primal magic of Thedas

Browse all spells available to mages, organized by magical school. Each school represents a different approach to manipulating the forces of the Fade.

1d6 = Dice notation +2 = Modifier
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Entropy Spells

(14)

Affliction Hex

Debuff
Mana 3
TN 11
Range 10 yards
Time Major Action
You curse a target with disease. They take -2 to all ability tests for the encounter.

Curse of Mortality

Debuff
Mana 2
TN 10
Range 10 yards
Time Major Action
You curse a target so they cannot benefit from healing for the duration of the encounter.

Daze

Debuff
Mana 2
TN 11
Range 10 yards
Time Major Action
You enscorcel a visible target. It suffers a -1 penalty on ability tests and, on a failed Willpower (Self-Discipline) test against your Spellpower, cannot take actions on its next turn.

Death Cloud

Attack
Mana 6
TN 14
Range 16 yards
Time Major Action
You create a poisonous cloud in a 6-yard radius. All creatures in the area take 3d6 damage.

Death Magic

Attack
Mana 8
TN 16
Range 12 yards
Time Major Action
You attempt to kill a target instantly. The target must make a Constitution test (TN 15) or die immediately.

Decompose

Utility
Mana 5
TN 12
Range Touch
Time Major Action
You speed the decay of non-living organic material until it may be reduced to dust. The change is permanent.

Drain Life

Attack
Mana 4
TN 12
Range 10 yards
Time Major Action
You drain life from a visible target to heal yourself. It takes 1d6 + Magic penetrating damage, reduced to 1d6 with a successful Constitution (Stamina) test against your Spellpower.

Entropic Cloud

Buff
Mana 20
TN 17
Range 20 yards
Time Major Action
You create a cloud of entropic energy that aids allies and hinders enemies within 20 yards until the end of the encounter.

Horror

Debuff
Mana 4
TN 12
Range 12 yards
Time Major Action
You fill your target with supernatural terror. They must make a Willpower test (TN 13) or flee in fear.

Mass Paralysis

Debuff
Mana 7
TN 15
Range 15 yards
Time Major Action
You paralyze all enemies in a 8-yard radius, rendering them helpless.

Misdirection Hex

Debuff
Mana 3
TN 11
Range 12 yards
Time Major Action
You confuse a target, imposing -3 to their attack rolls for the encounter.

Sleep

Debuff
Mana 3
TN 11
Range 10 yards
Time Major Action
You put targets to sleep in a 4-yard radius. Sleeping creatures are helpless.

Vulnerability Hex

Debuff
Mana 2
TN 10
Range 12 yards
Time Major Action
You curse a target, reducing their Armor Rating by 3 for the duration of the encounter.

Waking Nightmare

Attack
Mana 7
TN 15
Range 10 yards
Time Major Action
You trap a target in their worst nightmare, dealing 4d6 psychic damage and potentially driving them insane.

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