Grimoire

Primary School Information

NameDamageStatus EffectSaveAttributeUtilities / ThematicColor
AeroShockStunnedEndWillMobility, Spellblade, Ranged & Anti-RangedWhite
AlchemyAcidErodedEndIntTransmutation, FoodOrange
AquaCold SlowedEndIntObscuration, SlowingCyan
ArtificePierceSkeweredEndIntGadgets, Mechanical AssistanceSilver
FaithRadiant IlluminatedIntWillHealing, Blessing, BuffingLavender
PyroFireBurningFinIntBurning people, extra damageRed
GeoBluntStunnedEndWillTerrain, knocking people down, geosensingBrown
NaturePoisonPoisonedEndWillHealing, poisoning, summoning animalsGreen
NecromancyNecroticRotWillIntHeal Negation, Summoning UndeadGray

Secondary Schools

NameAttributeUtilities / ThematicColor
IllusionWillDeceiving, Spying, ForgeryBlorange
ThaumaturgyIntUndodgeable Attacks, Dispel, CountermagicRoyal Blue
TransformationWillTransforming, Morphing BodyGold
SpiritologyIntSummons, Buffing SummonsFaint White

Grimoire

Displaying 222 out of 222 results
School
Level
Spell Types
School Stat
Generic / Unique Spell
LvNameSchoolTypeActions
0Aero BasicAeroUtility
1HasteAeroBuff
1Wind WallAeroTerrain
1Hover CarpetAeroUtility
1Air CushionAeroBuff
1Air BladeAeroBuff
1Air LaunchAeroUtility
1High Altitude AdaptationAeroBuff
1Eye of the StormAeroBuff
2Wind SlashAeroBuff
2Wind CutterAeroBuff
3Tornado SlashAeroBuff
4Storm WallAeroTerrain
5Lightning StormAeroAttack
5ThunderdomeAeroAttack
5Blessing of the WindAeroBuff
5Guidance of the WindAeroUtility
0Alchemical BasicAlchemyUtility
1TransmutationAlchemyUtility
1AnalyzeAlchemyAttack
1BrewAlchemyUtility
1Perpetual StewAlchemyUtility
1Summon Lesser SlimeAlchemySummon
1Restorative SigilAlchemyHeal
2Greater BrewAlchemyUtility
2CauldronAlchemyUtility

Favorite

LvNameSchoolTypeActions

Help

  • Bleeding
    • A bleeding creature takes 3 Cut Damage during the action resolution phase.
    • This effect can stack up to 3 times.
    • As a Damage Over Time effect, only the most damaging effect applies at one time. Other effects are ignored.
    • Lasts until removed.
    • One stack can be Mended as a half-action. Multiple stacks can be Mended as a full-action.
  • Blinded
    • A blinded creature cannot see and fail any ability checks requiring sight
    • Takes 3 maluses to attack and defense.
    • Cannot attack any non-adjacent target.
    • The creature’s speed is halved from its original speed.
  • (Greater) Bolstered (Attribute Name)
    • A bolstered creature gains a +2 to one attribute, increasing its maximum cap by +2 (From 20, if a PC)
    • The Greater version grants a +4 and increases its maximum cap by +4. It overrides the normal version.
  • Burning
    • A burning creature takes 3 Fire Damage during the action resolution phase.
    • This effect can stack up to 3 times.
    • As a Damage Over Time effect, only the most damaging effect applies at one time. Other effects are ignored.
    • Lasts until removed.
    • One stack can be Put Out as a half-action. Multiple stacks can be Put Out as a full-action.
  • Confused
    • Takes 1 malus to attack and defense.
    • This effect can stack up to 2 times.
  • Guard Break
    • Gain 1 malus to defense.
    • This effect can stack up to 2 times.
  • Staggered
    • A staggered creature suffers 1 malus on all attack rolls.
    • This effect can stack up to 2 times.
  • Disarmed
    • At the start of your action phase when you have this condition, you must choose one handheld object (In your active hands, if you are a Qua) to drop, or lose a half-action that round to retain control of the object.
    • This cannot stack.
  • Grappled
    • A grappled creature’s speed become 0, and it can’t benefit from any bonus to its speed
    • This status effect CANNOT be removed, except by the condition listed here or Escape from Grapple.
    • The grappled gain 1 malus in all defense and attack. The malus does not stack if grappled multiple times. You gain 1 attack bonus against the grappler.
    • The grappled cannot be forcibly displaced. They follow the grappler along.
    • This end if the grappler is incapacitated or forcibly displaced
  • Grappling
    • You are grappling somebody, your speed is halved and you drag along the person you are grappling. You cannot drag them if someone else is grappling it.
    • You may not grapple more than one person at once.
    • You gain 1 malus in defense and attack rolls. You gain 1 attack bonus against the grappled.
    • Not ended unless the grappling is ended.
  • (Greater) Haste
    • A hasted creature gains +2 to its tile speed.
    • A creature with Greater Haste gains +4 to its tilespeed. The greater version overrides and doesn’t stack.
  • Illuminated
    • An illuminated creature gives everyone who attacks them 1 attack bonus.
  • Incapacitated
    • An incapacitated creature can’t do anything.
    • An attack against them from next to them automatically hit and inflicts critical damage.
  • Poisoned
    • A poisoned creature takes 3 Poison Damage during the action resolution phase.
    • This effect can stack up to 3 times.
    • As a Damage Over Time effect, only the most damaging effect applies at one time. Other effects are ignored.
    • Lasts until removed.
    • One stack can be Endured as a half-action. Multiple stacks can be Endured as a full-action.
  • Prone
    • A prone creature has 1 attack and defense malus.
    • The defense malus is retained after standing up in a round.
    • A prone creature’s movement speed is quartered, rounded up.
    • A prone creature’s size is halved for the purpose of considering cover. (½ cover is now total cover)
  • Rot
    • Any further healing or buff will not apply to this creature while this is taking hold.
  • Rooted
    • A rooted creature cannot move.
    • This includes any voluntary movements given by a play, class feature, action type etc. - All of the voluntary movements are lost.
  • Skewered
    • A skewered creature’s movement speed is lowered to 0.
    • If the creature moves away voluntarily, it loses one half-action in the round. It must have one unused half-action to do so.
  • Slowed
    • A slowed creature has its tile speed reduced by 2, but no less than 2.
    • This effect can stack up to 3 times.
    • Lasts until removed.
    • One stack can be Overcome as a half-action. Multiple stacks can be Overcome as a full-action.