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a nneler ( nneling c a w a a hools of M pen g igh e rofession/ he ntrodu Wh Align H O Skill Tags Casting Time I What’s Different About Spellbound? Using Spellbound in Play Sc Ch P Adv spell Range and Point of OriginArea of Effect Duration Saving Throw N Conditions Damage Types NPC Qualities Spellcasting NPCs Ch Descriptors open g c 

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a teri fty-g ft Cre ytesters a a a r a per r l entertainment purposes only. c l M P esign Ka a py and used under license. All rights reserved. D

k S WWW .C c c challenge to the trademark or copyright concerned. eveloper tri D as settings, characters, and themes. All such uses are intended for phi This release may use governments, intelligence agencies, and political figures All characters, names, places, and text herein is copyrighted by Crafty Games. The mention of or reference to any company or product in this release is not a Reproduction without Crafty Games’ express permission is expressly forbidden, a Pa Spycraft and all related marks are ™ and © 2006 Alderac Entertainment Group, Inc. r Walter Christensen, Nathan Devonshyre, Charles Etheridge-Nunn, Robert Harris, Lisa Murray, Jason Olsan, Andrew M. Popowich Patrick Kapera Patrick Kapera Kevin Sanborn Kevin Sanborn Scott Gearin Cameron Haigh Scott Gearin diting ine except for the purpose of reviews and when permission to photocopy is clearly stated. nterior Art G I E Cover Art L Addition Writing spycraft 2.0 | introduction - - (see c Characters gi a casters can wear campaign quality campaign y a l into play as easily as P . high magic high Spellbound

caster doesn’t have to prepare Because casters learn spells based Spellbound Players need not pause the game Characters may gain levels in some (see page 5) Each class focuses exclusively on a single Spellbound The hools of M , most casters wield spells from only one school and pellbound in reorganizes d20 spells into 8 schools and 8 correspond 8 and schools 8 into spells d20 reorganizes Sc S volume includes everything you need to introduce one of features one easy-to-understand, easy-to-use system for feat trees. . Further, the Science skill gains a new “Magecraft” focus that focus “Magecraft” new a gains skill Science the Further, . Spellbound he sing The Game Control can bring High Magic (Season Only): Spellbound In No minimum attribute score to learn high-level spells. high-level learn to score attribute minimum No Skill-based spell knowledge. One school at a time. Flexible casting. Clear and concise range, point of origin, and area of effect. Universal spell resistance. No armor and weapon restrictions. abilities. Further, each spell is assigned only to one school, with no overlap between the schools. Each of the 8 schools consists of up to 3 subschools, which gather spells into logical groupings. This orga nization quickly reveals each school’s character and makes it easy to convert additional d20 spells as desired. It also provides a variety of hooks and character options, adding the same bonus functionality as Spycraft imply a penalty with certain spellcasting efforts. U the applies simply He switch. a throwing and chooses which of the 8 schools of magic he wishes to include. or all of the spell-casting classes and the Profession skill corresponding gains the focuses to represent the magic. The Profession/Spellcasting skill check governs the acquisition desired major schools of and use of magical spells for those with the ability to cast them 5) page functions identically to Science (Super-Science) for the examination and creation of magic items T ing base classes: Calling (and the Summoner), Channeling (and the Channeler), Conjuration (and the Conjuror), Enchantment (and the Enchanter), Mystery (and the Sage), Necromancy (and the Reaper), Trickery (and the Trickster), and Warding (and the Preserver). Each Spellbound these schools to your campaign. This volume focuses on Channeling magic and the Channeler class, a magical, martial powerhouse. the spells available to them shape their role as much as their class aren’t forced to pour points into a specific attribute just to receive the receive to just attribute specific a into points pour to forced aren’t full benefit of their class at high levels. on their ranks in the Profession skill, they continue to expand their repertoire even while gaining levels in other classes. school, reducing overlap of abilities and securing a unique role each type of caster. for his spells in advance and may choose freely from amongst the spells low-level of number large a cast may he Thus casting. when knows he spells or a few select high-level spells as the situation warrants. Spellbound determining not only the location of a spell but the behavior effect when it’s triggered. of its to look up whether a spell can be resisted; rather, defends against all spells with one spell easy and uniform rule. resistance any armor and use any weapons they like, though heavier armors do  , - - - ? Spycraft Spycraft c Spellbound gi The save DC for spells spells for DC save The a characters a cut above The casting check, number bout a Spycraft is highly modular, making literally Casters can perform an unlimited caster much more than a “one attri tion Unleashing magical forces takes effort doesn’t attempt to codify exactly how igh M Casters need only roll once to cast an c H is designed to work in conjunction with any Spellbound High magic is usually well known in worlds where worlds in known well usually is magic High Spellbound Spellbound ifferent D In the hands of the most learned, high magic can shake shake can magic high learned, most the of hands the In is a series of High Magic for supplements the t is employs many elements common to magic, Spellbound characters characters gain access to the full range of d20 System products, a t’s a system. It incorporates every spell in the d20 System Reference No single key attribute for casters. Saves are based on the caster, not the spell. spell. the not caster, the on based are Saves One roll per participant. Skill checks to cast spells. Unlimited Level 0 spells. Spellbound It is Everywhere. is It It is Power. Power. is It It is an Enigma. Spellbound ntrodu pellbound? of spells known, and spell saves are all based on different attribute scores, making the bute wonder.” is is a function of the caster’s magical not proficiency, the spell’s level. stronger. magic a of caster’s all makes learned feat magic Every attack spell and determine whether they hit their target. Likewise, a target need only roll once when he’s allowed a save. Spell resistance and other rules are folded into these two rolls rather than generating additional checks. number of Level 0 spells, quickly establishing their personal flavor as masters of magic. and practice… and sometimes goes astray. but simplifies several aspects and adds a few twists. Some of the most the of Some twists. few a adds and aspects several simplifies but important changes follow. any application not only possible but also painless to achieve. Wh S spell system can act as the cornerstone of fantasy play, as a facet of along tool powerful a as or now, alternate an in life modern everyday side hyper-drives and alien races in futuristic campaigns. As with all Spycraft 2.0 it exists, but campaign concept, no matter how prevalent the setting’s magic. This Spycraft Spycraft 2.0 spells, from humble Level 0 cantrips to the mighty workings of Level 9 incantations. Still, with traditional play. in balanced entirely remain spellcasters counterparts, d20 other one thing in common: results! in found the material With of reality. foundations the very a matter of rote and discipline or it can be a wild display of reckless bravado. Two characters sharing the same class and the same spells may come from backgrounds and traditions so different that they’re unable to recognize each other’s magic. Still, all high magicians have Wh or why magic works. The development and casting of spells may be populating them with unique characters to meet his own vision. characters with unique them populating vast body of magical effects into 8 new schools, each with its own base base own its with each schools, new 8 into effects magical of body vast class. Each class/school combination will be released independently vari in them apply may GC the Alternately, own. its on stand may and ous combinations, creating original landscapes of arcane power and 2.0 Document (SRD) and many from other sources but it reorganizes this I spycraft 2.0 | introduction - NPC NPC NPC luminous I luminous II luminous III school. 6 + Int modifier. Spellbound 5. At Level 2, your constant exposure to At Level 19, you gain the At Level 11, you gain the (6 + Int modifier) × 4. At Level 15, you may cast Level 7 or lower At Level 13, you may cast Level 6 or lower When you spend and roll 1 or more action dice to to dice action more or 1 roll and spend you When At Level 1, you gain the Profession (Channeler) Profession the gain you 1, Level At High Magic. At Level 9, you may cast Level 4 or lower spells lower or 4 Level cast may you 9, Level At At Level 7, you may cast Level 3 or lower spells lower or 3 Level cast may you 7, Level At At Level 3, you may cast any Level 1 or lower At Level 5, you may cast Level 2 or lower spells At Level 11, you may cast Level 5 or lower spells lower or 5 Level cast may you 11, Level At . . . ents m 2 per level per scene. kills The Channeler often favors non-magical ranged attacks attacks ranged non-magical favors often The Channeler S nneler 1d10 + Con modifier per level. Each level taken in this class increases your Casting Level by 1. by Level Casting your increases class this in taken level Each a (see page 13) (see page 13) (see page 13) ss Abilities ss a a equire Circle of Power IV: Power of Circle V: Power of Circle Circle of Power VI: Circle of Power VII: Skill Points at Level 1: Skill Points at Each Additional Level: Lightning: the of Will Channeling: of Path Touch of the Weird I: Touch of the Weird II: Touch of the Weird III: Circle of Power I: Circle of Power II: III: Power of Circle The Channeler is a powerful magical combatant, seeking mastery Attributes: Vitality: Starting Weapon Proficiencies: Caster: Spell Points: Campaign Quality: The Channeler’s class skills are Acrobatics, Analysis, Athletics, you know. you know. you know. spells you know. spells you know. Sneak, Streetwise, and Tactics. Channeling a Corecast to Abilitymade check Profession/Spellcasting a of result the boost by an increases by spell the prompted you throw DC the of saving any Further, spell, rolled. die 1 action any of result highest the to equal amount any from spells 0 Level 4 additional an learn Cl focus and may learn spells from the Channeling magic school, includ cast may you Further, sub-schools. weather and force, energy, the ing any Level 0 spells you know. magical forces begins to transform you. You gain the quality quality quality spells you know. you know. Ch over all forms of energy and offering a variety of his group. helpful With forces his ability to to fly and his exceptional mobility on the ground, the Channeler can get in close and mix it up with his foes or rain death and destruction on them from afar. complement good a Dexterity making spells, offensive his supplement to magic. his control consistently to required Intelligence high the to R Cl Intimidate, Notice, Profession, Resolve, Science, Sleight of Hand, 

- - - - ability path of ability. cross-class touch of the Weird the of touch ; rules, alignment is . circle of power I . Spellbound circle of power I power of circle ; choosing the ent Guiding powerful energies with a mere thought, before The character is strongly dedicated to an ethical annihilated (see page 12) m . Special Note: A character must possess the series presents a base class for one school of magic. The character adheres to a moral standard concerning ability These spells control the environment, particularly the sses These spells call forth and direct various forms of energy. These spells generate force effects, taking offensive, defen nneling a a bonus feat Spellbound ; Channeler: Path of channeling of Path Channeler: I channeling This class makes new options available for the Channeler (Chn): The pursuit of high magic is a major undertaking and true mastery Orderly/Chaotic: Good/Evil: Many aspects of magic in the d20 System rely heavily upon the Force: Weather: Energy: Manipulating Manipulating the primal forces of the universe grants access to

(see the Spycraft 2.0 Rulebook, page 40) • Channeler. the Channeler is a literal force to be reckoned with. may take the entirety of a character’s the career. Each installment of The GC is free to include all of them or pick and choose, tailoring the reach and flavor of magic in his campaign. This release features the Cl ing the vast majority of characters in most modern settings considered “balanced.” — are “neutral.” position supporting either the rule of law or the primacy of individual responsibility. Characters with neither of these Interests — includ He also exhibits a selfish or selfless attitude towards others, respec the vast including — these Interests neither of with Characters tively. majority of characters in most modern settings — are considered to any setting and doesn’t require a campaign quality to apply. the sanctity of life (i.e. he values it if good or dismisses it if evil). caster or target’s alignment. In the represented by two pairs of mutually exclusive Interests. Characters added be can Alignment pair. each from Interest one only choose may Align atmosphere. Most spells with the Air, Ice, and Lightning descriptors fall into this category. While these spells are often offensive, a num ber of distracting and protective effects also fall into this subschool. sive, and utility roles. Some force effects resist being dispelled and are and dispelled being resist effects force Some roles. utility and sive, only removed when Most spells with the Fire, Light, and Sonic descriptors fall category. into this The vast majority of these spells are “direct damage” upon foes. offensive, inflicting the very best offensive spells and a versatile array of tools for subtler purposes. The Channeling school consists of 3 subschools. Ch spycraft 2.0 | introduction - . cast. dead you or or will of the lightning unconscious unconscious Path of channeling, Bonus feat Circle of power VIII Weird lore Circle of power IX, touch of the Weird III Bonus feat, fork II Touch of the Weird I Circle of power I Bonus feat Circle of power II Weird lore Circle of power III Bonus feat Circle of power IV, Weird lore Fork I Circle of power V, touch of the Weird II Bonus feat, Weird lore Circle of power VI The First Power Circle of power VII, Weird lore Abilities Your tireless efforts have earned you the . 2 4 6 8 At Level 14, you and any combination of charac 32 34 36 38 40 10 12 14 16 18 20 22 24 26 28 30 SP You gain a +3 bonus to your base Defense against Choose 1 of your Channeler class skills. Your error (see page 9) At Level 10, when another character within 30 ft. of you At Level 20, you may also use this ability to copy spells spells copy to ability this use also may you 20, Level At — 1W 1W Gear 1W, 1G 1W, 1G 1W, 1G 2W, 1G 2W, 1G 3W, 2G, 1S 3W, 2G, 2S 3W, 2G, 2S 3W, 3G, 2S 3W, 3G, 2S 2W, 1G, 1S 2W, 1G, 1S 2W, 1G, 1S 2W, 2G, 1S 2W, 2G, 1S 3W, 2G, 1S 3W, 2G, 1S Professional Professional Recognition: respect of your peers. The disposition toward you of any NPC with one matches that focus a and skill Profession the in ranks more or 8 of your Profession focuses automatically improves by 1 grade. Ray Avoidance: ray attacks Skill Mastery: you when Further, 1). (minimum 2 by decreases skill this with range is not of the doubled. take 10 required amount time this skill, with Fork I: II: Fork The First Power: You may protect unwilling opponents with this ability. Further, you A character or object’s protection immediately ends if the target

• • • casts a spell from a level you may also cast, you action may and spend a 1 free number of spell points equal to the point cost spell’s to cast total an identical spell copy of the spell. You need not know the spell to use this ability, nor must you make a Spellcasting check to trigger it. The copy does not count against your standard limit of 1 spell per round and since it originates from you, you may make all choices involved in the casting. You may use this ability a number of times per session equal to your starting action dice. ters or objects of your choosing within 30 ft. may become completely only ability This 3. to up of level a with spells of effects the to immune affects new spells, not ongoing effects already in place. may voluntarily lift this ability’s protection to accept a spell effect or allow a spell effect to impact any protected target. Lifting protection from yourself or any number of targets is a free action that you may take at any time. become you if or you, from ft. 30 beyond moves 0 5 5 6 6 6 0 1 1 1 2 2 2 3 3 3 4 4 4 5 

Wealth no +2 +3 +4 +5 +5 +6 +7 +8 +9 Init +15 +15 +16 +17 +18 +10 +10 +11 +12 +13 +14 Table 1: The CHANNELER +1 +2 +2 +3 +4 +4 +5 +5 +7 +7 +7 +7 +9 +1 +6 Def +11 +12 +10 +10 +11 choice or from another +0 +6 +6 +1 +1 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +5 +6 +0 +3 including yourself) gains the Will not and may make a Reflex save to Weird lore +1 +8 +9 +2 +2 +3 +3 +4 +4 +4 +5 +6 +6 +6 +7 +7 +8 +8 +2 +5 Ref save. You may not select this ability as ability when making Reflex saves to avoid to saves Reflex making when ability You gain an amount of spell resistance At Level 17, you may cast Level 8 or lower flat-footed At Level 19, you may cast Level 9 or lower +0 +6 +6 +1 +1 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +5 +6 +0 +3 choice. Fort You ignore all vision penalties applied by low , either as a This ability may only be chosen after you already evasion I evasion successful . You may suppress this resistance at any time to At Levels 4, 8, 12, 16, and 20, you gain 1 additional At Levels 6, 9, 12, 15, and 18, you may choose one of Your personal willpower sustains you in times of crisis. you in sustains willpower Your personal You can escape many sources of immediate harm. +1 +3 +4 +5 +6 +7 +8 +9 +2 +19 +20 +11 +12 +13 +14 +15 +16 +17 +18 +10 BAB Weird lore evasion I Level 1 19 20 11 12 13 14 15 16 17 18 3 4 5 6 7 8 9 10 2 ambient light other than “none.” benefits of your of benefits the effects of spells you cast. Low-Light Vision: “I Said Duck!”: possess source. Each of your teammates ( Inner Drive: Your maximum vitality points increase by an amount equal to your amount an by increase points wound maximum your and level class equal to your Charisma modifier (minimum +1). explosion or successful grenade attack), damage you with a instead suffer your first Evasion I: Whenever you aren’t reduce the damage suffered from an attack or event (such as an against Channeling spells equal (see page to 6) twice your accept a desirable spell effect. Casting Level Weird Lore: Channeling Resistance: Circle of Power IX: Bonus Feat: Circle of Power VIII:

• • • • the following abilities. Each ability may be chosen only once. • spells you know. Ranged Combat, Advanced Skill, or High Magic feat. spells you know. spycraft 2.0 | introduction

, - unconscious Spellbound quality is in play, +0 +0 +0 +1 +1 +1 +2 +2 +2 +3 (see (see the Spycraft 2.0 block line of block effect. not Error Range Modifier high magic , you may only choose targets within within targets choose only may you , . 13 16 19 22 25 28 31 34 37 40 DC classes gain Gadget picks, which they can Unless otherwise specified, when a spell targets spell a when specified, otherwise Unless (see page 10) page (see , except that it is only blocked by cover (i.e. a solid solid a (i.e. cover by blocked only is it that except , Each conscious character defines whether he’s a When When casting a spell, you must frequently choose Unless otherwise specified, when a spell targets an Many spells call for you to have “line of effect” to the the to effect” of “line have to you for call spells Many Spellbound HECKS TABLE 2: sPELLCASTING C Many Magical gadgets, which include all “magic items” in Spell Level 0 1 2 3 4 5 6 7 8 9 ? : I Get Gadgets the Curtain Behind use to gain minor magical charms, Mechanisms aren’t explained, the shift to a fetishes, magical flavor for these or foci. As Gadget items is trivial. After all, Clarke’s third law states ficiently that advanced technology is indistinguishable from magic.” “Any suf do not work in anti-magic fields, but otherwise standard function gadget rules. Also, when the per the the Science skill gains an additional focus — Magecraft — applies which it that except focus Super-Science the to identically operates only to magic items. Area Targets: origin of point effect’s the as square single a choose must you area, (see Area Effects, page 10) Willing Targets: willing target when he is subjected to a may choose to spell become unwilling at the start of his Initiative Count effect, though he during each round that the spell effect continues. An character is automatically considered to be willing. Line of Effect: Effect: of Line Targeted Spells: Targets: Character a character, the character becomes the effect’s point of origin.

• • target. target. Line of effect operates like line of sight 327) page Rulebook, barrier), not concealment (e.g. fog, darkness, etc.). Cover with 1 or of more holes at 1 least does ft. in diameter one or more targets, which may be characters, objects, or areas. All targets must be chosen when the spell’s spell touch effect a casting is triggered. When your within targets choose only may you cases, other all In Reach. your spells. to apply rules targeted additional Several line of effect. •  - - , , and (see right) (see . . (see the Spycraft 2.0 kill) If the number of spells a S

k automatically confer the ability . The DC and error range modifier modifier range error and DC The . quality. c . not us introduces 8 new Profession focuses, choose the newly learned spells from c must high magic o (see page 6) page (see (see the sidebar on page 6) page on sidebar the (see (see page 3) F Spellbound A character with a Casting Level of 1 or more

Unless otherwise specified, spellcasting is an obvious obvious an is spellcasting specified, otherwise Unless A character with a Casting Level of 1 or more may This skill description and check are only available in sting Che — ca class level a rofession With failure, the spell is not cast, it has no effect, and you spend Action: Obvious With success, the spell is cast, its effect occurs, and you pay a spell a pay you and occurs, effect its cast, is spell the success, With You You make this check to cast you spells know and may use. In order (Int; Active; Concentration) Time Varies • Base Error Range 1 Losing and Regaining Known Spells: Forte Options: Known Spells: Non-spellcasting characters may choose these focuses, gaining a Focus Options: Special Note: Learning magic requires a high degree of dedication and ranks in pell action that is clearly visible to anyone with line of sight to the caster. In In caster. the to sight of line with anyone to visible clearly is that action success a make must caster the attempt, Spellcasting a conceal to order Notice/Awareness by opposed check Action Hand/Conceal of Sleight ful present. observers any by made checks Search/Perception or no spell points. match the spell’s school school spell’s the match point cost equal to the spell’s level + the total cost of all meta-magic effects applied. of this check are listed on Table 2: Spellcasting Checks Checks 2: Spellcasting on Table listed are check of this the time to required make this check is by determined the spell being must used kit the tag, (Kit) GRO the possesses spell the if Further, cast. to attempt this check, you must possess at least as many spell points as as points spell many as least at possess must you check, this attempt to meta-magic any of cost total + the casting you’re spell the of level the apply to wish you effects S those that were lost. The character may replace the lost spells in any lost all after learned be only may spells new but choosing, his of order spells have been recovered. character knows decreases —temporarily or permanently — and later and — permanently or —temporarily decreases knows character increases, the character may learn spells. Once chosen, these spells may not be exchanged. Finally, knowledge of a spell does to use it; whether a character may use a spell is determined Spellbound by his automatically knows a number of spells equal to his Wisdom score + his ranks in the Profession skill. These spells may be of any level but may only be chosen from schools of magic from which the character choose individual spells that he knows as Profession skill fortes, gain fortes, skill Profession as knows he that spells individual choose ing all standard forte benefits with those spells. of the Profession skill when making related Knowledge checks and constructing disguises and cover identities Rulebook, pages 99, 129, and 233, respectively) Enchanter (Enchantment), Preserver (Warding), Reaper (Necromancy), Reaper (Warding), Preserver (Enchantment), Enchanter Sage (Mystery), Summoner (Calling), and Trickster (Trickery). layman’s non-practicing grasp of magic use as well as the benefits one for each school of magic. These focuses and the corresponding magic schools are Channeler (Channeling), Conjuror (Conjuration), the Profession skill quickly summarize this effort without getting too specific about an individual caster’s style. campaigns featuring the P (Ch spycraft 2.0 | introduction - - char Spellbound ts a e When you successfully cast a F hool

c c pells ubs gi Many High Magic feats grant additional S S At the moment a successful spell’s effect is to l a Your confidence is deeply shaken. You lose a In addition to the benefit for scoring a threat, the threat, a scoring for benefit the to addition In quality. a None. Casting Level 6+. This feat tree is only available in campaigns featur No. Casting Level 3+. You gain 1 additional spell point at the start of each Choose 1 subschool of magic from any school of magic ented The total spell point cost of all meta-magic effects applied No. The spell fails and you lose 1 spell point (minimum 0). m high magic igh M Prerequisites: Benefit: Heighten Spell (Spellcasting Trick): This feat tree presents additional options for a Spellcasting Tricks: Special Note: Your particular brand of magic mixes effects that most spellcasters Prerequisite: Benefit: You can push spells to produce their maximum effect. Holding the Charge: Cooperative: Synergy Skills: Retry: Threat: Success: Critical Error: Critical Failure: scene, which may only be used to pay meta-magic costs. Further, you gain the following 2 casting tricks. spell, you may increase the spell’s effective spell level to the highest spell level you’re able to cast, paying a number of spell points as a meta-magic cost equal to the difference between the spell’s standard whichever comes first. H acter. They allow the character to unlock the additional power over high magic, increasing the number of spells he knows as well as their effectiveness. tricks that the character may use in conjunction with his Profession/ Spellcasting checks and under other circumstances. tricks, a Like character may benefit standard from any number of High Magic feat tricks at any time. ing the Addition consider incompatible. to which you don’t belong (i.e. any of the other 7 schools of magic). You may learn spells from the chosen subschool and you immediately learn 1 additional spell from the chosen subschool this feat. when you gain Aug be triggered, you may choose to “hold” the spell’s effect, postponing postponing effect, spell’s the “hold” to choose may you triggered, be may You score. Wisdom your to equal minutes of number a to up for it voluntarily release or dismiss a held spell effect at any time this time before expires. While holding a charge, you may perform no more than 1 half action per round and may not make any other skill checks possessing the Concentration tag. to the spell decrease by 1 (minimum 0). number of spell points you must spend to cast the spell decreases by 1 (minimum 1). number of spell points equal to the number of action dice spent activate to the critical failure. Further, you suffer a –4 penalty with all Profession/Spellcasting checks you make until you Profession/Spellcasting succeed check, or with until the a end of the current scene,  the highest spell (see earlier in this skill must be exceeded or the (see the Spycraft 2.0 Rulebook, Some spells create or summon things Spell Spell kit I + assorted reagents, bottles Spell kit II + ancient tome, animal skulls, Assorted reagents, bat scat, blessed salt, spell kits Some spells permit you to redirect their effects Certain characters and objects possess spell . . . (see page 11) Spell Spell Kit II (25 lbs.): Spell Kit III (120 lbs.): Spell Kit I (5 lbs.): GCs and players are encouraged to devise the contents of their Spellcasters often require various esoteric tools and minor bric- scrying bowl and enough water to fill it, a tablecloth, crates for storage. tarps, and of of alchemical extracts, bundles of herbs, talismans, ceremonial ritual robes, purified knife, crystals, palm-sized chalk, diagrams, mystic of a a and for a storage. beads, mask, strings torch, tribal rucksack assorted reagents, a carved totem, a crystal ball, curtains bearing mystic sigils, freestanding candlesticks, a bottle of sacred sand, a D&D-style wizards. Alternately, they might present a flavor specific size rough and weight the Only school. or region, character, each to of these kits are fixed within the rules. shavings, metal liquids, colored of flasks leaves, dried dice, candles, mysterious powders, paper slips, rune wand, and pouches stones, or a bag for storage. small crystals, a with gear picks of any category page 218) own spell kits to reflect their understanding of the their shared world. These choices might represent magic common magical within archetypes like alchemists, druids, shamans, witches (new age and otherwise), technomancers, Viking runecasters, witchdoctors, and a-brac when performing spells — the stuff referred to as “material components” in most d20 products. These items are cumulatively represented with special kits, each specific to one school of magic and providing no benefit to casting checks made with spells from other schools. Like all kits, these gear options may be requested Creation and Summoning: half action. Spell Resistance: Redirected Effects: 1 requires this Doing duration. spell’s the during times more or one

description) rather than affecting things that are already present. When using one using When present. already are that things affecting than rather of these spells, you must designate the created or summoned things’ destination as the spell’s effect is triggered. This destination must be within the spell’s range and your line of effect hostile force or tingle, but cannot deduce the nature or origin of the attack of your spell’s targets possesses spell resistance, resistance of any one of the spell’s targets spell fails. As with a successful saving throw, check when fails against a a target Spellcasting with spell resistance, that target feels a target them with spells. When the target of your spell possesses spell exceed also must result check Profession/Spellcasting your resistance, the target’s spell resistance or the spell fails. When more than one resistance, which makes it more difficult for you to successfully • spycraft 2.0 | introduction - change the spell’s spell’s the change change the spell’s the spell’s change not not change the spell’s actual When When making a Spellcasting not When making a Spellcasting When you successfully cast a When you successfully cast a When making a Spellcasting check check a Spellcasting making When When you successfully cast a spell a cast successfully you When 1/2 the normally rolled result. plus pells S pells pells Casting Level 1+. Casting Level 1+. Casting Level 6+. S S You gain 1 additional spell point at the start of each You gain 1 additional spell point at the start of each You gain 1 additional spell point at the start of each hing ac sting e otent Hobble Range (Spellcasting Trick): Trick): (Spellcasting Range Hobble Prerequisites: Benefit: Empower Spell (Spellcasting Trick): Hobble Effect (Spellcasting Trick): You can cast spells at lesser or greater range than normal. Prerequisites: Benefit: Trick): (Spellcasting Spell Extend You can cast spells that last longer than usual. Prerequisites: Benefit: Extend Spell (Spellcasting Trick): Hobble Duration Trick): (Spellcasting You can cast spells to greater or lesser effect. with a range of Close, Medium, or Long, you may pay 1 additional spell additional 1 pay may you Long, or Medium, Close, of range a with point as a meta-magic cost to increase the spell’s range by 100%. double may you Long, or Medium, Close, of range a with spell any cast to its if as spell the cast to Touch to range the reduce and time casting the 1). This does were 1 level spell (minimum lower actual level, but it might allow you to to used cast points a spell of spell number that the you reduce wouldn’t and cast to able be otherwise cast. spell each to trick ‘Hobble’ one apply only may You it. cast scene, which may only be used to pay meta-magic costs. Further, you gain the following 2 casting tricks. spell with a variable effect, you may pay an additional 2 spell points as a meta-magic cost to increase each of the spell’s variable effects by 50% (rounded up). This may increase variable damage inflicted, damage healed, number of targets, etc. Finally, a spell that is both empowered and maximized gains the separate benefits of each feat: the maximum possible effect check to cast any spell with one or more effects variable spell’s the variable of each reduce and time casting the effects, double you may to 1/2 standard (rounded down) to cast the spell as if its spell level were 1 lower (minimum 1). This does level, but it might allow you to cast a spell that you wouldn’t other wise be able to cast and reduce the number of spell points used cast to it. You may only apply one ‘Hobble’ trick to each spell cast. R scene, which may only be used to pay meta-magic costs. Further, you gain the following 2 casting tricks. La scene, which may only be used to pay meta-magic costs. Further, you gain the following 2 casting tricks. spell with a duration other than cost meta-magic a as point spell additional 1 pay may you Concentration, Permanent, Instantaneous, or to increase the spell’s duration by 100%. check to cast any spell if as with spell the or Instantaneous, a cast to Permanent, you down) duration may other (rounded double the than standard 1/2 casting Concentration, to time and duration the reduce does This 1). (minimum lower 1 were level spell its actual level, but it might allow you to to used cast points a spell of spell number that the you reduce wouldn’t and cast to able be otherwise cast. spell each to trick ‘Hobble’ one apply only may You it. cast P  - - - 1/2 (see plus When making a increase the Spellcasting When making a Spellcasting not When you successfully cast a , you may pay 3 additional spell When you successfully cast a spell a cast successfully you When , you may double the casting time casting the double may you , When you successfully cast a spell a cast successfully you When pells (see page 10) S (see page 10) page (see st a Casting Level 1+. Casting Level 1+. pells Casting Level 9+, at least 3 other High Magic feats. Magic High 3 other least at 9+, Level Casting change the spell’s actual level, but it might allow S not You gain 1 additional spell point at the start of each You gain 1 additional spell point at the start of each You may cast a second spell during a round if you possess . When you do this and the spell is successful, you must pay shioned ouble C idden Mental Incantations (Spellcasting Trick): Mental Gestures (Spellcasting Trick): Prerequisites: Benefit: You can cast spells without any required muttering or gestures. Hobble Area (Spellcasting Trick): (Spellcasting Area Hobble Expand Spell (Spellcasting Trick): (Spellcasting Spell Expand You can increase or decrease the area covered by your spells’ effects. spells’ your by covered area the decrease or increase can You Prerequisites: Benefit: Prerequisites: Prerequisites: Benefit: You can fling a surprising amount of magic around when the pres Maximize Spell (Spellcasting Trick): Spellcasting check, you may ignore the Vocalize (VOC) tag, if any if tag, (VOC) Vocalize the ignore may you check, Spellcasting page 9) 1 additional spell point as a meta-magic cost. If you cannot pay this cost, the spell automatically fails. tional spell point as a meta-magic cost. If you cannot pay this cost, the spell automatically fails. check, you may ignore the Armor Check Penalty When (ACP) you tag, do if this and any. the spell is successful, you must pay 1 addi scene, which may only be used to pay meta-magic costs. Further, you gain the following 2 casting tricks. H 1). This does you to cast a spell that you wouldn’t otherwise be able to cast and reduce the number of spell points used to cast it. You may only apply one ‘Hobble’ trick to each spell cast. with an area of effect effect of area an with only targeting and “None” it (making effect of area the eliminate and 1 square) to cast the spell as if it’s spell level were 1 lower (minimum with an area of effect points as a meta-magic cost to increase each of the area’s measure ments by 100%. scene, which may only be used to pay meta-magic costs. Further, you gain the following 2 casting tricks. sufficient remaining actions. You may use this ability times per session a equal to your starting action dice. number of Fa sure is on. the normally rolled result. D variable damage inflicted, damage healed, number of targets, Finally, etc. a spell that is both separate empowered benefits of each feat: the maximum and possible effect maximized gains the spell with a variable effect, you may pay an additional 3 spell points to effects variable spell’s the of each increase to cost meta-magic a as its maximum value (as if you’d rolled the highest total possible with all random dice to determine the spell’s effects). This may increase actual level, but it may make the spell more manipulate or dispel. difficult for others to level and its adjusted level. This does check DC or error range modifier, nor does it increase the spell’s spycraft 2.0 | introduction - - For more information kill e c riptions S ti c ac ed es r c e P utter D 6+ weapon proficiencies (including fortes). Career Level 6+. B n a Each time you gain 1 weapon proficiency, you may Nam If each level of the chosen class grants “levels” (i.e. ts Choose 1 base class in which you possess 5 or more levels. more or 5 possess you which in class base 1 Choose ision riptors c a c e pell es uns or re Special: Each spell’s description is presented in a standard format, with The first line of each spell’s description offers the spell’s common The second line of each spell’s description includes its level, which When applicable, one or more descriptors appear in parentheses For more about Advanced Skill feats, see page 199 of the Spycraft You generally focus your efforts on creative activities more than Prerequisites: Benefit: You continue to refine your skills long after you move on to new Prerequisites: Benefit: pell evel usually govern how the spell interacts with other spells, as and Alignment, character’s a creatures, unusual abilities, well special with as vulner be may reduction damage of forms certain particular, In on. so able to effects with these descriptors (e.g. DR 10/Ice or DR 15/Good) and certain forms of damage resistance may protect (e.g. against “ice them resistance” or “good resistance”). 2.0 Spycraft the see resistance, damage and reduction damage about Rulebook, pages 332–333. mining the effects of abilities granted by the chosen class. “Casting Level” or “Psion Level”), your base number of those levels becomes equal to your Career Level. S each category of information explained in this section. S name. L ranges from 0 to 9 and defines the spell’s relative power. The spell’s subschool follows. D following a spell’s level and subschool. Descriptors further categorize a spell, often without specific mechanical effect of their own; they Adv F 2.0 Rulebook. G martial pursuits. instead gain 1 additional Interest or forte for a skill focus you already possess. P things. You may use your career level in place of your class level when deter  - When making a permit you to cast more not When making a Spellcasting rning a e L ry l a er a pells Casting Level 1+. Casting Level 1+. Casting Level 1+. Able to cast Level 1 spells. w S o ibr P L You gain 1 additional spell point at the start of each Each time you learn a spell with a Roman Numeral in its Chose Chose 1 subschool of magic from which you can already You gain an additional number of spell points at the start You may choose this feat up to 3 times, each time gaining You may choose this feat up to 3 times, each time applying time each times, 3 to up feat this choose may You change the spell’s actual level, but it might allow you to not Special: You can cast more spells than most. Prerequisites: Benefit: Special: Prerequisites: Benefit: You’ve collected spells from a wide variety of sources. Hobble Casting Time (Spellcasting Trick): Quicken Spell (Spellcasting Trick): Prerequisites: Benefit: You can cast your spells in an instant or take your time with a spell Prerequisites: Prerequisites: Benefit: Your tend to leap ahead when absorbing magical disciplines. pell pell peedy equenti of each scene equal to your starting action dice. the same number of additional spell points. S it to the same subschool or a new one. learn spells. You learn a number of additional spells from this subschool subschool this from spells additional of number a learn You spells. learn + of to the you equal number Gear feats possess. your Lifestyle S does cast a spell that you wouldn’t otherwise be able to cast and reduce the number of spell points used to cast it. You may only ‘Hobble’ trick to apply each spell cast. one dard to cast the spell as if its spell level were 1 lower (minimum 1). For example, a casting time of 1 half action would become 5 rounds, while a casting time of 1 full action would become 1 minute. This than 1 spell per round. Spellcasting check to cast any spell with action or a more, you may casting increase the time casting time to of 10 times stan 1 half pay an additional 3 spell points as a meta-magic cost to reduce the spell’s casting time to 1 free action. This action may only during be your taken Initiative Count and does gain the following 2 casting tricks. may you less, or round 1 of time casting a with spell any cast to check that’s normally just out of your reach. scene, which may only be used to pay meta-magic costs. Further, you S including spells learned as a result of feats also or learn the class spell abilities), of you the same name with the Numeral. next This feat higher ability has Roman no effect when the spell you learn has the highest available Roman Numeral. title as a direct result of gaining ranks in the Profession skill (i.e. not S spycraft 2.0 | introduction

. and ). When ). dispelled . dispelled . When these values . (see the Spycraft 2.0 For more information dispelled dispelled dispelled . . It represents the required motions This powerful spell requires special Any attempt to make this check without without check this make to attempt Any This tag operates as described on page dispelled This check requires one or more pieces of gear . This spell requires the caster to speak aloud; a gs (this may result in both spells being being spells both in result may (this The character’s Spellcasting check result doubles as , though line of sight applies as standard. When a ray . When this spell occupies the same space as a Sonic spell Ta Spycraft 2.0 Rulebook This spell may not be cast in a vacuum. Further, when this A separate ‘snap’ version of this spell exists. The number dispelled caster may not cast this spell. Further, when casting a spell Finally, when a ray spell features a duration, it determines the time the determines it duration, a features spell ray a when Finally, Vocalize (VOC): Armor Check Penalty: Gear Only (GRO): Preparation Cost (PPC): Ray (RAY): Each ray spell attack is a free action, suffers no range penalties, Silence: Snap: Sonic: Any skill tags listed in a spell’s description apply to the Profession/ kill were a weapon with a threat range of 20. the spell’s effect lingers, not the time the ray itself persists. mute possessing this tag, a caster suffers an additional any –4 Sleight of penalty Hand/Conceal Action with check made to hide the attempt (see page 5) 101 of the described as “gestures” in most d20 products. to complete, as noted in parenthesis following the tag. An entry of “Kit” indicates a kit specific to the spell’s magic school, the Caliber of which is determined by the spell’s level (I for spell for spells level levels 4–6, and III for spell levels 1–3, 7–9). II 6. page see kits, magic about all required gear automatically fails. preparation, the cost of which follows this tag in parentheses. This cost must be paid in either Reputation or Net Worth, as appropriate time, no requires Phase Intel the during cost this Paying caster. the to while paying it in the field requires 1d6 hrs. per Finally, level if of this the cost spell. is paid and the Profession/Spellcasting either failed or not made, the cost is returned to the caster at the end check is of the current mission. a ranged touch attack result against the applies target. The to spell’s the effect intended target only the attack if are successful. If the the Spellcasting check Spellcasting succeeds but the check attack fails, the spell’s effect suffers deviation Rulebook, page 346) and ignores gear bonuses to Defense. Line of (see effect page doesn’t 5) apply spell inflicts damage, the caster may score a critical hit as if the ray casts the spell. Further, when this spell occupies the same space as a Chaotic spell with a lower Casting Level + Spell Level, the Chaotic is spell these values are equal, both spells are with a lower Casting Level + Spell Level, the Sonic spell is When these values are equal, both spells are after this descriptor indicates the snap spell’s alternate level. A snap spell is learned separately from the standard version of this spell but and cast to action free 1 only requires it that except identically, works has a duration of 1 full round. spell occupies the same space as a Silence spell with a lower Casting Level + Spell Level, the Silence spell is are equal, both spells are S Spellcasting Additionally, spell. the perform to made check Spellcasting checks always possess the Concentration skill tag. 

- dispelled (this may ). When these dispelled in the ice block. dispelled (this may result in both in result may (this (this may result in both ). When these values are values these When ). buried . Further, when a healing dispelled ). When these values are equal, dispelled dispelled dispelled . Further, when a damaging Darkness dispelled . dispelled ). When these values are equal, both spells are ). When these values are equal, both spells are dispelled When this spell occupies the same space as a Light spell Light a as space same the occupies spell this When When the point of origin for this spell’s effect is under dispelled dispelled This is an orderly spell. The caster must possess the The caster must possess the chaotic Alignment to cast this cast to Alignment chaotic the possess must caster The The caster must possess the good Alignment to cast this When this spell occupies the same space as a Darkness A separate ‘mass’ version of this spell exists. The number (this may result in both spells being . . This spell cannot be cast underwater. Further, any effect or The caster must possess the evil Alignment to cast this spell. When the point of origin for this spell’s effect is underwater, This spell cannot be cast underwater or in a vacuum. Orderly: Mass: Lighting: Light: Ice: Good: Fire: Evil: Darkness: Air: Chaotic: orderly Alignment to cast this spell. If the spell has more Alignment than descriptor, one the caster must instead possess at least matching one Interest and choose which Interest he’s using each time he works identically, except that its range is close (25 ft. + 5 ft. per Casting Levels) and 2 it may target up to 1 character per spell level, no two of which may be more than 30 ft. apart. spell effect is felt by everyone within this area, including the caster. after this descriptor indicates the mass spell’s alternate level. A mass spell is learned separately from the standard version of this spell but water, the spell’s range becomes Personal and its area becomes an explosive spherical burst with a blast increment of 2 squares. The dispelled values are equal, both spells are suffers instead character that character, undead an targets spell Light the same amount of damage. Any character caught in this area becomes spell with a lower Casting Level + Spell Level, the Darkness spell is dispelled with effect of area spell’s the across block ice an creates also spell the a Damage save bonus equal to your Casting Level + the Spell Level. spell occupies the same space as an Evil spell with a lower Level Casting + Spell Level, the Evil spell is spells being spell. If the spell has more than one Alignment descriptor, the caster which choose and Interest matching one least at possess instead must Interest he’s using each time he casts the spell. Further, when this dispelled item generated by the spell is extinguished when submerged. Interest he’s using each time he casts the spell. Further, when spell occupies this the same space as a Good spell with a lower Casting is spell Good the Level, Spell + Level spells being If the spell has more than one Alignment descriptor, the caster must instead possess at least one matching Interest and choose which equal, both spells are spell targets an undead character, that character instead heals the same amount. Finally, magic darkness infrared vision. blocks both low-light and with a lower Casting Level + Spell Level, the Light spell is being spells both in result may (this this spell occupies the same space as an Orderly spell with a Casting lower Level + Spell Level, the Orderly spell is result in both spells being both spells are spell. If the spell possesses more than one Alignment descriptor, the choose and Interest matching one least at possess instead must caster which Interest he’s using each time he casts the spell. Further, when spycraft 2.0 | introduction - . (see the Spycraft the (see (see the Spycraft 2.0 . The effect’s size becomes the . The pillar’s height is also noted t c The spell effect may take any shape of the caster’s the of shape any take may effect spell The ffe The spell effect covers a perfectly square area The spell effect covers the area within a vertical, The spell effect covers a quarter-circle shape from E The spell’s point of origin may be set anywhere on the The spell effect covers the area within a sphere with a The spell’s point of origin may be set at any distance from distance any at set be may origin of point spell’s The apply to characters or objects with total cover from the The spell effect extends across a straight line from the of The spell’s point of origin may be set at any distance from The spell effect expands from the target square only during The spell’s point of origin may be set at any distance from nsion a not pe a (see the Spycraft 2.0 Rulebook, page 344, for examples) a Every spell must feature either burst or emanation expansion. Burst: Caster-Defined: Cone-Shaped: Cube-Shaped: Linear: Pillar-Shaped: Spherical: Close: Medium: Long: Unlimited: Some spells target an area, always centering on a single target Unless specified otherwise, any spell with an area of “none” An area of effect’s size is always presented in feet and represents xp h ize Limited, penetrating, and spread expansions are optional. the round in which it’s triggered. It objects in the area, as appropriate, even those the caster cannot see. applies to all characters and It does target square. S choice, up to the effect’s size in volume, so long as each square cho effect’s the if (e.g. square chosen other one least at to adjacent is sen size is 40 ft., the caster may choose any 8 connected squares). choice caster’s the of direction a in square target the 2.0 Rulebook, page 344, for examples) distance in a straight line from the target square to the outer edge of the cone. straight a in distance the becomes size effect’s The target. the around line from the target square to the closest outer edges of the cube, as well as the length of each of the cube’s sides. target square in a direction of the caster’s greater is choice. width effect’s the The If traverses. line the effect’s distance the becomes size than 5 ft., its width is also noted in the spell’s Area entry. standing pillar whose bottom is a square with circular a radius shape equal to the from effect’s size the target Rulebook, page 344, for examples) in the spell’s Area entry. radius in every direction from the target square equal to the effect’s size E the caster up to 25 ft. + 5 ft. per 2 Casting Levels. the caster up to 100 ft. + 10 ft. per Casting Level. the caster up to 400 ft. + 40 ft. per Casting Level. caster’s current setting. Are square. Each area of effect consists of one size, one shape, and one or more methods of expansion (e.g. “20-ft. spherical emanation” or “15 ft. cube-shaped limited burst spread”). affects only 1 target. S its volume, distance, or radius, as noted in its shape description. The caster may decrease a spell area’s size during casting but adjust it may thereafter. not 0 1 - - - rigin O powerful spell requires the caster to to caster the requires spell powerful , the Spellcasting check automatically fails. oint of e P extremely the attack are successful against that target. m i and This T nd As his only action during a round, a character begins As his only action during a round, a character begins a The spell’s point of origin is the caster. The character The spell’s point of origin consists of one or more charac nge sting Spycraft 2.0 Rulebook Each touch spell attack is a free action and line of sight applies as Touch: Personal: Some spells have a specific range up to which their point of origin A spell’s range indicates the maximum distance at which the caster the which at distance maximum the indicates range spell’s A In all cases, the caster makes the Profession/Spellcasting check at The character may act normally during his Initiative Count follow A character must concentrate for a spell’s full casting time, from Example 2: Example 1: Most spells have a casting time of 1 half action. Others take 1 round round 1 take Others action. half 1 of time casting a have spells Most XP Cost (XPC): Cost XP a standard. When a touch spell inflicts damage, the caster may score a critical hit as if the spell were a weapon with a threat range of 20. target. The spell’s effect applies to each of these targets only if the Spellcasting check If the Spellcasting check succeeds but an attack fails, the target question avoids the spell’s in effect. the same round that the spell’s effect is wishes triggered. to avoid When the spell’s effect, a the character’s target Spellcasting check result doubles as a melee touch attack result against each unwilling him, as noted in the spell description. ters or objects, which the caster must touch as part of the The casting. caster may affect as many willing targets as he can touch in may be set. Other standard ranges include the following. may be the spell’s target or the spell’s effect may extend away from may designate the point of origin for the spell’s effect. Outside this range, any item or effect created by the spell winks out of existence. target, area, effect, version, and so forth, at this time. Ra the moment the spell’s effect would be triggered. Further, he must make all pertinent decisions about the spell, including its range, the moment he begins casting to the moment triggered. the If he spell’s is effect interrupted is during this time and doesn’t successful Resolve/Concentration check make as described a on page 101 of the ing the casting time’s completion, as the spell has already been cast. casting a spell with a casting time of 1 minute (10 rounds). The spell’s The rounds). (10 minute 1 of time casting a with spell a casting after Count Initiative first caster’s the of start the at triggered is effect 10 rounds have passed. triggered at the start of the caster’s Initiative Count during the fol lowing round. the casting time’s completion. casting a spell with a casting time of 1 round. The spell’s effect is or more, while a few require only 1 free action. When a character uses character a When action. free 1 only require few a while more, or a spell with a casting time of 1 full round or longer, the spell’s effect is triggered at the start of the character’s Initiative Count following no effect. C is successful, the character must voluntarily sacrifice the number of effects. spell’s the invoke to tag this following parenthesis in listed XP A spell’s XP cost may not reduce the character’s XP below 0. If character cannot or the refuses to pay the XP cost, the spell fails and has forfeit experience points (XP). When the Profession/Spellcasting check Profession/Spellcasting the When (XP). points experience forfeit spycraft 2.0 | introduction

- (see the Spycraft 2.0 Rulebook, w hro If a character fails the spell’s saving throw, he may T This spell’s effect is catastrophic, and frequently game- The spell is usually beneficial, though a targeted character character targeted a though beneficial, usually is spell The With a successful saving throw, the spell has no effect. t With a successful saving throw, the spell’s effect is less . No saving throw is allowed. c With a successful saving throw, the spell’s damage decreases decreases damage spell’s the throw, saving successful a With ving Negates: Partial: Half: Harmless: Repeatable: Terminal: A spell’s effect entry describes what the spell’s impact on the A harmful spell usually allows each target to make a saving throw With a successful saving throw to resist a spell’s effect, the target Any character, even one with spell resistance, may voluntarily When a spell is cast on an object, it automatically fails any listed defining entry, Throw Saving spell’s a in found be may terms Several None: ffe ened as noted in the spell description. to 1/2 standard (rounded down). desires. he if throw a saving attempt may try again once during each subsequent round. Each attempt requires 1 half action. ending, for the target(s). In the character making a save interest to resist the spell’s effect gains a +4 bonus. of fairness, each special This bonus increases to +8 for a mastermind. On the flip side, under certain circumstances, the GC may determine that this spell’s effect may generate a terminal situation page 350) E target. Previous entries explanation. may refer to this entry for further Sa to avoid some or all of the Charisma caster’s the + 10 is effect spell’s effect. a resist to DC throw saving Unless otherwise specified, the modifier + the number of Magic feats the caster possesses. ignores the spell’s effect. He feels a hostile force or tingle but cannot deduce the nature or origin of the attack. Likewise, the caster senses that the spell has failed. forego a saving throw and willingly accept a spell’s effect. save unless it’s magical, carried, or worn. Each of a magical object’s saving throw bonuses is equal to 2 + 1/2 the (rounded up). Unless otherwise specified, all items carried or worn by item’s Casting Level spell against throws saving all with succeed automatically character a effects, even if the character fails his saving throw. whether the spell a features saving throw and how that saving throw is handled. 11

- - - - - , the annihilated characters, creatures, or Spycraft 2.0 Rulebook all The spell effect lasts as long as the The spell’s effect lasts a random amount of , the effect automatically ends. The spell effect lasts as long as the caster con The spell’s effect occurs and winks out in a fraction a in out winks and occurs effect spell’s The The spell possesses line of effect even through The spell’s effect lingers until removed with a The spell effect lasts for a set duration or until the The spell effect expands like a burst, except that it The spell effect can be made permanent with a . The spell effect may only affect a limited number of tar The spell effect applies to tion a ur Variable Duration: Enduring: Dismissible: Concentration + Duration: Concentration: Permanent: Instantaneous: The durations of most spell effects are measured in rounds, min A A spell’s duration indicates how long the spell’s effect continues Penetrating: Spread: Limited: Emanation: Emanation: time (e.g. 8d12 hrs.). The GM rolls the duration secretly so the caster doesn’t know how long the spell will last. process requires 1 free action. A dismissible spell effect immediately ends when its caster is killed. Permanency spell. caster must be within the spell’s range to the effect’s point of origin and must either speak words of dismissal (if the spell possesses the the way, Either (otherwise). gesture simple a perform or tag) Vocalize check as described on page 101 of the effect continues for the duration listed after the plus sign. caster voluntarily wills it to end. In order to dismiss a spell, the caster continues to concentrate and for a defined duration thereafter. duration defined a for and concentrate to continues caster main to concentrating while interrupted is or concentrating, stops he If tain the effect and doesn’t make a successful Resolve/Concentration while concentrating to maintain the effect and doesn’t make a suc cessful Resolve/Concentration check as described on page 101 of the Spycraft 2.0 Rulebook (see page 12) tinues to concentrate. If he stops concentrating, or is interrupted of an instant. successful Dispel Magic removed spell. through other Some means permanent as well, such spells as being may be utes, hours, or other increments. Other standard durations the include following. caused by a Fireball spell remain until put out, things knocked over by over knocked put things out, until remain spell by a caused Fireball etc.). righted, until over knocked remain spell Wind of a Gust D consequences the from different is This existence. of out winks it before of the effect, which may linger after the spell’s duration (e.g. fires objects in the area, even those square. with total cover from the target barriers with a total material and thickness Damage save equal to the the to equal save Damage thickness and material total a with barriers value following this expansion in parentheses. becomes a target, his current character level, vitality points, or other statistic is subtracted from the limit. When below, the current the character becomes the effect’s final target. limit reaches 0 or gets as noted in the spell description. The limit is usually defined as a to applies effect The points. vitality or levels character of number total the characters closest to the target square first and as each character Characters and objects within a spell’s area of effect are subjected to the spell’s effect until they leave the area or until the spell’s duration expires, whichever comes first. continues to radiate from the target square for the spell’s duration. spycraft 2.0 | introduction -

quality. high magic high , its effect pauses but its armor-piercing (all) suppressed character whose head or torso occupies series to establish a basic framework for be spent to increase divine damage. ge character may take only 1 half action during ypes not T character is immune to falling damage but should what is the aether? When a spell is Spellbound incorporeal slowed characters may target each other as standard, without A ge Dama incorporeal This treatment of raw magical energy is an assumption on the Some spells, conditions, and effects introduced by the by introduced effects and conditions, spells, Some part of the descriptions. Individual Game Controls should of course feel free to The entirely. concept the with away do or descriptions these change existence of the Aether is not essential for these rules to operate correctly. campaign quality refer to ‘aether’, or ‘the Aether,’ as part of their flavor text. Aether is a way of describing the basic ‘stuff’ of magic and is often described as a fluid which faintly may float glowing, and nearly congeal into transparent droplets as to if gravity. The not Aether (note subject the capitalization) is a sort of parallel of quantities vast where world physical the alongside existing realm untapped aether reside in a quiescent state. Many summoned items and creatures are believed to be formed of aether that is provided temporary physical substance (rather than being elsewhere in the physical world by the snatched summoning process). from This rare damage type represents harm from powerful cosmic must make a Damage save against damage. the same amount of lethal the same space as a physical character or object reduced to –20 wound points. is immediately An Incorporeal Slowed: Suppressed: Various spell effects harm the target in ways not typically encoun Spycraft the see resistance, damage and types damage on more For Divine damage always possesses the Divine damage may never be converted to subdual damage. When a character suffers divine damage, his armor and/or clothes Action dice may A formerly ivine

2.0 Rulebook, page 333. D forces or even the intervention of deities and other godly entities. • • • • • he “impact” any surface, he falls a number of feet “into” it equal to the falling damage he ignored. restriction. each round. Further, he suffers a –1 penalty with attack checks and Reflex saves, his Defense decreases by 1, and his Speed decreases to 1/2 standard (rounded down to the nearest 5-ft. increment). duration continues. If any duration remains when ends, the spell’s the effect continues for the remainder. suppression Dama tered in the modern world, requiring a number of new damage types. For each, there is also a corresponding form of damage resistance. 2 1

, - - , a char a , dazzled . revolving . dazzled blinded dispelled character without without character . core system and , his body and all items in banished incorporeal volume. object ever be reconstituted. character may return with all Spycraft 2.0 , its effect and duration immedi duration and effect , its during the Spellcasting check, the the check, Spellcasting the during float or fly above any physical banished when that spell is is spell that when , a character must hold his breath character or object is completely not character is largely intangible. Each banished dispelled Spellbound annihilated character with one or more limbs dispelled banished . If the limb is removed, it may never be character may never return to life under any incorporeal annihilated character is unable to see properly because his eyes eyes his because properly see to unable is character incorporeal ules a second time, he instead becomes becomes instead he time, second a character may pass through any solid surface or An An An incorporeal character may R

When a character is When a spell is is a spell When dazzled until the limb is removed or the character once again incorporeal A A annihilated dazzled w incorporeal quality, for example, a e incorporeal replaced or reattached. occupying the same space as a entangled physical character or object is becomes An Incorporeal: Incorporeal: Dispelled: Dispelled: Dazzled: Dazzled: Banished: Annihilated: The following rules expand the A formerly

at all times when his nose and mouth are obstructed. a Also, character should lose this condition while occupying the same square as another character or physical object, unpleasantness ensues: • through any material as if traversing ground, staircases, and ladders. An surface. Even when restriction. restriction. object without restriction, though force fields and force spell effects block his movements. Further, he may choose to “walk” or “climb” a hit, the attack passes through him, inflicting no damage. Any no attack damage. him, inflicting a through passes hit, the attack any as well as connection, physical a require not does that check skill or an target may attack, magic force-based end end before they begin. Finally, all summoned or characters otherwise are a by spell generated with and attack touch a considered is him against made attack physical ately end. Should a spell be be spell a Should end. ately spell is still to considered have been cast, but its effect and duration have been overstimulated. He suffers a –1 penalty with all attack checks, checks, attack all with penalty –1 a suffers He overstimulated. been While have tag. Vision the possessing checks skill all as well as becoming resist to made save any with a bonus +4 gains acter is he if but the character 100 Reputation or $5,000,000 Net Worth. A summoned character, however, ceases to exist when ability that allows them to reappear in minimum the time physical has world elapsed; after in a a campaign door featuring the costs This mission. following the of start the at possession his in items and may be summoned back to the physical world only by powerful magic, which usually restores both his body when and he all gained this items condition. carried Some characters possess a special character, as even his spirit has been destroyed. his possession dissolve into aether, evaporating without a trace after 1d4 rounds. Thereafter, he lingers in a timeless and unaware state effort. An circumstances, nor may an No method of communication allows contact with an annihilated Conditions obliterated, all traces of its existence eliminated. No evidence of its other or use, ability result, check skill any with found be can presence support options seen in this N spycraft 2.0 | introduction

- - - - high char deafened qualities. luminous armor-piercing armor-piercing quality. condition, criti stunned luminous II luminous luminous I condition, critical hits, critical sneak condition, and and . A character with this quality stunned luminous I luminous Each time the character enters a more (see Table 5.14: Vision and Hearing on , and the like). The The character is largely intangible, being The character is partially intangible, being The character The shows character signs of being partially be spent to increase sonic damage. stunned not , An An ooze possesses an amorphous, boneless body lities a dazed u characters. Finally, the character does not breathe or age. Q campaign quality. quality, where “X” is equal to the sonic damage inflicted before inflicted damage sonic the to equal is “X” where quality, C Ooze Ooze (+5 XP): Luminous I Luminous (+3 XP): Luminous II (+12 XP): Luminous III (+20 XP): (X) modifiers are applied. applied. are modifiers before damage sonic the to equal damage damage. lethal of amount same the against save Damage a make characters), as its vibrations are so powerful as to literally shred skin and organs. A character who additional can’t effects hear imposed is by immune sonic to damage, becoming all however (such as the featuring game any in apply may quality NPC following The Light-Sensitive (–1 XP): Sonic damage is lethal damage and possesses the bang of amount an suffers also he damage, sonic suffers target a When must clothes and/or armor his damage, sonic suffers character a When Sonic damage applies to characters who can’t hear (e.g. Action dice may

Finally, Finally, the character does not breathe, sleep, or age. These effects by the granted those replace that can and twist, compress, shift in a Its fluidic fashion. Size is con sidered 1 category larger when resisting Bull Rush, Disarm, Grapple, and Trip actions, and up to 2 categories smaller when attempting to squeeze into or through a confined 1), space. (minimum modifier It Dexterity may its + 3 hold to up a weapons number or items of readied the ambient light increases page 351 of the Spycraft 2.0 Rulebook) also suffers a –4 gear penalty with all saving throws made to resist the effects of flash damage, though this penalty may be negated by wearing tinted goggles or sunglasses. he Further, a Defense. +1 gaining with bonus to matter, solid than rather of bonus energy composed gear +1 a and checks Stealth down). and (rounded Acrobatics attacks sneak and falling from damage 1/2 only suffers composed of both matter and energy. He Acrobatics and gains Stealth a checks, a +3 +2 gear bonus bonus with to Defense, object or surface a if determining when lb. and 1 only weigh to considered is can support his weight. Further, he suffers falling only (rounded down) and is immune to the 1/2 damage from cal hits, sneak attacks, and poisons not specifically created to affect luminous These effects replace those granted by the comprised primarily of energy. He gains a +5 bonus with Acrobatics and a checks, Stealth +4 gear bonus to and Defense, is to considered weigh only 1 lb. when determining if a surface or object can support fall from die per damage of point 1 only suffers he Further, weight. his ing and is immune to sleep, the attacks, and poisons not specifically created to affect enemies of presence the ignore may character the Additionally, acters. when moving, passing or squares freely even so long as he ends his moving movement in an empty square. through enemy-occupied • • • • • NP magic brightly lit area, he suffers 6 points of flash damage per category 3 1

- NPCs beast undead fantasy incorporeal lity a u undead Q Spycraft C , and NP . beast elemental ft a or outsider undead r , settings often feature fantastic c or volumes and other and volumes ooze products, these qualities are often py focuses on humans and animals as (see page 12) Animal NPC or Ooze Outsider Plant Spirit Horror Animal NPC Construct Beast Elemental Fey No special qualities required No special qualities required Beast No special qualities required or high magic Spycraft be spent to increase force damage. Spellbound ge CREATURE TYPES ge not M s Dama yste with an NPC quality that quickly denotes common charac

Dama Spycraft 2.0 Rulebook

S e c c This volume includes the The Vermin Dragon Ooze any of these qualities are considered to be “natural animals.” will appear in future in appear will products. Standard and special NPCs without qualities any are considered of to be “humanoids.” these Animal NPCs without NPC Outsider Plant Undead effects reduced or boosted have spells Channeling some as qualities against characters possessing them. The remaining NPC qualities Animal Construct Elemental Fey Giant Humanoid Magical Beast Monstrous Humanoid come up. d20 Aberration used when describing a character, so any character with the with character any so character, a describing when used NPC quality may be referred to as an “undead character.” Though only a couple creature types are included in this product, we offer the following reference guide for those times other creature types Spycraft resistant or susceptible particularly are which identifies and teristics to certain effects. In primary NPC types, but creatures which do not fit neatly most d20 into products, these beasts those and monsters are two grouped into a categories. In fixed set of “creature types.” Each creature type is represented in Sonic damage generally takes the form of tremendous vibrations specify which, it is considered a blunt weapon. condition, if any, is ignored or edged weapons. When a source of force damage does not Force damage is generally inflicted by the offensive use of energy Action dice may When an attack inflicts force damage, the target’s Effects that inflict force damage are considered to be either blunt or oni

that literally tear the target apart. • S • fields that can be felt even without substance. • F spycraft 2.0 | introduction

low- . circle of ( (Daylight skill mastery (Feather Fall, , Init VII; Atk VII; Def (see page 5) Init VII; Atk VII; Def (CQB Basics, Potent class ability Init VIII; Atk VII; Def (Dex 12, Cha 12). spells known , feat ), spells known This class ability determines (Breeze Strike, Zot!, Ice Slick, , circle of power II ( (Dex 12, Wis 12). Cs NPCs follow. spell points I , superior attribute NP spells known spell points I class ability , circle of power II A spellcaster should always possess some , , Spellbound luminous I (Ambush Basics, CQB Basics, Lasting Spells), superior attribute This quality determines the spells at the NPC’s (Wis 12, Cha 12). sting This quality determines the NPC’s spell points at the (Dueling Basics, Speedy Spells, Sword Basics), feat evasion I luminous I ( ), spell points I ca , feat , ), Some examples of Energy Acolyte (Standard NPC — 80 XP): start of each scene. Spells Known: disposal based on his total Profession skill bonus. Force Acolyte (Standard NPC — 77 XP): Weather Acolyte (Standard NPC — 83 XP): An undead character need not breathe, eat, or sleep, but may feign may but sleep, or eat, breathe, not need character undead An once-living the as pass often can character undead special a Finally, An NPC spellcaster must possess four qualities. Class Ability (Circle of Power I–IX): the maximum spell level the NPC may Casting Level is equal to the Threat Level or this quality’s XP value, cast. Further, the NPC’s whichever is higher. Skilled (Profession): and check Spellcasting make to order in skill Profession the in ranks to determine their number of spells he knows Spell Points: pell

V; Resilience IV; Damage Save: VI; Competence: IV; Skills: Intimidate IV, Profession (Channeler) VI, Resolve V; SZ M; Spd 30 I; ft.; Weapons: Wealth: 1 × Caliber III melee (quarterstaff); Gear: 1 × Caliber (Channeler I spell kit); Vehicle: 1 × Cal. I (Arabian class horse); ability Qualities: Spells, Staff Basics), • luminous I II), Cloud Fog I, Draft Deadly I, Storm Chill Grasp, Shocking Cloud, Fog superior attribute I, Flare, Burning Hands, Produce Flame, Shatter I, Scorching Ray, Flaming Sound Burst), Sphere, V; Resilience IV; Damage Save: VI; Competence: IV; Skills: Athletics IV, Profession (Channeler) VI, Resolve V; SZ M; Spd 30 I; ft.; Weapons: Wealth: 1 × Caliber I melee (broadsword); Gear: (Channeler 1 spell kit); × Vehicle: None; Caliber Qualities: I power II light vision Telekinesis I, Mage Armor, Magic Missile, Shield, Spiritual Weapon), Knock, Levitate, V; Resilience IV; Damage Save: VI; Competence: IV; Skills: Profession (Channeler) VI, Resolve V, Tactics IV; SZ M; Weapons: 1 × Spd Caliber II (.40 30 S&W SIG-Sauer P226); ft.; Gear: 1× Caliber Wealth: I; I (Channeler spell kit); Vehicle: racing helmet); Qualities: 1 × Cal. I (Profession) (racing motorcycle + doing so if he likes. person whose body he now inhabits, and gains as this person. made to checks masquerade a Falsify/Disguise +10 bonus with S • • • 4 1

NPC conditions. , , it is instead dead light-sensitive stunned (see the Spycraft 2.0 , and vision and sickened , The character possesses an unlimited The character possesses a number of spell of number a possesses character The The character possesses a number of spell low-light The character possesses a number of spell ; ; consequently, an outsider may not be the paralyzed . Whenever one of these results is rolled for an The character is a supernatural force clothed in An outsider is an abstract notion or ideal that can can that ideal or notion abstract an is outsider An John is protected by a magic item that grants him DR . . When an outsider would become (see (see page 12)

An undead character doesn’t heal naturally but may benefit An undead character is also immune to bleeding, internal Undead (+5 XP): Spells Known (+XP equal to NPC’s Skilled (Profession) grade): Spell Points III (+9 XP): (+9 III Points Spell Spell Points X (+15 XP): Spell Points I (+3 XP): Spell Points II (+6 XP): Example: Outsider (+5 XP): XP): (+5 Outsider damage inflicted by spells with the Darkness descriptor instead heals the same amount of damage he’s suffered. An undead wound points character’s may not be negative; should they ever drop below 0, he immediately dies. from Medicine skill checks. Healing caused by spells with the descriptor Light instead inflicts the same amount of damage to him, while he is not immune (i.e. a bleeding result becomes a broken limb, an internal rupture result becomes a maimed limb, and a brain damage, massive system trauma, or nerve damage result injury). becomes a spinal as described on Table 5.5: The Table of Ouch Rulebook, page 332) which to result highest next the suffers instead character the undead, damage, critical hits, subdual damage, stress damage, diseases, and poisons, as well as the ruptures, brain damage, massive system trauma, and nerve damage the physical or spiritual remains of a once living creature. An undead character possesses the qualities at no additional cost. Further, he is immune to Constitution character knows a number of these spells equal to his total Profession total his to equal spells these of number a knows character bonus (rounded up). These spells are learned in the order in they’re listed. which number of spell points at the start of each scene. The quality. this following parentheses in listed are spells more or One points at the start of each scene equal to the Threat Level × 2. points at the start of each scene equal to the Threat Level × 3. points at the start of each scene equal to the Threat Level. 5/orderly. Any attack by an outsider with the orderly Alignment would Alignment orderly the with outsider an by attack Any 5/orderly. ignore this protection. target target of a spell that restores a character to life. Finally, an outsider may eat for pleasure, but suffers no ill effect from going hungry, and indicated. otherwise unless and breathes sleeps possesses possesses an Alignment, each of its attacks is considered to possess that Alignment for the purpose of (see below) penetrating damage reduction banished magic, or may be capable of appearing under its own power. Outsiders Outsiders power. own its under appearing of capable be may or magic, are often sensitive to spells with an opposing suffer Alignment and may additional effects from such magic. When an outsider object. object. It may possess a unique personality and individual features or exist as one of many multiple and largely identical copies, making it suitable as either a standard or special character. An outsider may require assistance to materialize, usually in the form of summoning an ooze eats, sleeps, and breathes unless otherwise indicated. otherwise unless and breathes an sleeps, ooze eats, appear in the physical world as either flesh and blood or an animate but but cannot use armor unless it is for designed an ooze. The of Caliber Finally, grade. 1 by increases ooze an for designed armor equivalent all spycraft 2.0 | introduction

quality. . and is immune to . The lightning strike’s armor-piercing (8) armor-piercing dispelled annihilated I II nds Will half (terminal) Reflex half Will half None Ha trike 1 half action 1 full action 1 half action S ACP, HDO, VOC ACP, GRO (Kit), VOC ACP, VOC Instantaneous 1 minute per Casting Level 1 hour ightning ightning Long (400 ft. + 40 ft. per Casting Level) Personal Medium (100 ft. + 10 ft. per Casting Level) Personal This spell operates like Call Lightning I, except that you Once per round for the effect’s duration, you may spend 1 L L A helpful breeze assists you with your attack, allowing you Searing flame shoots from your fingertips. Each target within within target Each fingertips. your from shoots flame Searing 1 Energy (Fire) 3 Weather (Lightning) 5 Weather (Lightning) 0 Weather (Air) 15 ft. cone-shaped burst 10 ft. per Casting Level spherical emanation None ll ll urning reeze Range: Saving Throw: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: If the barrier appears covering one or more characters’ current Finally, a Blade Barrier cannot be Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: a a may summon up to 1 local or near lightning strike per Casting Level lightning direct more or one summon may you Further, 12). (maximum strikes, hitting any 1 target of your choice within the area of effect, or local of number the decreases summoned strike direct each though number the decrease not may This 4. by summon may you strikes near of local or near strikes you may summon below 0. B the area spell’s of 1d4 suffers effect fire per damage 2 Levels Casting the possesses damage This 4d4). (maximum C effect of area the within strike lightning local a summon to action half (see the Spycraft 2.0 Rulebook, page effects are 401) only felt by those within the area of effect. You may call up to 1 strike per 2 Casting Levels (maximum 8). C locations, each affected character may make a Reflex save, avoiding side of the (and ending up on either entirely with success the damage cover scenery 1/2 provides barrier the Further, chooses). he as barrier, against attacks made through it. damage of all kinds, though it may be B to ignore up to –4 in range penalties with hurled attacks. Further, the maximum number of range increments across which you may attack with a hurled weapon increases by 3. 15

- - (see Effect) tion pells a S in m llu I . rrier Reflex half or Reflex negates None Reflex negates (terminal) 1 full action 1 round 1 half action (see Effect) ACP, VOC ACP, VOC ACP, GRO (Kit), HDO, VOC Ba 1 round per Casting Level (dismissible) 1 minute per Casting Level (dismissible) 1 round per 2 Casting Levels (dismissible) ightning nneling L Medium (100 ft. + 10 ft. per Casting Level) Personal Medium (100 ft. + 10 ft. per Casting Level) You emit a comforting glow that energizes and restores An immobile curtain of whirling blades springs into exis A crackling sphere of electrical energy appears between your your between appears energy electrical of sphere crackling A 6 Force 5 Energy (Light) 8 Weather (Lightning) Special None 20 ft. spherical emanation (moderate light) and additional 20 additional and light) (moderate emanation spherical ft. 20 a de (see page 16) ll a l enevolent Any character or object passing through the barrier suffers 1d6 edged edged 1d6 suffers barrier the through passing object or character Any At the end of each round, each character or object located within Effect: Area: Duration: Saving Throw: Level: Skill Tags: Casting Time: Range: Saving Throw: Effect: Range: Area: Duration: Level: Skill Tags: Casting Time: Area: Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Level: The following spells are available to Channelers and other char (maximum +14). force damage per Casting Level down). (maximum (rounded +14). standard 1/2 to With decreases a damage this save, successful Reflex effect is triggered. a Blade Barrier suffers 1d6 edged force damage per Casting Level tence. This curtain may be up to 1 in. thick per Casting Level, up to 20 to up Level, Casting per thick in. 1 to up be may curtain This tence. ft. long per Casting Level, and up to 20 ft. tall. It may wind and curve as you like, though its precise path must be chosen when the spell’s damage at the rate of 1 point per round. B and special character ally within 20 ft. — except for you — heals 1 vitality point at the end of each round (to during a maximum the of spell’s 1/2 duration their normal maximum vitality, rounded up). Each standard NPC ally within this radius recovers accumulated your allies. In addition to illuminating your surroundings, each player ft. spherical emanation (dim light) that the spell effect persists, you may spend 1 free action to direct the to direct 1 action free spend may you persists, effect spell the that again. target current the attack it have or target a new to ball B hands and may be directed through any opening of at least Small Size. Size. Small least at of opening any through directed be may and hands The spell’s target round suffers 1d6 each electrical damage during per Count 2 Casting Initiative Levels your of start the At 10d6). (maximum Spells Ba acters who are part of the appropriate school and subschool. Channeling 3: Table For consult release, this in a spells all of overview quick Ch spycraft 2.0 | introduction

(see (see the 2.0 Spycraft

Zot! Ice Slick Purify Air Weather Whirlwind Wall of Ice Polar Ray I Polar Ray II Fog Cloud I Fog Cloud II Chill Storm I Fog Cloud III Wall of Wind Chill Storm II Cone of Cold Gust of Wind Breeze Strike Control Wind Ball Lightning Deadly Draft I Deadly Draft II Call Lightning I Lightning Bolt I Shocking Grasp Call Lightning II Lightning Bolt II Freezing Sphere Eye of the Storm Control Weather Winter’s Domain I Ride the Lightning Crackling Tempest Winter’s Domain II Rampaging Glacier Storm of Vengeance I

m . Each visual range increment decreases by . decreases 20 Each range visual increment ft. tor S Casting Time: 1 full action Range: Long (400 ft. + 40 ft. per Casting Level) Area: 400 ft. per 3 Casting Levels spherical spread Duration: 1 round per 2 Casting Levels Saving Throw: None Effect: Light snow the blankets area of effect Each balanced character within the target area suffers 1d4 damage per per damage 1d4 suffers area target the within character balanced Each Level: 2 Weather (Ice) Skill Tags: ACP, GRO (Kit), VOC

Fly I Fly II Rulebook, page 401) Rulebook, suffers character each Further, 2. by increases Defense target’s each and effect. area the within located is he that round per damage cold 1d4 damage per Casting Level (maximum 10d6). In both cases, a successful Will Will successful a 1d6 suffers cases, outsider and 10d4) both each balanced (maximum In Level Casting 10d6). (maximum Level Casting per down). damage (rounded standard 1/2 to damage this decreases save Chill Shield Knock Force Levitate Tiny Hut Snap Fly I Repulsion I Repulsion II Feather Fall Telekinesis I Force Prison Mage Armor Mage Sword Mage Hand I Telekinesis II Floating Disc Blade Barrier Wall of Force Force Anchor Missile Storm Mage Hand II Mage Hand V Magic Missile Mage Hand III Order’s Wrath Mage Hand IV Chaos Hammer Unseen Servant Reverse Gravity Repelling Wave I Spiritual Weapon Resilient Sphere I Repelling Wave II 16

Resilient Sphere II condition and condition for 1d6 rounds. rounds. 1d6 for dazed slowed LLS HANNELING SPE Table 3: C

Flare Shout I Shout II Energy War Cry Shatter I Fireball I Shatter II Fireball II Sunlight I Daylight I Sunlight II Fire Storm Daylight II Line of Fire Wall of Fire Searing Ray Mage Dawn Sound Burst Flame Blade Flame Strike Wall of Light Flame Prison (see Effect) Sculpt Sound Sonic Rupture Wall of Sound Scorching Ray Shooting Stars Burning Hands Produce Flame Dancing Lights Flaming Sphere Continual Flame Dragon’s Breath Elemental Shield (see Effect) er Benevolent Illumination Will partial 1 half action ACP, VOC Hamm Instantaneous Medium (100 ft. + 10 ft. per Casting Level) You unleash chaotic power to smite your enemies. This power power This enemies. your smite to power chaotic unleash You 4 Force (Chaotic) 20 ft. spherical burst os a

8 9 6 7 4 5 2 3 0 1 Level

Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Area: Level: 10d10). Further, each of these targets becomes becomes targets these of each Further, 10d10). In both cases, a Will save the successful negates down). (rounded standard 1/2 to damage the decreases takes takes the form of a multi-colored explosion of energy. leaping, Within ricocheting the target area, each orderly force character damage per 2 10d8) Levels Casting (maximum and suffers each orderly 1d8 outsider suffers 1d10 force damage per Casting Level (maximum Ch spycraft 2.0 | introduction

. Additionally, you may you Additionally, . (see table 7.3: Nature’s . pest m e T None None 1 hour 1 full action The wind blows outward from the effect’s point of origin. of point effect’s the from outward blows wind The ACP, VOC ACP, GRO (Kit), PPC (25/$1,250,000), VOC, XPC (2,000) PPC ACP, GRO (25/$1,250,000), (Kit), Instantaneous 1 hour per Casting Level The wind circles the spell’s point of origin in either a The wind blows from the outer edges of the spell’s area Personal Personal You may alter wind force in the target area, redirecting it The sky turns black and explodes in a cataclysm of primal kling 9 Weather (Lightning) 5 Weather (Air) The wind blows in one direction of your choice across the 1-mile spherical burst 800 ft. per Casting Level spherical spread ac Effect: You are immune to this spell’s effects at all times. entire area. Downdraft: Rotation: clockwise or counterclockwise direction, as you choose. Updraft: of effect toward the spell’s point of origin. The wind veers upward before impinging upon the point of origin. Also, if you desire, you may create an “eye” of calm air up to 80 Once the wind and its pattern are chosen, they persist until the Level: Tags: Skill Casting Time: Range: Area: Duration: Saving Throw: Once the weather effects are chosen, they remain until the spell’s Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Blast:

electrical power. Lightning fills the space between sky and ground, arcing madly from object to object. Stone walls shatter, metal melts, and trees sunder. Each object of Medium or character bigger of Size and Small each or bigger Size (see the Spycraft 2.0 Rulebook, page 401) suffers a direct lightning strike • • • ft. in diameter centered on you. The chosen wind effect appears over gathering is wind the time, that until casting; the after minutes 1d6+4 but has no mechanical effect. spell’s duration ends or at you which point spend you may 1 reset it full for (or until you repeat the this action to modify action it spell’s again). As when the wind remaining concentrating, duration first appears, it shifts over 1d6+4 rounds and until then its current modifiers apply. Cr duration expires or you spend 1 full action concentrating, at which point you may reset them for the spell’s remaining duration (or until you repeat this action to modify them again). As when the weather first appears, it shifts over 1d6+4 rounds and until then its current modifiers apply. Control Wind and altering its strength. When this spell effect is triggered, you may choose any 1 wind effect except a tornado Rulebook) 2.0 Spycraft the of 401 page on Fury choose one of four basic wind patterns. • 17

. (see (see (see the Spycraft e ther am II , each visual range increment decreases by

l a F m l None None Reflex half 1 minute 1 half action 1 half action a ACP, VOC ACP, GRO (Kit), PPC (1/$50,000), VOC ACP, GRO (Kit), VOC tor 1 hour per Casting Level Permanent Instantaneous S A flame springs forth from one object that you touch. Personal Touch Personal An area of extreme cold originates at your hand and extends and hand your at originates cold extreme of area An You may dramatically change the weather in the area. When When area. the in weather the change dramatically may You 7 Weather (Air) 2 Energy (Light) 5 Weather (Ice) 800 ft. per Casting Level spherical spread None 60 ft. cone-shaped burst Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Area: Level: Effect: Area: Duration: Saving Throw: Level: Skill Tags: Casting Time: Range: Duration: Saving Throw: Effect: Casting Time: Range: Area: Level: Skill Tags: Effect: Great magical hailstones pound the target area for the first Casting Time: 1 full action Area: 400 ft. per 2 Casting Levels spherical spread Duration: 1 round per 2 Casting Levels (enduring) Level: 4 Weather (Ice) of of calm weather up to 80 ft. in diameter centered on you. All chosen the after casting. in minutes settle 1d6+4 effects weather dice dice less than standard for each (minimum 0). Additionally, you may alter the area’s native ambient temperature up or down by up to 3° F per Casting Level. Finally, if you desire, you may create an “eye” this spell effect is triggered, you may choose any 1 rain/snow effect effect rain/snow 1 any choose may you triggered, is effect spell this table 7.3: Nature’s Fury on page 401 of the Spycraft 2.0 Rulebook) If you choose to invoke a or the thunderstorm hurricane, GC may add action 2 of cost discounted a paying discretion, his at effects lightning Control We It provides moderate light out to a heat and 10 consumes no oxygen. It ft. can be covered and hidden radius but not but gives off no smothered or quenched. (maximum 12d6). Continu outward. It drains heat, inflicting 1d6 cold damage per Casting Level Cone of Cold Finally, moderate snow blankets the area of effect 2.0 Rulebook, page 401) 30 ft. and each target’s Defense increases by 3. full round after the spell’s effect is damage triggered, to inflicting 3d6 each lethal character therein. Further, each 2d4 cold damage character per round that he suffers is located within the area effect. Chill spycraft 2.0 | introduction

armor-piercing (8) quality suffers 1d6 fire suffers quality quality suffers 1d6 cold cold 1d6 suffers quality reach reach (see Effect) th II a hield ft S re a B l r Reflex half None Fortitude half a 1 half action 1 free action D You You suffer only 1/2 damage from cold-based attacks You You suffer only 1/2 damage from fire-based attacks ACP, GRO (Kit), VOC Instantaneous 1 round per Casting Level (dismissible) 3 rounds 1 round per 2 Casting Levels ACP, GRO (Kit), VOC You appear to immolate in ice or flames of any color Personal Personal The target area fills with a chilling wind. At the end of You breathe fire outward in a cone. Each character and ent 4 Energy (Fire, Ice) 7 Weather (Ice) 5 Energy (Fire) This spell operates like Deadly Draft I, except as noted 25 ft. + 5 ft. per 2 Casting Levels cone-shaped burst None gon’s dly m a a e r (maximum +10). (maximum Ice Shield: save Reflex a permits attack an such when Further, down). (rounded save. successful a with damage no suffer you damage, half suffer to Finally, each character hitting successfully you with an unarmed or the possess doesn’t that attack melee damage +1 additional point of cold damage per 2 Casting Levels +10). (maximum Range: Area: Duration: Saving Throw: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Fire Shield: save Reflex a permits attack an such when Further, down). (rounded save. successful a with damage no suffer you damage, half suffer to Finally, each character hitting successfully you with an unarmed or the possess that doesn’t attack melee damage +1 additional point of fire damage per 2 Casting Levels Duration: Saving Throw: Effect: Level: Duration: Effect: Level: Skill Tags: Casting Time: le

• object within this area suffers 1d6 fire (maximum damage 12d6). per Casting This Level damage possesses quality. the E you choose. This layer is thin and either sparkling (if flames). It protects you from certain attacks and inflicts damage to (if ice) or wispy those who make successful unarmed and melee attacks against you, as determined by the shield you choose when the spell is cast. • each round, each character within the target area suffers 1d6 damage cold + an additional 1d6 cold damage per round the has remained in character the target area past the first (e.g. 1d6 during Round 1, 2d6 during Round 2, and 3d6 during Round 3). Each make a victim Fortitude may save each time he suffers damage from this effect round current the during suffers he damage cold the success, with and decreases to 1/2 standard (rounded down). D above (e.g. 4d6 during Round 4, 5d6 during Round 5, and so on). D 8 1

not trigger injuries not I ft a II I ights r None None None L 1 half action 1 half action 1 half action 1 half action D ACP, GRO (Kit), VOC ACP, VOC VOC 10 minutes per Casting Level (dismissible) 1 minute (dismissible, enduring) ACP, VOC 10 minutes per Casting Level (dismissible) You may create up to 4 lights that resemble lanterns Close (25 ft. + 5 ft. per 2 Casting Levels) Touch Touch Medium (100 ft. + 10 ft. per Casting Level) The target begins to glow, illuminating its surroundings. ing The target begins to glow, illuminating its surroundings. It 3 Energy (Light) 0 Energy (Light) 0 Energy (Light) 25 25 ft. (bright emanation light), spherical an 50 additional ft. 25 ft. long, 10 ft. wide linear burst None 2 Weather (Ice) 30 ft. spherical emanation (moderate light) and an additional an and light) (moderate emanation spherical ft. 30 c dly ylight ylight n a e Skill Tags: Casting Time: Range: Area: Level: Effect: Duration: Saving Throw: Casting Time: Range: Area: Level: Skill Tags: Effect: Duration: Saving Throw: Skill Tags: Casting Time: Range: Area: Level: While one or more Dancing Lights are located in your square or Area: Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Level: D may be covered, blocking this illumination. This spell effect triggers any penalties inflicted by bright light but does inflicted by full daylight. emanation (dim light) (dim emanation spherical emanation (moderate light), and an additional 75 ft. spherical spherical ft. 75 additional an and light), (moderate emanation spherical Da It may be covered, blocking this illumination. This spell effect does effect spell This illumination. this blocking covered, be may It trigger injuries inflicted by full daylight. 30 ft. spherical emanation (dim light) Da an adjacent square, you gain a +1 gear bonus with Sleight of Hand checks and Bluff checks made as part of a Diversion action. by your command. When more than one dancing light must exists, always each remain adjacent to at least times. Any that moves one more than 5 of ft. away from the at least one others other at all immediately winks out of existence. or torches, 4 glowing spheres faintly glowing, that vaguely humanoid shape. look Each of these like individually will o’ illuminates a wisps, 10 ft. or radius and 1 may move up to 100 ft. per round, Da spycraft 2.0 | introduction - apply to the damage. quality and affects all characters within the not de The prison is a windowless cell with solid flaming m quality. a None None Reflex half quality. Finally, since the blade is immaterial, your 1 half action 1 half action 1 round The prison is a cage whose flaming bars are 1/2 in. l rison ACP, GRO (Kit), VOC ACP, GRO (Kit), PPC (15/$750,000), VOC ACP, VOC B P 1 minute per Casting Level (dismissible) 1 minute per Casting Level (dismissible, enduring) Instantaneous tor e e Personal Close (25 ft. + 5 ft. per 2 Casting Levels) Medium (100 ft. + 10 ft. per Casting Level) An immobile prison composed of flame springs into exis The target area is flooded with flames that inflict 1d4 fire A 3 ft.-long, blazing beam of red-hot fire springs forth from A 3 ft.-long, blazing beam of red-hot fire springs S 1 Energy (Fire) 8 Energy (Fire) 7 Energy (Fire) None 20 ft. cube-shaped emanation 10 ft. per Casting Level caster-defined burst spread am am armor-piercing (4) wide with 1-in. gaps in-between. Windowless Cell: walls on all sides except the bottom. trapped is effect of area prison’s the within object and character Each Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Barred Cage: A delayed fireball operates like a grenade with a range increment Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: l l ire

• large too is object or character any If triggered. is effect spell’s the when the and to form fails prison the of effect, area prison’s the within to fit Level. Casting per damage fire 1d6 suffers object or character blocking F your hand. You may use this Flame Blade to make 1-handed touch melee attacks that inflict 1d8 fire damage + 1 additional fire damage per 2 Casting Levels (maximum armor-piercing +4). (8) This damage possesses the Strength modifier does F tence, centered on the point of origin. This prison may take one two forms. of • detonates at the end of your Initiative Count. Further, the detonation inflicts 1d6 fire damage per Casting Level (maximum 16d6) with the armor-piercing (8) of 10 ft. × 4, an error range of 1–5, and no threat character range. suffer an Should error when a throwing or otherwise attacking with a delayed fireball, it immediately detonates. F damage per Casting Level (maximum 16d4). This damage possesses the target area. It only affects scenery and objects within the area as you choose when the spell is cast. 9 1 quality. (see the Spycraft 2.0 armor-piercing (8) m . A 20-ft. radius eye of calm persists at tor ll S (see Effect) I II Reflex half Will negates (harmless) None Fa 1 free action (may be cast at any time during the 1 half action 1 minute ll ll ACP, GRO (Kit), RAY, VOC VOC ACP, GRO (Kit), VOC Instantaneous 1 round per Casting Level 1 minute per Casting Level (dismissible, enduring) a a Medium (100 ft. + 10 ft. per Casting Level) Close (25 ft. + 5 ft. per 2 Casting Levels) Personal You may target up to 1 Medium or smaller character or A thunderstorm with severe winds whirls up around you, This spell operates like Fireball I, except that you may delay may you that except I, Fireball like operates spell This A small bead of flame roars out from your palms and may be may and palms your from out roars flame of bead small A 7 Energy (Fire) 3 Energy (Fire) 0 Force 7 Weather (Air, Lightning) 20 ft. radius, 40 ft. high per Casting Level pillar-shaped 20 ft. spherical burst None ther a Level: Effect: Saving Throw: Effect: Range: Area: Duration: Level: Skill Tags: Casting Time: Feather Feather Fall only operates on freefalling targets; it cannot affect a Each target falls at a mere 60 ft. per round and suffers no damage from from damage no suffers and round per ft. 60 mere a at falls target Each Effect: Area: Duration: Saving Throw: Casting Time: Range: Level: Skill Tags: Effect: Area: Duration: Saving Throw: Skill Tags: Casting Time: Range: Level: ye of the ireb ireb e the detonation by up to 5 rounds. The delay must be decided when the spell is cast and may not change, though the fireball always Casting Levels (maximum 8d6) with the F directed through any opening of at least Small Size. Within the spell’s area of effect, the fireball’s detonation inflicts 1d6 fire damage per 2 F item, item, its collision damage is as calculated if it is moving only 10 MPH ends. duration it the spell’s hits before when it assuming hits, targets that are still in the air continue falling as standard. standard. as falling continue air the in still are that targets attacks or weapons ranged or target, flying or charging a blow, sword falling a on cast is spell this When ft. 100 of minimum a fall they unless ft. of all other targets. all Thereafter, ends. duration spell’s the before lands he as long so fall a object per Casting Level, or an objects: equivalent a in Large target larger counts as characters 2 or Medium targets, a counts Huge as 2 target Large targets, and so on. Each target must be within 30 round, quickly enough to potentially save the caster or his allies from an unexpected fall) F the spell’s point of origin at all times. The storm appears over 1d6+4 rounds after the casting; until that time, the storm is gathering but has no mechanical effect. remaining in place even if you Rulebook, move pages 401–402) away emanation E spycraft 2.0 | introduction (see table 7.3: Nature’s Fury on Fury Nature’s 7.3: table (see , the target immediately begins suppressed isk or I D None Will negates (harmless) None 1 full action 1 half action 1 half action ACP, VOC ACP, VOC ACP, GRO (Kit), VOC 1 minute per Casting Level 1 minute per Casting Level 1 hour per Casting Level 1 hour dispelled Personal Personal or Touch Close (25 ft. + 5 ft. per 2 Casting Levels) The target character gains the ability to fly at a Speed of This spell operates like Fly I, except that you can fly at up A A misty vapor arises around you. When this spell effect is A slightly concave, circular disc of force appears in a square a in appears force of disc circular concave, slightly A ting 3 Force (Snap 1) 5 Force 1 Weather (Air) 0 Force 400 ft. per 3 Casting Levels spherical spread None None II I a Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Should the spell’s duration end while the target is still airborne or Level: Duration: Effect: Level: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: ly og Cloud lo ly triggered, you may choose any 1 fog effect with an action die cost equal equal cost die action an with effect fog 1 any choose may you triggered, Level Casting your 1/2 than lower or to up to 45 ft. (with up to a light load) or up to 30 ft. (with a medium or heavy load); a character with an extreme or heavier load cannot fly. The target may ascend at up to 1/2 this Speed and descend at up to twice this Speed. While flying, the target possesses an Acceleration Rating of 3 and a Turning Rating anchored, his of Size is considered 2 categories 4. smaller for the purpose Because the target is not of all skill checks made as part of a Bull Rush or Grapple action. the effect is falling. F to a speed of up to 60 ft. (with up to a light load) or medium or heavy 40 load). ft. (with a F F adjacent to you. It is 3 ft. in diameter and 1 in. It deep follows you at for its the center. spell’s duration and may carry loads of 100 up lbs. to per Casting Level (alternately, it may carry up to 2 of gallons liquid). The disc floats 3 ft. above the ground at all times, always remains level, and moves no faster than your standard Speed during each round (meaning that it falls behind if you take 2 Standard Move existence of out winks It pace). your up pick otherwise or run, Actions, the and you between distance the if or ends duration spell’s the when disc exceeds the spell’s range, at which point anything resting on it falls to the surface below. F 20 - - for dazzled . quality. The globe can annihilated but disappears if it suffers dispelled , and suffers 1d6 fire damage. . armor-piercing (8) reeling phere , or sightless, that character becomes character that sightless, or , fatigued Fortitude negates Reflex negates Reflex half S 1 half action 1 half action 1 half action trike VOC ACP, GRO (Kit), VOC ACP, GRO (Kit), VOC S Instantaneous 1 round per Casting Level Instantaneous dazzled , ing e Close (25 ft. + 5 ft. per 2 Casting Levels) Medium (100 ft. + 10 ft. Casting Level) Medium (100 ft. + 10 ft. per Casting Level) A cone of divine wrath erupts from the ground within the A burst of light appears at the point of origin. If the burst A smoldering globe of fire rolls away from you in the direc 0 Energy (Light) 2 Energy (Fire) 5 Energy (Fire) None 5 ft. spherical emanation 20 ft. radius, 40 ft. high pillar-shaped burst re a am am blinded Effect: Area: Duration: Saving Throw: Level: Skill Tags: Casting Time: Range: Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Area: Level: Effect: Area: Duration: Saving Throw: Level: Skill Tags: Casting Time: Range: Further, a character who remains inside or within 5 ft. of the cage The Flame Prison cannot be A character who touches the prison’s walls or bars suffers 1d6 fire l l l occurs within 20 ft. and within line of sight to any character who is not 1d4+2 rounds. caused by its flames. F fire damage to each character or object located within the This damage possesses the square. its obstacles; large down batter or characters unwilling aside push not surface is spongy and yielding, inflicting no damage other than that to 45 degrees, and jump up to 30 ft. horizontally to strike a target. or ft. 3 × ft. 3 a or character a containing square a enters it time Each larger object, however, it stops moving for the round and inflicts 2d6 tion you point. The globe moves at up to 30 in ft. which during you spend each 1 half round action concentrating to mentally direct it; globe The place. in burn to continues but stop a to comes it otherwise, may roll over barriers less than 4 ft. tall, ascend inclined surfaces up F target area, inflicting 1d6 damage per Casting Level (maximum 12d6). (maximum Level Casting per damage 1d6 inflicting area, target Half of this damage is fire damage (rounded down), and one half is divine damage (rounded up). more than 150 points of cold damage or is F suffers 1d4 heat damage per minute and must make a Fortitude save to avoid becoming a Will save. With success, he passes through and suffers damage per Casting 1d10 Level (maximum 18d10). fire With failure, he recoils from the bars, is sent damage. A character may attempt to pass through the bars by making making by bars the through pass to attempt may character A damage. spycraft 2.0 | introduction . (see Table and is immune to to immune is and . Except . when small Except dispelled annihilated phere The prison is a windowless cell with solid invisible solid with cell windowless a is prison The S None Reflex half Fortitude negates None 1 half action 1 half action 1 half action 1 half action The prison is a cage whose invisible bars are 1/2 in. rison k ACP, VOC ACP, RAY, VOC ACP, VOC ACP, GRO (Kit), PPC (15/$750,000), VOC 1 round per Casting Level Instantaneous 1 round 2 hours per Casting Level (dismissible) P c Close (25 ft. + 5 ft. per 2 Casting Levels) Long (400 ft. + 40 ft. per Casting Level) Personal Close (25 ft. + 5 ft. per 2 Casting Levels) A frigid globe of cold energy streaks from your fingertips A linear blast of severe wind originates from you An immobile prison composed of invisible force springs into springs force invisible of composed prison immobile An e 1 Weather (Ice) 6 Weather (Ice) 2 Weather (Air) li 15 ft. spherical emanation 10 ft. spherical burst 60 ft. linear emanation 20 ft. cube-shaped emanation 7 Force c S e ust of Wind Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Barred Cage: wide with 1-in. gaps in-between. Cell: Windowless walls on all sides except the bottom. trapped is effect of area prison’s the within object and character Each reezing or

Ic enough to fit between a force cage’s bars, characters, attacks, and spell spell and attacks, characters, bars, cage’s force a between fit to enough may effects not pass into or out of the with prison, a few exceptions, attacks. gaze and damage, laser damage, flash notably F and may be directed through any Within opening the spell’s of area of at effect, the least globe’s detonation Small inflicts 1d6 Size. cold damage per Casting Level (maximum 14d6). G 7.3: Nature’s Fury on page 402 of the Spycraft 2.0 Rulebook) F existence, centered on the point of origin. This prison may take one of two forms. • • large too is object or character any If triggered. is effect spell’s the when to fit within the area prison’s of effect, the prison fails to form. Once or penetrated be cannot prison the formed, of damage it all though kinds, may be 1 2

- , instantly disperses the . If you desire, you may create an an create may you desire, you If . (see below) III II hor c Fortitude negates (repeatable, terminal) 1 round 1 minute ACP, GRO (Kit), VOC ACP, GRO (Kit), VOC 1 minute per Casting Level (dismissible) 1 minute per Casting Level (enduring) 10 minutes per Casting Level This spell operates like Fog Cloud I, except as noted Medium (100 ft. + 10 ft. per Casting Level) Medium (100 ft. + 10 ft. per Casting Level) This spell operates like Fog Cloud II, except that in addi One stationary character or object of your choice becomes e An 3 Force 4 Weather (Air) 2 Weather (Air) None 400 ft. per Casting Level spherical spread 400 ft. per 2 Casting Levels spherical spread c Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Area: Level: Finally, only a severe wind disperses the cloud (and does so in 1 Duration: Effect: Skill Tags: Casting Time: Area: Level: Area: Duration: Effect: Level: Range: The fog cloud is stationary once created, even if you move out of Once the fog effect is chosen, it persists until the spell’s duration or og Cloud og Cloud anchored its current position. The target may not current move square out by of any its means short of which removing it the rests, surface in upon which case beneath it it. settles gently to the new surface F at 1/2 its standard Speed (rounded down) and any collision damage it damage collision any and down) (rounded Speed standard its 1/2 at inflicts when falling decreases by 1d6. round), though the cloud reforms in 10 minutes. attacks are impossible within the cloud and each character therein suffers a –2 penalty with all melee attack and melee damage travels fog the through or into falls that object or character a Further, rolls. tion to obscuring sight, the fog is so thick that a character’s Speed decreases to 5 ft. when inside the cloud. Bonus 5-ft. steps and hurled above. F F such as from a Gust of Wind spell damage fire of points more or 20 inflicts that effect any Finally, cloud. burns the cloud away in 2 rounds. the spell’s range. A moderate wind disperses the cloud in 4 rounds, while a strong wind disperses the cloud in 1 round. A severe wind, ends or you spend 1 full action concentrating, may at reset which it point for you the spell’s remaining duration (or this action until to modify it again). As when the fog cloud first you appears, it repeat shifts over 1d6+4 rounds and until then its current modifiers apply. fog effect appears over 1d6+4 rounds after the casting; until that time, time, that until casting; the after rounds 1d6+4 over appears effect fog effect. mechanical no has but gathering is cloud fog the page 401 of the Spycraft 2.0 Rulebook) 2.0 Spycraft the of 401 page chosen The on you. centered up to in air 80 diameter ft. of clear “eye” spycraft 2.0 | introduction

- (see Effect) (see Effect) for 3d6 rounds. blinded quality. With a successful Reflex n or Reflex partial or Will partial (terminal) Will negates (harmless) Reflex negates 1 half action 1 half action 1 half action m ire (see Effect) F armor-piercing (8) ACP, VOC ACP, GRO (Kit), PPC (10/$500,000), VOC ACP, GRO (Kit), VOC 10 minutes per Casting Level (dismissible) 10 minutes per Casting Level (dismissible) Instantaneous Daw Touch Long (400 ft. + 40 ft. per Casting Level) Personal A line of flame erupts from you and travels in a path of An invisible but tangible field of force surrounds 1 target A brilliant 10-ft. diameter sphere of pure daylight appears You project a powerful stroke of electrical energy that arcs 2 Force 9 Energy (Light) 6 Energy (Fire) Special None 10 ft. per Casting Level linear burst + special ge Ar ge a a Effect: Area: Duration: Saving Throw: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: Skill Tags: Casting Time: Range: Effect: Casting per damage electrical 1d6 suffers he hit, is target first the If Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: ine of and hovers in a fixed location up to 2 miles above any horizontal sur face within the spell’s range. This sphere emits actual daylight across the surrounding area out to a radius of 20 miles. Further, during the round when the sphere appears, each character within 100 ft. must make a successful Reflex save or become your choosing. This path may be straight or involve any number turns, of but the total distance traveled area of may effect. Each character not and object in the exceed effect’s path suffers the spell’s 1d6 fire damage per Casting Level (maximum 14d6). possesses This the damage save, a character within this spell’s area of effect may choose to leap out of the way, into the next square in either direction. M character, granting him a +4 gear bonus to Defense. M from target to target. When casting this spell, you must identify each of the targets in order, up to 1 target per 2 Casting Levels (maximum 10). Each target must be within 30 ft. of the previous target and no Profession/ Your once. than more targeted be may object or character Spellcasting result is compared to each target’s Defense in turn and with the first miss, if any, the Lightning Bolt deviates and no further targets are harmed. Level (maximum 14d6). Each subsequent target damage than the target before hit him. suffers 4 less L 22

- use not suppressed (see (see Effect) (see the Spycraft 2.0 Rulebook, I II olt olt B B Reflex half Reflex half None None 1 half action 1 half action 1 half action 1 half action (see Effect) ACP, GRO (Kit), RAY, VOC ACP, GRO (Kit), RAY, VOC ACP, VOC VOC te Instantaneous Instantaneous 1 minute per Casting Level (dismissible) Instantaneous or 1 minute per Casting Level or Level 1 per Casting minute Instantaneous a Personal Personal Personal or Close (25 ft. + 5 ft. per 2 Casting Levels) Touch k During each round of this spell’s duration, you may spend . A swirling gust of damp cold coats the surface of the target the of surface the coats cold damp of gust swirling A You unleash a powerful stroke of electrical energy and each and energy electrical of stroke powerful a unleash You One door, lock, container, or restraint is opened or released. released. or opened is restraint or container, lock, door, One 6 Weather (Lightning) 4 Weather (Lightning) 2 Force 2 Force Special 100 ft. + 10 ft. per Casting Level linear burst None None c no Range: Area: Duration: Saving Throw: Level: Skill Tags: Casting Time: Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Area: Level: A levitated character who attacks with a melee or ranged weapon Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Area: Level: Saving Throw: Effect: Range: Area: Duration: Level: Skill Tags: Casting Time: Effect: ightning ightning evit character and object along its path suffers 1d6 electrical damage per 2 Casting Levels (maximum 10d6). L L finds himself increasingly unstable; his first attack suffers a –1 penalty, –1 a suffers attack first his unstable; increasingly himself finds his second suffers a –2 penalty, and so on (to a maximum penalty of –5). A levitated character may spend 1 full round to stabilize himself, resetting the initial penalty to –1. clamber along the face of a cliff, for example, or push against a ceiling a against push or example, for cliff, a of face the along clamber to move laterally at up to 1/2 his standard Speed (rounded up). up to 1 half action per round concentrating to vertically move your self, 1 unattended object, or 1 other willing character weighing up to 100 lbs. per Casting Level up to 20 ft. up or down. You may this spell to move the target horizontally, but a target character may L This spell may also be used to cause an Arcane Lock to be for 1 minute per Casting Level. K purpose of determining movement page 325) area in a layer of slick ice. All affected squares are treated as ice for spycraft 2.0 | introduction

, but it disappears when dispelled V None None ord 1 half action 1 half action nd ACP, VOC ACP, GRO (Kit), VOC Instantaneous 1 round per Casting Level (dismissible) Missile Ha Sw . This spell operates like Mage Hand IV, except that the One or more missiles of magical energy dart from your Close (25 ft. + 5 ft. per 2 Casting Levels) Close (25 ft. + 5 ft. per 2 Casting Levels) c A shimmering sword of force appears in the air beside you. 1 Force 9 Force 7 Force None None gi ge ge a a a You may target a single character or object with any number of The sword’s attack bonus is equal to your Casting Level + your The sword always strikes from your direction. It does not gain a Finally, the sword has a Defense of 13. It cannot be harmed by Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: The maximum number of Magic Missiles you may fire each time Level: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: for every 3 Casting Levels thereafter (e.g. at you Casting may Level 4, fire 3 missiles 2 at missiles Casting Level 7, and the number of maximum 4 missiles at Casting Level 10). Magic Missiles fired by the same casting, though you must designate all targets before making your Profession/Spellcasting check. Intelligence bonus +3, and its threat range is 19–20. Against attacks made by this sword, a target gains +1 Defense per 5 points of spell resistance he possesses. With each hit, edged force damage. the sword inflicts 4d6+3 bonus for flanking and does not support flanking bonuses for others. physical attacks, nor can it be annihilated M fingertips, automatically hitting a number of characters within or the spell’s objects range and inflicting 1d4+1 force damage to each. Called shots and other tricks and cover, total are with objects or characters target not not may you Further, possible with these attacks. each target must be located within 30 ft. of each other target. you cast this spell is determined by your Casting Level. You may fire 1 Magic Missile at Casting Level 1 and you gain 1 additional missile M hand’s Athletics (Str) bonus is equal Further, to it inflicts 2d6+12 lethal damage each time it your hits the target. Casting Level + 16. M Once per round during your Initiative during Count, which the including spell effect the is round triggered, the sword target attacks of any your 1 choice within the spell’s range. During which the the round sword in appears, you may direct it to attack a free target action; thereafter, you may as re-direct it to attack a a new target by concentrating for 1 half action. 23

. banished for 1 full round. stunned IV II III I None 1 half action nd nd nd nd ACP, VOC protect characters specifically vulnerable to sunlight 1 round per Casting Level (dismissible) Ha Ha Ha Ha Medium (100 ft. + 10 ft. per Casting Level) not This spell operates like Mage Hand I, except that you may A Large (10 ft. × 5 ft.) magic hand appears adjacent to any This spell operates like Mage Hand II, except that the hand’s the that except II, Hand Mage like operates spell This 8 Force 7 Force 6 Force 5 Force This spell operates like Mage Hand III, except that the None ge ge ge ge a a a a Level: Effect: Level: Effect: Level: Effect: As a half action, you may redirect the Mage Hand to any new target new any to Hand Mage the redirect may you action, half a As If the target attempts to push against the hand toward you, Area: Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Level: Spell resistance can negate this spell’s damage and blinding effects blinding and damage spell’s this negate can resistance Spell Within 50 ft. of the sphere, each ooze and undead suffers 20d6 Additionally, as a free action, you may also direct the hand to attack the target with an attack bonus equal to your Casting Level. With a make must target the and damage lethal 1d8+10 inflicts hand the hit, a successful Fortitude save or become hand’s Athletics (Str) bonus is equal to your Casting Level + 14. The hand may not be grappled in return and may only disarm, move, perform pin, and sprawl opponent the grapple benefits. M Athletics (Str) bonus is equal to your Casting Level + 12. Additionally, Additionally, 12. + Level Casting your to equal is bonus (Str) Athletics as a free action, you may also direct the hand to grapple the target with an Athletics (Str) bonus equal to your Casting Level + 12. M spend 1 free action to direct the hand to pursue and push away the target. This is considered a Bull Rush action with an bonus equal Athletics to your Casting Level + (Str) 10. M equal to yours. within the spell’s range. scenery cover against the chosen opponent, even when he’s adjacent to you. The Mage Hand’s to equal are points Defense wound and points vitality its and is character, special 20, it suffers damage like a your standard maximums. It also makes saving throws with bonuses between you at the spell’s range. he moves at 1/2 his Speed. In either case, the hand grants you 1/2 hand — it remains adjacent to the opponent and between you despite you between and opponent the to adjacent remains it — hand darkness, invisibility, and all other effects, and even recognizes the target if his appearance changes, magically the opponent move beyond the or spell’s range, the Mage Hand hovers otherwise. Should 1 opponent on the side facing you. This floating, disembodied hand always remains between the two of the fool can Nothing it. you, around get to tries opponent the how or move regardless of where you (such as vampires). M not injured, but must make a successful Will save or be but does lethal damage. Evil outsiders caught within 50 ft. of the sphere are spycraft 2.0 | introduction - (see (see . Each . Each destroyed , as are all inhaled contagions. contagions. inhaled all are as , (see Effect) (see Effect) ier I with no air and 1d8 pockets suffers e ac ve l buried a G am l quality. A vehicle whose driver fails this save suffers suffers save this fails driver whose A vehicle quality. F None Reflex negates (terminal) None 1 half action 1 half action 1 round 1 half action e ging ACP, VOC ACP, VOC ACP, VOC ACP, GRO (Kit), PPC (25/$1,250,000), VOC, XPC (2,000) PPC ACP, GRO (25/$1,250,000), (Kit), c 1 minute per Casting Level (dismissible) 1 round per Casting Level (dismissible) 1 minute per Casting Level (dismissible) a Personal Personal Medium (100 ft. + 10 ft. per Casting Level) Personal Flames appear in your open hand that provide moderate You’re enveloped in thin mist that cleanses the surrounding air air surrounding the cleanses that mist thin in enveloped You’re Icy blocks appear within the area of effect, grinding and crush and grinding effect, of area the within appear blocks Icy 6 Force 9 Weather (Ice) 1 Energy (Fire) 5 Weather (Air) p 5 ft. per Casting Level spherical emanation 25 ft. cube-shaped spread 10 ft. spherical emanation epelling W rodu urify Air Skill Tags: Casting Time: Range: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: Tags: Skill Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: the same fate, except that the vehicle’s interior contains an air contains pocket interior the that the same except fate, vehicle’s is vehicle the until breathe to occupant each allows effects. that these suffers automatically object and character non-mobile R of visual impairment and airborne toxins. All weather-generated visual visual All weather-generated toxins. and airborne impairment of visual of effect area the within negated are ft. up to –60 penalties range 351) page Rulebook, 2.0 Spycraft the Ram the move may you action, half a as round per Once other. each against ing obstacles, barriers, smaller up to overrunning 60 ft., Glacier Rampaging success, with on glacier; foot and character Each of mobile driver the a and characters. objects, evade to save Reflex a make may vehicle running path. out of the glacier’s location unoccupied to move the nearest they a is With failure, character per damage lethal round the until he This possesses damage escapes. (all) armor-piercing P gear. your nor you neither harm flames The radius. ft. 10 a to out light attack to used be may flames the illumination, providing to addition In enemies. One per round for the spell’s duration, you may make either a melee touch attack or ranged touch attack as a half action this magical flame. With a using hit, the target suffers 1d6 fire damage + 1 additional point of fire damage per 2 Casting Levels (maximum +4). Each attack made decreases the spell’s duration by 1 spell the less, or minute. minutes 0 to duration remaining If the decreases attack an ends after the attack resolves. P 24 - - - condition and . for 1 round. In both dazed dazed (see page 23) (see Effect) (see Effect) th m a II I y y Reflex half Will partial None tor 1 half action 1 half action 1 round S ACP, RAY, VOC ACP, VOC ACP, HDO, VOC Ra Ra Instantaneous Instantaneous Instantaneous You unleash orderly power to smite your enemies. This Personal Close (25 ft. + 5 ft. per 2 Casting Levels) Medium (100 ft. + 10 ft. per Casting Level) Personal A massive salvo of Magic Missiles bursts from you hands r r This spell operates like Polar Ray I, except that each character character each that except I, Ray Polar like operates spell This 8 Weather (Ice) 0 Weather (Ice) 4 Force (Orderly) 9 Force A blue-white ray of freezing air and ice springs from your hand, strik hand, your from springs ice and air freezing of ray blue-white A 25 ft. + 5 ft. per 2 Casting Levels linear burst None 30 ft. cube-shaped burst 400 ft. + 40 ft. per Casting Level cone-shaped burst a a rder’s Wr ol ol Area: Effect: Level: Range: Effect: Effect: Area: Duration: Saving Throw: Level: Skill Tags: Casting Time: Range: Each balanced character within the 1d4 within area target suffers damage character Each balanced Effect: Area: Duration: Saving Throw: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Level: and and object within the area of 18d6). effect (maximum Level Casting suffers 1d6 cold damage per P ing one target within the spell’s range. This target suffers 1d3 cold damage + 1 + damage cold 1d3 suffers target This range. spell’s +2). the within (maximum target Levels one Casting ing 3 per damage cold additional ful Will save decreases this damage to 1/2 standard (rounded down). (rounded standard 1/2 to damage this decreases save Will ful P decreases the damage to 1/2 standard (rounded down). success a suffers outsider and 10d4) each balanced (maximum cases, Level per Casting both In 10d6). (maximum Level Casting per damage 1d6 sider suffers 1d10 force damage per Casting Level (maximum 10d10). Further, each of these targets becomes cases, a successful Will save negates the power takes the form of a crushing implosion Within of the dimming energy. target area, each damage per chaotic 2 Casting Levels (maximum 10d8) and each character chaotic out suffers 1d8 force O operates like a standard Magic Missile to strike every character of your choosing in the area of effect. Each target is automatically hit by 3d6 missiles + 1d6 additional missiles for each Size category he is above Medium. Each of these missiles Missile spycraft 2.0 | introduction

. At the end of the spell’s spell’s the of end the At . II (see Effect) y vity a phere Ra r S ightning None Reflex negates None G L 1 half action 1 half action 1 half action . ACP, RAY, VOC ACP, GRO (Kit), VIS, VOC ACP, GRO (Kit), VOC Instantaneous Instantaneous 1 minute per Casting Level (dismissible) 1 round per Casting Level (dismissible) hing One or more streams of fire arc from your hands, each Close (25 ft. + 5 ft. per 2 Casting Levels) Personal Medium (100 ft. + 10 ft. per Casting Level) A globe of shimmering force encloses 1 Large or smaller This spell operates like Resilient Sphere I, except that once Gravity Gravity reverses in the target area, causing all unanchored A bolt of lightning appears beneath your feet, carrying you c 2 Energy (Fire) 3 Weather (Lightning) 8 Force 7 Force None 100 ft. + 10 ft. per Casting Level linear burst 10 ft. per 2 Casting Levels cube-shaped emanation (see the Spycraft 2.0 Rulebook, page 107) page Rulebook, 2.0 Spycraft the (see or annihilated ide the esilient everse Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Saving Throw: Effect: Characters who can fly or levitate may ignore this effect. Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: or objects penetrate it may nor damage, cause cannot lightning The Effect: Level: Duration: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: inflicting 1d4 fire damage per 2 Casting Levels (maximum 6d4). characters and characters objects therein to fall upward per the falling standard rules standard effect, of area the leaves object or character any if or duration, a makes who a character cases, In both apply. rules falling and gravity falling. avoids and something of hold grabs save Reflex successful R to any location within your line of sight and within the spell’s area of effect. Neither your line of sight nor this spell’s area of effect may be increased using scrying, gear, or other means. Also, you must be able to stand at the chosen destination for the spell to function. openings through and objects between thread may it though barriers, if you can fit through. Thus, you could use this spell to pass across a chasm but not to escape a locked jail cell. Sc character. The globe is impervious to gasses and absorbs an amount of damage during each round that would be inflicted on the enclosed character equal to your Casting Level + 30. The character may leave the sphere and not the sphere may not be damaged, though it may be R per round as a half action, you may character within — up to 30 ft. move the sphere — and the R 5 2

- - not (see Effect) (see Effect) I II ve a phere II I S Reflex negates (terminal) None or Will negates Fortitude save negates 1 half action 1 half action ACP, GRO (Kit), VOC ACP, GRO (Kit), VOC 1 round per Casting Level (dismissible) 1 minute per Casting Level (dismissible) 10 minutes per Casting Level (dismissible) Instantaneous Close (25 ft. + 5 ft. per 2 Casting Levels) Personal A wave of energy rolls forth from you, pushing all unan This spell operates like Repelling Wave I, except that the An invisible barrier rises up around you, preventing characters characters preventing you, around up rises barrier invisible An This spell operates like Repulsion I, except that it prevents any any prevents it that except I, Repulsion like operates spell This 4 Force 6 Force 4 Force 8 Force (Earth) None 20 ft. spherical emanation 10 ft. spherical emanation 60 ft. spherical emanation 40 ft. cone-shaped emanation esilient epulsion epulsion epelling W Range: Area: Duration: Saving Throw: Level: Skill Tags: Casting Time: Area: Duration: Effect: Level: A character prevented from entering the spell’s area of effect is effect of area spell’s the entering from prevented character A Effect: Effect: Range: Area: Duration: Saving Throw: Level: Skill Tags: Casting Time: Effect: Level: Area: If a character is holding an affected object, he may prevent it from Saving Throw: Effect: Area: Duration: character with a Career Level or Threat Level of up to your Career Level Level Career your to up of Level Threat or Level a Career with character save. Will successful a makes he until effect of area the entering from R later moves outside the spell’s area of effect, he may not re-enter. R pushed back if you move closer to him, and if you approach the within character’s Reach he may make melee attacks character is still prevented from approaching you, however, and as if he normal. The higher Career Level or Threat Level may enter the area of effect with a with of the area effect may enter Level or Threat Level Career higher additional 1 + damage lethal 2d6 suffers he though save, Will successful does. he when +10) (maximum Levels Casting 2 per damage lethal with with a Career Level or Threat Level of up (rounded down) to from entering the 1/3 area of your effect. A Career character with Level a character within the area of effect suffers 1d12 force damage additional force damage per Casting + Level (maximum +18). 1 R wave of energy pushes objects of up to Huge Size at a Speed of 60 ft. per round (or 15 MPH). Also, each anchored object and dragged R moving with a Fortitude save; with failure, he is dragged along behind along dragged is he failure, with save; Fortitude a with moving unless he lets go. While dragged, a character suffers 1d8 force dam age + 1 additional force damage per Casting Level (maximum +14). per round (or 10 MPH). Each anchored object within the area of effect of area the within object anchored Each MPH). 10 (or round per suffers 1d8 force damage + 1 additional force damage per Casting Level (maximum +14). chored objects of up to Large Size away from you at a Speed of 40 ft. spycraft 2.0 | introduction (see Effect) sp rs a a r t S G quality and then detonates, inflicting an additional an inflicting detonates, then and quality None None or Reflex half None None II 1 half action 1 half action 10 minutes 1 half action (see Effect) ACP, VOC ACP, GRO (Kit), RAY, VOC ACP, VOC ACP, VOC Instantaneous Instantaneous 1 round per Casting Level (dismissible) 1 minute per Casting Level (dismissible) An invisible, shield-like mobile disk of force hovers in You tune your body’s minute vibrations to those of 1 Three luminous projectiles rush away from you toward Your hands crackle with live electricity, allowing you to Touch Close (25 ft. + 5 ft. per 2 Casting Levels) Touch Personal king 1 Weather (Lightning) 6 Energy (Light) 6 Energy (Sonic) 1 Force None Special None None tter c a Any projectile that misses its target deviates as standard. Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: ho hooting h hield each of the others. Each projectile inflicts 2d6 fire damage with the (8) armor-piercing 3d6 explosive laser damage. Evil outsiders, undead, and oozes suffer more or one by hit target a Also, detonation. this from damage double projectiles may not make a save to decrease this explosive damage, while all others within the blast area are permitted a Reflex save to decrease the damage to 1/2 standard (rounded down). front of you, granting you 1/2 personal cover and negating all Magic Missiles cast at you. S shock people with your grip. If your target is wearing metal armor or carrying more than 10 lbs. of metal objects, his Defense decreases by 3 for this attack. With a hit, the target suffers 1d6 electrical damage per 2 Casting Levels (maximum 4d6). S up to 3 target characters, each of must be located within 30 ft. of S target structure, inflicting 1d6 sonic damage on it per Casting Level (maximum 14d6). This spell constructs. cannot target characters, including S 6 2 . destroyed y None None Will negates I Ra 1 half action 1 half action 1 half action ound S ACP, GRO (Kit), VOC ACP, RAY, VOC ACP, VOC Instantaneous Instantaneous 1 hour per Casting Level (dismissible) You may change the sounds produced by 1 character Close (25 ft. + 5 ft. per 2 Casting Levels) Medium (100 ft. + 10 ft. per Casting Level) Close (25 ft. + 5 ft. per 2 Casting Levels) Focusing a ray of the sun, you project a blast of light from All non-magical objects within the area of effect that weigh that effect of area the within objects non-magical All 1 Energy (Sonic) 3 Energy (Light) 3 Energy (Silence, Sonic) 1 square None None tter ring a a ulpt Area: Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Level: Saving Throw: Effect: Casting Time: Range: Area: Duration: Level: Skill Tags: Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Area: Level: h e to 10 lbs., as well as each character of the same composition, suffers cases, both In 4d6). (maximum Levels Casting 2 per damage sonic 1d6 when such an item is carried, the character holding it Reflex may save and with success, he make shields it from this effect. a up to 1 lb. and are made of crystal, glass, ceramic, similar substance porcelain, are or smashed into a dozens of pieces and up and lb. 1 than more weighing composition same the of object Each Levels (maximum 8d8). S your open palm. The target suffers 1d8 laser damage per 2 Casting S voices). You may only create and change sounds familiar to in you (per the ways GC’s discretion). Once that modified, sounds may are not be adjusted again with the same casting. in the same way (e.g. you could deaden all noise coming from people and two an animal or make them all sound like rushing wind, but you couldn’t make one sound like wind and the other two sound like or object per Casting Level, though each of these located targets within must 30 be ft. of each other target. You where none exist, deaden may sounds, or transform sounds create into different sounds noises, though all the sounds made by all targets must be modified Sc your targets must be located within 30 ft. of each other target. You may target a single character or object with any number of Scorching targets all designate must you though casting, same the by fired Rays before making your Profession/Spellcasting check. Scorching Ray at Casting Level 1 and you gain 1 every additional ray 4 for Casting Levels thereafter (e.g. Casting you Level 5 and 3 missiles at Casting may Level 9 and above). Each of fire 2 missiles at The maximum number of Scorching Rays you may fire each time you cast this spell is determined by your Casting Level. You may fire 1 spycraft 2.0 | introduction

. - , and . When a spell a When . deafened , blinded annihilated within the resulting debris. debris. resulting the within or e c n buried a dispelled pon a (see the Spycraft 2.0 Rulebook, page 402) enge (see Effect) V Reflex half (repeatable, terminal) None l We 1 round 1 half action a ACP, PPC (25, $1,250,000), VOC, XPC (2,000) ACP, GRO (Kit), VOC of Special 1 round per Casting Level (dismissible) Personal Medium (100 ft. + 10 ft. per Casting Level) A A melee weapon composed of pure force springs into exis An apocalyptic torrent of devastation wracks the landscape the wracks devastation of torrent apocalyptic An m 9 Weather (Air) 2 Force . Further, the GC may spend 2 action dice to cause any character character any cause to dice action 2 spend may GC the Further, . 1,000 ft. spherical emanation None After the spell’s effect ends, scenery, objects, characters, and the top the and characters, objects, scenery, ends, effect spell’s the After You are immune to this spell’s effects at all times. A Spiritual Weapon cannot be attacked or harmed by physical Finally, if the weapon travels beyond the spell range or passes out Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: direct to action free 1 spend may you appears, first weapon the When tor piritu actions of any kind other than to make a Reflex save once per round. With success, the character is thrown 1d20 + 20 squares outside the area of effect at a height of 2d20 + 20 ft. the per rearranged are of effect area the within ground is Size 4 of exposed ft. Colossal to up of object and scenery of piece Each discretion. GC’s destroyed be to effect of area the in remaining during your Initiative Count, until and unless you concentrate for 1 half half 1 for concentrate you unless and until Count, Initiative your during action to it redirect to a new Also, target. when one of the weapon’s first weapon’s the for only applies it resistance, spell possesses targets vanishes. weapon the resisted, is spell the if but attack, when disappears it but attacks, targets the weapon, its Defense is 12 (+2 Size). of your sight, it immediately teleports to your side. S around you. For 2d6+8 rounds following the triggering of this spell’s effect, the local wind builds. For this the spell has first no mechanical 2 effect. rounds Thereafter, and of following 2 each this additional time, rounds, the wind in the area increases a by 1 maximum grade, of to severe For 1 minute after the wind builds to its crescendo, each unanchored character and object in the area of effect is lifted into the air and battered by flying debris, suffering 2d6 subdual damage per round. Each character trapped in the storm may take no S at tence and a opponents The attacks may weapon distance. take the shape of any one weapon with the which and you’re proficient of possesses version real a as qualities and range, threat range, error same the divine 1d8 inflicts weapon the hit, each With upgrades. no with weapon (maximum per Levels 3 damage Casting divine + damage 1 additional never and Count Initiative your during attacks always weapon The +6). possess. you abilities feat and class from benefit it does nor tricks, uses Each of its attacks approach the target from your direction standard. as and benefits flanking the for qualify and gain may weapon line have you which to range spell’s the within target 1 any attack to it of sight. The weapon continues to attack that target once per round 7 2

- - - for deafened deafened for 1 round. 1 for . With a successful stunned for 1 round and stunned Fortitude partial Fortitude half Reflex negates 1 half action 1 half action 1 half action urst upture ACP, VOC ACP, GRO (Kit), VOC ACP, VOC VOC B II I Instantaneous Instantaneous Instantaneous R

This spell operates like Shout I, except that the cone You emit an ultrasonic sound that causes living beings’ Close (25 ft. + 5 ft. per 2 Casting Levels) Personal Personal You emit an ear-splitting yell that deafens and damages crea damages and deafens that yell ear-splitting an emit You You blast an area with a shattering sonic boom. Each character character Each boom. sonic shattering a with area an blast You 2 Energy (Sonic) 9 Energy (Sonic) 7 Energy (Sonic) 4 Energy (Sonic) c 10 ft. cone-shaped burst 30 ft. cone-shaped burst 60 ft. cone-shaped burst 25 ft. cone-shaped burst (see the Spycraft 2.0 Rulebook, page 332) Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Area: Level: Saving Throw: Effect: Casting Time: Range: Area: Duration: Level: Skill Tags: Effect: Level: Skill Tags: Area: Further, each non-magical object within the area of effect that’s Area: Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Level: ound oni hout hout in the area of effect suffers 1d8 sonic damage + 1 additional sonic dam sonic additional 1 + damage sonic 1d8 suffers effect of area the in targets of these each Further, +6). (maximum Levels 2 per age Casting become or save Fortitude successful a make must S effect suffers 2d4 Constitution damage as an internal rupture critical injury Fortitude save, this damage decreases down) and the character recovers to at the rate of 1 point per day. 1/2 standard (rounded blood vessels to rupture and burst. Each character within the area of S 4d6 rounds. As with Shout I, a successful Fortitude 1/2 save to damage this allows decreases and conditions the these ignore to character standard (rounded down). inflicts 1d6 sonic damage per Casting Level causes a (maximum character to become 16d6) and S such an item is carried, the character holding it may make a Reflex save and with success, he shields it from the spell’s effect. condition and the damage decreases to 1/2 standard (rounded down). (rounded standard 1/2 to decreases damage the and condition made of crystal, glass, ceramic, porcelain, suffers 1d6 or sonic damage per a Casting Level (maximum 10d6). similar When substance tures in your path. Each character within the area of effect is of effect area the within character Each path. in your (maxi tures Levels Casting 2 per damage sonic 1d6 suffers and rounds 2d6 for mum save, this a With 10d6). ignores a Fortitude character successful S spycraft 2.0 | introduction

. With each hit, the . Each violent thrust (see Effect) (see page 9) II You You may lift and move 1 up weighing object to You may lift and move 1 character or object You may lift and hurl a number of characters or None Fortitude negates or None 1 half action 1 half action ACP, GRO (Kit) ACP, VOC 2 hours per Casting Level (dismissible) 1 round per Casting Level (dismissible) ut manipulate objects in complex ways using this spell; for Personal Long (400 ft. + 40 ft. per Casting Level) As a half action, you can perform any one of the following An unmoving, opaque sphere of force appears around you. H 3 Force 5 Force 20 ft. spherical emanation 1 object may Range: Area: Duration: Saving Throw: Effect: Sustained Force: weighing up to 25 lbs. and per move it Casting up to 10 Level ft. If (maximum the character effect. or the 300 cancel to save Fortitude object a make may it holding is character lbs.) carried, the You instance, you may pull on a rope, turn a key, or rotate an object. The GC may require one or more skill checks using Intelligence as with procedures delicate attempt you if however, attribute, key the this effect, such as untying knots. Violent Thrust: objects up to your Casting Level located (maximum within 10 12). ft. of Each each of the must others and be their total weight may not exceed 25 lbs. save Fortitude a make per may he character, a hurl to choose Casting you When Level (maximum 300 lbs.). to cancel the effect. You may hurl each chosen character or object at a specific target and each character or object hurled is subject to the standard ray attack rules target and each hurled character or object suffers an amount collision of damage calculated as if the item is traveling at 20 MPH (see the Spycraft 2.0 Rulebook, page decreases the spell’s duration 334) by 1 round, and if this decreases the remaining duration to 0 rounds or less, the attacks spell resolve. ends after the Level: Skill Tags: Casting Time: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Maneuver: Combat action Trip or Grapple, Disarm, Rush, Bull a make to it use and lbs. 25 Your position. current item’s the of ft. 15 within character any against Level Casting is used as the base action’s attack bonus, Acrobatics is modifier and Intelligence your bonus, skill or Athletics bonus, skill not may target The for. called is modifier attribute an whenever used this save and spell effect against even if the the fails, action target may target the action, Trip a failed of case the in (e.g. react not may action). Trip own his attempt not iny elekinesis

The hut protects against the elements, such as rain, dust, up to strong to up dust, rain, as such elements, the against protects hut The wind, and even hard vacuum, though a severe wind, direct lightning strike immediately destroys hurricane, it. or • • T T actions. When the spell effect ends, the object falls surface to below. the nearest • 28 (see Effect) (see Effect) (see Effect) I . With a successful Reflex save, the blindness is blindness the save, Reflex successful a With . II I Will negates Reflex negates or Reflex half Reflex negates or Reflex half 1 half action 1 half action 1 half action blinded manipulate objects in complex ways using this spell; for for spell; this using ways complex in objects manipulate ACP, VOC ACP, GRO (Kit), VOC ACP, GRO (Kit), RAY, VOC Concentration Instantaneous Instantaneous not Close (25 ft. + 5 ft. per 2 Casting Levels) Long (400 ft. + 40 ft. per Casting Level) Close (25 ft. + 5 ft. per 2 Casting Levels) As a half action, you can lift and move 1 object weighing You project 1 dazzling beam of intense light per 3 Casting A globe of searing radiance explodes from the point of origin. origin. of point the from explodes radiance searing of globe A 8 Energy (Light) 7 Energy (Light) 1 object 80 ft. spherical burst None 0 Force and suffers 1d4 lethal damage per Casting Level (maximum and suffers 1d6 lethal damage per Casting Level (maximum and suffers 1d8 lethal damage per Casting Level (maximum Finally, if the object moves out of the spell’s range at any time, You may may You Duration: Saving Throw: Effect: Casting Time: Range: Area: Level: Skill Tags: Each other character within the area of effect is automatically Saving Throw: Effect: Each undead character within the area of effect is automatically Range: Area: Duration: Level: Skill Tags: Casting Time: Each other character hit with a beam of Sunlight I suffers 4d6 lethal 4d6 suffers I Sunlight of beam a with hit character other Each An undead character hit with a beam of Sunlight I is automatically Area: Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Level: elekinesis unlight unlight instance, you may not pull on a rope, turn a key, or rotate an object. object. an rotate or a key, turn a on rope, pull not may you instance, the spell effect immediately ends and the object falls to the nearest surface below. direction. If the object is carried, the character holding it may make a Will save to cancel the effect. up to 5 lbs. and located within the spell’s range up to 15 ft. in any T blinded the and negated is blindness the save, Reflex successful a With 18d4). damage decreases to 1/2 standard (rounded down). 18d6). With a successful Reflex save, the blindness is negated and the and negated is blindness the save, Reflex successful a With 18d6). damage decreases to 1/2 standard (rounded down). blinded S damage and is and damage negated and the damage decreases to 1/2 standard (rounded down). blinded the and negated is blindness the save, Reflex successful a With 16d8). damage decreases to 1/2 standard (rounded down). Levels. Each beam may target one character of your choice within the spell’s range. S spycraft 2.0 | introduction

in buried and is immune to damage damage to immune is and . When one or more sections sections or . one more When . Characters, attacks, and spell spell and attacks, Characters, . dispelled (see Effect) (see Effect) (see (see the 2.0 Spycraft page Rulebook, annihilated e c e or Reflex negates Reflex negates 1 full action 1 full action Ic F (see Effect) (see Effect) ACP, GRO (Kit), VOC ACP, GRO (Kit), VOC Concentration + 1 round per Casting Level (dismissible, 1 minute per Casting Level (dismissible, enduring) Medium (100 ft. + 10 ft. per Casting Level) Close (25 ft. + 5 ft. per 2 Casting Levels) An immobile wall of ice springs into existence. This wall An immobile, invisible wall of force springs into existence. 4 Weather (Ice) 5 Force Special Special ll of ll of . . Further, each 5-ft. section of a wall melts when it suffers 20 a a Finally, a Wall of Ice provides 3/4 concealment and total cover If the wall appears covering one or more characters’ current or penetrated be cannot wall The Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: If the wall appears covering one or more characters’ current which +8, of save Damage a possesses wall the of section 5-ft. Each Each Each 5-ft. of section the wall is fueled by 20 points of fire damage Finally, a Wall of Fire provides 1/2 concealment against attacks Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: 217) Wall permanent a of sections more or one When damage. fire of points 10 after minutes. at they reform full strength of Ice are extinguished, against attacks made through it. locations, each affected character may make a Reflex save, ending up on the side of his choice with success or the side of your with failure. choice be may it though kinds, all of may notably the not with a effects wall, pass through few exceptions, attacks. gaze and damage, laser damage, flash W Casting per long ft. 20 to up Level, Casting per thick in. 1 to up be may Level, and up to 20 ft. tall. It may wind and curve as you like, though its precise path must be chosen when the spell’s effect is triggered. locations, each affected character may make a Reflex save, avoiding the wall entirely with success (and ending up on either wall, side as of he the chooses). With failure, the character becomes the wall. is further for modified thickness (see the Spycraft 2.0 Rulebook, page 337) page Rulebook, 2.0 Spycraft the (see strength full at reform they extinguished, are Fire of Wall permanent a of minutes. 10 after made through it. W enduring) This wall may be up to 1 in. thick per Casting Level, up to 10 ft. long per Casting Level, and up to 20 ft. tall. It may wind and curve as you like, though its precise path must be chosen when the spell’s effect is triggered. 29

(see Effect) nt a ire Reflex half or Reflex negates None erv 1 full action 1 half action F (see Effect) S ACP, GRO (Kit), VOC ACP, GRO (Kit), VOC Concentration + 1 round per Casting Level (dismissible, 1 hour per Casting Level Medium (100 ft. + 10 ft. per Casting Level) Close (25 ft. + 5 ft. per 2 Casting Levels) An immobile curtain of shimmering violet fire springs into An invisible, mindless, shapeless force next An shapeless appears mindless, to invisible, you, 4 Energy (Fire) 1 Force Special None ll of a nseen If the wall appears covering one or more characters’ current Any character or object passing through the wall suffers 2d6 fire At the end of each round, each character or object located within a within located object or character each round, each of end the At Effect: Duration: Saving Throw: Skill Tags: Casting Time: Range: Area: Level: The Unseen Servant possesses a Strength score of 2 and may exert Effect: Effect: Range: Area: Duration: Saving Throw: Level: Skill Tags: Casting Time: If you leave the hut at any time, this spell’s effect immediately ends. ends. immediately effect spell’s this time, any at hut the leave you If The temperature inside the hut is 70° F at all times, regardless of The hut’s walls are transparent from within, allowing occupants to the damage entirely with success (and ending up on either side of the wall, as he chooses). standard (rounded down). locations, each affected character may make a Reflex save, avoiding Casting Levels (maximum +10). damage + 1 additional fire damage per 2 Casting Levels (maximum +10). With a successful Reflex save, this damage decreases to 1/2 the spell’s effect is triggered. Wall of Fire suffers 2d6 fire damage + 1 additional fire damage per 2 existence. This curtain may be up to 1 up in. to 20 ft. thick long per Casting per Level, and up to Casting 20 ft. tall. Level, It may wind and curve as you like, though its precise path must be chosen when enduring) W it may ascend stairs and slopes up to 60 degrees. It cannot attack or make saving throws in any way, nor may it perform more or 6 any suffers it action if Finally, throw. that saving or check attack an requires points of damage, it disappears and this spell’s effect ends. up to 20 lbs. of force. It may only perform tasks with skill check DCs of DCs check skill with tasks perform only may It force. of lbs. 20 to up though fly, or levitate, climb, cannot It ft. 15 is Speed its and 11 to up clean, and mend. The servant can only perform a single activity at any activity a single perform only can servant The mend. and clean, to if do told so, again over and over an activity it but repeat can time, this it leave ever (should range the spell’s so within as long it remains ends). effect and this spell’s disappears it area, immediately waiting to perform simple tasks at your command. It can run and fetch fetch and run can It command. your at tasks simple perform to waiting chairs, hold containers, other and drawers, doors, unstuck open things, may be illuminated, providing dim light. U appears as a simple dome of a color you choose when it appears. interior hut’s the command, your at Further, temperature. outside the see outside as if the walls weren’t there. From the outside, the hut spycraft 2.0 | introduction

- - vitality is (see Effect) (see before . Per the GC’s dis (see Effect) (see Effect) Fortitude partial or Will negates Reflex negates 1 half action 1 full action (see Effect) ACP, VOC ACP, GRO (Kit), VOC Concentration + 1 round per Casting Level (dismissible) Instantaneous and 1 minute per Casting Level Level Casting per minute 1 and Instantaneous Personal Medium (100 ft. + 10 ft. per Casting Level) An immobile, invisible curtain of wind springs into exis You release a fearsome battle shout that inflicts 1d8 sonic 8 Energy (Sonic) 3 Weather (Air) (see the Spycraft 2.0 Rulebook, page 346) 100 ft. + 10 ft. per Casting Level cone-shaped burst Special r Cry ll of Wind a a At the end of each round, each character within the wall who is If the wall appears covering one or more characters’ or objects’ Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: Further, each of your conscious teammates and allies who can If the wall appears covering one or more characters’ current Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: No character with a Strength of 7 or lower may enter the wall, hear the War Cry gains a +1 morale bonus with attack Will checks saves, as and well as a number of temporary vitality points equal to his Career Level. These vitality points last 1 minute per Casting Level. In the case that one or more of your teammates or allies are injured and healed by this spell effect, damage is applied gained. standard (rounded down). Larger ammunition, such as artillery shells, artillery as such ammunition, Larger down). (rounded standard passes through the wall without impediment. holding or wearing any unanchored object weighing less than 5 lbs. must make a Reflex save to keep it from blowing away. If a character is holding or wearing more than one such item, he may prevent more than no 2 of them from blowing away. current locations, each character with a Strength of each 7 object or weighing less and less than 5 and lbs. is hurled 1d6 squares in suffers a direction determined by the Deviation 2d6 falling damage Diagram cretion, an ejected character or object may suffer additional collision or falling damage as appropriate. W damage per 2 Casting Levels to each character in the area of effect. With a successful Fortitude save, standard (rounded down). this damage decreases to 1/2 locations, each affected character may make a Reflex save, avoiding side of the (and ending up on either entirely with success the damage wall, as he chooses). W 10 to up Level, Casting per thick in. 1 to up be may curtain This tence. ft. long per Casting Level, and up to 20 ft. tall. It may wind and curve as you like, though its precise path must be chosen when the spell’s effect is triggered. nor may arrows, bolts, hurled pass through weapons, the wall, though or its range increment gases. decreases to 1/4 A bullet may 30 (see Effect) for 1d6 rounds per (see Effect) deafened ound ight Fortitude partial or Reflex negates Reflex half or Reflex negates for 1d6 rounds per 2 Casting Levels. 1 full action 1 full action S L (see Effect) ACP, GRO (Kit), VOC ACP, VOC Concentration + 1 round per Casting Level (dismissible) Concentration + 1 round per Casting Level (dismissible) Close (25 ft. +5 ft. per 2 Casting Levels) Medium (100 ft. + 10 ft. per Casting Level) An immobile, invisible wall of sound springs into existence. An immobile, brilliant sheet of white light springs into existence. existence. into springs light white of sheet brilliant immobile, An 4 Energy (Light) Special 6 Energy (Sonic) deafened ll of ll of a a Any non-magical object passing through the wall that’s made of Any character passing through the wall suffers 3d6 sonic damage + damage sonic 3d6 suffers wall the through passing character Any At the end of each round, each character located within a Wall of Saving Throw: Effect: Range: Area: Duration: Level: Skill Tags: Casting Time: When When this spell’s effect is you triggered, must choose one side to If the wall appears covering one or more evil outsiders’, undead Any evil outsider, undead, or ooze passing through the wall suffers wall the through passing ooze or undead, outsider, evil Any At the end of each round, each evil outsider, undead, and ooze Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Level: is carried, the character holding it may make a Reflex save and with success, he shields it from this effect. crystal, glass, ceramic, porcelain, or a similar substance suffers 1d6 sonic damage per Casting Level (maximum 14d6). When such an item 1 additional sonic damage per Casting Level (maximum +14). No save No +14). (maximum Level Casting per damage sonic additional 1 may be made to decrease this damage. Additionally, the must make character a Fortitude save or become 2 Casting Levels. damage. Additionally, the character must make a Fortitude save or become be chosen when the spell’s effect is triggered. Sound suffers 3d6 sonic damage + 1 additional this decrease to made be may save No +14). (maximum Level Casting sonic damage per to that produced by a small insect. This wall may be up to 1 in. thick per Casting Level, up to 20 ft. long per Casting Level, and up to 20 ft. tall. It may wind and curve as you like, though its precise path must The only indication of the wall’s existence is a slight distortion of the light passing through the wall and a constant buzzing sound, similar W the wall from that direction. The other side becomes transparent, allowing allowing transparent, becomes side other The direction. that from wall the penalty. without wall the through attack and see to side that on all make a Reflex save, avoiding the damage entirely with success (and ending up on either side of the wall, as he chooses). through made for attacks concealment total providing opaque, become (maximum +10). No save may be made to decrease this damage. characters’, or oozes’ current locations, each affected character may located within a Wall of Light suffers 2d6 laser damage + 1 additional 1 + damage laser 2d6 suffers Light of Wall a within located laser damage per 2 Casting Levels (maximum +10). 2d6 laser damage + 1 additional laser damage per 2 Casting Levels Casting Level, and up to 20 ft. tall. It may wind and curve as you like, though though like, you as curve and wind may It tall. ft. 20 to up and Level, triggered. is Casting effect spell’s the when chosen be must path precise its This sheet may be up to 1 in. thick per Casting Level, up to 20 ft. long per per long ft. 20 to up Level, Casting per thick in. 1 to up be may sheet This W spycraft 2.0 | introduction II in ma o D Fortitude negates 1 half action ACP, VOC Instantaneous Touch This spell operates like Winter’s Domain I, except that it The target feels a brief, sharp jolt and must make a successful successful a make must and jolt sharp brief, a feels target The 6 Weather (Ice) 0 Weather (Lightning) 40 ft. spherical emanation None Level: Area: Effect: Level: Skill Tags: Casting Time: Range: Area: Duration: Saving Throw: Effect: ot! Winter’s or to equal is Level Spell + Level Casting whose spells Fire suppresses less than your Casting Level + 6. Z Fortitude save or drop all held items. A target possessing 5 or more effect. spell this to immune is resistance electrical of points 1 3 . Some . suppressed (see the Spycraft 2.0 I (see Effect) in , as noted in their descriptions. ma o , except that expelled characters and objects are D suppressed None Reflex negates 1 full action 1 half action (see Effect) ind ACP, GRO (Kit), VOC ACP, GRO (Kit), VOC 1 minute per Casting Level (dismissible, enduring) 1 round per Casting Level w Close (25 ft. + 5 ft. per 2 Casting Levels) Long (400 ft. + 40 ft. per Casting Level) Each Fire spell effect with a Casting Level + Spell Level A powerful cyclone of raging wind appears at the spell’s 3 Weather (Ice) 8 Weather (Air) 20 ft. spherical emanation Special Saving Throw: Effect: Range: Area: Duration: Level: Skill Tags: Casting Time: When this spell effect is triggered, you determine its movement Area: Duration: Saving Throw: Effect: Skill Tags: Casting Time: Range: Level: effects may not be equal to or less than your Casting Level is + area, this through passes 3 or effect, of area that spell’s is located in this Winter’s up to 60 ft. each round and always moves at the end of your Initiative your of end the at moves always and round each ft. 60 to up Count. thrown 1d20 + 20 squares rather than being carried 1d4 miles. for the spell’s entire duration, though you may concentrate for 1 full action at any time to reprogram its movements. The cyclone moves point of origin. The cyclone is 50 to ft. 1,000 diameter ft. at its tall. base It and operates up Rulebook, page 402) like a tornado Whirl spycraft 2.0 | introduction - ONTENT C E AM G

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