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Abuse
Admonition
Aerial Coordination
Aggravator
Agitation
This spell generates Soul Tokens from living enemies
Annihilation 7 1d10+2 0 20 ½ WP - 3mR Hex
killed by the spell.
Arcane Blast
Arcane Bolt 3 1d10+3 0 20 ½ Y - - Arcane Magical bolts of energy streak toward the target.
Arcane Bonds
Arcane Static
Arcane Strike 1 1d10+1 0 16 ½ Dodge - - Arcane An arcane force blasts toward the target.
A steamjack damaged by this attack becomes stationary
Arcantrik Bolt 3 1d10+4 0 20 ½ Dodge - - Arcane
for one round.
Characters without Immunity Fire suffer –20 on attack
Ashen Cloud 3 - - 10 ½ N 1 3mR Fire
rolls while within the AOE
Ashen Veil
If target is hit, Chains to d6 targets within 5m dealing
Ashes to Ashes 7 2d10+2 0 16 ½ Agility - Chain Fire
1d10+2 damage.
All frendly characters gain 1 Armor. +1 Armor pr ARC
Aura of Protection 3 - - Self ½ - 2 10mR Arcane
beyond 3 you spend. MAX 4 Armor in total.
Awakened Spirit
All characters get 360 vision, can be disoritation for
Awareness 5 - - Self ½ - 2 5mR Arcane
prolonged use.
Ayisla's Rebuke
Backlash
Bad Blood
Enemy upkeep spells on the targeted friendly character
Banishing Ward 3 - - 6 ½ WP - - Arcane expire. The affected character cannot be targeted by
enemy spells or animi.
If frendly character is hit by melee, deal 1d10+1 Fire
Barrier of Flames 5 - - Self ½ - 3 5mR Fire
dam to attacker that auto-hits.
Frendly characters gets +20 or re-role to resist beeing
Batten Down the Hatches 5 - - Self ½ - 3 10mR Arcane
knocked down. Can not be moved by magic.
When a character is hit by Battering Ram, he can be
Battering Ram 3 1d10+4 0 6 ½ Agility - - Arcane pushed 1d6m directly away from the spell’s point of
origin.
Battle Charged
Battle Frost
Battle Rage
Bestial
Beyond Death
Mechanika devices in the possession of enemy
characters in the spellcaster’s control area immediately
deactivate. If an enemy enters the spellcaster’s control
area, mechanika devices in his
Black Out 7 - - Self ½ WP - 5mR Arcane possession immediately deactivate. While in the
spellcaster’s control area, enemy characters cannot
activate mechanika devices. Black Out has no effect on
steamjacks or mechanika armor. Black Out lasts for one
round.
Blade of Radiance 3 1d10+2 0 20 ½ Agility - - Holy Infernal and Undead suffer 2d10+2 dam
Blaze of Glory
Blazing Effigy 7 2d10+6 0 Self ½ Agility - 2mR Fire
Chasten 3 1d10+4 0 20m ½ WP 1 - Arcane Target loses all upkeep spells unless they pass a WP test.
Chiller 3 - - Self ½ Toughness 1 2mR Cold Enemy suffers -20 to Agility tests unless Immunity cold
Critical hit = Fire Continuous 1d10+2, ½ action and a
Cleansing Fire 5 2d10+6 0 16m ½ Agility - - Fire
Agility test to put the fire out.
Target character gets Terror 6 (WP + 1d100 vs 60 or run
Cloak of Fear 3 - - Self ½ - 2 - Hex
from the character, this can provoke AoP)
Cloak of the Predator
Cold Blooded
If you kill Enemy with Convection, gain 1d3 ARC next
Convection 3 1d10+4 0 20m ½ WP - - Arcane
round. Must be used next round or be lost.
Crevasse 5 1d10+4 0 16m ½ WP - - Arcane If enemy is killed, 1d10+4 dam AoE 3m, can continue.
Cross-Country
Frendly characters get your unused ARC as bonus dam
Crusader's Call 5 - - Self ½ - 2 10mR Arcane to there first attack if they charge this turnLasts for 1
round
Curse of Shadows
If a character dies and is within 20m range og the caster
Dark Fire 3 1d10+4 0 20m ½ Agility - - Hex and have been damaged by Dark Fire once or more, the
caster my claim a soul token.
Dark Guidance
Dark Persuader
Dark Water
Dash
Daylight 5 - - Self ½ WP - 5mR Holy Infernal & Undead suffer -2 TB and -20 to Agility tests
Deadeye
Deadweight
Death Pact
Deathly Slumber
Reduce all ballistic range damage in area by 4, Reduce
Deceleration 5 - - Self ½ - - 5mR Arcane
damage by +1 (max 8 in total) pr ARC used
Enemy characters suffer 1d10+4 dam, characters
Deep Freeze 5 - - Self ½ Toughness - 2mR Cold damaged by the spell cannot run, charge or make
special attacks for 1 round.
The caster gains +30 to deception roll and may re-role
Devil's Tongue 3 - - Self ½ WP 3 - Hex
his roll unless enemy pass a WP test.
Dirge of Mists
Disruptor
Dissolution Bolt
Dog Pile
Caster WP vs Enemy WP. Only works on Undeads. If the
caster beats the enemy he may controle the enemy this
Dominate Undead 5 - - 20m ½ WP 3 - Hex
round. A new test is rolled next round if the spell is
sustaned or the caster takes damage.
Domination
Draconic Blessing
Dragon's Blood
Dragonsight
All characters make Agility test or be knocked down.
Earthquake 5 - - Self ½ Agility - 10mR Arcane
-10 to Agility test pr ARC
Casters gains Cover (2), takes ½ dam from blast. Expires
Earth's Cradle 1 - - Self ½ - 1 - Arcane
if character moves or is in melee combat.
Characters starting or ending there turn in AoE suffers
Earthsplitter 7 2d10+6 0 10m ½ Agility - 3mR Fire
2d10+6 Fire damage.
Steamjacks damaged by Electrical Blast suffer
Electrical Blast 5 1d10+5 0 16m ½ Toughness - 3mR Lightning
Disruption.
Electrical Charge
If target is hit in melee the attacker is pushed d3 meters
Electrify 3 - - 12m ½ Strength - - Lightning away from the target unless he pass str test. He suffers
1d10+5 lightning damage if he fail.
Electrodynamics
Elemental Protection
Eliminator 5 1d10+5 0 16m ½ WP - 3mR Arcane For every enemy killed by spell catser can move 2m
Target gets -1 movement pr ARC used. If targets
movement is reduces to 0 he is tied in arcane vines. He
Entangle 1 - - 10m ½ Strength 1 - Arcane
can only make ½ actions and suffers -20 to hit. Unless
he pass a strength test.
Enthrall Spirit
Living characters can not regain health and lose
Entropic Force 5 - - Self ½ WP 3 10mR Hex Unatural toughness & Regeneration while in the spells
AoE
Eruption of Life
Eruption of Spines
Essence Blast
Exorcism
Explosivo
Extinguisher
Eye of Menoth
You can pass a preception test and see through magic
Eyes of Truth 3 - - Self ½ - 1 - Arcane
created illusions.
Jack ignores one Crippled system or one disruption
Fail Safe 5 - - 12m ½ - 1 - Arcane
effect as long as Fail Safe is in effect.
Fair Winds 1 - - Self ½ - 1 - Arcane Caster gets +1 movement, +1 movement pr 3 ARC
Feast of Worms
Fire for Effect
Caster & jacks under his controle gets Tearing with
Fire Group 3 - - Self ½ - 1 10mR Arcane attacks until end of next turn. (only one round of
combat will be boosted. After attacks spell ends)
Flesh Eater
Characters gain concealment (-30 hit) and blocks Line of
Fog of War 5 - - Self ½ - 3 5mR Arcane
sight (LOS) while in spells area.
Force Bolt
The caster suffers ½ damage from AoE (after Armor &
TB. He gest +20 to resist knocked down. If a AoE spell is
Force Field 5 - - Self ½ - 3 5mR Arcane targeting the casters and misses the caster can chose to
set it off in his spells area (5mR) hitting with BS 30 (can
not be boosted)
Targets hit are slammed d6 meters away from caster
suffering an aditional 1d10+4 dam if it collides with
Force Hammer 7 1d10+4 0 20m ½ Agility - - Arcane
anything. If enemy hits another character that character
suffers 1d10+4 dam also.
Enemies in the spells AoE are pushed d6 meters away
Force of Faith 7 - - Self ½ Strength - 5mR Arcane from the spellcaster, +2m pr ARC. Caster can chose what
enemies are pushed and who is not.
Forced Evolution
Target Steamjack gets: Enemy damage dice gets revers
Tearing chosing the lowest. Frendy characters in B2B
Fortify 3 - - 12m ½ - 1 - Arcane
with jack can not be knocked down, pushed or
slammed.
Fortune
All frendly characters in spell AoE suffer ½ damage from
Foxhole 3 - - 10m ½ - 2 3mR Arcane
AoE attacks after Armor & TB.
Target become stationary and can only take ½ action
Freezing Grip 7 - - 16m ½ - - - Cold until he pass a toughness test the next round. Can not
dodge or parry while hit by Freezing Grip
Enemy characters in spells AoE suffer -2 movement & ½
Freezing Mist 7 - - Self ½ Toughness - 5mR Cold
agility when dodging. Lasts 1d3 Rounds
Frostbite 3 1d10+4 - 8m ½ Agility - Cone Cold Cone of frost thats bites the skin and flesh
Characters who move in the Spells AoE must pass a
Frozen Ground 5 - - 10m ½ Agility - 5mR Cold agility test or fall prone. Charactrers prone suffer 1d10
Cold damage.
Fuel the Flames 5 - - Self ½ - 2 10mR Fire Fire continuous effect in spells AoE can not be put out.
Steamjacks under casters controle gets a ½ move
Full Throttle 5 - - Self ½ - - 10mR Arcane action. If jacks ends in contact with enemy it gest a free
Slam melee attack agenst that enemy.
Fury
Gallows
The caster gains Poltergeist form, when an enemy
attacks you with a non-magical attack there is a 50%
Ghost Shroud 5 - - Self ½ WP 3 - Hex chanse the attack deals no damage. Also if the enemy
miss or the attack is ignored the enemy is pushed back
d3 meters away from the caster.
Ghost Walk
Hex Blast 5 1d10+5 0 10m ½ WP - - Arcane Upkeep spells on enemies hit expires if WP test is failed.
Hex Bolt
Hex Hammer
Hidden Path
Hoarfrost 5 2d10+6 0 16m ½ Toughness - - Cold Critical roll the enemy becomes stationary for 1 round
Hollow
Holy Ward
Hot Shot
Howling Flames 3 1d10+2 0 8m ½ Agility - Cone Fire On a critical rolle, enemy suffer fire continuous effect.
Howling Wind
Hunter's Mark
Hymn of Battle 3 - - 12m ½ - - - Arcane Target steamjack gets +10 hit and +2 to damage rolls
Target steamjack gets: non-magical ranged attacks
Hymn of Passage 3 - - 12m ½ - - - Arcane
automaticaly miss the jack for 1 round.
Frendly characters in spells AoE gets: Enemy spells
Hymn of Shielding 7 - - Self ½ - - 5mR Arcane
targeting them will automaticaly miss. Last 1 round.
Hyper Awareness
Ice Bolt 3 1d10+4 - 20m ½ Agility - - Cold On a critical rolle, enemy is stationary for 1 round.
Ice Cage
Target gets: the next 5 damage he recives (before TB &
Ice Shield 1 - - 12m ½ - 1 - Cold Armor is ignored. The effect is lost if the target moves or
after he takes damage.
Icy Grip 3 - - 16m ½ Toughness 1 - Cold Target suffers ½ agility to dodge.
Target gets +2 to melee attacks, if he crits target is hit
Ignite 3 - - 12m ½ - 1 - Fire
by the Fire Continous effect.
Illusion of Vitality
Immolation 3 1d10+4 0 16m ½ Agility - - Fire On a critical hit the enemy suffer Fire Continous effect
Incite
Infernal Machine
Last one round, characters starting or entering the spells
Inferno 5 1d10+4 0 20m ½ Agility - 3mR Fire
AoE suffer 1d10+4 fire damage.
Inhospitable Ground 5 - - Self ½ - - 5mR Earth Area is treated as Rough terrain (½ movement)
Instigate
Inviolable Resolve
Iron Flesh
Jackhammer 1 - - 12m ½ - - - Arcane Target jack and immediatly make one melee attack.
Jaws of Death
Target jack immediatly takes 1d5 damage ignoring
armor. It can make a Agility test to stand up or If jack is
Jump Start 1 - - Self ½ - - - Arcane
powered down with a active boiler it takes an aditional
1d5 dam and is operational.
Killing Ground
Killing Tide
Enemy spell casters must pay 2x ARC to upkeep spells
Lamentation 5 - - Self ½ WP 3 10mR Arcane
when in the spells AoE.
Leash
Magic light that removes effects that block LoS like
Light in the Darkness 1 - - Self ½ - 1 10mR Arcane
smoke or spells like blizzard.
Light of Nyrro
Lightning Shroud
Lightning Storm
Frendly Characters melee weapons gains Electro Leap
(enemies hit suffer 1d10 Lightning dam that arcs 2m to
Lightning Tendrils 5 - - Self ½ Agility 3 5mR Lightning
1d3 enemies if they are hit in melee) ARC is random but
ignoring attacker.
Lightning Tongue
Target steamjack immediatly gets a free move, it moves
Locomotion 1 - - Self ½ - +1 - Arcane 1m pr ARC spendt. Ignoring movement restrictions from
other spells
Mage Sight
Magnetic Hold
Mark of Lyliss
Marked for Death
Targets who do not wear a gasmask must take a
Marsh Gas 7 1d10+4 0 16m ½ Toughness - 5mR Corrosion toughness test or take an aditional 1d10+2 damage that
ignores Armor
Medicate
All characters inside the AoE suffer 1d3 damage
Miasma 5 - - Self ½ Toughness - 5mR Corrosion ignoring armor and toughness. If they fail the toughness
test they recive 2d3 damage instead.
Mindblow
Mindlock
Caster makes a illusion (Tiny - Large) anywhere within
Mirage 5 - - 20m ½ PER 3 - Arcane the spells range. Caster must have LoS or the illusion
ends.
Mist Shroud
Target character ignore any normal or magical "Cloud"
Mist Sight 3 - - 12m ½ - 2 - Arcane
og "Mist" effect when determing LoS.
Mobility
Mockery of Life
Molten Metal
Mortality
Target character cannot run or charge and treat open
Mudfoot 3 - - 20m ½ Agility 1 - Arcane terrain as rough unless he pass a agility test or strength
test after the first test.
Murder of Crows
Muzzle
Mystic Wards
Obliteration 7 2d10+7 0 20m ½ - - - Earth The force blasts apart the earth itself.
Occultation 3 - - 12m ½ - 1 - Arcane Target gets Tearing on his Stealth roll, lasts 1min
Parasite
Parasitic Invigoration
Perdition
Phantasm
Phantom Hunter
Pig Pen
Playing God
Target can not be charge in his front-Arc while Polatity
Polarity Shield 3 - - 6m ½ Strength 2 - Lightning Shield is in effect unless enemy pass a strength test.
Jacks fail this automaticaly.
Target jack gets +20 its next melee attack, frendly
Positive Charge 3 - - 12m ½ - 2 - Arcane characters within 2m of jack gets +20 to hit the target if
the jack hits with this attack.
Powder Keg
Target jack the caster controles is no longer dirupted
Power Booster 1 - - 5m ½ - 1 - Arcane
and gain 1 ARC during its its turn.
Target Character can Re-role any non social skill test this
Prayer of Guidance 5 - - 12m ½ - - - Holy
turn or the next.
Primal Shock
Protection: Cold 1 - - 6m ½ - 1 - Arcane Target gets Resistance 30 vs Cold
Protection: Corrosion 1 - - 6m ½ - 1 - Arcane Target gets Resistance 30 vs Corrosion
Protection: Electricity 1 - - 6m ½ - 1 - Arcane Target gets Resistance 30 vs Electricity
Protection: Fire 1 - - 6m ½ - 1 - Arcane Target gets Resistance 30 vs Fire
Protector's Mark
Prowess of Lurynsar
Psi Blast
Psychic Vampire
Psychophage
Continuous effectm Animi & Upkeep spells in the spells
Purification 5 - - Self ½ WP - 10mR Holy area immediatly expire. If there casters is in the area roll
WP to resist.
Quagmire
Enemies suffer -10 to all tests and ½ movement while in
Raging Winds 7 - - Self ½ - - 10mR Arcane
the spells AoE. Lasts one round.
Raise Dead
Rampager
Rapid Growth
Ravager
Rawhide
Razor Wall
Razor Wind 3 1d10+4 4 20m ½ Agility - - Arcane A blade of wind slice trough the target
Realignment
Reconstruction
Target jack gest +2 Unatural Str and Agility and can run,
charge or make power & slams or Tramples without
Redline 3 - - 12m ½ - 2 - Arcane
spending ARC or beeing jackmarshalled. Ad the ned of
the jack turns it suffers 1d10 damage ignoring Armor.
Target character gets: When he its a enemy he can
Refuge 3 - - 12m ½ - - - Arcane immediatly make free full move that do not provoke
Attack of opportunity.
Respawn
Restoration
Target character gets: When he is target by a enemy
range attack, after the enemys attack the character can
Return Fire 1 - - 12m ½ - 1 - Arcane
make one free standard range or melee attack agens
that target.
Rift 5 1d10+5 0 16m ½ Agility - 4mR Earth The AoE is rough terrain and remains in play for 1 minut
Sacraficial Pawn
If a frendly tagrte suffers damage the next turn within
the spells AoE you can split the damage or the caster
Sanguine Blessing 5 - - Self ½ - 1 - Arcane
takes all the damage.. Can be desided after damage is
rolled.
Savagery
Sea Legs
Enemies within the spells AoE suffer from the Fire
Sea of Fire 7 - - Self ½ - 5 5mR Fire Continuous effect. The spell can not be put out unless
enemies leave the area.
Shadow Pack
Shadow Sight
Soul Slave
Soulfire
Spirit Fang
Spirit Lash
Twister
Unease
Unminding
Unnatural Aggression
Unstoppable Force
Veil of Mists
Venom
The next attack that hits the target character will recive
Vision 3 - - 6m ½ - 3 - Arcane -30 to hit. Vision expires after this. A character can only
be targett by this spell once pr combat.
Void Curse
Target jack can not move and suffers +20 to be hit. Any
other jack starting there turn 3m from the target jack
Voltaic Lock 7 - - 20m ½ WP - - Arcane
cannot run or charge and can only advance direcly
towards the target jack. Lasts for one round.
Voodoo Doll
Warpath
Watcher
Wave of Vivification
Weald Hunter
Any character who is cought or enter the spells Area
cannot move. If a crit is rolled to hit the enemy is
completly ingulfed and can make no action but a
Webbing 5 - - 20m ½ Agility 3 3mR Arcane
strentgh save to break the spell. Target character can
make ether a agility test not to be hit, or if hit a strength
test to break free,
While in the Spells AoE all characters have the LoS
White Out 7 - - Self ½ - 5 20mR Cold reduces to 5m. And a -20 penalty to range attacks inside
the AoE. Leaves snow in the area.
Wild Aggression
Will Breaker
Agility test to avoide or Strengh test -20 to resist or be
thrown d6 meters away taking 1d10+2 damage. If a
Wind Blast 7 - - 5m ½ Agility 5 Cone Arcane enmey hits a solid object and fail the Strength test they
are pinned as long as they fail and the spell is in effect.
½ Movement in the Cone.
Wind Ravager
Wind Strike
Wind Wall
AOE AOE