Sub-Paths from Arcana Exxet

By Jtest, in Anima: Beyond Fantasy RPG

Since someone was nice enough to start the translation of the spells from Core Exxet I figured i'd start trying to convert the spells from Arcana Exxet

Not all relevant principles of life are gathered in eleven ways of magic. In addition to the main roads, there are many minor aspects of reality that can also be controlled by spells.
By developing magic a character with the ability to use spells may declare that, instead of choosing free access spells they will learn a sub-path of magic. Each sub-path consists of ten different spells, equivalent to a list of free access spells. In the case of the sub-path is learned with in a higher path it consumes all free access spells, while if combined with a lower path it consumes ten free access spells of appropriate level, while leaving ten free access slots available.
Once a Sub-path has been chosen the mage cannot abandon the path in favor of free access spells later.
Below the spells of different sub-paths are listed. Each contains
following information:

Closed Paths: Paths that are unable to learn the sub-path

Magic Level: The Magic Level of the spell ranging from 4-94. This is used to determine the free access slot needed to learn the spell

Action: The spell can be active or passive.

Effect: The general description of the effect achieved by launching the
spell at any level.

Zeon: The cost to cast the spell on all four degrees of power (base, intermediate, advanced and arcane). I

Int R (Intelligence required): Refers to the minimum
Intelligence that is needed to cast the spell at each power level.

Base: Effects that the spell gets when released at its base level.

Intermediate: Effects of the spell gets when released at its Intermediate level.

Advanced: Effects of the spell gets when released at its Advanced level.

Arcane: Effects of the spell gets when released at its Arcane level.

Maintenance: Some spells may be sustained for a prolonged time. The cost to maintain the spell will be listed for each degree of power. For example 5/5/10/15 would be 5 Zeon for base and intermediate, 10 for advanced, and 15 for arcane.
Spell Type: The type of spell in question.

Chaos
This path controls the principle of chaos, the power of unpredictability and alteration of events.
Closed paths: Necromancy, Illusion, Essence, Fire, Earth, Water.

Feel the Chaos
Level: 4 Action: Active
Effect: The caster is able to notice the fluctuations caused by chaos in the environment, allowing the mage to notice alterations of reality within the radius of the spell. This spell does not grant the exact location, but rather the mage is aware of the level of chaos influence excreted on reality.
Zeon Base(5), Intermediate(80), Advanced(100), Arcane(120)
Int R. Base(5), Intermediate(8), Advanced(10), Arcane(12)
Base: 50 m radius.
Intermediate: 100 m radius.
Advanced: 250 m radius.
Arcane: 500 meter radius / The sorcerer perceives the presence of any being with more than 20 Gnosis or Natura over 10 who is within the action area of the spell if they do not exceed an MR against 160.
Maintenance: 5 / 10 / 10 / 15 Daily
Spell Type: Effect, Detection

Aura of Chaos
Level: 14 Action: Active
Effect: The caster causes a surge of energy that alters reality forcing potentially chaotic and unpredictable results. While this spell is active, all people behave as if they have Natura 10 (although for the purpose of its importance in reality, retain their original value) and all sorts of unusual events and impossible things occur without stopping. In other words, it's as if fate went crazy, and anything could happen. At the time of launching this spell, the wizard must decide whether to leave a fixed area or if the aura moves with you.
Zeon Base(60), Intermediate(90), Advanced(120), Arcane(150)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: MR 80 / 10 meter radius / maximum Presence 100.
Intermediate: MR 100 / 20 meter radius / maximum Presence 120.
Advanced: MR 120 / 40 meter radius / maximum Presence 140.
Arcane: MR 140 / 60 meter radius / maximum Presence 160.
Maintenance: 15 / 20 / 25 / 30
Spell Type: Effect

Alteration of Probability
Level: 24 Action: Active
Effect: The magician or target of the characters choice undergoes a temporary alteration of nature. This spell increases both the chances of a fumble and open roll. Example at the base level a character botches on a 5 or below, but an 85 and up would be an open roll
Zeon Base(80), Intermediate(100), Advanced(120), Arcane(140)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: +2 to Fumble / -5 to Open Rolls.
Intermediate: +4 to Fumble / -10 to Open Rolls.
Advanced: +6 to Fumble / -15 to Open Rolls.
Arcane: +8 to Fumble / -20 to Open Rolls.
Maintenance: 20 to Fumble / 20 / 25 / 30
Spell Type: Spiritual

Alter Luck
Level: 34 Action: Active
Effect: The target of this spell has increased results
produced by chance and luck as desired by the sorcerer.
Any situation that is determined by chance will always get
disproportionate results, either for Good or Bad. A players
rolls, for example, result in continuously incredibly fortunate or disastrous results. Characters with the advantage Good Luck or disadvantage Bad Luck are increased exponentially.
Zeon Base(80), Intermediate(140), Advanced(250), Arcane(400)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: MR 120.
Intermediate: MR 140.
Advanced: MR 160 / Luck is so disproportionate its bordering the absurd.
Arcane: MR 180 / As advanced degree, but the character always wins or loses to anyone (Unless their Gnosis or Natura is higher) at all things related to luck.
Maintenance: 10 / 10 / 15 / 15
Spell Type: Spiritual

Path of Chaos
Level: 44 Action: Active
Effect: The caster can reroll an offensive roll provided it was not a fumble, this can only be done once per roll.
Zeon Base(120), Intermediate(180), Advanced(280), Arcane(400)
Int R. Base(7), Intermediate(9), Advanced(12), Arcane(14)
Base: One reroll.
Intermediate: Two rerolls.
Advanced: Three rerolls.
Arcane: Four rerolls, can be used on fumbles.
Maintenance: 20 / 20 / 25 / 30
Spell Type: Spiritual

Chaotic aberration
Level: 54 Action: Active
Effect: Creates a monster of solidified chaos in the environment.
The caster has no power over it, and it will behave completely unpredictable (although as a rule, always in a violent way). The being should be developed as a Being Between Worlds
using the rules described in Chapter 26 of the corebook, but the caster can only choose half of the DP of the creature, while the other half will be determined randomly by the
GM. The creature will be Gnosis 20 regardless of the degree in which the spell is launched; this
spell can not create creatures of a higher level than the sorcerer. It is not possible to give this being a soul.
Zeon Base(120), Intermediate(200), Advanced(300), Arcane(700)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(15)
Base: Level 2.
Intermediate: Level 4.
Advanced: Level 8.
Arcane: Level 12.
Maintenance: No
Spell Type: Effect

Handling of Chaos
Level: 64 Action: Passive
Effect: Altering the essence of chaos this spell changes the
outcome of an event. The spell must be released immediately after and action has been taken, forcing a reroll. The Gnosis 35 or beings with a higher Natura are aware of the change, while others can not perceive it.
Zeon Base(100), Intermediate(200), Advanced(300), Arcane(400)
Int R. Base(10), Intermediate(12), Advanced(14), Arcane(16)
Base: MR 140.
Intermediate: MR 180 / may force re-roll twice.
Advanced: MR 220 / may force re-roll three times.
Arcane: MR 260 / may force re-roll four times.
Maintenance: No
Spell Type: Automatic

Chaotic mutation
Level: 74 Action: Active
Effect: The target of this spell suffers serious mutations in thier body, altering both their physiognomy and their capabilities. Using Chaotic Mutation,
the sorcerer or the target get additional DP to get monster powers like a Being Between Worlds with Gnosis 25. However, you can only spend half the DP voluntarily, while the other half will be randomly determined by the GM. Generally, the powers this causes always leave visible physical changes. The DP increases the level of the character, and a character can only be affected by this spell once.
Zeon Base(200), Intermediate(400), Advanced(800), Arcane(1200)
Int R. Base(8), Intermediate(11), Advanced(13), Arcane(15)
Base: 100 DP / 100 MR to resist.
Intermediate: 200 DP / 120 MR to resist.
Advanced: 300 DP / 140 MR to resist.
Arcane: 400 DP / Gnosis 30 / 160 MR to resist.
Maintenance: No
Spell Type: Effect

Chaos Control
Level: 84 Action: Active
Effect: The magician has the ability to bend the nature of chaos to their
command, allowing them to get the results they want. It is important to note that this
spell does not give a character a control of chaos if it does not exist in an area, so the more chaotic environment is, the greater their powers. For example, controlling a place where the environment is low in chaos would not allow him to do anything, while in an area affected by a lots of chaos, could make almost anything. For the purpose of play, the mage gets the powers granted to beings with Gnosis(see Core book page 277). Chaos aspected beings just pass an MR test indicated in the spell level or fall under the control of the caster.
Zeon Base(300), Intermediate(500), Advanced(800), Arcane(1200)
Int R. Base(11), Intermediate(13), Advanced(15), Arcane(17)
Base: Gnosis 30 / MR 120.
Intermediate: Gnosis 35 / MR 160.
Advanced: Gnosis 40 / MR 200.
Arcane: Gnosis 45 / MR 260.
Maintenance: 50 / 60 / 65 / 75
Spell Type: Effect

Primary chaos
Level: 94 Action: Active
Effect: This spell completely alters the laws of reality, the sorcerer
creates chaos in its purest form, an area where everything has stopped responding to any form of reason. The space is so distorted that up may become down, miles are traveled in seconds and yards in hours. A person can be young and old at the time, storms on a sunny day ... nothing makes sense, because the concept of logic has ceased to exist. Normal people go crazy as supernatural power gets out of control. The area of this spell is
determined by the grade.
Zeon Base(500), Intermediate(900), Advanced(1500), Arcane(2400)
Int R. Base(12), Intermediate(14), Advanced(16), Arcane(18)
Base: 546 yards.
Intermediate: 1100 yards.
Advanced: 3 miles / Anyone inside the area for over a minute is affected by the Chaotic Mutation spell cast at arcane level.
Arcane: 15 miles / As the advanced degree, but at the core of the area for a one mile radius everything ceases to exist, everything is simply atoms in motion. Anyone in the core must pass a MR 160 test or merge with the chaos and disappear forever.
Maintenance: 100 / 180 / 300 / 480 Daily
Spell Type: Automatic

I built out the entire path of Chaos magic for my campaign. Its a 60 page supplement now (with an attached bestiary and adventure module).

Chaos in my campaign is the primal source of the magic paths, and therefore aligns with all paths except Necromancy (which opposes all). This is the piece that was cut out of the Anima scenario, and it's absence has made the current reign of technology possible (PiTS). If you add it back in, the Imperium finally have something to fear.

Moreover, the 12 paths align in a very beautiful way that makes a whole lot more sense than the current one.

I wasn't going to share this publicly, as I have borrowed from Warhammer Fantasy, and various images on the internet. However, if you think along the lines I have indicated, I think you will get the idea. If anybody is specifically interested in this, send me a PM.

Thank you very much, I will be waiting anxiously for some of the other paths.

Two questions I could use clarification on: are people with low Gnosis able to cast level 80+ and 90+ spells from these sub schools? and is there a max INT x10/x20/x30/x40/x50 for these?

hellgeist said:

I built out the entire path of Chaos magic for my campaign. Its a 60 page supplement now (with an attached bestiary and adventure module).

Chaos in my campaign is the primal source of the magic paths, and therefore aligns with all paths except Necromancy (which opposes all). This is the piece that was cut out of the Anima scenario, and it's absence has made the current reign of technology possible (PiTS). If you add it back in, the Imperium finally have something to fear.

Moreover, the 12 paths align in a very beautiful way that makes a whole lot more sense than the current one.

I wasn't going to share this publicly, as I have borrowed from Warhammer Fantasy, and various images on the internet. However, if you think along the lines I have indicated, I think you will get the idea. If anybody is specifically interested in this, send me a PM.

As I was going through it all I could think of was warhammer FRP gran_risa.gif

Lia Valenth said:


Thank you very much, I will be waiting anxiously for some of the other paths.

Two questions I could use clarification on: are people with low Gnosis able to cast level 80+ and 90+ spells from these sub schools? and is there a max INT x10/x20/x30/x40/x50 for these?

They are in the format used in the Core Exxet

so there are only the four versions of the spell and the Int R. is the intelligence needed to cast the spell at that level.

I'll try to get them updated in a timely manner, going to see if I can part out the spells to my magic users for help

Oh, duh, I can work with that. Thanks again!

hellgeist said:

I built out the entire path of Chaos magic for my campaign. Its a 60 page supplement now (with an attached bestiary and adventure module).

Chaos in my campaign is the primal source of the magic paths, and therefore aligns with all paths except Necromancy (which opposes all). This is the piece that was cut out of the Anima scenario, and it's absence has made the current reign of technology possible (PiTS). If you add it back in, the Imperium finally have something to fear.

Moreover, the 12 paths align in a very beautiful way that makes a whole lot more sense than the current one.

I wasn't going to share this publicly, as I have borrowed from Warhammer Fantasy, and various images on the internet. However, if you think along the lines I have indicated, I think you will get the idea. If anybody is specifically interested in this, send me a PM.

Sent a Friendship request since I can't figure out how to PM on these boards...

sad.gif

Jtest said:

They are in the format used in the Core Exxet

But Sub-Paths are not Free Access Spells.

Sebashaw said:

Jtest said:

They are in the format used in the Core Exxet

But Sub-Paths are not Free Access Spells.

I didn't say they were, but they do use your free access spell slots.

War
The Path of War is one that dominates the fields of battle, allowing the mage to enhance their skills as well as their peers, or entire armies.
Closed Paths: Essence, Air, Light, Water, Illusion, and Creation.

Moral
Level: 4 Action: Active
Effect: This call causes the wizard's allies to increase their fighting spirit and become immune to the effects of fear or pain. For the purposes of the game, you get a bonus to your secondary skill composure until the end of your current combat, or for ten minutes if outside combat.
Zeon Base(30), Intermediate(60), Advanced(90), Arcane(120)
Int R. Base(5), Intermediate(8), Advanced(11), Arcane(13)
Base: +40 to Composure / 11 yard radius.
Intermediate: +80 to Composure / 50 yard radius.
Advanced: +120 to Composure / 273 yard radius.
Arcanum: +180 to Composure / 546 yard radius.
Maintenance: No
Spell Type: Effect

Ancestral wrath
Level: 14 Action: Active
Effect: This spell awakens a rage in the mages allies filling them with an unstoppable fury. This spell grants all the casters allies inside the radius of the spell a +10 attack bonus and suffer the Rage state as described on page 213 of the core book save that they will not completely lose control or attack each other.
Zeon Base(40), Intermediate(70), Advanced(100), Arcane(130)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: 11 yard radius.
Intermediate: 50 yard radius.
Advanced: 273 yard radius.
Arcane: 546 yard radius.
Maintenance: 5 / 10 / 10 / 15
Spell Type: Effect

Battle Speed
Level: 24 Action: Active
Effect: Channeling the fighting spirit of his allies, the mage makes them work as
one man allowing them to anticipate the actions of their enemies.
Zeon Base(50), Intermediate(90), Advanced(120), Arcane(150)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: Initiative +10 / 11 yard radius.
Intermediate: Initiative +10 / 50 yard radius.
Advanced: Initiative +20 / 273 yard radius.
Arcane: Initiative +20/ 546 yard radius.
Maintenance: 5 / 10 / 15 / 15
Spell Type: Effect

Triggered Destruction
Level: 34 Action: Active
Effect: Increases the destructive power of all Allies near the
mage, giving them a bonus to damage from all attacks.
Zeon Base(80), Intermediate(120), Advanced(160), Arcane(200)
Int R. Base(7), Intermediate(9), Advanced(12), Arcane(15)
Base: +20 to Damage / 11 yard radius.
Intermediate: +20 to Damage / 50 yard radius.
Advanced: +30 to Damage / 273 yard radius.
Arcane: +40 to Damage / 546 yard radius.
Maintenance: 5 / 15 / 20 / 20
Spell Type: Effect

Final protection
Level: 44 Action: Active
Effect: Increases the strength and protection for allies close to
the character, giving them a bonus to their resistance and armor
Zeon Base(80), Intermediate(120), Advanced(160), Arcane(200)
Int R. Base(7), Intermediate(9), Advanced(12), Arcane(15)
Base: All Resistances +10 / +1 AT / 11 yard radius.
Intermediate: All Resistances +10 / +2 AT / 50 yard radius.
Advanced: All Resistances +20 / +2 AT / 273 yard radius.
Arcane: +30 to all Resistances / +3 AT / 546 yard radius.
Maintenance: 5 / 15 / 20 / 20
Spell Type: Effect

Relentless march
Level: 54 Action: Active
Effect: This spell allows the wizard’s companions to march relentlessly. For the purposes
playing, gives all allies within the area the effects of the Ki abilities Use of Necessary Energy, and Elimination of Necessities.
Zeon Base(150), Intermediate(200), Advanced(250), Arcane(300)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: 11 yard radius.
Intermediate: 50 yard radius.
Advanced: 109 yard radius.
Arcane: 546 yard radius.
Maintenance: 30 / 40 / 50 / 100 Daily.
Spell Type: Effect

Champion
Level: 64 Action: Active
Effect: Channeling the fighting spirit of the group into one of his warriors creating a relentless and invincible fighter. The target of the spell must be fighting alongside his allies, You can only create one champion for every ten people, so any group 2-19 can have one person benefiting from this spell while a group of 20-29 could have two.
Zeon Base(140), Intermediate(180), Advanced(240), Arcane(350)
Int R. Base(10), Intermediate(12), Advanced(14), Arcane(16)
Base: +10 All Action / +10 damage / +10 Initiative / +2 AT.
Intermediate: +10 All Action / +20 damage / +20 Initiative / +3 AT.
Advanced: +20 All Action / +20 damage / +20 Initiative / +4 AT.
Arcane: +30 All Action / +30 damage / +30 Initiative / +5 AT.
Maintenance: 15 / 15 / 20 / 30
Spell Type: Effect

Accurate orders
Level: 74 Action: Active
Effect: Allows the caster or target of the spell to transmit orders directly into the minds of his allies. The target of the spell chooses who can hear the messages and who cannot, transmitting several long commands with a single thought.
Zeon Base(150), Intermediate(200), Advanced(250), Arcane(300)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(15)
Base: Up to 27 yard radius.
Intermediate: Up to 109 yard radius.
Advanced: Up to 273 yard radius.
Arcane: Up to 546 yard radius.
Maintenance: No.
Spell Type: Effect

Master of War
Level: 84 Action: Passive
Effect: The mage can fight with any weapon using his magic projection, for both attack and block. The range of this effect is determined by the level of the spell.
Zeon Base(200), Intermediate(300), Advanced(400), Arcane(500)
Int R. Base(10), Intermediate(12), Advanced(15), Arcane(18)
Base: Up to 200 Magic projection.
Intermediate: Up to 250 Magic projection.
Advanced: Up to 300 Magic projection.
Arcane: No limit
Maintenance: 10 / 15 / 20 / 25
Spell Type: Effect.

Even beyond the end
Level: 94 Action: Active
Effect: This spell enhances the power of the mortal spirit of the Allies fighting with the witch, enabling them to continue forward even on the threshold of death. All allies that are within
the radius of the spell must reach –(CONx10) before suffering death. In the case of the Between life and death rules from the GM guide add a bonus of +40 to their PhR test. They suffer no negatives while fighting in this state.
Zeon Base(250), Intermediate(500), Advanced(750), Arcane(1000)
Int R. Base(14), Intermediate(16), Advanced(18), Arcane(20)
Base: 27 yard radius.
Intermediate: 50 yard radius.
Advanced: 273 yard radius.
Arcane: 546 yard radius / in addition to the effects described, a
person affected by this spell can keep fighting for two full turns after death
Maintenance: 25 / 50 / 75 / 100
Spell Type: Effect

Yay!!! This makes a chapter I don't have to translate from Arcana Exxet. Meaning I can work on one of the others. Guess I'll see about finishing off the Psychic Chapter, and then on to the Summons then, since someone's already taking care of this set. Thanks again, this is awesome. I really can't wait to see some of the others, Literaria grabbed my interest especially.

Absolutely amazing job, guy! I was going to do this after I translated Core Exxet spells...but it's really really nice having someone else work at it, honestly, since I don't have that much time!

Thanks a lot!

Elric of Melniboné said:

Absolutely amazing job, guy! I was going to do this after I translated Core Exxet spells...but it's really really nice having someone else work at it, honestly, since I don't have that much time!

Thanks a lot!

Just figured I'd contribute :)

Literae

Literae is the magic of words, changing the writing in the margins of the book we call reality. Closed Paths: Necromancy, Destruction, Essence, Fire, Air, and Earth.

Pen of Reality
Level: 4 Action: Active
Effect: Creates a supernatural pen that writes on any surface without
the need for ink. Using this pen during the casting of a Literae spell reduces the Zeon cost by half.
Zeon Base(30), Intermediate(80), Advanced(100), Arcane(120)
Int R. Base(5), Intermediate(8), Advanced(10), Arcane(12)
Base: Affects base Literae spells.
Intermediate: Affects Intermediate Literae spells.
Advanced: Affects Advanced Literae spells.
Arcane: Affects Arcane Literae spells.
Maintenance: 5 / 10 / 10 / 15 Daily
Spell Type: Effect

Missive
Level: 14 Action: Active
Effect: After writing a letter you can use this spell to send the content to an individual the sorcerer knows.
The letter and its envelope, disappears in a flash and a cloud of
smoke, reappearing moments later by the receiver. The letter can pass through structures so long as there is sufficient room for a letter to get in, for example appearing in a room with a closed door so long as the letter could have been slipped under the door.
Zeon Base(80), Intermediate(140), Advanced(200), Arcane(280)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: 10 miles.
Intermediate: 100 miles.
Advanced: 1000 miles.
Arcane: Anywhere.
Maintenance: No
Spell Type: Effect

Travel Journal
Level: 24 Action: Active
Effect: Enchants a book so that it contains all the magician’s experiences so that he may refer to them later. The level of the spell determines the maximum time passed that the book will have covered from the time of launch.
Zeon Base(100), Intermediate(180), Advanced(240), Arcane(300)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: 1 day.
Intermediate: 1 week.
Advanced: 1 month.
Arcane: 1 year.
Maintenance: 5 / 20 / 25 / 30 Daily
Spell Type: Effect

Written order
Level: 34 Action: Active
Effect: Allows you to write a simple command in a scroll that will affect the first to read it, forcing them to comply unless they pass the resistance test. The command will work even if it is hidden among other phrases, though the character recives between +20 and +60 to the resistance test if the mandate goes directly against their nature.
This spell can be repeated several times to chain a complex order, such as "open the door and then forget it occurred. The words loose their power after being read.
Zeon Base(120), Intermediate(240), Advanced(360), Arcane(480)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: MR or PhR 120.
Intermediate: MR or PhR 140.
Advanced: MR or PhR 160.
Arcane: MR or PhR 180.
Maintenance: No
Spell Type: Automatic

Shield of Words
Level: 44 Action: Passive
Effect: Using the Magic Pen to draw characters in the air the
wizard creates a shield of words that defends both the physical and supernatural. The shield regenerates after each attack a number of Resistance points equal to the casters base Art score.
Zeon Base(150), Intermediate(200), Advanced(250), Arcane(300)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(15)
Base: 200 Resistance points.
Intermediate: 500 Resistance points
Advanced: 800 Resistance points
Arcane: 1,200 Resistance points
Maintenance: 15 / 20 / 25 / 30
Spell Type: Defense

Theater of Life
Level: 54 Action: Active
Effect: Allows the caster to modify the behavior of people found around the writing on a surface. Basically, the wizard becomes the writer of a play, putting people in the roles of actors who fulfill their purpose as he narrates.
It can affect many people, provided their combined presence did not
exceed the limit set by the spell level. To be affected by this spell the target must be within the radius and the caster must know their real name. Targets can still attempt to resist with either their MR or PhR. If the mage stops writing and those over his influence do not have orders to fulfill they stand ideally awaiting their next role.
Zeon Base(240), Intermediate(360), Advanced(480), Arcane(600)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: MR or PhR 120 / Max Presence 100 / 21 yard radius.
Intermediate: MR or PhR 140 / Max Presence 180 / 43 yard radius.
Advanced: MR or PhR / Max Presence 240 / 87 yard radius.
Arcane: MR or PhR 180 / Max Presence 320 / 164 yard radius.
Maintenance: 15 / 20 / 25 / 30
Spell Type: Automatic

Compendium
Level: 64 Action: Active
Effect: This spells enchants a book so that it will answer any question asked of it. The user must simply ask its question and await a response to be written upon the page. Unfortunately the book cannot answer every question; its scope of knowledge is limited to the level the spell is activated at. In game terms the Compendium receives a number of points to be distributed amongst Intellectual secondary abilities based on the spell level.
Zeon Base(120), Intermediate(260), Advanced(380), Arcane(500)
Int R. Base(7), Intermediate(10), Advanced(13), Arcane(15)
Base: 120 points of intellectual ability.
Intermediate: 240 points of intellectual ability.
Advanced: 320 points of intellectual ability.
Arcane: 440 points of intellectual ability.
Maintenance: 10 / 20 / 30 / 40 Daily
Spell Type: Effect

Playwright
Level: 74 Action: Active
Effect: This spell will alter reality slightly adding something plausible. This spell will never directly affect a living being. For example a mage falling from a roof can “write in” a wagon filled with hay for him to land on, or when entering a room “scripting” the door to be unlocked and it be true. The applications of this spell are endless as long as the objects and elements written in are simple and plausible.
Zeon Base(280), Intermediate(320), Advanced(480), Arcane(700)
Int R. Base(10), Intermediate(12), Advanced(14), Arcane(16)
Base: Max Presence 40.
Intermediate: Max Presence 80.
Advanced: Max Presence 120.
Arcane: Max Presence 160.
Maintenance: No
Spell Type: Effect
Secondary (Understudy? Seems more fitting)
Level: 84 Action: Active
Effect: This spell creates a “character” with the personality and skills chosen by the caster. The mage must describe in a book the nature of the individual. The character created by this spell truly believes anything the mage writes in their book. The existence of the secondary is tied to the book which if destroyed will disappear immediately. The level of the Secondary can not exceed the level indicated by the spell or the level of the sorcerer.
Zeon Base(400), Intermediate(600), Advanced(800), Arcane(1200)
Int R. Base(10), Intermediate(12), Advanced(14), Arcane(17)
Base: Level 2.
Intermediate: Level 5.
Advanced: Level 7.
Arcane: Level 10.
Maintenance: 40 / 60 / 80 / 120 Daily.
Spell Type: Effect

Tragedy
Level: 94 Action: Active
Effect: This spell is the ultimate transformation of reality, altering the
fate of another living being by having them meet their end as chosen by the caster.
You can enter any desired outcome for the life of a person, such as
"And stumbling, he fell mortally impaled on his sword" or "the sky
brightened when, among the storm clouds, lightning struck him like an arrow from the gods”.
To cast this spell the mage has to of seen the target at least once and know his true name. If the target resists this spell (or if anyone directly involved in the fate) it fails, and the mage can never attempt to cast it on them again.
Zeon Base(500), Intermediate(900), Advanced(1400), Arcane(2500)
Int R. Base(12), Intermediate(15), Advanced(17), Arcane(19)
Base: MR 120
Intermediate: MR 140
Advanced: MR 160
Arcane: MR 180
Maintenance: No
Spell Type: Automatic.

Death

This sub-path controls the order of things, the concept of the ending of life
Closed Paths: Creation, Light, Essence, Earth, Water, Air, and Illusion.

Autopsy
Level: 4 Action: Active
Effect: Determines the exact cause and time of death. This spell does not reveal guilt, only the cause of death. The level of the spell determines if a corpse can be targeted by this spell based on the approximate time since death.
Zeon Base(50), Intermediate(80), Advanced(100), Arcane(120)
Int R. Base(4), Intermediate(8), Advanced(10), Arcane(12)
Base: 1 hour.
Intermediate: 1 day.
Advanced: 1 week.
Arcanum: 1 month.
Maintenance: No
Spell Type: Effect

Resistance to Death
Level: 14 Action: Passive
Effect: This spell protects against any effect that may cause
death automatically, giving a bonus to checks to resist such effects.
Zeon Base(60), Intermediate(90), Advanced(120), Arcane(140)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(14)
Base: +20 to All Resistances Vs Death effects.
Intermediate: +40 to All Resistances Vs Death effects.
Advanced: +60 to All Resistances Vs Death effects.
Arcane: +80 to All Resistances Vs Death effects.
Maintenance: 10 / 10 / 15 / 15 Daily
Spell Type: Effect

Minor extermination
Level: 24 Action: Active
Effect: Kill all the creatures with Presence 20 or below targeted by the caster if they fail their MR check.
Zeon Base(80), Intermediate(100), Advanced(120), Arcane(140)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: MR 60 / 11 yard radius.
Intermediate: MR 80 / 27 yard radius.
Advanced: MR 100 / 55 yard radius.
Arcanum: MR 120 / 82 yard radius.
Maintenance: No
Spell Type: effects, automatic
Kiss of Death
Level: 34 Action: Active
Effect: This spell finishes off someone who is about to die. The target should be at the state between life and death, Unless they pass their MR test they will die.
Zeon Base(60), Intermediate(80), Advanced(100), Arcane(120)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: MR 140.
Intermediate: MR 160.
Advanced: MR 180.
Arcanum: MR 200.
Maintenance: No
Spell Type: Automatic

Finial Resting Place
Level: 44 Action: Active
Effect: This spell automatically destroys all undead creatures without a soul in the
range of the spell. Creatures can resist its effects by overcoming the MR determined by the level of the spell.
Zeon Base(60), Intermediate(80), Advanced(120), Arcane(150)
Int R. Base(7), Intermediate(10), Advanced(13), Arcane(15)
Base: MR 120 / 11 yard radius.
Intermediate: MR 140 / 27 yard radius.
Advanced: MR 160 / 55 yard radius.
Arcanum: MR 180 / 82 yard radius.
Maintenance: No
Spell Type: Automatic

Feeling Death
Level: 54 Action: Active
Effect: Caster is able to sense death nearby, noticing if someone has died or is dying around him.
Zeon Base(80), Intermediate(100), Advanced(120), Arcane(150)
Int R. Base(7), Intermediate(10), Advanced(13), Arcane(15)
Base: Caster notices if someone died in an area of about 110
yard radius for less than an hour or if there is someone dying, or going to die in the next minute.
Intermediate: Caster notices if someone has died in a radius of 164 yards in the last six hours or if someone close to him will die in the next ten minutes. The death sensed by this ability may not be for certain; it is more of an intuition as the death could be prevented.
Advanced: The pitcher clearly feels death. The mage can sense if someone has died regardless of how much time has passed, or looking at someone determine how much longer they have to live and a vague idea how they will die.
Arcanum: As advanced degree, except the caster can determine the probable cause of death of those in the past as well as those in the near future.
Maintenance: 10 / 10 / 15 / 15
Spell Type: Effect

Memento Mori
Level: 64 Action: Active
Effect: This spell will kill any creature within its area that
can be considered a living being, regardless of their nature or
condition. Individuals may ignore their effects by passing the MR test.
Zeon Base(120), Intermediate(150), Advanced(200), Arcane(260)
Int R. Base(8), Intermediate(10), Advanced(13), Arcane(15)
Base: MR 80 / 5 yard radius.
Intermediate: MR 100 / 11 yard radius.
Advanced: MR 120 / 27 yard radius.
Arcanum: MR 140 / 54 yard radius.
Maintenance: No
Spell Type: Automatic

Deadly curse
Level: 74 Action: Active
Effect: The caster can make a person die at any time, in the method of his choosing. It effectively allows the mage to seal the fate of the individual unless they pass a MR test. All other individuals involved in the predetermined fate must pass the MR to avoid the same fate. (example: The mages sets the target to die in an airship crash, all other passengers would need to pass the MR to avoid death)
Zeon Base(150), Intermediate(250), Advanced(350), Arcane(500)
Int R. Base(9), Intermediate(11), Advanced(13), Arcane(15)
Base: MR 120.
Intermediate: MR 160.
Advanced: MR 200.
Arcanum: MR 240.
Maintenance: 15 / 25 / 35 / 50 Daily
Spell Type: Spiritual, Automatic

Stop Death
Level: 84 Action: Passive
Effect: The target of this spell becomes temporarily immortal.
Does not mean that he becomes an undead, rather that
as long as the spell is active, then death shall have no power
over him. This spell has no effect on powers that directly attack the soul.
Zeon Base(350), Intermediate(500), Advanced(800), Arcane(1200)
Int R. Base(10), Intermediate(12), Advanced(14), Arcane(16)


Base: Ignores any automatic death effects, but still vulnerable to injury
Intermediate: The character also becomes immune to injury; however should the caster suffer lethal levels of damage and not cure them before lapsing the spell he will die. Criticals to vital areas can still result in death.
Advanced: As in intermediate grade, but Criticals will not result in death
Arcane: As advanced degree, but the hit is immune to
negative action that may suffer as a result of physical deterioration. (It looks like its intent it to remove all action penalties from Criticals)
Maintenance: 15 / 25 / 40 / 60
Spell Type: Effect, Spiritual


Death
Level: 94 Action: Active
Effect: The magician gets absolute power over death, and may
decide who dies in the range of the spell at will as an
automatic effect, the caster can choose any living being.
Someone who exceeds the resistance check once can not be
affected again by this power (launched by the same witch).
Zeon Base(400), Intermediate(750), Advanced(1200), Arcane(2000)
Int R. Base(12), Intermediate(14), Advanced(16), Arcane(18)
Base: 546 yard radius / PhR or MR 80.
Intermediate: 1093 yard radius / PhR or MR 100.
Advanced: 3 mile radius / PhR or MR 120.
Arcane: 6 mile radius / PhR or MR 140.
Maintenance: 40 / 75 / 120 / 200 Daily
Spell Type: Effect, Automatic

Ahhh, covered the two I was most interested in. Thanks for those. Most appreciated. :)

Hey bud, I've decided to add your work to the magic book I've been compiling and formatting. I've done a little bit of formatting on your layout to make it easier to read with the rest of what I've put together. nice work so far, btw. ^^
Question, is there a "Time" subpath? One of my players would really like to know.

docs.google.com/leaf

And for anyone that cares about the formatting if your looking at the preview, it's not as bad in downloaded form as it was when I was personally looking at the preview.

Yes, there is a Time sub-path. The others that we can be expecting eventually are: Music, Nobility, Peace, Sin, Knowledge, Blood, Dreams, and Time. Will definitely be nice to see these. And thanks for doing the compilation.

Also, forgot Void and Threshold. Whoops.

Musical

This sub-path contains all the powers related to music and melodies. The witches who use this spells are usually called musical magicians, because through their melodies they are capable of causing the most unbelievable effects and wonders.
Closed Paths: Destruction, Fire, Earth, and Necromancy..

Tempo
Level: 4 Action: Active
Effect: Managing the pace of the world, this spell isolates the sorcerer preventing outside distractions. Consequently, you get a bonus to your search skill on sound related tests.
Zeon Base(30), Intermediate(50), Advanced(70), Arcane(100)
Int R. Base(5), Intermediate(8), Advanced(10), Arcane(12)
Base: +40 to Search.
Intermediate: +60 to Search.
Advanced: +80 to Search.
Arcane: +100 to Search.
Maintenance: No
Spell Type: Effect

Cantabile
Level: 14 Action: Active
Effect: This spell allows the character to “throw” your voice or a melody. Allowing the mage to determine the origin of the sound.
Zeon Base(40), Intermediate(60), Advanced(80), Arcane(100)
Int R. Base(5), Intermediate(8), Advanced(10), Arcane(12)
Base: 100 meters/109 yards.
Intermediate: 250meters/273 yards.
Advanced: 500 meters/546 yards.
Arcane: 1 km/1093 yards.
Maintenance: 5 / 5 / 5 / 10
Spell Type: Effect

Plagiarism
Level: 24 Action: Active
Effect: Provides the magician's the ability to carry out necessary artistic interpretation of any musical composition, whether playing a instrument or singing. The sorcerer must know or have heard, albeit incomplete, the part you wish want to represent. In doing so, the character has the equivalent of a particular music ability based on the level of the spell.
Zeon Base(50), Intermediate(70), Advanced(90), Arcane(120)
Int R. Base(6), Intermediate(8), Advanced(10), Arcane(12)
Base: 120 Music.
Intermediate: 180 Music.
Advanced: 240 Music.
Arcane: 280 Music.
Maintenance: 5 / 5 / 5 / 10
Spell Type: Effect

Mezzo Forte
Level: 34 Action: Active
Effect: Creating a discordant note of music, the wizard unleashes a
destructive sound wave that destroys anything solid it comes in contact with. The energy based attack is has very low base damage but should damage result, the defender must make an PhR test against a difficulty equal to 10 x Damage taken (MAX Difficulty 240) loosing additional LP equal to the failure level.
Zeon Base(60), Intermediate(90), Advanced(120), Arcane(150)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: Damage 10.
Intermediate: Damage 20.
Advanced: Damage 30.
Arcanum: Damage 40.
Maintenance: No
Spell Type: Attack

Adage
Level: 44 Action: Active
Effect: This spell creates a melody filled with strong emotions
affect all who hear at least one assault. Targets must pass a MR test or be completely
imbued with an emotion chosen by the wizard based on the symphony. If someone is only half listening or ears are covered they receive +40 to their MR test. The Mage is not able to use target selection, all people in the radius are impacted.
Zeon Base(100), Intermediate(160), Advanced(220), Arcane(280)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: 120 MR / 20m/21yd radius.
Intermediate: 140 MR / 50m/54yd radius.
Advanced: 160 MR / 100m/109yd radius.
Arcane: 180 MR / 150m/164yd radius.
Maintenance: 5 / 10 / 15 / 20
Spell Type: Automatic

Allegro
Level: 54 Action: Active
Effect: Creates the most beautiful melody imaginable, which stuns and captivates its listeners. Anyone who is around the sorcerer
must pass two MR tests or suffer the fascination state. Those who are unable to hear are immune to this effect. If someone is only half listening or ears are covered they receive +40 to their MR test.
Zeon Base(100), Intermediate(160), Advanced(220), Arcane(280)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: 120 MR / 10m/11yd radius.
Intermediate: 140 MR / 25m/27yd radius.
Advanced: 160 MR / 50m/54yd radius.
Arcane: 180 MR / 100m/109yd radius.
Maintenance: 5 / 10 / 15 / 20
Spell Type: Automatic

Prestissimo
Level: 64 Action: Active
Effect: This spell creates a frenetic tune that increases
rate of reaction of anyone who listens as selected by the caster. Those affected in the radius of the spell increase their speed.
Zeon Base(120), Intermediate(180), Advanced(240), Arcane(300)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: 10m/10yd radius/ +1 movement / +30 Initiative.
Intermediate: 20m/21yd radius/ +2 movement / +30 Initiative.
Advanced: 30m/32yd radius/ +2 movement / +40 Initiative.
Arcane: 40m/43yd radius/ +3 movement / +50 Initiative.
Maintenance: 5 / 10 / 15 / 20
Spell Type: Effect

Fortissimo
Level: 74 Action: Active
Effect: The caster receives complete control over any sound produced in the area of influence, and can alter, increase in power or make completely imperceptible any sound. For example, bringing together small environmental whispers to form a nice melody or misrepresent the words of a person. Beings with a presence higher than that of the caster, or Gnosis 40+ are immune to having their sound altered.
Zeon Base(120), Intermediate(180), Advanced(240), Arcane(300)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: 10m/10yd radius.
Intermediate: 25m/27yd radius.
Advanced: 50m/54yd radius.
Arcane: 100m/109yd radius.
Maintenance: 10 / 15 / 20 / 30
Spell Type: Effect

Marziale
Level: 84 Action: Active
Effect: Creates a powerful melody that enhances endurance for those who listen and are selected by the caster. A person can only be under the influence of one instance of this spell
Zeon Base(120), Intermediate(180), Advanced(240), Arcane(300)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: 10m/10yd radius / +2 AT / MR +20.
Intermediate: 25m/27yd radius / +3 AT / MR +20 and PhR +20.
Advanced: 50m/54yd / +4 AT / +20 MR, PhR, and PsR / Damage Barrier 50.
Arcane: 100m/109yd / +5 AT / +20 MR, PhR, and PsR / Damage Barrier 60.
Maintenance: 5 / 10 / 15 / 20
Spell Type: Effect

Anima
Level: 94 Action: Active
Effect: Anima is a spell that carries a tune of supernatural power automatically penetrating the soul of all who listen. Anima should be cast in combination with a spiritual spell, causing the spell to become automatic and affect anyone within 50m/54yd of the sorcerer who listen to the melody. The MR test will be based on the spiritual spell; if someone is only half listening or ears are covered they receive +40 to their MR test.
Zeon Base(300), Intermediate(450), Advanced(600), Arcane(800)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: Affects base level spells.
Intermediate: Affects Intermediate level spells.
Advanced: Affects Advanced level spells.
Arcane: Affects Arcane level spells.
Maintenance: 5 / 10 / 15 / 20
Spell Type: Automatic

The music sub-path has one cool spell on it, but otherwise seems like there would be better spells to get ( my opinion ). Can you buy individual spells from these paths like you would free access or normal path spells? (I'd probably allow it either way, but I thought I'd ask for the official rules.)

Nobility

This sub-path contains all the principles related to appearance,
status and superiority over other people. It is the magic used by
nobles and great lords to ensure its dominance over others.
Closed Paths: Creation, Destruction, Essence, Fire, and Necromancy.

Face
Level: 4 Action: Active
Effect: Removes imperfections that may affect the face of the target, covering the defects with a soft layer of makeup and applying a slight supernatural healing effect that eliminates any skin condition and enhances color. The character gains a vital and healthy appearance.
Zeon Base(30), Intermediate(50), Advanced(80), Arcane(120)
Int R. Base(5), Intermediate(8), Advanced(10), Arcane(12)
Base: As described.
Intermediate: As base level, but the character gains +1 appearance (up to 9) and makes him look several years younger.
Advanced: As in intermediate grade, but +2 Appearance (up to 10).
Arcanum: As advanced degree, but +3 Appearance (up to 10).
Maintenance: 5 / 5 / 5 / 10 Daily
Spell Type: Effect

Perfume
Level: 14 Action: Active
Effect: This spell changes the targets body odor, making it a fragrant aroma, soft and pleasant to smell that evokes pleasant feelings in those who are in the radius.
Zeon Base(40), Intermediate(60), Advanced(90), Arcane(120)
Int R. Base(5), Intermediate(8), Advanced(10), Arcane(12)
Base: As described / 20m/21yd radius.
Intermediate: As base level, The target can use their body odor to influence Style tests, increasing their success by one degree. 30m/32yd radius.
Advanced: As in intermediate grade, but it increases style tests by two degrees. 40m/43yd radius
Arcane: As advanced degree, but everyone who smells the perfume
for over 5 rounds to perform a MR 100 test or will automatically be in a state of fascination, being more receptive to the words of the target. 50m/54yd radius
Maintenance: 5 / 5 / 5 / 10 Daily
Spell Type: Effect , Automatic

Muse
Level: 24 Action: Active
Effect: Gives the caster the inspiration to make a
masterful interpretation of a traditional art form such as
playing an instrument, singing, dancing, painting, writing, composing ... This spell
gives the witch a base ability in the secondary skill for that
check (Music, Dance or Art), or half the value granted as a bonus to your own ability. Although no maintenance, the effects of this spell persist long enough to complete the work, provided that this does not last more than a day.
Zeon Base(60), Intermediate(90), Advanced(120), Arcane(150)
Int R. Base(6), Intermediate(9), Advanced(11), Arcane(13)
Base: 120 skill.
Intermediate: 180 skill.
Advanced: 240 skill.
Arcane: 280 skill.
Maintenance: No.
Spell Type: Effect

Wardrobe
Level: 34 Action: Active
Effect: Temporarily transforms the clothes of the target to exquisite quality with the ability to stay clean and pressed at all times. Spots and splashes slip by
the fabric without causing the slightest imperfection and any tears will mend supernaturally in seconds.
Zeon Base(60), Intermediate(90), Advanced(120), Arcane(150)
Int R. Base(6), Intermediate(9), Advanced(11), Arcane(13)
Base: As described.
Intermediate: As base level, but while wearing the clothes the
character gains +50 Style.
Advanced: As mid-level Clothes vary in shape and color depending on the location and time, but always keeping a glorious and impressive appearance.
Arcane: As advanced degree, but the clothes give a AT 4 against any kind of attack, and repair immediately if suffering any kind of damage not of supernatural nature.
Maintenance: 5 / 5 / 5 / 10 Daily
Spell Type: Effect

Pleasant conversation
Level: 44 Action: Active
Effect: Allows target to perceive surface thoughts and interests for an individual allowing him to carry on a conversation that is pleasant or enjoyable. The victim may resist making a
MR or PhR test. In case of failure, the mage gets a bonus of +200 bonus to Style and Persuasion directed to fascinate the target and
drag him into small talk. The spell works if the target has been talking at least half a minute
a person who is not overtly hostile. Although not maintenance, the bond is maintained as long as the conversation continues.
Zeon Base(80), Intermediate(100), Advanced(120), Arcane(150)
Int R. Base(7), Intermediate(10), Advanced(12), Arcane(14)
Base: 120 MR or PsR.
Intermediate: 160 MR or PsR.
Advanced: 200 MR or PsR.
Arcane: 240 MR or PsR.
Maintenance: No
Spell Type: Automatic

Greatness
Level: 54 Action: Active
Effect: This spell covers the sorcerer with an air of grandeur providing a powerful authority that intimidates those accustomed to obey orders. Anyone who is in a
5m/5yd radius should make a MR or PsR, or be compelled to please him, treating him with respect and deference due to a superior. Greatness has no effect on individuals
who have hostility against the caster, who know or feel they are their equals or superiors, or those beings who simply consider that they could not obey the witch under any circumstances. Affected individuals may repeat the test only when the caster
does some action so contrary to reason that they may reconsider their submission to him.
Zeon Base(80), Intermediate(100), Advanced(120), Arcane(150)
Int R. Base(7), Intermediate(10), Advanced(12), Arcane(14)
Base: 120 MR or PsR.
Intermediate: 160 MR or PsR.
Advanced: 200 MR or PsR.
Arcane: 240 MR or PsR.
Maintenance: 10 / 10 / 15 / 15
Spell Type: Automatic

Conquering hearts
Level: 64 Action: Active
Effect: This spell alters the perception of people into
feeling that the caster or designated target is a being of beauty
and intoxicating sensuality. Any target sexually compatible with the
character that must pass a MR or PsR test or be automatically enthralled, demonstrating a clear
interest according to their nature, personality and disposition. In addition, the individual who is responsible for this spell gets a bonus of +200 to Persuasion (Seduction) against anyone who has not been able to overcome the test. To be affected the “victim” must be able to see the caster/target.
Zeon Base(100), Intermediate(150), Advanced(200), Arcane(250)
Int R. Base(8), Intermediate(11), Advanced(13), Arcane(15)
Base: 120 MR or PsR
Intermediate: 160 MR or PsR.
Advanced: 200 MR or PsR.
Arcane: 240 MR or PsR.
Maintenance: 5 / 10 / 10 / 15 Daily
Spell Type: Automatic

Absolute presence
Level: 74 Action: Active
Effect: This spell makes any individual in a radius around
the Sorcerer completely focused on the caster, being unable to
focus on someone other than the witch. Anyone attempting to perform an activity that is targeting the caster automatically receives a penalty of -40 to all actions (-120 with perceptual skills).
Zeon Base(120), Intermediate(150), Advanced(200), Arcane(250)
Int R. Base(9), Intermediate(12), Advanced(14), Arcane(16)
Base: 120 MR or PsR / 20m/21yd radius.
Intermediate: 160 MR or PsR / 50m/54yd radius.
Advanced: 200 MR or PsR / 100m/109yd radius.
Arcane: 240 MR or PsR / 150m/164yd radius.
Maintenance: 10 / 10 / 15 / 20
Spell Type: Automatic

Perfection
Level: 84 Action: Active
Effect: The target of the spell alters their physique acquiring the perfect look.
Zeon Base(120), Intermediate(150), Advanced(200), Arcane(250)
Int R. Base(9), Intermediate(12), Advanced(14), Arcane(16)
Base: Appearance 10 and +100 to Style, Persuasion, Intimidation and Leadership.
Intermediate: As base level, but his injuries disappear forever without
leaving a mark or scar, increasing their level of regeneration +3.
Advanced: As in intermediate grade, but the bonus to Style, Persuasion, Leadership, and intimidate increases to +200.
Arcanum: As advanced degree, but the character gets a bonus +1 To all attributes.
Maintenance: 15 / 15 / 20 / 25 Daily
Spell Type: Effect

The King of the World
Level: 94 Action: Active
Effect: The magician uses magic to deify their social skills,
becoming the center of attention and veneration of all those
around him. Anyone within a radius of it must overcome
MR test or consider the sorcerer as his teacher and ideal, the culmination of all his admiration. The wizard will not have
real control over the victims, who continue to behave
and correspond to their personality, but all seek to satisfy,
help, and seek approval from the caster as if they were loyal
followers.
Zeon Base(300), Intermediate(450), Advanced(500), Arcane(700)
Int R. Base(10), Intermediate(13), Advanced(15), Arcane(17)
Base: 500m/546yd radius / 120 MR
Intermediate: 1km/1093yd radius / 160 MR.
Advanced: 2km/1.24mile radius / 200 MR.
Arcane: 5km/3mile radius / 240 MR.
Maintenance: 15 / 15 / 20 / 25 Daily
Spell Type: Effect

Lia Valenth said:

The music sub-path has one cool spell on it, but otherwise seems like there would be better spells to get ( my opinion ). Can you buy individual spells from these paths like you would free access or normal path spells? (I'd probably allow it either way, but I thought I'd ask for the official rules.)

I haven't seen anything that says you can't cherry pick them.

I must disagree...I believe it's pretty clear that you MUST choose a Sub-Path and follow it through INSTEAD of picking Free Access Spells (for those positions in that particular primary Path).

I think he was referring to the ability to spend ML to buy individual spells directly, when not following a path. You are allowed to buy either Path magic spells or Free-Access spells using this method. I personally see no reason you could not purchase the sub-paths of magic in much the same way, at the increased cost as normal, of course.

Arikail said:

I think he was referring to the ability to spend ML to buy individual spells directly, when not following a path. You are allowed to buy either Path magic spells or Free-Access spells using this method. I personally see no reason you could not purchase the sub-paths of magic in much the same way, at the increased cost as normal, of course.

This

sorry this meathod of spell buying is commonly called cherry picking at our table.

Peace

This is the sub-path that embodies harmony and lack of conflict.
Closed Paths: Destruction, Darkness, Fire, Necromancy, and Illusion.

Savior Shield
Level: 4 Action: Passive
Effect: Creates a protective barrier that defends against any
attack. In the event that its used to cover multiple individuals on
an area attack, the spell can protect as many targets as
indicated by the level of the spell without suffering further damage or apply
penalty to the defensive ability of the caster.
Zeon Base(50), Intermediate(100), Advanced(160), Arcane(240)
Int R. Base(6), Intermediate(8), Advanced(10), Arcane(14)
Base: The shield has 300 Resistance points/ is capable of protecting
up to two people without penalty.
Intermediate: The shield has 900 Resistance points / is able to
protect up to five people without penalty.
Advanced: The shield has 1,500 Resistance points / is able to
protect up to eight people without penalty.
Arcane: The shield has 3,000 Resistance points / is able to
protect up to twelve people without penalty.
Maintenance: 5 / 15 / 20 / 25
Spell Type: Defense

Internal balance
Level: 14 Action: Passive
Effect: The caster or the target designated by the caster reaches a level of
peace of mind that makes him immune to any effect that unbalances mood.
Zeon Base(120), Intermediate(180), Advanced(240), Arcane(300)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: The character becomes immune to negative psychological states.
Intermediate: As base level, but also the character gains a
+40 to resistance to avoid supernatural mood altering effects
Advanced: As in intermediate grade, but the applicable bonus is +80.
Arcane: The character can not be affected by any effect that alters
behavior negatively.
Maintenance: 15 / 20 / 25 / 30 Daily
Spell Type: Effect.

Defender
Level: 24 Action: Active
Effect: Grants a bonus to the defensive ability of an individual or individuals when using the
total defense maneuver.
Zeon Base(60), Intermediate(100), Advanced(140), Arcane(200)
Int R. Base(6), Intermediate(8), Advanced(10), Arcane(12)
Base: +20 to defensive ability / Presence maximum 60.
Intermediate: +20 to defensive ability / Presence maximum 100.
Advanced: +30 to defensive ability / Presence maximum 150.
Arcane: +40 to defensive ability / Presence maximum 250.
Maintenance: 10 / 10 / 15 / 20
Spell Type: Effect.

Harmony detection
Level: 34 Action: Active
Effect: The magician sees people inside the radius of the
spell with peaceful or violent feelings if they do not pass the MR test.
Zeon Base(80), Intermediate(100), Advanced(120), Arcane(140)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: 10m/10yd radius / 100 MR.
Intermediate: 25m/27yd radius / 120 MR.
Advanced: 50m/54yd radius / 140 MR.
Arcane: 100m/109yd radius / 160 MR.
Maintenance: 10 / 10 / 15 / 15
Spell Type: Detection

Haven of Peace
Level: 44 Action: Active
Effect: This spell creates an area within which all aggressive instinct is lost. Anyone failing the MR test loses all violent feelings. A person affected by this spell has no right to repeat the test, unless you feel something you can restore their aggressive attitude. The area remains static in the place it was launched.
Zeon Base(160), Intermediate(220), Advanced(280), Arcane(300)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: 10m/10yd radius / 100 MR.
Intermediate: 25m/27yd radius / 120 MR.
Advanced: 50m/54yd radius / 140 MR.
Arcane: 100m/109yd radius / 160 MR.
Maintenance: 20 / 25 / 30 / 30 daily
Spell Type: Automatic.

Sign of Peace
Level: 54 Action: Passive
Effect: The caster cancels an attack action targeted against him. The attack has
target the mage (even if other individuals are also
affected by the attack). To avoid the spells effects, it is necessary to overcome a
MR against the difficulty indicated by the degree of the spell. The attack action
can only be affected once a spell of peace sign.
Zeon Base(100), Intermediate(180), Advanced(260), Arcane(340)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: MR 120.
Intermediate: MR 160.
Advanced: MR 200.
Arcanum: MR 240.
Maintenance: No.
Spell Type: Automatic.

Absolute defense
Level: 64 Action: Active
Effect: While the sorcerer does not take any offensive actions during
a turn he can apply a Magic projection bonus to defense.
Zeon Base(50), Intermediate(80), Advanced(110), Arcane(140)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: Magic +20 to defensive projection.
Intermediate: Magic +30 to defensive projection.
Advanced: Magic +40 to defensive projection.
Arcane: Magic +50 to defensive projection.
Maintenance: 10 / 10 / 15 / 15
Spell Type: Effect.

Wings of Salvation
Level: 74 Action: Passive
Effect: Creates a protective barrier that protects against any
attack. The spell can cover all individuals within range of the spell without suffering further damage or penalty to the defensive ability of the caster.
Zeon Base(150), Intermediate(250), Advanced(350), Arcane(450)
Int R. Base(9), Intermediate(11), Advanced(13), Arcane(15)
Base: The shield has 500 points of Resistance / 5m/5yd radius.
Intermediate: The shield has 1,200 points Resistance / 15m/16yd radius
Advanced: The shield has 2,500 points of Resistance / 25m/27yd radius
Arcane: The shield has 5,000 points of Resistance / 50m/54yd radius
Maintenance: 15 / 25 / 35 / 45
Spell Type: Defense

Absolute Peace
Level: 84 Action: Active
Effect: The target of this spell is imbued with an energy of
pure peace, which will prevent him re-engageing in violent acts of any
type. Someone who fails MR test can no longer perform offensive actions against anyone in a conscious way since the very nature violence disappears altogether, this spell no maintenance.
Zeon Base(120), Intermediate(180), Advanced(240), Arcane(300)
Int R. Base(9), Intermediate(11), Advanced(13), Arcane(15)
Base: MR 120.
Intermediate: MR 140.
Advanced: MR 160.
Arcanum: MR 180.
Maintenance:
Spell Type: Animated.

Pax in Terrax
Level: 94 Action: Active
Effect: When cast this spell creates a zone of absolute non-violence,
where there may be no conflicts or wars of any kind. Everyone
who enter it must overcome the MR or automatically give up the concepts of violence and confrontation, and being able to carry out violent actions. A person who fails has no right to repeat the MR test as long as within the action area of the spell, while those who pass must retest every time you try to perform an act of violence inside the area.
Zeon Base(350), Intermediate(600), Advanced(1000), Arcane(1600)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: 1km/1093yd radius / 120 MR.
Intermediate: 5km/3mile radius / 140 MR.
Advanced: 15km/9mile radius / 160 MR.
Arcane: 50km/31mile radius / 180 MR.
Maintenance: 35 / 60 / 100 / 160 Daily
Spell Type: Automatic.

Ya I meant spending ML to buy a specific spell instead of learning a path. It stated at the beginning that if you chose to gain these sub-paths while learning a book, like The Book of Light, you could not stop gaining them for free access spells as long as you were learning The Book of Light. It sounds like there is no rule against buying them individually without going down a path so I guess it's legal happy.gif

by far my fav sub-path so far

Sin

This sub-path is the darkest and most twisted of all, bringing together all
the powers associated with negative emotions, sin and pure evil. It's the magic used by the vast majority of hellish creatures as well as the worshipers of the evil deities of each culture.
Closed Paths: Light, Essence, Illusion, Earth, and Water.

Feeling Sin
Level: 4 Action: Active
Effect: With this spell the caster can see the sins someone committed. You will not get specific information about them (you know the kind of sin), but feel the severity and approximate time they were committed.
For example, you might know that the sin committed by a person is
lie, but not knowing where or why he lied. The Caster may feel
a sin for every 10 points the target fails their MR test.
Zeon Base(40), Intermediate(60), Advanced(90), Arcane(120)
Int R. Base(6), Intermediate(8), Advanced(10), Arcane(12)
Base: MR 120
Intermediate: MR 140
Advanced: MR 160
Arcane: MR 180
Maintenance: No
Spell Type: Detection

Imbue Sin
Level: 14 Action: Active
Effect: The target of the spell is prompted to commit the cardinal sin
they would be most likely to commit. Someone with an enormous gluttony would feel the need to eat, insatiably lustful while in the arms of someone they find attractive. The target can repeat the MR test every time they are prompted to sin
Zeon Base(50), Intermediate(70), Advanced(100), Arcane(140)
Int R. Base(6), Intermediate(8), Advanced(10), Arcane(12)
Base: MR 120
Intermediate: MR 140
Advanced: MR 160
Arcane: MR 180
Maintenance: 5 / 10 / 10 / 15 Daily
Spell Type: Automatic

Gluttony
Level: 24 Action: Active
Effect: The Wizard automatically retrieves a part of all
Zeon points (rounded up in groups of 5) and Ki points spent in a radius around him. For example, if the mage has Gluttony active at the base degree and another sorcerer casts a spell inside of its range at a cost of 100 points Zeon, the mage recovers 10 Zeon. Gluttony has no effect on innate magical powers or spells/Ki powers activated by the mage.
Zeon Base(60), Intermediate(100), Advanced(140), Arcane(180)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: Absorbs 10% / 10m/10yd radius.
Intermediate: Absorbs 20% / 20m/21yd radius.
Advanced: Absorbs 30% / 40m/43yd radius.
Arcane: Absorbs 50% / 60m/65yd radius.
Maintenance: 5 / 5 / 10 / 10
Spell Type: Effect

Lust
Level: 34 Action: Active
Effect: The target of the spell will become a magnet for anyone attracted to the sex of the target. Anyone who sees him and does not pass the MR test will feel immensely attracted to
the target, while one who fails by more than 40 points feels an obsessive and unhealthy attraction, losing reason and anything to possess the target of his lust. Any affected individual can repeat the MR test every hour. The target of the spell can resist being imbued with Lust by passing the MR.
Zeon Base(60), Intermediate(100), Advanced(120), Arcane(150)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: MR 140
Intermediate: MR 160
Advanced: MR 180
Arcane: MR 200
Maintenance: 5 / 5 / 10 / 10
Spell Type: Spiritual

Greed
Level: 44 Action: Active
Effect: automatically steals something that is in possession of the target of the spell, making it appear to the magician. It is not even necessary that the object "move" toward the caster, and can affect from something that is held in the hands, clothes, or armor you are wearing. The Maximum presence effected is determined by the level of the spell. The target can resist with a MR test.
Zeon Base(50), Intermediate(80), Advanced(120), Arcane(260)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: MR 120 / 50 Presence
Intermediate: MR 140 / 80 Presence
Advanced: MR 160 / 100 Presence.
Arcane: MR 180 / 120 of Presence.
Maintenance: No
Spell Type: Automatic.


Sloth
Level: 54 Action: Active
Effect: The target is placed in a deep state of laziness. For the duration of spell the target may only take passive actions. To withstand the effects of this spell is necessary to overcome
a MR test against the difficulty determined by the degree of the spell.
Zeon Base(60), Intermediate(80), Advanced(100), Arcane(120)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: MR 100
Intermediate: MR 120
Advanced: MR 140
Arcane: MR 160
Maintenance: 5 / 5 / 10 / 10
Spell Type: Effect

Pride
Level: 64 Action: Active
Effect: The target of this effect gets infinite confidence
neglecting the skills of those around him. The target automatically increases their skills, gaining special bonuses determined by the level of the spell. However, their capacities
become limited, leaving them unable to use Ki techniques, Magnus powers, Level 2-3 psychic abilities and spells over level 40. To resist its effects, it is necessary to pass an MR test
difficulty determined by the level of the spell.
Zeon Base(80), Intermediate(100), Advanced(120), Arcane(150)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: MR 120 / +10 to All Action / +50 to Style.
Intermediate: MR 140 / +20 to All Action / +100 to Style.
Advanced: MR 160 / +20 to All Action / +150 to Style / +100 Withstand Pain.
Arcane: MR 180 / +30 to All Action / +200 to Style / +150 Withstand Pain.
Maintenance: 5 / 5 / 10 / 10
Spell Type: Spiritual

Wrath
Level: 74 Action: Active
Effect: The target of the spell goes into a state of berserk rage that he can not control, attacking anyone that is the subject their rage. The magician may, at the time of casting, focus on who will be targeted by all that anger. To withstand the effects of this spell the target must overcome MR test against the difficulty determined by the level of the spell.
Zeon Base(100), Intermediate(140), Advanced(180), Arcane(220)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: MR 120
Intermediate: MR 140
Advanced: MR 160
Arcane: MR 180
Maintenance: 5 / 5 / 10 / 10
Spell Type: Spiritual

Envy
Level: 84 Action: Active
Effect: If the target fails the MR test determined by the degree
the spell will suffer all the sorcerer suffers both positive and negative. For example, if damage is dealt to the caster the target is also affected, or if the sorcerer receives any mystical effect it will also be transferred to the target.
Zeon Base(100), Intermediate(150), Advanced(200), Arcane(250)
Int R. Base(9), Intermediate(11), Advanced(13), Arcane(15)
Base: MR 120
Intermediate: MR 140
Advanced: MR 160
Arcane: MR 180
Maintenance: 5 / 5 / 10 / 10
Spell Type: Spiritual


The Evil Seed
Level: 94 Action: Active
Effect: A person affected by this spell becomes intrinsically evil, losing any concept
morality. The character will acquire an extreme wickedness automatically. A person truly pure, without any concept of evil, is immune to this spell. To resist its effects is
control necessary to overcome the difficulty of the MR test determined by the level of the spell.
Zeon Base(120), Intermediate(180), Advanced(260), Arcane(320)
Int R. Base(10), Intermediate(12), Advanced(14), Arcane(16)
Base: MR 120
Intermediate: MR 140
Advanced: MR 160
Arcane: MR 180
Maintenance: No
Spell Type: Spiritual