Dragon Spells
Your magic gives you a primal connection to all living things. You have a special connection with the animals of the world, but you are not limited to mere beasts in your mastery of control.
FRIEND OF BEASTS
Cost: Imbue 1 Inheritance
Duration: One day
Subject: One animal
You share a connection with an animal that rivals that of your connections with humans. You can form a temporary Bond with an animal, as though it were a person. Any successes not spent when the Bond fades are converted to positive Attitude from the animal to you.
MASTER OF BEASTS
Cost: Imbue 1 Inheritance
Duration: Indefinite
You can speak to and understand all animals. Animals that don’t have a Legend or Inheritance rating treat their Attitude toward you as one point higher when determining whether you can persuade them to take on a task. Unless specified, this bonus does not stack with other magical Attitude bonuses. Once you reclaim the Inheritance from this Spell, your animal helpers will still try to complete your requests, but may become distractible or less reliable, at the Storyguide’s discretion.
MASTER’S SONG
Prerequisite: Friend of Beasts
Cost: Spend 1 Inheritance
Subject: Multiple animals
Your words carry a magical effect, bolstering people and creatures under your command. All people who you command (through Birthrights or Paths) and all animals with a positive Attitude toward you within Medium range gain +1 Scale on all actions made in accordance to you wishes. If all your targets are trivial, this Spell requires you to only imbue an Inheritance instead of spending.
MENTAL COMMAND
Prerequisite: Master of Beasts
Cost: Spend 1 Inheritance
Subject: Multiple targets
You can compel any number of trivial targets and animals within Medium range to act in a specific way. You give a single command, and as long as they are able to complete it, they do so. Your targets do not take actions that directly endanger their lives, but will attack a superior foe or take risks to complete the task. You cannot give different commands to different targets. If an animal is a Legendary Creature, it provokes a Clash of Wills.
MERGE WITH BEAST
Cost: Imbue 1 Inheritance
Duration: Indefinite
Subject: One non-legendary creature
You can temporarily possess and control a single animal. This animal must be in Short range when you initially use this Spell, but until you reclaim your Inheritance, it allows you to mentally control and access the senses of this animal, regardless of range. You can use the animals’ senses to experience the world, ddictate their actions, and even use your Spells and Knacks through them. The animal remains aware of what’s going on, and can communicate mentally with you. You retain consciousness and control of your body while possessing an animal, and can take actions through either body, even simultaneously. However, all such attempts always count as mixed actions.
DECAY
You can summon entropic forces to bring death, annihilation, and decay. You can corrupt and destroy nearly anything, leaving devastation in your wake. Your magic erodes not only objects, but people, bonds, and relationships.
ACCELERATED DECAY
Cost: Imbue 1 Inheritance
Duration: Instant
Subject: A single object
You can destroy an inanimate object up to your size Scale +1. It rusts, rots, or decays to uselessness, or for particularly perishable objects, into dust or rot, in less than a minute becoming useless. This Spell does not work on magical items, but affects everything else, from clothing or food, to handguns or automobiles.
FRAYED
Cost: Imbue 1 Inheritance or Spend 1 Inheritance
Duration: Instant
Subject: One target
Your magic corrodes the relationships that tie people together. When you cast this spell, you change your target’s Attitude toward a single person switches to negative. If the Attitude was already negative, it shifts down by 2. If you spend an Inheritance when activating this Spell, then immediately destroy a single bond your target has with that person. The Bond’s strength drops to 0, no matter how strong it was. Non-trivial characters gain a Clash of Wills. On a success, the Bond simply erodes by 1.
TOXIC CORRUPTION
Cost: Imbue 1 Inheritance or None
Duration: Condition
Subject: One range band
You create a wave of noxious gas which sickens and weakens your opponents. Make a ranged attack using Athletics or Survival against all targets within a single Range Band up to Long Range. You may inflict the Poisoned Condition (Scion: Origin p. 125) on anyone whom you inflict an Injury Condition. You can choose the effect at the time of inflicting the poison, such as doing damage, causing paralysis, or any similar effect.
You can also use this Spell to poison food or water or to kill all plants or small animals within Medium range. Doing so is free. You simply stare at or walk by a garden and watch it shrivel and die. Used in this fashion, ground remains infertile for several months unless physically or magically cleansed or purified.
TOTAL ANNIHILATION
Prerequisite: Accelerated Decay
Cost: Spend 1 Inheritance
Subject: One Field
You fill the Field with a decaying force. Impose the Entropy Field Condition with a rating equal to one third your Inheritance (round up) on a single Field. Inanimate objects age at a rapid rate, breaking down, rusting, and wearing out. Animate objects creak to a halt or break as their moving parts wear out. Characters in the Field must make a resistance roll each round using Medicine or Survival + Stamina and overcome the Field’s rating as Difficulty. Those who fail the roll gain the Withered Condition. Anyone with the Withered Condition suffers +1 Difficulty to perform complex or mixed actions involving physical activity. Additionally, attempts to heal wounds or resolve Conditions suffer a +1 Difficulty on the affected person. Each round the affected person remains in the Entropy Field, this Condition’s rating increases by +1 to a maximum of +5. The Condition resolves when the character receives medical care and the healer overcomes the Condition’s rating with a Medicine + Intellect or Dexterity roll, or the person receives magical healing.
UNTOUCHABLE
Cost: Imbue 1 Inheritance
For the rest of the scene, you become immune to all poisons and diseases, including those that are magical in nature. If someone would inflict a magical poison or disease on you, gain a +3 Enhancement to your Clash of Wills. Additionally, if you activate this Spell while suffering from a poison or disease, the Condition resolves immediately, even those that are magical in nature.
ELEMENTAL MANIPULATION (AIR)
Mighty winds are yours to command. You can cause winds to blow or to cease blowing and can even summon
powerful highly focused winds capable of moving people and relatively large objects.
BREATH OF LIFE
Cost: Free
Duration: Indefinite
You can normally breathe in any circumstances, regardless of the presence of safe air. You are immune to all damage or Conditions caused by smoke, bad air, or toxic gases that are not part of a supernatural attack. In addition, you can breathe normally underwater, or even in the vacuum of space. Also, if you imbue a point of Inheritance, you can cast this spell on any single individual within one range band.
SKYWARD GALE
Cost: Spend 1 Inheritance
Duration: One round
Subject: One Range Band
You can create a powerful updraft that can either lift targets into the air, or support them during a fall, so they suffer no harm, regardless of the distance they fall. This Spell can lift any object no larger than a normal sized person that is within a single Range Band up to Long range away from you. Once the lift ends, the target falls to the earth and suffers an appropriate –2 Injury Condition. Alternately, you can use these winds to cushion falls, permitting one or more targets no larger than a normal person that are within Close range of one another to fall any distance and land without harm.
WIND BLAST
Cost: Imbue 1 Inheritance
You shape an ephemeral weapon out of pure air. The weapon has the Ranged (Short), Pushing, and Shockwave
tags. The weapon’s shockwave effect applies to uses of the Shove and Knockdown Stunts, and applies to the knock down effect of the Pushing Tag. You cannot use this ability against targets with greater size Scale than you.
Also, you can use these wind attacks for narrative effects like ripping cloth, blowing shingles off a roof, tipping over furniture, or turning an orderly desk into a scattered mass of shredded paper.
WIND OF WINGS
Cost: Imbue 1 Inheritance
Subject: A single Range Band
You can buffet an area with wind. Select a Range Band no further than Medium range away. That Range Band becomes difficult terrain with a +2 Complication to movement due to buffeting winds. If not bought off, the character is subject to the Shove or Knock Down Stunts, your choice. The force of the wind you create blows leaves, sand, ash, and similar light materials around and can obscure visibility in the right location. However, this wind can also improve visibility by blowing away smoke or fog, but causes any fire in the area to spread rapidly.
WORDS ON THE WIND
Cost: Imbue 1 Inheritance
Subject: One target
You can command the winds to carry words spoken by any single voice that you have previously heard. This Spell automatically fails if used on a subject in a sealed environment like an airplane, a submarine, or a closed vault, or in an Otherworld, unless you are in the same Otherworld.
Otherwise, for the next scene you can hear whatever the subject is saying. However, you cannot hear what anyone says around them, the winds only provide you with one voice each time you cast this Spell.
ELEMENTAL MANIPULATION (EARTH)
You understand the nature and secret language of elemental earth, and all The World’s stone, metal, clay, and earth are yours to command. You can create structures made of earth, or breach walls made from stone, metal, or concrete with a gesture.
ADAMANT BONDS
Cost: Imbue 1 Inheritance
Duration: Indefinite
You can imbue any one of your existing Bonds with the durability of solid rock. When you cast this Spell, increase the value of the chosen Bond by half your Inheritance (round up). This Spell ends when you reclaim your Inheritance.
ANIMATE EARTH
Prerequisite: Command the Solid Earth
Cost: Imbue or spend 1 Inheritance
Subject: Earth within Medium range
By imbuing 1 point of Inheritance, you can animate the earth itself, causing dirt, stone, metal, or mixtures of all three to become a human or Dragon-shaped creature that is utterly mindless and entirely under your control. This creature counts as a Professional Archetype (Scion: Origin, p. 145), and it excels at lifting, moving, and throwing heavy objects.
Animated constructs all possess the Heavily Armored and Natural Weapon Qualities, and gain the Subterranean Movement and Sure-Footed Quality when they are walking on the ground.
Creatures you create using this Spell can walk, run, climb, burrow, or swim, but cannot fly or even jump. You can give the creature simple, obvious directions, like telling it to attack someone you indicate. If you do this, you can also act normally, but you must take an action to tell the creature to change what it is doing. Alternately, you can effectively possess this creature, using its senses and controlling its body as if it was your own. In this case, you can use your Knacks and Dragon Magic through it. However, you cannot act yourself unless you either perform a mixed action or spend one or more actions not controlling the creature, which will stand motionless unless given simple instructions. If you instead spend 1 Inheritance, you can create a number of animate earth creatures equal to your maximum Inheritance. However, all of these creatures must act together, you cannot direct them separately. Regardless of how many such creatures you animate or how you use them, all creatures made using this Spell are obviously made of dirt, rock, concrete, or metal, and cannot disguise themselves as any sort of living being.
ARMOR OF EARTH
Cost: Imbue 1 Inheritance
As long as you are standing on the ground (the bottom floor of a building counts) or an earthen surface, you can also use this Spell to cause the earth to surround you, making you appear to be an animate creature of Earth. Doing this pro- vides you with 1 point of Soft Armor, 2 points of Hard Armor, and +1 Enhancement on all Might and Stamina rolls. This Spell also increases your size Scale by 1 and all of your Close Combat attacks gain the Pushing and Reach tags.
COMMAND THE SOLID EARTH
Cost: Imbue 1 Inheritance
Duration: Indefinite
Subject: Earth within Long range
You can alter the earth, metal, and stone around you in complex ways. You can either cause a building or other structure that’s within Long range to topple in whatever direction you desire, or turn the local earth, metal, and stone into walls, ramps, ditches, or even simple buildings or statues. As long as you concentrate, you may reshape and make your result appear more finished. You cannot do this as a Mixed Action with other actions. Once you finish, the manipulating the Earth, the spell ends, and you can reclaim your Inheritance. The effects of your changes are permanent. You can use this Spell multiple times to create vast cave complexes or huge towers suitable for even the most demanding Dragon to live in.
EARTH ROAR
Cost: Imbue 1 Inheritance
Subject: One Field
By harnessing your innate draconic power and your terrible roar, you can shape and rend earthen materials around you. You can rend and tear the area, leaving yawning pits or devastating shards creating difficult terrain with a + 3 Complication to movement. If someone does not buy off this Complication, you may choose one of the following options:
Deal an Injury Condition, knock them prone or into a pit, or slow their movement by half. If a character falls into a hole, they must spend a Simple action as their movement to get out.
Conversely, you can smooth out the roughest terrain, remove natural obstacles, or crush stone to dust. You can remove up to + 3 Complication from the Field that originate from uneven or unstable earth, holes or pits, or metal shards. You may also destroy natural or worked stone barriers, metal encasements, or anything else that comes from the natural earth. This Spell does not work on concrete, plastic, or synthetic materials.
ELEMENTAL MANIPULATION (FIRE)
You can bend the element of fire to your command, creating and destroying this element at a whim. You can transform it into your weapon, direct it to avoid harming you or your fellows, and control its destructive and restorative forces.
ASHES TO ASHES
Cost: Spend 1 Inheritance
Duration: Instant
Subject: One target
You have gained precise control over the process of burning. You may make an attack on a living or inanimate non-living target, with the Piercing, Ranged (Short), and Aggravated tags. A successful attack on a trivial or non-living target grants access to the following Stunt: Incinerate (Successes equal to the target’s Stamina or
Durability): The target is burned so completely that it is reduced to nothing but ash.
Conversely, you may use this Spell to restore a burned object to its previously unburned state. However, this Spell does not fix damage from other causes — if a table was burned and then crushed (or the reverse), use of this Spell leaves you with an unburned, but still crushed table. This does allow you to remove any Injury Conditions caused by a fire attack, though it cannot restore life to the dead, but it will turn a charred corpse into an unburned one.
EMBER SKIN
Cost: None
Duration: One scene
You cannot take damage or suffer any form of harm
from fire, heat, or smoke inhalation. You can walk through wildfires or industrial microwaves unharmed, swim in magma for as long as you can hold your breath, and perform similar feats of fireproof heroism. Extreme cold is likewise harmless to you. Everything you wear is also immune to fire, and you possess the ability to create or douse small flames within Close range at will. You can light or put out a candle or a cigarette with a glance. Finally, you can sense the direction, location, and approximate size of any fire within Extreme Range.
FIERY AWE
Cost: Imbue 1 Inheritance
You can channel all of the terror and grandeur of a vast fire into yourself. While your appearance remains unchanged, everyone interacting with you can feel your power. You gain an Enhancement to intimidation actions equal to one half your Inheritance (round up).
FIRE MASTERY
Cost: Imbue 1 Inheritance
Subject: One fire
Fire listens to your command, allowing you to stoke or dim them on a whim. When you first use this Spell, you create a fire in a single Range Band within Long range or increase an already existing fire’s size and intensity causing it to spread. Alternately, you can put out a fire the size of a campfire within Long range, or stop the spread of a particularly large conflagration.
For the duration of the scene, you can control how the ire spread (either speeding it up, or slowing it down) with a Reflexive action. You can even make a fire you previous put out spring back to life, or put out a fire you started. You cannot control where this fire goes, or move the fire.
FIRE SHAPING
Prerequisite: Fire Mastery
Cost: Imbue 1 Inheritance
Subject: One fire
You can shape any fire and bend it to your will. You can clear a safe path through a burning building or move a fire to a different location. You can also cause a fire to strike out at targets within Medium range. You can make these attacks using Athletics, and they have the Arcing, Aggravated, Ranged, and Pushing tags. If the fire is small, such as a torch, you can use it to attack a single target. If the fire is the size of a campfire you can use it to attack one target and everyone within Close range of your target, and if the fire is size of a bonfire or larger, your attack gains the Shockwave tag.
ELEMENTAL MANIPULATION (FROST)
You have learned the powerful songs of ice. This knowledge grants you the ability to control cold. In addition to finding exceptionally cold environments comfortable, you can create blistering cold and shape ice and snow and direct its power to aid or harm others.
COOL DOWN
Cost: Imbue 1 Inheritance
Subject: A single target within Medium range
You temporarily imbue someone the positive nature of cold. In addition to remaining comfortable in the hottest weather, this person also ignores Bruised and Injured Injury Conditions as the cold eliminates their pain. Also, for the duration of this Spell, the subject is incapable of feeling anger, hatred, or rage and any magical or mundane attempts to cause them to feel any of these emotions.
FLASH FREEZE
Cost: Imbue 1 Inheritance
Duration: Condition
Subject: Multiple targets
You cause an instant temperature drop causing a wave of cold to fill the area. Within Short range, inanimate objects caught in the freezing blast are frozen in place and cannot move. Trivial targets are similarly frozen in place by the cold. Anyone of your Tier or higher gains a Clash of Wills.
All affected targets gain the Chilled Condition. While under the effects of this Condition, the character makes all physical and mental actions at +2 Difficulty. This Condition ends when the person leaves the area of the cold, or until you reclaim your Inheritance.
ICE SCULPTING
Cost: Imbue 1 Inheritance
Subject: One target of up to Scale size 2
You can create and shape ice into magnificent works of art. When you activate this Spell, you can either mold and shape existing ice or snow, or conjure a sizeable amount to work with. You create exceedingly realistic and detailed ice sculptures, which wow those who see them. Anyone who sees your sculpture raises their Attitude toward you by +1. You sculpted ice does not melt for the duration of this Spell, but melts normally when the effect ends.
You can also use this Spell to perform a variety of narrative effects, like blocking off a hallway with a wall of ice,
freezing a door shut, making a sturdy bridge, creating cover, or transforming an area into difficult or dangerous terrain.
RIME
Cost: None or Imbue 1 Inheritance
You cannot take damage or suffer any form of harm from extreme cold and can comfortably swim nude in arctic water or safely bob for frozen apples in a vat of liquid nitrogen. Extreme heat is likewise harmless to you. Also, you possess the ability to chill small inanimate objects within Close range at will, and can cool or even freeze a glass of liquid or simply make the air around you significantly colder than the surrounding environment, providing you with portable climate control.
You can imbue an Inheritance to radiate an aura of icy cold for the scene. This cold imposes a + 2 Complication to anyone who strikes you from Close Range. If the attacker fails to buy off the Complication, they take an Injury Condition from the cold.
SEARING COLD
Prerequisite: Flash Freeze
Cost: Spend 1 Inheritance
Duration: Instant
Subject: All enemies in one range band
You can drain away the heat of the world, icing over landscapes and freezing enemies from the inside out. Make a ranged attack on single Range Band within Long range of you. The attack has the Piercing tag and either the Bashing or Lethal tag (your choice). Within the Range Band, water freezes over, covering the area in a slick rime, making it difficult terrain in which all movement actions are made at a +2 Difficulty.
ELEMENTAL MANIPULATION (WATER)
You understand the mystical nature of water and can command it to do your bidding. Tides rise and fall at your pleasure and you can also learn magics that allow you to dwell underwater as easily as on land and to extend your perceptions throughout a body of water.
FLASH FLOOD
Cost: Imbue 1 Inheritance
Subject: One Field
You call water from the sky and the earth to fill a single Field with rushing waters. Anyone caught in the water must take a move action with + 2 Complication to remain in place, and other types of movement have a + 3 Complication. Failure to buy off this Complication results in the character being swept out of the Field by the rushing waters. Characters in the Field cannot make Rush actions, and vehicles do not operate unless designed for water transportation.
This water gets into everything, shorting out electronics, damaging fragile items, waterlogging firearms, and
dousing fires. You can also use this Spell in reverse, sending water deep into the earth or evaporating into the air. Doing this can turn difficult terrain into ordinary terrain, and instantly dries people and equipment, restoring fragile water-damaged items to their pristine dry state.
HYDRAULIC OVERRIDE
Prerequisite: Oceanic Majesty
Cost: Imbue 1 Inheritance
Duration: Instant or one scene
Subject: One target
Your control over magic is fine and precise. You can control the flow of water at even the smallest level, moving water in pipes, and even within a creature’s body. When you cast this spell, pick a target and gain control over the flow of the water within. You can cause pipes to swell and burst, water to flood out of faucets, and running water to stop immediately. You can also cause blood vessels to rupture, dehydrate a victim as they sweat water out, or take control of a person’s muscles and make them move.
When used on a person this Spell is a simple action that resolves immediately. You can choose to either force the target to take a single Move action, dictated by you or Inflict an Injury Condition as though you purchased the Inflict Injury Stunt on an attack. Non-trivial targets gain a Clash of Wills. When used on an inanimate object or source of water, you gain control over its flow for the rest of the scene or until you regain your Inheritance. Narratively, this Spell could be used for causing distractions, flooding an indoor area, or gaining access to water in an otherwise inaccessible place.
OCEANIC MAJESTY
Cost: Imbue 1 Inheritance
Subject: A body of water
You exert your will over water, controlling the tides or currents that move through it. You can calm all water out to Long Range, making it still and placid even in the face of a hurricane, or change the direction that currents flow in, letting you temporarily reverse the direction of a river or cause a riptide to drag lost swimmers back to shore. Reclaiming the Inheritance imbued in this Spell causes the water to revert to its natural behavior.
As a Simple action, you can call up a great wave to crash down on your foes in a single Range Band up to Long range. This attack has the Bashing, Pushing, and Shockwave tags.
VISION OF THE DISTANT SHORE
Cost: Imbue 1 Inheritance
If you immerse yourself in any body of water smaller than an ocean, you can see the shores or banks, regardless of how far they are from you. You can either use this Spell to observe a particular location along the shore or bank, and see and hear everything occurring there as well as if you were observing it in person, or you can observe large regions, perhaps including the entire shore. Used in this fashion, you can only observe large or dramatic events, like disasters, large-scale mobilizations of soldiers, or riots. If you see such an event, you can then focus in on it and observe it in more detail. However, you can only observe a single location in detail each time you use this Spell.
WATER MASTERY
Cost: Imbue 1 Inheritance
Subject: Water that you can touch
You can shape water to your will and can also cause it to briefly become as solid as steel. This water can take exceedingly precise shapes that conform to its environment. As a result, you can command a small amount of water to enter a lock and become a key that fits and can open it. Alternately, you could transform a larger amount of water into a crowbar to pry a door open, or a sturdy lock that prevents anyone from opening a door for the duration. You cannot make water into any sort of complex mechanism, but in addition to a watery key being able to open the lock it is in, tools made of water provide +3 Enhancement to the use you make them for. Finally, you can pour water on the ground and transform it into an area of difficult or dangerous terrain. In an emergency, you can also transform water in a Close Combat weapon with appropriate tags.
FEAR
Your magic gets inside people’s heads and manipulate their fear. You can control these particular emotions either heightening a sense of fear burgeoning on dread or calming panic. It can be as subtle as a gentle presence that seems to heighten emotions, or as terrible as an aura that makes you appear terrifying.
CALM MIND
Cost: Imbue 1 Inheritance
You become immune to all forms of fear for the rest of the scene. If a magic would attempt to inflict a fear effect on you, gain a +3 Enhancement to your Clash of Wills. Mundane situations never bother you and attempts to influence you with intimidation or threats fail immediately. You can flee if the odds are against you, or if you otherwise feel like doing so, and you know if something might otherwise make you afraid, but you can banish your fears with a thought.
INTIMIDATING PRESENCE
Cost: Imbue 1 Inheritance
Duration: Condition
Subject: Multiple targets
Without revealing any of your draconic features, you instill a sense of dread in those who see you. Anyone who can see you gains the Afraid Condition with you as its subject, non-trivial targets gain a Clash of Wills to resist gaining the Condition. Characters with the Afraid Condition suffer a +2 Difficulty to target the subject of their fear in any kind of negative way, this includes physical attacks and Intrigue actions. The Condition ends when the person leaves the presence of the subject of their fear or you reclaim your Inheritance.
LOOMING PRESENCE
Prerequisite: Intimidating Presence
Cost: Imbue 1 Inheritance
Subject: Multiple Targets
You exude an aura of menace which fills your enemies with barely controlled panic. When you activate this Spell, you can choose up to your Inheritance in allies to exclude from the aura. Anyone who can see you who was not excluded is immediately wracked with fear of you and your allies.
Trivial targets flee from your presence immediately, while non-trivial targets face a +3 Complication on any action that does not help them flee your presence. If they fail to buy off the Complication, they are rooted in place in fear.
PARALYZING GAZE
Cost: Spend 1 Inheritance
Subject: One character
When you make eye contact with another character (if used in combat, requires a roll — successes must exceed the target’s Defense), you may functionally incapacitate that character. The actual effects vary; you may paralyze the target with fright, force her to cower in fear, or leave her writhing in terror. In any case, she is unable to break away from your gaze. However, you cannot take mixed actions while using this Spell, and cannot Move without using a Simple action — otherwise, you lose eye contact, and your target is freed at the end of the next round. If the target is Blind, this Spell does not work on them. Characters of the same Tier or higher than you gain a Clash of Wills to resist your gaze.
READ THE ROOM
Cost: Imbue 1 Inheritance
Subject: One Field
You can change the atmosphere of a room to either create fear or calm it. When you activate this Spell, select an Atmosphere, Dread or Calm, to apply to the Field, with a rating of 2, positive for Calm and negative for Dread. If this changes the Atmosphere, gain +1 Enhancement to actions that coincide with the new Atmosphere’s effect. Such as intimidating someone in an Atmosphere of Dread or empathizing with someone in an Atmosphere of Calm.
FLIGHT
You can cause objects to move through nothing more than your own force of will. You can lift, throw, or carry anything that you can see, including yourself. While some dragons have wings that allow them to lift themselves into the air under their own power, you can use magic to achieve the same feat.
ACROBATIC FLIGHT
Prerequisite: Aerial Mobility
Cost: Spend 1 Inheritance
Your flight becomes sinuous and acrobatic and you can attack and retreat with blinding speed. In combat, you can use your reflexive Move action to cross two range bands, and gain +2 Enhancement on Disengage rolls and Rush actions if you are flying. Once per scene while you are flying, you may make a Feat of Scale (p. 121) using one of your Knacks of Scale for the purposes of speed without taking a Complication.
AERIAL MOBILITY
Cost: Imbue 1 Inheritance
Duration: Indefinite
You can fly, using movement actions to ascend upward into the air or horizontally through it. You can Rush or Disengage vertically or horizontally while flying. You can use this Spell to bypass dangerous or difficult terrain. This Spell ends when you reclaim your Inheritance.
COMPANION FLIGHT
Prerequisite: Aerial Mobility or Telekinesis
Cost: Imbue 1 Inheritance
Duration: Indefinite
Subject: Multiple targets within Medium range
You can allow your companions to fly alongside you. Grant a number of willing targets equal to twice your Inheritance to fly. All targets must remain within Medium range of you, usually requiring you to cast this Spell in combination with Aerial Mobility. Your companions are fully able to control their own flight. Also, any further spell that affects your movement, like Acrobatic Flight or Swift as Lightning automatically affects subjects of this Spell for no additional cost. This Spell ends when you reclaim your Inheritance.
SWIFT AS LIGHTNING
Prerequisite: Aerial Mobility or Telekinesis
Cost: Imbue 1 Inheritance
Subject: One target, or self
You can move things at unnatural speeds. When using your magic to move an inanimate object, it moves with blinding speed, unable to be seen by the naked eye. When moving yourself or someone else, they move at speed Scale +2. Additionally, you buffer your subject against the ill effects of moving at high speed. If you use this Spell to take a long journey via air, your speed Scale increases to +4, and the Spell lasts until you reclaim your Inheritance as long as you maintain your course.
TELEKINESIS
Cost: None or Imbue 1 Inheritance
Duration: Indefinite
Subject: One target within Medium range
Objects move at your command. You can freely move any object you could comfortably hold in one hand that is within Short range, without imbuing any Inheritance. By imbuing Inheritance into this Spell, you can move any person or object that is your size Scale or smaller within Medium range. You can move this object as fast as you can run, and you can move it anywhere within Medium range. Attempting to move anyone of your Tier or higher requires a Clash of Wills. Imbuing Inheritance also allows you to hurl objects you could hold in one hand with great force, permitting you to use them as Thrown weapons. Because of the precision of your control, attacks using this Spell automatically gain the Arcing tag. This Spell ends when you reclaim your Inheritance.
ILLUSIONS
You have mastered controlling the senses, able to fool them, create false images and illusions. Your illusions fool even the most brilliant observer, tricking them into believing whatever you put in front of them. Additionally, you can pierce deception, revealing hidden things.
CLEAR SIGHT
Cost: Imbue 1 Inheritance
You gain the ability to see through all illusions and disguises. In addition, you automatically know when a trivial opponent speaks a lie in your presence, although you only know you have heard a lie, not the nature of the truth. In addition, you gain +3 Enhancement for detecting deliberate and knowing lies in either the speech of non-trivial opponents or in print.
DISGUISE
Cost: Imbue 1 Inheritance
Duration: One Day
You can’t change the actual shape of people or objects, but you can disguise them with an illusion. This illusion can disguise a group of twice your Inheritance, a single object of up to Scale size 2, or a location no larger than a medium-sized house.
Disguised people and objects appear lifelike and seem completely authentic — a person’s hair ripples in the breeze, a car’s engine throbs, a fire gives off heat. This illusory disguise even feels real to brief, non-forceful touch, but it has no physical substance and cannot exert force or cause harm. These disguises remain even after you leave their presence.
A non-trivial character who wins a Clash of Wills can see through the disguise. Also, attempts to physically interact with a disguise may reveal it to be fake. You cannot make people or objects invisible, but you can make them look like anyone or anything you want.
EYES TURNED AWAY
Cost: Imbue 1 Inheritance
Subject: Self or by touch
You cause others to be unable to notice you. You do not become literally invisible — instead, by seeming chance and the massive power of your will, no one looks in your direction and people miss any sounds you make, as long as you make at least a token effort to be stealthy. Trivial characters have no chance to see you. Non-trivial characters gain a Clash of Wills, and you gain +3 Enhancement to evade notice from those who succeed on their Clash. You can also use this ability on others that you touch, if they are willing. Anyone using this Spell who actively draws attention to themselves automatically ends it.
ILLUSORY AURA
Cost: Imbue 1 Inheritance
You alter your appearance in ways to depend on both your intent and who is observing you. You must decide on what impression you wish your appearance to convey — attractive, terrifying, trustworthy, or something more specific, like being in a position of high authority. For the duration of this spell, you give all observers the impression you’re aiming for, but what they see differs depending upon who is looking at you. If you wish to appear attractive, you look very different to two people with different definitions of attractiveness.
Also, if you wish to appear to be someone in a position of authority, someone strongly religious may see you as an important religious official, while a soldier would almost certainly see you as a high-ranking officer. Regardless of what someone sees you as, you also gain an Attitude of 3 for all ob- servers — this Attitude can be positive or negative, depending upon your wishes when casting this Spell. Trivial targets are affected by this Attitude and firmly convinced that you are who they believe you to be, although they may become confused if several of them discuss you. Characters of your Tier or higher still see your desired appearance, but are not affected by your illusory Attitude if they win a Clash of Wills.
IMPERSONATION
Prerequisite: Disguise
Cost: Spend 1 Inheritance
Subject: Self or touch
You can disguise the target as a specific individual. You must have either touched the individual or seen them in person and heard them speak for at least several minutes. This disguise is perfect, and includes appearance, accent, body language, and even scent, so that it fools someone’s dog as well as their allies. Also, your fingerprints and other physical details appear to match perfectly. In addition, while this Spell does not provide the subject with any special knowledge of the person they are impersonating, the Spell helps convince people.
As a result, all trivial targets are firmly convinced that you are who you appear to be. Also, if you win a Clash of Wills with characters of your Tier or higher, you gain +3 Enhancement to all rolls to dispel their doubts about your identity.
LUCK
You command the powers of luck and fortune. Your supernatural might effectively bends the nature of reality and the dictates of random chance in line with your desires.
ARMOR OF FORTUNE
Cost: Imbue 1 Inheritance
Your luck is strong enough to survive impossible accidents and deadly firefights. You add +1 Defense against attacks and have +2 Enhancement on any roll where you could suffer physical harm as a direct result of failing it.
FORTUNE’S FAVOR
Cost: None or Imbue 1 Inheritance
Even without imbuing any Inheritance, Luck is perpetually on your side. You can always find a parking place faster than others, there’s always a table waiting for you at a restaurant, and you take no harm from random or haphazard dangers such as debris in a tornado, a freak traffic accident, or being trampled by shoppers on Black Friday.
You gain +3 Enhancement to all games of chance. Your luck does not protect you from damage that results from an action performed with intent to cause harm, like gunfire in a shootout, or environmental situations. This immunity extends to any non-magical dangerous terrain, unless a char- acter in the scene actively created that peril with intent to harm. You still face any Complications that such situations would normally impose — you’re simply guaranteed to come through unscathed. If you imbue 1 Inheritance, you can apply your Enhancement as beginner’s luck at any task. If you attempt any action where you have 0 Skill and no relevant Specialization, you also gain +3 Enhancement to the roll.
SECOND CHANCES
Cost: None
Duration: Instant
Subject: One target within Medium range
If you have negatively altered someone’s Attitude toward you within the past scene, you can undo whatever damage you did to their impression of you with this Spell. This Spell resets the target’s Attitude toward you to what it was before the recent change. For example, if you made a bad impression on someone you just met, then the Spell resets their Attitude toward you to 0. You can automatically alter Trivial targets’ Attitude. Attempting to reset the Attitude of anyone of your Tier or higher requires a Clash of Wills.
STOLEN LUCK
Prerequisite: Second Chances
Cost: Imbue 1 Inheritance
Subject: One target within Medium range
You can steal someone’s luck. You do this by imposing the Unlucky Condition on someone. This Condition imposes a +3 Difficulty on all rolls of a specific type, such as movement, information gathering, intrigue, or combat. For the next scene, if your target fails any of these rolls because of this increased Difficulty, and would have succeeded at this roll without this increase, then you gain +3 Enhancement on your next action of any type.
SWIFT FORTUNE
Cost: Spend 1 Inheritance
You become inhumanly lucky, especially when performing difficult physical movements in complex environments. In effect, the World gets out of your way, allowing you to not worry about minor random events, granting you +3 Enhancement with all such rolls. You gain this same bonus to all chases and other actions involving physical movement, including everything from performing difficult acrobatics to driving a car in combat.
TRANSFORMATION
Many Dragons can switch between human and Dragon form with ease, but you have learned the secrets of the art of altering your shape in far more profound ways. You can turn yourself into almost any form and can also transform objects and other individuals.
HIDE BENEATH NOTICE
Cost: Imbue 1 Inheritance
Duration: Indefinite
You can change your impressive draconic form into something small and innocuous. This Spell allows you to either turn into any small lizard, snake, or amphibian distantly related to your draconic parent, or just a tiny version of your dragon form. While in this small form, you are beneath notice so long as you behave the way the animal you have become should; whenever magical detection would identify you as a magical creature, make a Clash of Wills. You can move or act just like the creature you resemble, and while your other traits do not change, your Might is effectively 0 and you cannot increase it by any means while in this shape. This Spell ends when you reclaim your Inheritance.
SHIFT SHAPE
Cost: Imbue 1 Inheritance
Duration: Indefinite
You take on another form. Like most dragons, your range of forms is usually somewhat limited. Each time you learn this spell you can learn one of three types of forms. You can either turn into any normal animal at least the size of a crow or cat, you can keep your ordinary shape but transform yourself in an animate elemental material such as mist, lightning, fire, or stone, or you can transform yourself into an exact duplicate of a person or Denizen. This last option even allows you to exactly resemble another Dragon, God, or Titan, should you wish to risk doing so. This Spell lasts until you reclaim your Inheritance. In all cases, this transformation is perfect in the details and undetectable through non-magical means, but doesn’t alter any of your Attributes, Skills, or other traits. However, depending on the form you assume, you can gain the following benefits:
• +1 Scale on all actions with a single Physical Attribute of your choice
• Any special forms of movement that shape possesses.
• Any natural attacks that shape possesses.
• Any miscellaneous abilities the Storyguide decides the shape should have, like a Dragon made of fire being able to ignite flammables. Learning any version of this spell also gives you +3 Enhancement to resist any attempt to transform your body against your will.
TRANSFORM OBJECT
Cost: Spend 1 Inheritance
Duration: Permanent
Subject: One object with Close range
You can transform any object within Close range that is no larger than size Scale equal to your Inheritance. The transformation is permanent, though you can spend a Simple action to return the object to its original form. You can only transform objects into other objects of the same size and made of roughly the same materials. You could turn a rifle into an umbrella or a metal dumpster full of trash into a fast sports car. However, you can only use this Spell to transform purely mundane objects.
TRANSFORM OTHER
Cost: Spend 1 Inheritance
Subject: Multiple targets within Short range
You can alter the form of other living beings. You can only transform a number of people and creatures equal to you Inheritance x 2 into other living beings of approximately the same size and you cannot transform targets into creaures incapable of surviving in their current environment. If desired, you can transform one or more targets into exact duplicates of other individuals, including fingerprints and other identifying characteristics. Also, these transformations also transform clothes and worn objects, but not objects the targets are carrying. You can automatically transform Trivial targets. Attempting to transform anyone of your Tier or higher without their permission requires a Clash of Wills.
Transformed characters retain their normal traits, but face Complications if they attempt a task their form is unsuited to: using a computer keyboard as a chimpanzee faces a + 1 Complication, while firing a machine gun as a dog incurs a + 4 Complication. The advantages of the character’s new form, such as a dog’s sense of smell, can provide Enhancement 1-3 on actions they apply to.
TRANSFORM SUBSTANCE
Prerequisite: Transform Object
Cost: Imbue or Spend 1 Inheritance
Duration: Three turns
Subject: Any single object within Medium range
You can briefly transform any object within range that is your size Scale or smaller into a single other material. You could turn a motorcycle into solid lead, a sword into cheap flexible plastic, armor into paper, or the door of a vault into lightweight cloth or a particle board door into solid steel. You can change both mundane and mystical objects, including powerfully enchanted weapons, armor, or chariots. To transform a magical object, spend Inheritance instead of imbuing and perform a Clash of Wills against its owner. After the Spell ends, all damage to purely mundane objects remains, but all mystical objects are automatically restored to how they were before being transformed.
UNDERSTANDING
You possess a deep and profound insight into The World and the supernatural realms beyond it. You can see and understand things at a glance that others either cannot or require weeks of research to learn.
FORESIGHT
Cost: Imbue 1 Inheritance
Subject: One target within Medium range
You know what your target is going to do before they do it. When the target attacks you, you can change a Stunt the target is using against you to a different one. For example, if they declare Inflict Damage, you could change it to Knockdown instead. They must still spend the requisite successes to perform the Stunt. Alternately, you can use your understanding of the future to influence it, dictating who and what the target may attack. You can declare both the target of the attack and a Stunt for your target. Used in this fashion, this spell imposes a +3 Complication on your target. If they do not buy it off, you can dictate how they spend their Successes this ound.
GLIMPSE THE FUTURE
Cost: Free
Duration: One session
You sift through your draconic memories looking for a glimpse of a future known only to Dragons. You gain insight into a lead you are investigating. The next time you would use a relevant Knack or Spell this session to investigate that lead, or interpret clues, you may do so without paying the Momentum or Inheritance. The relevance of the Knack or Spell is determined by the Storyguide. You may only use this Spell once per game session.
PENETRATING INSIGHT
Cost: Imbue 1 Inheritance
You can also read any code or cipher with ease. During this scene, you can also compose a response in the same code or cipher. In addition, if you read anything not written in code, you can use this Spell to increase the depth of your understanding. As a result, you can use either the Extra Clue, Interpretation, or Q&A Stunts (Scion: Origin, p. 75) on this document. Each use of this Spell only allows you to use one Stunt, and in all cases, this Spell fails if the document does not contain additional information that you are searching for.
PIERCING GAZE
Cost: Imbue 1 Inheritance
Your senses can pierce through lies and confusion. Add +3 Enhancement on any rolls to determine whether a
character is lying, see through a disguise, pierce an illusion, or otherwise pierce any and all deceptions. If you face the Misleading Complication, its rating is reduced by one point.
VISION OF THE AGES
Cost: Imbue 1 Inheritance
When you look intently at something, you can see not merely its present, but you can also access the full range of Draconic Memories relating to this object, allowing you to learn its history and secrets. When you use this Spell, the Storyguide first provides you with general information about the object and its history. Then, you can ask four additional questions about the object and events it was involved or used in that the Storyguide must answer truthfully. These questions should normally be versions of the four clue Stunts (Scion: Origin, p. 75). You could ask only questions relating to a single one of the four clue Stunts, or each of you questions could be related to a different clue Stunt ― your only limitation is that each time you cast this Spell, you can only use the player inspiration clue Stunt once.
WEATHER CONTROL
You know the magical nature of the weather. You can call or banish storms, and can even use weather as a weapon. Regardless of where you are, wind, rain, clouds, and even violent storms bend to your will.
ALTER WEATHER
Cost: Imbue 1 Inheritance
Subject: One Field
You can alter the weather to any state that is remotely reasonable for the location and season, allowing you to both create and calm inclement weather. You can’t make it snow in Death Valley or create a heat wave in the middle of a Wisconsin winter, but if a particular weather condition is within the range of possibility for a particular time and place, you can make it happen. However, if you create extreme weather like tornadoes, you merely create them; you cannot control or direct them in any fashion. While in many cases this effect is narrative in scope, in combat it often results in Field Conditions, or may inflict Conditions on player characters per the Storyguide’s discretion. After the scene is over, the weather gradually returns to normal.
LETHAL WEATHER
Cost: Spend 1 Inheritance
Duration: Instant
Subject: All enemies in one range band
You call up a brief burst of extreme and deadly weather, rolling an attack with Survival + (highest Power Attribute). It serves as an attack with the Aggravated, Ranged, and Shockwave tags. This weather can take the form of lightning, a brief but powerful whirlwind or waterspout, or even a shower of baseball sized hail. You can use this Spell to attack enemies inside a building, but the building provides a Defense bonus: from +1 for a one-story building with a light wooden roof to +5 for a well-made bank.
LOCALIZED WEATHER
Cost: None
You can manifest tiny weather effects at will, as long as they are within Short range. You could blow open a door by summoning a small and carefully directed gust of wind or put out a small fire with a watermelon-sized rain cloud.
RESIST WEATHER
Cost: Imbue 1 Inheritance
Duration: One day
Subject: Self and multiple targets within Short range.
You, and if you desire, up to Inheritance x 2 comrades take no damage and suffer no discomfort from normal extremes of weather. Not only doesn’t a blizzard chill you, but you can also keep yourself and anything you are wearing or carrying from getting wet in a rainstorm. In addition, you and everyone else protected by this Spell can ignore up to +3 Complication or +2 Difficulty from weather related phenomenon.
UNNATURAL WEATHER
Prerequisite: Alter Weather
Cost: Spend 1 Inheritance
Duration: One Day
Subject: One Field
You can alter the local weather to create conditions possible anywhere in the World. You could create a blizzard on a hot July day in Mexico City, or a heat wave in northern Canada in December. The other limits on the alter weather Spell still apply, including your inability to precisely control phenomena like tornadoes. You can also use this Spell to create both difficult and dangerous terrain. After the day is over, the weather gradually returns to normal.