Grimoire
Eldritch Movements
Moving by any means of magical and wondrous movement: from climbing on sheer surfaces and flying like the wind, to travelling without moving.
Stat Value: WIT
| Weave | Spell | Range | Area of Effect | Duration | Save |
|---|---|---|---|---|---|
| 1st | Jump* | 30 m | 1 target | 1 rnd | N |
| 2nd | Slow Fall* | 30 m | 1 target | - | N |
| 3rd | Clinging | 30 m | 1 target | 1 min/lvl | N |
| 4th | Levitate | 3 m | 1 target | 1 min/lvl | N |
| 5th | Blink | 3 m | 1 target | - | Y |
| 6th | Swim | 3 m | 1 target | 10 min/lvl | N |
| 7th | Ride the Sky | 3 m | 1 target | 1 min/lvl | N |
| 8th | Eldritch Portal | 0 (touch) | 1 surface | 1 rnd/lvl | N |
| 9th | Mystical Step | 0 (self) | 30 m | - | N |
| 10th | Journey Through the Dark | 0 (self) | 10 m radius | Special | N |
1st • Jump
Range: 30 m · Area of Effect: 1 target · Duration: 1 Round · Save: No This Spell allows target creature to jump up to 15 meters horizontally or 6 meters vertically as a Full Action this Round. +4 Weave:* after landing, target can make an additional jump as part of the same action.
2nd • Slow Fall
Range: 30 m · Area of Effect: 1 target · Duration: - · Save: No This Spell slows the target's fall, allowing them to fall without hurting themselves for 6 meters per the caster's Level or to reduce a longer fall by the same distance before calculating falling damage. +3 Weave:* add one target.
3rd • Clinging
Range: 30 m · Area of Effect: 1 target · Duration: 1 minute per Level · Save: No The target of this Spell can climb any wall, cliff, or other vertical surface without tiring and without the need of any Skill Roll, moving at half their normal Move Rate for the Duration. +3 Weave: change Duration to 10 minutes per Level.
4th • Levitate
Range: 3 m · Area of Effect: 1 target · Duration: 1 minute per Level · Save: No Target creature can levitate for the Duration, moving up and down vertically at a speed of 3 meters per Round. +3 Weave: change Duration to 10 minutes per Level.
5th • Blink
Range: 3 m · Area of Effect: 1 target · Duration: - · Save: Yes Target creature disappears, and immediately reappears in an unoccupied space chosen by the caster within 10 m. The caster must be able to see the point of arrival, which must rest on a solid surface, and there cannot be any physical obstacle (i.e. walls, closed doors, or other barriers) between the target and the chosen space. +3 Weave: increase arrival point distance by 10 meters.
6th • Swim
Range: 3 m · Area of Effect: 1 target · Duration: 10 minutes per Level · Save: No Target creature can swim at its normal Move Rate, ignoring the effects of currents, without the need of any Skill roll for the duration. It also can move freely underwater, and treats all watery terrain as Normal terrain for the duration. Note that this spell does not grant the ability to breathe underwater.
7th • Ride the Sky
Range: 3 m · Area of Effect: 1 target · Duration: 1 minute per Level · Save: No Target can fly at a Move Rate of 20 meters per Round for the Duration. +3 Weave: increase the target's flying Move Rate by 20 meters per Round.
8th • Eldritch Portal
Range: 0 (touch) · Area of Effect: 1 surface · Duration: 1 Round per Level · Save: No This Spell creates a shimmering (2-meter high and 1-meter wide) portal on target solid surface that's 1 meter thick or less. The portal doesn't damage the surface integrity in any way, but creatures and objects can cross it (emerging on the other side of the surface) as if it were a normal door. The portal disappears as soon as the Spell ends.
9th • Mystical Step
Range: 0 (self) · Area of Effect: 30 m · Duration: - · Save: No The caster vanishes, immediately reappearing in any space of their choosing within the Area of Effect. The caster doesn't need to see or know the point of arrival, but they must pass a Very Hard (-30) Perception Roll on the next Assessment Phase or be Stunned if they choose a destination they cannot see. If the chosen space is occupied by another creature or object, the caster will reappear Stunned at their starting point, instead.
10th • Journey Through the Dark
Range: 0 (self) · Area of Effect: 10 m radius · Duration: Special · Save: No The caster transports themselves and up to 1 willing companion per Level within the Area of Effect to the Dark, a mystical region beyond the mortal world. By travelling through the Dark, the caster and their companions will be transported to any place in the mortal world within 10 km per caster's Level from their starting point. Travel will appear to be instantaneous to those witnessing it from the mortal world; the characters will seem to simply disappear from one place to reappear in another. However, the flow of time in the Dark is different from that of the mortal world, and the characters journeying through it will often feel as if they travelled for hours, or even days.
Dark Travel Modifiers [5.1]
| Caster | Modifier |
|---|---|
| Has never seen the destination before | +50 |
| Has been there at least once | +25 |
| Has been there on several occasions | +10 |
| Lived there for a prolonged time | +0 |
Moreover, the Dark itself isn't devoid of dangers, and travellers may well lose their way and find themselves stranded, or worse. Each time the caster uses this spell, they must make an Open-Ended Roll on the Dark Travel Events Table, adding the Dark Travel Modifiers.
Dark Travel Events Table
| Roll | Event |
|---|---|
| 01-50 | The Spell works correctly, the characters arrive safely at their destination. |
| 51-99 | The Spell works correctly but resonates through the Dark. The caster immediately makes a Magical Resonance Roll, with a special +10 modifier. |
| 100-110 | The journey through is particularly long and taxing. Characters arrive at their destination but become Weary. Those that were already Weary must pass a TSR against a Level 10 Attack, or suffer Exhaustion. |
| 111-124 | The path through the Dark is twisted and mazelike. The caster must either pass an Extremely Hard (-40) Arcana Roll, or use another method to find the right path through it. Should they fail, the characters will emerge in a location chosen by the GM within 10 km of their initial destination. |
| 125-140 | During their journey, the travellers find their path blocked by some unexpected foe, like an ancient Stone Guardian, a pack of Dark Trolls, or a group of vengeful Wights. They must either fight, or find a way around. |
| 141-149 | The characters are lost inside the Dark. If they manage to find a way out, they'll reappear at a point chosen by the GM within 10 km of their original destination. |
| 150+ | During their journey, the characters attract the attention of a powerful denizen of the Dark, such as a Shadowfire Demon, or a Maimlord, and must either confront it or flee for their lives. |