Spellfury Spell Paths¶
Rules system: homebrew, the skill-based Sancturi system (2017 documents; hex grid, domain rank and skill, spell costs).
Lore: Spellfury, the Fae warrior-caster tradition, is described on Primal Spellcraft.
Legacy design material, not canon for play. Spell tables for two Fae realms of Spellfury, Forge (Spellfury, Forge, S286) and Rock (Spellfury, Rock, S287). Each realm has five first-level paths, each listing two spells in the source's "1st & 2nd Tier Paths" table, and combination paths at the 3rd and 4th tiers formed from two first-level paths. The 5th to 7th tiers are headings only. Spellfury as a Primal Spellcraft feat is on Sancturi Magic System.
- Action is the action type the spell takes (minor, standard, guard, counterspell, reaction; "minor+sup" in the source for Dynamic Weapon).
- Bracketed terms ([Domain Rank], [Domain Prof], [Spellcraft Skill], [Skill]) are the caster's ratings.
- Save results written as two-digit pairs, such as "Prone (00,00)" or "+Slow (10,10)", are kept as in the source; it does not explain the notation.
- Earlier drafts of these paths (S280 to S283) are superseded and not used.
Forge¶
1st and 2nd tier paths¶
| Path | Spell | Action | Cost | Effect |
|---|---|---|---|---|
| Bulwark | Bulwark | minor | 12 | brings a metal plate out of the earth, covering one facing in your current hex. Provides complete cover in that direction. · Lasts [Domain Rank] turns or until cancelled. |
| Unbreakable | standard | 16 | +10 vs break to a target's weapon and armor. Adds +1 physical absorb to any metal based armor. (max of 5) · Lasts [Domain Prof] turns. | |
| Molten | Cleaving Strike | minor | 8 | always make a break check for both attacking weapon and defender's. · +2 vs Block · +4 to break vs defenders · Ignore non-magical physical armor. |
| Heat Metal | standard | 18 | Heats up the target's metal weapon forcing them to drop it. | |
| Shards | Shards of Fury | standard | 10 | Casting attack in a straight line [Domain Prof] hexes long. · First target takes 4d8 + [Spellcraft Skill], next 3d8 … for up to 4 targets. |
| Circle of Shards | standard | 16 | Casting attack in a 1 hex radius from the caster. · 4d6 + [Spellcraft Skill] slashing damage | |
| Morph | Metallic Skin | minor | 6 | For one turn: · +2 absorb vs physical, aural · +1 absorb vs somatic · +1 Block |
| Reinforced Block | guard | 12 | +2 to Block | |
| Armament | Call Weapon | minor | 12 | Summons a weapon of your choice, lasts [Skill*2] turns. · +1 to hit and considered magical. · Weapon augmentations cost ½ on this weapon. |
| Dynamic Weapon | minor+sup | 14 | Expands your called weapon on a successful hit. Add one die of damage for a normal hit, two for a critical. |
3rd and 4th tier paths¶
| Path | Spell | Action | Cost | Effect |
|---|---|---|---|---|
| Bladestorm (Shards +Armament) | — | — | — | — |
| Ironman (Bulwark +Morph) | Statue of Iron | standard | — | While concentrating, you make yourself: · +10 absorb & resist vs physical, aural · +5 absorb & resist vs somatic · Petrified until next turn. |
| Magma (Molten +Morph) | — | — | — | — |
| Firebrand (Molten +Armament) | Molten Blade | minor | — | +1d10 fire damage, +2d10 if superior. · one less die of physical damage (wound cauterization) · +6 weapon break chance |
| Bladewall (Bulwark +Shard) | Bladewall | counterspell | — | Abjure 8 vs physical, melee+ranged · On a miss, a melee attacker takes 2d8 + [Skill] damage. |
The Bladestorm (Shards + Armament) and Magma (Molten + Morph) paths have no spells yet. The source ends with the headings "5th & 6th Tier Paths" and "7th Tier Paths" and nothing under them.
Rock¶
1st and 2nd tier paths¶
| Path | Spell | Action | Cost | Effect |
|---|---|---|---|---|
| Redoubt | Grounding | minor | 12 | The earth engulfs your feet and legs, making you immune to knockback and prone effects. · All physical strikes (ranged or melee) deal one die more damage. · No movement. · 10 absorb & resist vs lightning. · -3 Dodge, +1 Block · Lasts [Domain Skill] turns or until cancelled. |
| Rock Ward | counterspell | 18 | Abjure 8 vs physical ranged+melee · The rock ward puts a set of spinning rocks around you that can intercept any physical non-area ranged or melee attack. · It has 3 charges. | |
| Fist | Stone Fist | minor | 8 | Unarmed punch does 3d6 + [Spellcast Skill] damage. |
| Stoneguard | guard | 14 (the source writes "Cast") | Causes your arm to become stiff and hard and useable as a shield · +2 Block. | |
| Crag | Pillar of Stone | standard | 16 | Creates a single hex pillar of stone [Rank] feet high. Enemy targets must be hit by the pillar. On a hit, they must save 10+[Spellcasting Skill] vs AGI+[Stance Skill] or be stuck on top of the pillar. If there is a hard ceiling, they will take 3d10 bludgeoning damage. If affected by the pillar they must make a save again (same) or be knocked Prone. The pillar lasts [Skill] turns or until cancelled. |
| Wall of Rock | standard | 18 | [Domain Skill] contiguous hexes of rock (5x5x5 cube of rock appears adjacent to any dirt, mud, gravel or rock surface). Each conjured hex must be adjacent to real earth (cannot be stacked it on itself). Lasts [Domain Skill] turns or until cancelled. Creatures in the area of effect must save 10 vs AGI or be knocked Prone(00,00) or +Dazed (10,00) when the stone rises underneath them. If they save they can choose to have remained on top of the rock or slide to an adjacent hex not on the rock. | |
| Ground | Earthgrab | standard | 14 | The earth attempts to grab a target's feet, negating any ground movement this turn. · 10+[Spellcasting Skill] vs AGI + [Stance Skill] or target is: · No movement (00,00) · ++Slow (10,00) · +Slow (10,10) · Nothing (10,11) · Nothing (11,11) |
| Mud | standard | 16 | [Domain Skill] contiguous hexes affected. Turns any dirt, gravel, grass to mud. All walking creatures in the mud move at ½ and have -2 to Dodge. · Lasts [Domain Skill] turns or until cancelled. | |
| Stones | Hail of Stones | standard | 10 | Calls forth a hail of stones in a 1 hex radius area up to [Domain Rank] hexes away. Glancing hits do 1 damage. Full hits deal 1d6+[Spellcasting Prof] damage. Those hit must save 10 vs FOR or be +Dazed for 1 turn. |
| Stoneburst | reaction or standard | 20 | Ranged Attack · A burst of stones explodes at the adjacent target dealing 4d8+[Spellcasting Skill] bludgeoning damage. This is a short range spell and has no Reach penalties (or bonuses) |
3rd and 4th tier paths¶
| Path | Spell | Action | Cost | Effect |
|---|---|---|---|---|
| Tremble (Crag +Ground) | Minor Quake | standard | 24 | 2 hex radius up to [Domain Rank] hexes away. · 10+[Spellcasting Skill] vs AGI + [Stance Skill] or target is: · Prone (00,00) · +Dazed (10,00) · +Slow (10,10) · Nothing (10,11) · Nothing (11,11) |
| ?? | — | — | — | — |
| ?? (Fist + | Stoneskin | — | — | — |
| Boulder (Stones +?) | Hurl Boulder | — | — | — |
Only Tremble (Crag + Ground) is complete. Two further paths are unnamed ("??"), one of them a Fist combination with the spell Stoneskin, and Boulder (Stones + ?) has the spell Hurl Boulder with no rules. The source ends with "5th & 6th Tier Paths, Meteor (Boulder +??)" and "7th Tier Paths".