Spells marked with a lockout cannot be cast while another is going on, or have another cast while it is going on.
| Level | Spells | END | MRoll | Time | Notes |
|---|---|---|---|---|---|
| Basic | Light | 2 | -1 | 0 phase | lockout, no range |
| Ki Extension | 4 | -2 | 1/2 phase | reduced range | |
| Iron Skin | 4 | -2 | 0 phase | lockout | |
| Common | Atomic Body | 4 | -2 | full phase | lockout, no range |
| Juggernaut | 6 | -3 | 0 phase | lockout | |
| Protection Spell | 6 | -3 | 0 phase | lockout, 1/2 DCV | |
| Enlarged Ki Field | 6 | -3 | 0 phase | lockout | |
| Ki Bolt | 6 | -3 | full phase | reduced range | |
| Healing | 9 | -3 | 1/2 phase | ||
| Advanced | Phantom Spear | 6 | -2 | full phase | 1/2 DCV |
| Dispel | 20 | -5 | 1/2 phase | no range | |
| Chakra Overloading | 10 | -5 | 1/2 phase | no range | |
| Destroy Martial Arts | 18 | -6 | 1/2 phase | no range |
All of the spells of the combat mages have at least the following limitations. Some of the spells have an even greater END cost (x3 or x4), and those of the advanced college require that the student must know 30 or more points in Combat Mage spells.
-.5 Magic Skill Roll
-.5 Must have 20 points in Combat Mage spells
-.5 Increased END cost (x2)
-.25 Gestures
-.25 Incantations (Ki expulsion)
-.25 Must practice every morning
Range Advantage on up to 7 DCs on the Strike maneuver, 17.5 pts
-.25 Reduced by range (6 at up to 4", 4 at 8", 2 at 16")
-.5 Increased END cost (x3)
END cost: 4
Skill Roll: -2
Casting Time: .5 phase
Real Cost: 4
8/8 Force Field, 16 pts
-.5 Lockout
END cost: 4
Skill Roll: -2
Casting Time: 0 phase
Real Cost: 4
Change Environment (light, 2" radius), 10 pts
-.5 No range
-.5 Lockout
END cost: 2
Skill Roll: -1
Casting Time: 0 phase
Real Cost: 2
2 BODY Regeneration, usable on others, 30 pts
-.5 Uncreased END Cost (x3)
END cost: 9
Skill Roll: -3
Casting Time: 1/2 phase
Real Cost: 8
2d6 RKA - energy, 30 pts
-.25 Reduced by range (2 at up to 4", 1+1 at 8", 1/2 at 16")
-.5 Full Phase
END cost: 6
Skill Roll: -3
Casting Time: full phase
Real Cost: 7
+16 STUN, +7 CON, 30 pts
-1 (CON only) only vs being stunned
-.5 Lockout
-.5 Cost END
END cost: 6
Skill Roll: -3
Casting Time: 0 phase
Real Cost: 6
6/6 Force Field, 6/6/6 Flash/Ego/Power Defense, 30 pts
-.5 Lockout
-.5 Cost END (only on Flash/Ego/Power Defense)
-.25 Concentrate (1/2 DCV)
END cost: 6
Skill Roll: -3
Casting Time: 0 phase
Real Cost: 7
Spatial Awareness sense and Detect Ki sense, 30 pts
-.5 Lockout
-.5 Cost END
END cost: 6
Skill Roll: -3
Casting Time: 0 phase
Real Cost: 7
Life Support (no need to breathe, sleep, eat, excrete, aging,
extreme temperatures), 21 pts
-.5 Lockout
-.5 Cost END
-.5 Full Phase
END cost: 4
Skill Roll: -2
Casting Time: full phase
Real Cost: 4
10d6 Mind Control, 50 pts
-.5 No Range
-.25 Must have 30 points in combat mage spells
-.5 Based on CON
END cost: 10
Skill Roll: -5
Casting Time: .5 phase
Real Cost: 11
Armor Piercing advantage on up to 7 DCs of the Strike, 17.5 pts
-.5 Increased END Cost (x3)
-.5 Full Phase
-.5 Concentrate (1/2 DCV)
-.25 Must have 30 points in combat mage spells
END cost: 6
Skill Roll: -2
Casting Time: full phase
Real Cost: 3
5d6 Drain - martial arts, restoration per minute, 62 pts
-1 All or nothing
-.5 No Range
-.5 Increased END cost (x3)
-.25 Must have 30 points in combat mage spells
END Cost: 18
Skill Roll: -6
Casting Time: .5 phase
Real Cost: 11
13d6 Dispel, affects any one spell cast on a human, 49 pts
-.5 No Range
-1 Increased END cost (x4)
-.25 Must have 30 points in combat mage spells
END Cost: 20
Skill Roll: -5
Casting Time: .5 phase
Real Cost: 10