TEXT: 10009
  10009
  
  1
  SPELL LISTINGS
  SPELL LISTINGS
  ALPHA
  ALPHA
  Armor, barrier, beast friend, bolt, boost/
  lower trait, burrow, deﬂ ection, detect/con-
  ceal arcana, dispel, fear, ﬂ y, greater healing, 
  healing, invisibility, obscure, quickness, 
  shape change, smite, speak language, speed, 
  stun, telekinesis.
  ARTIFICER/ENGINEERS
  ARTIFICER/ENGINEERS
  Armor, barrier, blast, blinding ﬂ ash, bolt, 
  boost/lower trait, burrow, burst, deﬂ ection, 
  detect arcana (not conceal), dispel (engi-
  neers only), elemental deluge, elemental 
  manipulation, entangle, environmental pro-
  tection, ﬂ y, god-touched (Steampriests only), 
  greater healing, heal hull, healing, invisibil-
  ity, light, obscure, quickness, smite, speak 
  language, speed, stun, summon elemental, 
  telekinesis.
  BATTLELORD
  BATTLELORD
  Armor, battle lust, battlelord’s blessing, 
  boost/lower trait, deﬂ ection, detect/conceal 
  arcana, dispel, ﬂ y, gaze of the matriarch, 
  god-touched, greater healing, heal hull, heal-
  ing, obscure, quickness, smite, soothe anger, 
  speak language, speed, stun, zombie.
  LADY OF THE WINDS
  LADY OF THE WINDS
  Barrier, beast friend, blast, burst, boost/
  lower 
  trait, 
  deﬂ ection, 
  detect/conceal 
  arcana, dispel, elemental choke, elemental 
  deluge, elemental manipulation (air only), 
  entangle, fear, ﬂ y, gaze of the matriarch, 
  god-touched, 
  greater 
  healing, 
  healing, 
  heal hull, invisibility, lady’s fury, lady’s 
  guidance, puppet, quickness, smite, speak 
  language, speed, summon elemental (air 
  only), summon matriarch, telekinesis, tele-
  port, wind wall.
  LIFEMOTHER
  IFEMOTHER
  Armor, barrier, boost/lower trait, deﬂ ec-
  tion, detect arcana (not conceal), dispel, 
  elemental choke, elemental deluge, elemen-
  tal manipulation (water only), entangle, 
  environmental 
  protection, 
  god-touched, 
  greater healing, healing, puppet, quickness, 
  speed, stun, summon elemental (water 
  only), teleport.
  THE LORD OF FESTIVAL
  THE LORD OF FESTIVAL
  Armor, barrier, battle lust, beast friend, 
  blast, bolt, boost/lower trait, deﬂ ection, 
  detect/conceal arcana, dispel, elemental 
  deluge, entangle, fear, god-touched, greater 
  healing, healing, puppet, smite, soothe 
  anger, speak language, speed, stun, summon 
  muse.
  THE WILD 
  THE WILD 
  Armor, barrier, beast friend, blast, bolt, 
  boost/lower trait, burrow, burst, detect/
  conceal arcana, dispel, elemental deluge, 
  elemental manipulation, entangle, fear, 
  feral form, greater healing, healing, obscure, 
  puppet, quickness, shape change, smite, 
  summon elemental (tree only), wild’s call, 
  zombie.
  SORCERERS
  SORCERERS
  Armor, barrier, blast, blinding ﬂ ash, bolt, 
  boost/lower trait, burrow, burst, deﬂ ection, 
  detect/conceal arcana, dispel, elemental 
  deluge, elemental  manipulation, fear, ﬂ y, 
  invisibility, light, obscure, puppet, quickness, 
  smite, speak language, speed, stun, summon 
  elemental, telekinesis, teleport.
  
  2
  SUNDERED SKIES
  SUNDERED SKIES
  SPELL TRAPPINGS
  SPELL TRAPPINGS
  ALPHA
  ALPHA
  Armor: The target’s skin becomes mottled 
  like a tortoise shell. 
  Barrier: The priest summons wildling 
  ghosts, who form a faintly visible force wall. 
  Foes approaching the barrier are warned off 
  by ghostly bestial snarling faces.
  Beast Friend: The Untamed compels any 
  base ﬂ eshforged creature, such as badgers, 
  birds, or even swarms of ants.
  Bolt: The priest rends his foes with ﬂ ying 
  phantasmal claws.
  Boost/Lower Trait: The target’s features 
  are covered by a faint image of the creature 
  linked to the attribute for the Trait effected—
  ant for Strength, cat for Agility, rat for Vigor, 
  raven for Smarts, or a mix of all four for Spirit. 
  If the Trait is lowered the creature appears 
  diseased.
  Burrow: The hands of the untamed trans-
  form into large digging claws. 
  Deﬂ ection: Incoming attacks are deﬂ ected 
  by barely-seen wildling ghosts.
  Detect/Conceal Arcana: The priest’s head 
  transforms into that of a bat wildling for the 
  duration of the spell. Supernatural auras are 
  masked by invisible wildling shades.
  Dispel: Flying phantasmal claws tear the 
  targeted spell apart.
  Fear: The priest appears as a terrible, bes-
  tial form to his targets.
  Fly: Feathered wings grow from the 
  target’s back.
  Greater 
  Healing/Healing: 
  The 
  skin 
  around the wound becomes scaly and regen-
  erates.
  Invisibility: The skin and clothing of the 
  target become chameleon-like.
  Obscure: Wildling ghosts cast a deep 
  gloom over the targeted area.
  Quickness: The target’s features are cov-
  ered by the faint image of a raccoon. 
  Shape Change: The priest can only change 
  into the base ﬂ eshforge animals.
  Smite: The weapon blade or head is ringed 
  with razor-sharp teeth.
  Speak Language: The priest can only 
  speak with animals. 
  Speed: The target’s features are covered 
  by the faint image of a deer.
  Stun: Wildling ghosts ﬂ ood the targeted 
  area with the sorrow and pain of their 
  deaths.
  Telekinesis: Wildling ghosts attack foes 
  and lift objects.
  ARTIFICER
  ARTIFICER
  Armor: Electricity fuses the target’s skin 
  and clothes together.
  Barrier: A wall ﬁ re which does 2d10 
  damage to anyone within 1” and has a 1 in 6 
  chance of setting them alight.
  Blast: The priest causes an explosion simi-
  lar to a powder bomb.
  Blinding Flash: The priest causes an 
  explosion similar to a powder bomb. How-
  ever, it blinds rather than causing physical 
  damage.
  Bolt: Scalding jets of steam shoot from the 
  priest’s palms.
  Boost/Lower Trait: The target is encased 
  in crude technological devices which either 
  enhance or impede the Trait.
  Burrow: The target’s armor and cloth-
  ing transform into tools which allow her to 
  burrow through the earth.
  Burst: The priest shoots gouts of ﬂ ame 
  from his palms.
  Deﬂ ection: The target is warded from 
  either metal or technological weapons (ﬁ re-
  arms and crossbows).
  Detect Arcana: A thick monocle forms 
  around the eye of the priest.
  Elemental Deluge: The target area is ﬁ lled 
  with choking gas.
  Elemental Manipulation: With a simple 
  gesture, the priest conjures earth and ﬁ re.
  Entangle: The priest conjures a ball of 
  entangling wire.
  
  3
  SPELL TRAPPINGS
  SPELL TRAPPINGS
  Environmental Protection: The spell 
  subject’s skin becomes bronzed. He can sur-
  vive in the hottest environments.
  Fly: The target’s clothing transforms into 
  a crude jetpack.
  God-touched: The target’s eyes turn the 
  color of iron.
  Greater Healing/Healing: The priest gen-
  erates bursts of regenerative steam.
  Heal Hull: The priest repairs damage to 
  ships with conjured materials.
  Invisibility: The priest magically manipu-
  lates the density of his ﬂ esh and possessions, 
  allowing light to pass through. 
  Light: The priest conjures a light emitting 
  lens. Use the Cone Template rather than a 
  Large Burst Template.
  Obscure: Similar to light, but the lens 
  emits a cone of darkness. 
  Quickness: The priest stimulates the 
  target’s nervous system with electricity.
  Smite: The weapon crackles with electric-
  ity.
  Speak Language: The target’s head is 
  wreathed in steam, which distorts the words 
  spoken and heard so they have a strange, 
  metallic quality.
  Speed: The subject’s footwear manifests 
  wheels or tracks.
  Stun: The priest causes an explosion, 
  similar to a powder bomb.
  Summon Elemental: The priest sum-
  mons ﬁ re elementals by using a blaze at least 
  as large as a campﬁ re.
  Telekinesis: Static electricity arcs from 
  the priest’s palms to the item or person he 
  wishes to move.
  BATTLELORD
  BATTLELORD
  Armor: 
  The subject’s armor visibly 
  improves, removing any blemishes, dings, or 
  marks. Otherwise, a phantasmal chain hau-
  berk is conjured.
  Battle Lust Gesturing and shouting, the 
  priest channels slivers of his god’s rage into 
  others.
  Battlelord’s Blessing: The priest shares 
  his god’s knowledge with the target.
  Boost/Lower Trait: The target is possessed 
  by a warrior’s ghost, which either helps or 
  hinders the targets actions. This spell cannot 
  affect Smarts-linked Traits.
  Deﬂ ection: Warrior ghosts parry incoming 
  attacks with phantom weapons.
  Detect/Conceal Arcana: The priest’s eyes 
  burn with rage as he seeks out dishonorable 
  warriors using magical tools to get an unfair 
  advantage. Paradoxically, a wise warrior uses 
  all available tools available to win. The priest 
  dampens magical auras with the chill of the 
  Draining Sea, although there is no visible 
  effect.
  Dispel: Ice momentarily forms on the 
  target and then melts, washing away the 
  enchantment.
  Fly: The spell subject is borne aloft by the 
  ghosts of warriors.
  Gaze of the Matriarch: Ice forms on the 
  enemy ship, slowing their cowardly ﬂ ight.
  God-touched: 
  The 
  subject’s 
  pupils 
  become burning balls of ice.
  Greater Healing/Healing: Ice momen-
  tarily forms over the wound and then quickly 
  melts away. The wound is healed leaving a 
  visible scar.
  Hull Heal: The priest summons ghosts who 
  died on an unskyworthy vessel. These shades 
  swarm over the ship and repair damage.
  Obscure: The priest conjures darkness 
  from the blade of an obsidian dagger.
  Quickness: A warrior’s ghost ﬁ ghts along-
  side the subject. A raise gives a +1 Gang Up 
  bonus instead of the initiative bonus.
  Smite: The weapon causes old wounds to 
  reopen.
  Soothe Anger: With an icy touch, the 
  priest calms a warrior’s fury.
  Speak Language: Ice forms on the lips 
  and face of the subject.
  Speed: The ghost of a warhorse possesses 
  the hero.
  
  4
  SUNDERED SKIES
  SUNDERED SKIES
  Stun: Battlepriests who ﬁ nd the role of 
  diplomat a source of great frustration are 
  able to channel their feelings into a stunning 
  scream. Center the Medium Burst Template 
  upon the priest. He is unaffected.
  Zombie: Battlepriests raise the corpses 
  of slain warriors to continue the ﬁ ght. The 
  corpses must not have been dead for longer 
  than one day and sleep cycle and only ani-
  mate for d6 hours.
  LADY OF THE WINDS
  LADY OF THE WINDS
  Barrier: A wall of windblown debris as 
  sturdy as a brick wall.
  Beast Friend: The priest can only compel 
  creatures which live in the void, such as sky-
  lers, behemoths, and fog sharks.
  Blast: A whirlwind ravages the targeted 
  area.
  Burst: A ﬂ esh-stripping cone of air.
  Boost/Lower Trait: The target is possessed 
  by an air elemental, which either helps or 
  hinders the targets actions. This spell only 
  affects Agility-linked Traits.
  Deﬂ ection:  A vortex of wind intercepts 
  attacks.
  Detect/Conceal Arcana: Winds visibly 
  buffet all items or people with magical auras. 
  These winds can also disrupt detection 
  attempts.
  Dispel: Winds which tear other spells 
  apart.
  Elemental Choke: The priest sharply 
  inhales, sucking the oxygen out of the tar-
  geted area.
  Elemental 
  Deluge: 
  The 
  Windpriest 
  exhales, creating a cone of wind.
  Elemental 
  Manipulation: 
  Invoking 
  his goddesses, the priest creates minor air 
  effects.
  Entangle: Air elementals create a web of 
  currents around the targets 
  Fear: The targets are given a mental 
  glimpse of the awful majesty of the Queen of 
  the Vortex.
  Fly: Winds lift and propel the subject.
  Gaze of the Matriarch: The stern features 
  of the Matriarch of the Becalmed forms in the 
  void, and glares at the target ship.
  God-touched: The subject’s eyes turn the 
  color of storm clouds.
  Greater Healing/Healing: Wounds are 
  healed by a warm eddy.
  Hull Heal: The winds gather ﬂ otsam from 
  the void, sealing breaches and mending sails. 
  The repair is serviceable, but not pretty.
  Invisibility: The air around the subject 
  vibrates, creating an obscuring mirage. The 
  subject becomes transparent, but never truly 
  invisible. The Power Point cost is reduced to 
  3.
  Lady’s Fury: The Mistress of Storms 
  directs her anger at the enemy. The winds 
  shriek in rage as they tear at the targets.
  Lady’s Guidance: Winds steady the mis-
  sile as it ﬂ ies true.
  Puppet: An air elemental possesses the 
  target and controls their actions.
  Quickness: Wind eddies assist the subject 
  in his actions.
  Smite: The trapping varies, depending 
  on which aspect of the Lady of the Winds 
  the Windpriest venerates. The Mother of 
  Rain causes the weapon to shed hypersonic, 
  ﬂ esh-puncturing water droplets, the Mistress 
  of Storms coats the weapon in ice and, the 
  Queen of the Vortex surrounds the weapon 
  in ﬂ esh-tearing winds. The Matriarch of the 
  Becalmed and the Daughter of the Breeze 
  cannot be called upon for this spell.
  Speak Language: Winds snatch away the 
  spoken words and replace them with words 
  which can be understood. This spell does 
  not work on texts.
  Speed: The target is propelled by a per-
  sonal tailwind.
  Summon Elemental: The elemental forms 
  out of a wind vortex. This spell can only be 
  cast in the open.
  Summon Matriarch: The Matriarch of the 
  Becalmed appears and quells the storm.
  Telekinesis: At the priests command, air 
  elementals lift and manipulate objects and 
  people.
  
  5
  SPELL TRAPPINGS
  SPELL TRAPPINGS
  Teleport: The priest loses his physical 
  form, becoming wind himself. He is blown to 
  the target location, where he reforms.
  Wind Wall: The Windpriest causes a cha-
  otic series of air currents by exhaling and 
  waving his arms.
  LIFEMOTHER
  LIFEMOTHER
  Armor: Thick ice forms over the subject.
  Barrier: Water streams from the priest’s 
  hands and forms a wall.
  Boost/Lower Trait: The provider inﬂ u-
  ences the vital ﬂ uids within the target’s body, 
  either aiding or hindering their abilities.
  Deﬂ ection: The subject is encased in an 
  anamorphic bubble of water.
  Detect Arcana: Water streams from the 
  priest’s palms, soaking the area. Water ele-
  mentals investigate every nook and cranny 
  for magical auras.
  Dispel: Conjured water washes away the 
  targeted enchantment.
  Elemental Choke: The priest throws 
  a handful of water, which grows into an 
  encompassing bubble. 
  Elemental Deluge: Water jets from the 
  priest’s mouth, eyes, and palms.
  Elemental Manipulation: The priest 
  whispers a short prayer to the Lifemother.
  Entangle: The priest summons bands of 
  ensnaring water.
  Environmental Protection: Protective 
  layers of air and water surround the target.
  God-touched: The subject’s eyes lose all 
  color.
  Greater Healing/Healing: A stream of 
  warm healing water washes the wound 
  away.
  Puppet: The priest controls the victim’s 
  vital ﬂ uids.
  Quickness: The priest stimulates the 
  subject’s vital ﬂ uids.
  Speed: The subject’s feet or footwear is 
  coated in frictionless water.
  Stun: The delicate balance of vital ﬂ uids 
  is disrupted, causing dizziness and intense 
  headaches.
  Summon Elemental: Using at least a 
  bucketful of water, the priest summons a 
  water elemental.
  Teleport: The Provider instantaneously 
  evaporates, and reforms in the desired loca-
  tion.
  LORD OF FESTIVAL
  LORD OF FESTIVAL
  Armor: The priest sings a ballad about the 
  subject’s deeds or aspirations. An ultrasonic 
  whine surrounds the subject.
  Barrier: The priest creates a visible sonic 
  wall using just his voice. 
  Battle Lust: The priest composes a poem 
  denigrating the enemy.
  Beast Friend: The priest plays a simple, 
  hypnotic melody.
  Blast: Using a musical instrument, the 
  priest projects discordant notes.
  Bolt: Using a musical instrument, the 
  priest conjures sonic barbs.
  Boost/Lower Trait: The priest composes a 
  poem to demoralize or buoy the subject.
  Deﬂ ection: A distorting sonic shield sur-
  rounds the spell’s target.
  Detect/Conceal Arcana: The Songpriest 
  plays or whistles a simple, but incomplete 
  melody. All magical auras in the area of effect 
  respond by completing it. The Songpriest 
  can also create a tune that is absorbed by a 
  magical aura he wishes to conceal, deafening 
  it to any detection attempt.
  Dispel: The Songpriest plays a dirge which 
  is an anathema to spells.
  Elemental Deluge: A discordant, buffet-
  ing blast of music.
  Entangle: The priest induces a harmonic 
  paralysis in his target.
  Fear: The priest wildly dances, aping Festi-
  val during one of his insane dances.
  God-touched: The target’s eyes blaze with 
  manic merriment.
  Greater Healing/Healing: The priest 
  plays a healing ballad.
  
  6
  SUNDERED SKIES
  SUNDERED SKIES
  Puppet: The priest sings a jaunty song 
  which compels the victim to dance.
  Smite: The weapon visibly vibrates.
  Soothe Anger: The priest plays a soothing 
  ballad.
  Speak Language: The priest recites a 
  child’s nonsense rhyme which includes 
  words from several different languages.
  Speed: The priest plays a frantic tune.
  Stun: The priest plays a discordant chord. 
  Center the Burst Template upon him. Those 
  adjacent to the priest suffer a –1 on their 
  vigor rolls.
  Summon Muse: The priest sings a duet 
  and the muse materializes to accompany 
  him. 
  THE WILD
  THE WILD
  Armor: The spell subject’s skin becomes 
  bark-like.
  Barrier: A wall of thorny vines erupts out 
  of the ground.
  Beast Friend: With predatory snarls and 
  growls, the priest forces an animal to obey 
  him.
  Blast: Bushes and trees spring into life. 
  Branches and thorns tear into the spell’s 
  targets.
  Bolt:  Plants grow in the stomach and ﬂ esh 
  of the victim. 
  Boost/Lower Trait: A plant spirit pos-
  sesses the target. Different spirits affect 
  different Traits. For example: an ivy spirit 
  aids Climbing, kudzu decreases Agility, iron-
  wood increases Vigor, eyebright increases a 
  subject’s Smarts and related traits, but opium 
  decreases them.
  Burrow: The roots of surrounding plants 
  tear a passage through the earth.
  Burst: A cone of thorns is projected from 
  the priest’s palm.
  Detect/Conceal Arcana: The priest’s eyes 
  glow purple. To conceal a magical aura he 
  summons obscuring hawthorn spirits.
  Dispel: The priest summons ghost plants. 
  Their roots tear spells apart.
  Elemental Deluge: The earth ripples and 
  heaves as plants quickly grow.
  Elemental Manipulation: The priest 
  commands plants to dig holes or direct earth 
  sprays at opponents.
  Entangle: The surrounding plants seize 
  the targets.
  Fear: The priest creates mental images of a 
  vague, terrifying, towering presence.
  Feral Form: The priest touches the fore-
  head of the subject with a fetish created from 
  feral hair and wildling bones.
  Greater Healing/Healing: The priest con-
  jures healing poultices.
  Obscure: The area affected by the spell 
  becomes as shadowy as the darkest forest 
  ﬂ oor.
  Puppet: The priest conjures vines and 
  kudzu plants. They wrap around the limbs 
  of the spell’s victim and control his actions. 
  The victim resists with Strength rather than 
  Spirit.
  Quickness: Thorns, dripping with sap, 
  appear on the priest’s hands. Injected the 
  sap into a subject allows him to react with 
  supernatural speed.
  Shape Change: Priests can change into 
  any animal native to Heartland, though he is 
  still limited by rank.
  Smite: The weapon grows thorns.
  Summon Elemental: The priest daubs his 
  own blood upon the roots of a tree and it is 
  his to command.
  Wild’s Call: The priest blows a wildling 
  bone whistle. 
  Zombie: The priest conjures glowing 
  mosses and lichens which infest and animate 
  corpses. The corpse’s wounds, mouth, and 
  eyes are ﬁ lled with the plants.
  
SOURCE: textdata/thevault/Sundered Skies/Sundered Skies Spell Listing.pdf