Contingency RPG


Early Playtest

Spells and Magic


Early Playtest

Abjuration Spells

Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

Force Cage (interaction)

Spell Strain: 5

Target a creature that you can see within an adjacent zone or within the same zone as you.

Make an Abjuration spell casting roll. You form a spherical cage made from force energy around the target and any creatures they are currently engaged with. The cage has a Damage Threshold equal to the result of your skill roll. The cage lasts for an hour or until it accumulates an amount of damage equal to its Damage Threshold.

Any creature attempting to force their way through the walls of the cage must make a Strength+Endurance (taxing) skill roll against the remaining damage of the cage. On a success they pass through the walls of the cage and the cage takes one point of damage. On a failure they do not pass though and sustain an injury with severity 1 - Minor Injury of force damage.

Conjuration Spells

Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

Divination Spells

Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

Enchantment Spells

Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.

Hex (influence)

Spell Strain: 2

Makes an item impossible to put down or take off for a given target.

Make an Enchantment spell casting roll.

The effect of this spell lasts for a number of hours equal to the result or when you attempt to cast the spell again.

Evocation Spells

Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

Pulse (combat)

Spell Strain: 0

Fling a small pulse of arcane energy at a target you can see within close or near range.

On a success the target must choose one of the following:

  • Mark one unit of stress (taxing)
  • Take an injury with severity of 1 - Minor Injury

Lightning Strike

Spell Strain: 4

Manipulate the arcane power in the air and cast a bolt of lightning from the sky to strike a target, that you can see within close, near or far range. If you do not have clear access to the sky, make this roll with disadvantage and on a success the lightning strikes through the ceiling of the environment you are within.

On a success the target sustains an electrical injury of severity 3 - Serious.

Player Omens

⍟ Flash Bang. The target is blinded and deafened until the end of the next round.
⍟ Conductive Metal. If the target is wearing metal armor, they sustain an additional electrical injury of severity 1 - Superficial at the end of the current round, as the built-up electricity is discharged.
⍟⍟ Engaged Targets. The lightning also strikes anything the target is engaged with. All targets that are successfully struck sustain an injury of severity 1 - Superficial instead of the single target severity of 3 - Serious.


Shocking Pulse

Spell Strain: 1

Discharge a short blast of electrical energy from yourself towards a target that is within close range. If you are engaged with the target make this roll with advantage.

On a success the target sustains an electrical injury of severity 1 - Superficial

Player Omens

⍟ Conductive Metal. If the target is wearing metal armor, they sustain an additional electrical injury of severity 1 - Superficial at the end of the current round.
⍟⍟ Knocked Back. The target is knocked back, disengaging with anything they were engaged with. If they were not engaged, they instead fall prone.

Illusion Spells

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

Necromancy Spells

Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.

Dull Senses

Spell Strain: 3

You attempt to dull a foe's senses. Make a Necromancy spell casting roll against the target's resistance roll.

On a success, cause the target to lose one of its senses (sight, hearing, smell, taste or touch).

As an influence action, the target may reroll the resistance to cancel out the effect.

Transmutation Spells

Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.