Lore

Lore deals a bit in knowledge and a lot in magic.

Research
Research is a basic knowledge skill that relates to how much you know about any given subject, be it astronomy, knowlege of nature, trivia, other languages, or anything else. This not only represents information you already know but your ability to dig through libraries and shrines to find the knowledge you seek.

Enlightenment
Enlightenment is used to contemplate the divine and learn new magical abilities in the process. To learn a new magical ability, roll enlightenment as a work action. If the successes you roll are higher than the current number of spells the follower already possesses, that follower gains a new spell that the archon would teach at rating 1.

Champions start with a number of known spells equal to the archon's lore aspect, and those do not count against them for difficulty of learning new spells.

Resist Magic
Use this to resist spells. If your resist magic roll is higher, the opponent's spell has no effect. You do not resist beneficial spells unless you really want to.

Spells
While there are many spells listed, your champion only starts with a number equal to your lore, and can only learn so many others. Choose wisely. Also, while they come with a default description, all spells your archon teaches must be in keeping with your archon's nature. Feel free to change the trappings yet keep the effect the same where necessary.

Spells may only be used once per session unless noted otherwise. If you want to use a spell for a minor purpose, you may roll it without counting that as a use, but you halve successes rolled and round down. Champions can spend vim to reuse a spell already cast. Spells may be learned multiple times if you wish to use them frequently.

You roll lore plus the rating of the spell as if it were a skill, and you may use it for regular actions as you would for any skill if you so desire, though not to defend. For example, an exploding bolt spell that was an exploding ball of fire could also be used to harm a wooden building as the destroy skill would.

Bolt of Power: This is a magical attack that works like the ranged skill. There infinite variations on the trappings of this power, from raining hail on an enemy to shooting a bolt of smite to growing thorns to attack to levitating a rock as a project to a thousand others. It deals a number of points of damage equal to the amount you beat your opponent's roll by. Yes, this is incredibly lethal.

Disabling Bolt: This works the same as bolt of power, except it deals sleep, paralysis if it would otherwise kill your opponent, disabling it for the remainder of the scene.

Exploding Bolt: This works as a ranged attack, but it works as an attack on every target in the zone. You roll once and your enemies, allies, and anyone else in the zone rolls to resist individually. All whose rolls you do not beat are affected.

Heal: This works like medicine the combat skill, but it has a separate track. To succeed at the heal spell, you must roll as high as the number of times you have used it previously, but it does allow for multiple uses.

Teleport: This works like the move skill, except it ignores barriers.

Elemental Control: You can control a specific type of energy, like light or sound or fire. Pick it when you take the spell. Spiritborn do not require an archon's teaching or an enlightenment roll to learn this spell for their own element.

Conjure: Make a list of items you can conjure, one item per point you have in this spell. Examples might be weapons, furniture, water, wood, gold, etc... Roll conjure as the create tool, gather, or stock skill to create from thin air the item you need in the instant you need it. When rolling as if it were stock, ignore any difficulty factors due to the item being something you would be unlikely to have on you at the moment. Conjure may not use resources to aid success.

Hand of Power: This hand allows you to move items in the same zone or one zone away as if it were a toughness roll for strength. It does this by creating a human-sized translucent hand of magical force that remains long enough to perform a standard action.

Shield: This conjures a dome of defensive energy to protect the target, often the caster herself, or someone in an adjacent zone. There is no roll for success on this, unless the target resists. The target defends by rolling dice equal to the caster's lore plus shield skill. If the attacker gets fewer successes, the attack does nothing and the shield stands. If the attacker rolls more, the shield breaks. Subtract the successes the shield roll from the attacker's roll and then the defender has to roll against the remaining successes. If the shield is not broken, it goes down at the end of a scene.

Control Spell: Roll this as a defensive action when someone else casts a spell into the same zone as you are in. If you beat the opponent's roll, you may seize the spell and have it attack someone else (or aid an ally if it was beneficial) at the successes the original caster rolled.

Berserk: You can drive a target berserk as with the berserk feat, with a berserk level equal to successes rolled and no higher or lower.

Herbalism: You may roll this to create a potion by taking several hours and one resource per potion you wish to make. Potions can be any spell, whether it fits your archon's nature or not, and whether or not any of your followers know that spell already. You can throw a potion at an enemy, drink it, apply it as a salve, or anything else as makes sense. Any details the spell leaves open must be specified for the potion. For example, a transform into animal potion must specify the exact animal the target is transformed into. When rolling for the success of a potion, roll lore plus your rating in herbalism.

Enchant: Treat this like the create tool skill, except it creates an enchantment that boosts how an item works. By spending 1 vim, you create an enchantment which is applied to an object. This could be a common item that had no mechanical advantage. It could also give an item a boost to what it already does, or a second function. The bonus stacks. Enchantments draw a small amount of spiritual energy from their owner, and therefore no one may have more than one enchanted item. The exception is champions, whose vim pool is reduced by one for every enchanted item they own after the first.

Bless: The target gets bonus dice to a type of action for a scene equal to successes rolled.

Curse: The target takes a penalty to a type of action for a scene equal to twice the difference in successes if this spell hits.

Horrible Curse: This works like bolt of power, but only affects the target if it deals enough damage to kill. Instead of killing, pick some horrible fate. The target must accept that fate or instantly die.

Invisibility: The target gains bonuses to performing actions stealthily and temporary points of shadow equal to successes rolled. At the end of a scene, invisibility ends, and the temporary shadow points are lost if not used.

Phantasms: You can use this spell to conjure up obvious illusions whose exact nature you control. These can illustrate a story, distract an opponent, or

Teleport: This spell works as either a standard action or a move action, moving the caster a number of zones away equal to successes rolled, and ignoring barriers.

Incapacitaing Bolt: If the target is hit with this spell it is frozen, ensared by webs, tangled by the grass, petrified, put in a sleeping field or somehow else prevented from taking any actions this turn. It automatically gets 1 and only 1 success on all defense rolls and is immune to social skills or mental effects.

Control Enemy: If this spell rolls higher than the target's level, the caster controls the target for one turn. The target is aware it is being controlled. This has the same range restrictions and benefits as a ranged attack.

Necromancy: The caster rolls this spell and if it is higher than the target's level the creature is resurrected and obeys the necromancer's orders. If the caster rolls half as high as the target's level, the being is revived but has free will.

Demoralize: Treat this spell as if it were a ranged attack, but dealing damage to mood not health.

Shape Terrain: Create an amenity in the area whose rating is equal to successes rolled. It disappears at the end of the session.

Illusion: This spell creates an illusion, opposed by the target's stealth plus perceive roll. On a success, the target believes it is real. If touched, the illusion becomes obviously fake.

Telepathy: This spell creates a mental network where people can think words, images, and sensations at each other or block them out. Telepathy can be ignored through some effort. It allows for easy, two-way communication without in-depth mind-reading. The telepathy spell allows for a scene of telepathic communcation among a number of targets equal to skill with the spell including the caster, and up to a number of zones away in every direction equal to successes rolled.

Flesh to Spirit: This spell makes you intangible for a number of turns equal to successes rolled. While intangible, you cannot cast magic or interact with the physical world other than looking at it or speaking. You are immune to damage from any non-magical source. Your ghostly spirit is mostly visible and you may pass through solid obstacles and ignore gravity.

Transform into Animal: The target of this spell is turned partially or completely into an animal. For the remainder of the scene, she gets a bonus to all rolls that the animal would be good at equal to successes rolled, but takes the same penalty to rolls the animal would not be good at. For example, if the caster rolls 3 successes to turn the target into a dog, the dog would get bonuses to move and perceive but penalties to ranged and create tool. Other skills would be affected as well.

It can be used on an ally in the same zone, but if cast on an enemy it needs to be done as a ranged attack. Animals have difficulty using tools. The successes rolled casting the spell also work as the successes that must be beaten by a perceive roll to identify the animal as being the original target. This spell cannot transform the target into a monster or unnatural animal, like a dragon or griffon.

Transform Being: This spell functions as bolt of power, except unless it deals enough damage to kill the target it does nothing. If it deals enough damage to kill the target, the target is transformed into an amount of resources equal to the successes rolled. Choose the resource type when you learn the spell. For example, turning the target into a cow might give you food resource while turning it to iron would give you metal.

Summon Creature: This spell calls forth your archon's creature to perform a number of actions for the summoner equal to successes rolled. It leaves when the actions are completed, or at the end of the scene, whichever comes first.

Summon Servitors: This spell calls forth a group of servitors, as if they were a faction with rating equal to successes rolled. They are loyal enough that mood is not an issue. At the end of the scene, if any are left, they disappear.

Commune with Dead: Use this spell to call up a local deceased person to answer your questions. The higher the roll, the more useful the spirit. One success pulls up a common ghost with very little useful information while six successes calls up a shade of ancient wisdom.

Transmute: Turn a number of resources equal to successes rolled into twice that amount of a different resource.

Multiply: For one scene, the target is transformed into a horde of herself. Due to the effort of coordinating herself as a multitude, all of her skills are temporarily dropped to 1 until the effect ends. She becomes a squad in size equal to 1 plus successes rolled.

Divination: Ask a question and get an answer. Successed rolled determine usefulness of the information:

0: Information presented in a format you can't understand.

1: Vague hints as well as some misinformation.

2: Information is mostly accurate but presented in the form of a riddle.

3: Some solid information is presented as well as some riddlish.

4: The information is incomplete but clear and accurate.

5: You get most everything you wanted to know.

6: Your answer is given to you clearly and succinctly.