Alteration Spells

Alteration effects:

Burden:# Applies the Condition “Burdened” for # rounds.
Detect X The GM will tell you the location of all creatures of type X in the vicinity.
Feather:# Applies the Condition “Light as a Feather” for # rounds.
Temporarily suspends being over-encumbered.
Jump:# Applies the Condition “Jumps like a Frog” for # rounds.
Levitate:# Applies the Condition “Levitating” for # rounds.
Lock:# Locks a chest, door, or else with a lock of difficulty #.
Open:# Opens a lock of difficulty #.
Paralyse:# Applies the Condition “Paralyzed” for # rounds.
You cannot move or do anything while active.
(Shield)
Slow Fall:# Applies the Condition “Falling slowly” for # rounds.
When hitting the ground while active, you don’t take damage
Swift Swim:# Applies the Condition “Fast Swimmer” for # rounds.
You can swim 1 additional zone without rolling while active.
Telekinesis:# Moves a small object from #/2 zones away.
Thicken Hide:# Success: You gain a Mild (2) Consequence.
Style: You gain a Moderate (4) Consequence.
Transmute Success: Transforms an Object to a different material of similar quality.
Style: Transforms an Object to a different material of slightly better quality.
Water Breathing:# Applies the Condition “Breathing Water” for # rounds.
Water Walking:# Applies the Condition “Walking on Water” for # rounds.
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Schools of Magic
Alteration (Spells) • Conjuration (Spells) • Destruction (Spells) • Illusion (Spells) • Restoration (Spells)

Alteration Spells

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