Nephilim FATE Magic – Higher Magic and Grand Secret

Note: I am slowly converting Nephilim, an old Chaosium game, over to Dresden Files FATE. I am just flopping all the posts on my blog because I can tag and collect them all later. This stuff is in no particular order. You can buy Nephilim in PDF from DriveThruRPG for ~$17. You should also buy Dresden Files RPG.

Presented for reference: big table of Higher Magic spells and Grand Secret from the original Nephilim source book that continue to work with Nephilim FATE. For full description of the following spells, please acquire the Nephilim sourcebook.*  It’s cheap!

Nephilim FATE no longer requires thresholds rolls, but Higher Magic spells may be contested if they directly affect a target. All Higher Magic spells last a scene unless noted otherwise.

Higher Magic

Spell Name Element Summary
Sword of Sun Tzu Fire Summons a sword of flame.
Ka-Shout Fire Paralyzes all in 20m radius of caster.
Shoal of Fire Fire Flaming armor provides the caster with Armor equal to number of shifts.
Pyromancy Fire Sets any object on fire, even non-flammable ones. Fire spreads to flammable objects.
Pyretic Body Fire Transforms target into a human fighting torch. Shifts on success adds to Fists.
Shoal of Air Air Dense air armor provides the caster with Armor equal to number of shifts.
Scry of the Wise Air Allows caster to visualize some hidden information about a target. Target must be in line of sight.
Hermetic Satori Air Caster understands any language it reads.
Spear of the Valkyrie Air Summons a translucent vapor spear. Shifts on success adds to Weapon.
Winds of Lifting Air Flight! Woosh!
Companion Winds Air Allows any consenting target to fly with the caster.
Shoal of Earth Earth Coat of solid matter provides the caster with Armor equal to number of shifts.
Drill of Pluto Earth Causes hand to transform into a hammer of stone. Shifts on success adds to Fists.
Voice of the Earth Earth Caster can communicate with a vertebrate animal.
Grounding the Fool Earth Cures all mental afflictions of one person. Permanent.
Caress of Lilith Earth Causes target to feel intense mental and physical pleasure. May be addictive to humans.
The Mole Bore Earth Allows caster to move through the earth and speed determined by shifts on success.
Shoal of Water Water Water coat of armor provides Armor equal to number of shifts.
Spring of Lameth Water Creates a spring of pure water.
Chameleon Skin Water Caster may take physical appearance of any human known by the caster.
Slashing of the Shark Water Magical axe appears. Shifts on success adds to Weapon.
Water Deluge Water Causes a sudden thunderstorm on a cloudy day.
Shoal of the Moon Moon Luminous moon coat provides Armor equal to number of shifts.
Visage of Terror Moon Caster strikes fear into the heart of one target.
Evasion of the Earth’s Seduction Moon Allows the target to jump very high (but not fly). Shifts on success determines effectiveness.
Mirror of Thoth Moon Reflects all spells and magical weapons over the duration of a scene.
Deception of the Moon’s Cold Light Moon Allows the caster to persuade a target the caster is a true friend. Spell continues until the caster does something to counter this truth. Permanent.

Grand Secret

Nephilim FATE no longer requires thresholds rolls, but Grand Secret spells may be contested if they directly affect a target. Most Grand Secret spells are permanent.

Completely drives one human target mad. Permanent.Creates a zone of total darkness 100m radius around point chosen by the caster. Lasts a scene.

Spell Name Element Summary
Pyretic Consumption Fire Totally burns any matter up to 500 kg.
Eruption Fire Creates a mini-volcano 100m radius. Volcano erupts for a dramatic scene. Shifts on success determines damage.
Manifest Fire Plexus Fire Manifests a fire plexus giving +1 Lore Shift to all Fire spells during casting. Lasts until following Tuesday.
Stigmatic Idea Air Allows caster to permanently plant or change a memory in a target.
Typhoon Trust Air Creates a hurricane of 100m radius. Lasts a scene. Shifts on success determines damage.
Manifest Air Plexus Air Manifests an air plexus giving +1 Lore Shift to overcome complexity on all Air spells during casting. Lasts until following Wednesday.
Seismic Concussion Earth Creates an earthquake of 100m radius. Lasts a scene. Shifts on success determines damage.
Manifest Earth Plexus Earth Manifests an earth plexus giving +1 Lore Shift to overcome complexity on all Air spells during casting. Lasts until following Thursday.
Resurrection Earth Caster may bring back to life one human or creature. Does not work on resurrected simulacrum.
Grasp of the Invisible Octopus Water Creates whirlpool of 100m radius. Lasts a scene. Shifts on success determines damage. Needs a serious body of water.
Tidal Wave Water Creates a huge tidal wave. Lasts a scene. Shifts on success determines damage. Must target a large body of water.
Manifest Water Plexus Water Manifests an earth plexus giving +1 Lore Shift to overcome complexity on all Air spells during casting. Lasts until following Friday.
Wahnsinn Moon Drives one human target completely mad. Permanent.
Eclipse Moon Creates a zone of complete and total darkness centered on a point selected by the caster 100m in radius. Lasts a scene.
Manifest Moon Plexus Moon Manifests an earth plexus giving +1 Lore Shift to overcome complexity on all Air spells during casting. Lasts until following Monday.