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. |





