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 NameElementSummary
Sword of Sun TzuFireSummons a sword of flame.
Ka-ShoutFireParalyzes all in 20m radius of caster.
Shoal of FireFireFlaming armor provides the caster with Armor equal to number of shifts.
PyromancyFireSets any object on fire, even non-flammable ones. Fire spreads to flammable objects.
Pyretic BodyFireTransforms target into a human fighting torch. Shifts on success adds to Fists.
Shoal of AirAirDense air armor provides the caster with Armor equal to number of shifts.
Scry of the WiseAirAllows caster to visualize some hidden information about a target. Target must be in line of sight.
Hermetic SatoriAirCaster understands any language it reads.
Spear of the ValkyrieAirSummons a translucent vapor spear. Shifts on success adds to Weapon.
Winds of LiftingAirFlight! Woosh!
Companion WindsAirAllows any consenting target to fly with the caster.
Shoal of EarthEarthCoat of solid matter provides the caster with Armor equal to number of shifts.
Drill of PlutoEarthCauses hand to transform into a hammer of stone. Shifts on success adds to Fists.
Voice of the EarthEarthCaster can communicate with a vertebrate animal.
Grounding the FoolEarthCures all mental afflictions of one person. Permanent.
Caress of LilithEarthCauses target to feel intense mental and physical pleasure. May be addictive to humans.
The Mole BoreEarthAllows caster to move through the earth and speed determined by shifts on success.
Shoal of WaterWaterWater coat of armor provides Armor equal to number of shifts.
Spring of LamethWaterCreates a spring of pure water.
Chameleon SkinWaterCaster may take physical appearance of any human known by the caster.
Slashing of the SharkWaterMagical axe appears. Shifts on success adds to Weapon.
Water DelugeWaterCauses a sudden thunderstorm on a cloudy day.
Shoal of the MoonMoonLuminous moon coat provides Armor equal to number of shifts.
Visage of TerrorMoonCaster strikes fear into the heart of one target.
Evasion of the Earth’s SeductionMoonAllows the target to jump very high (but not fly). Shifts on success determines effectiveness.
Mirror of ThothMoonReflects all spells and magical weapons over the duration of a scene.
Deception of the Moon’s Cold LightMoonAllows 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 NameElementSummary
Pyretic ConsumptionFireTotally burns any matter up to 500 kg.
EruptionFireCreates a mini-volcano 100m radius. Volcano erupts for a dramatic scene. Shifts on success determines damage.
Manifest Fire PlexusFireManifests a fire plexus giving +1 Lore Shift to all Fire spells during casting. Lasts until following Tuesday.
Stigmatic IdeaAirAllows caster to permanently plant or change a memory in a target.
Typhoon TrustAirCreates a hurricane of 100m radius. Lasts a scene. Shifts on success determines damage.
Manifest Air PlexusAirManifests an air plexus giving +1 Lore Shift to overcome complexity on all Air spells during casting. Lasts until following Wednesday.
Seismic ConcussionEarthCreates an earthquake of 100m radius. Lasts a scene. Shifts on success determines damage.
Manifest Earth PlexusEarthManifests an earth plexus giving +1 Lore Shift to overcome complexity on all Air spells during casting. Lasts until following Thursday.
ResurrectionEarthCaster may bring back to life one human or creature. Does not work on resurrected simulacrum.
Grasp of the Invisible OctopusWaterCreates whirlpool of 100m radius. Lasts a scene. Shifts on success determines damage. Needs a serious body of water.
Tidal WaveWaterCreates a huge tidal wave. Lasts a scene. Shifts on success determines damage. Must target a large body of water.
Manifest Water PlexusWaterManifests an earth plexus giving +1 Lore Shift to overcome complexity on all Air spells during casting. Lasts until following Friday.
WahnsinnMoonDrives one human target completely mad. Permanent.
EclipseMoonCreates a zone of complete and total darkness centered on a point selected by the caster 100m in radius. Lasts a scene.
Manifest Moon PlexusMoonManifests an earth plexus giving +1 Lore Shift to overcome complexity on all Air spells during casting. Lasts until following Monday.