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Control Crystal

From Kronopolis and the Flat Plane
Cantrip
Theme(s)
Arcane
Divine
Occult
Primal
Domain(s)


Casting Time Standard Action (3 AP)
Range X meters
Component(s) V, S
Duration Instantaneous


Effect

You create one of the following effects:

Damage

You conjure or erupt sharp crystal from a surface or out of thin air. Make a ranged spell attack or a melee spell attack. On a hit, the target takes Xd8 piercing or slashing damage and must succeed on a contested Fortitude check or suffer the Shards condition.

Shards. Jagged crystal embeds into the target. Until removed (Minor Action), they are affected by the Slowed condition.

Area Damage: When damaging multiple targets or areas, each creature must make a contested Reflex check or take Xd6 slashing or piercing damage. If the terrain is crystalline or mineral-based, you may roll damage twice and pick the higher.

Control

You create, manipulate, or influence crystal formations within a 1-meter-cube in range:

  • Create Crystal. You summon a mass of raw crystal, spikes, or geodes in a chosen space. The shape can be simple and inert, used for stepping platforms, barricades, or crafting materials.
  • Refract Light: You manipulate existing crystal to bend, scatter, or amplify light. You can illuminate a 10-meter radius in dazzling multicolors, or create intense beams of focused light that grant advantage on Charisma (Performance) checks involving spectacle.
  • Seal Surface: You smooth and harden a surface into clear or opaque crystalline plating. This can be used to reinforce a door, cover up a hole, or trap a small item within clear crystal (contested Strength check to break out).

Shaping

You reshape or animate crystal structures or properties in a 1-meter-cube in range. You may have up to 3 shaping effects active at once, dismissing one as a Minor Action. Each effect lasts for T(+2).

  • Mirror Fractals: You split a surface of crystal into mirrored segments, making illusions or visual duplicates. Creatures within the effect have disadvantage on ranged attacks made through the crystals.
  • Resonant Pulse: The crystal hums with harmonic energy. You may use a Quick Action to emit a low-frequency vibration. Creatures of your choice within 2 meters of the crystal must make a contested Sanity or Will check or suffer -X on concentration checks.
  • Living Crystal: The crystal slowly bends and reforms like growing coral or tendrils. You can move it at a rate of 1 meter per turn, forming creeping barricades, grasping fingers, or shifting mazes.

At Higher Levels 1st Level Wall: Your chosen effect instead affects a 5X-meter long, 2X-meter high, and 1X-meter thick crystalline wall in a shape of your choice within range.

Cone: Your chosen effect instead affects a 2X-meter cone in a direction of your choice.

2nd Level Your effects gain the following upgrades:

Crystallize (Damage): If a creature fails its Reflex check by 5 or more, part of its body is temporarily crystalized, reducing its movement speed by half and imposing disadvantage on Dexterity-based checks until the end of its next turn.

Amplify Light (Control): You may focus light through created or existing crystal, forming a temporary laser beam. The beam can ignite flammable objects, blind creatures in a 2X-meter line (Reflex check to avoid), or provide intense visibility for precision work.

Complex Sculpt (Shaping): Your shaping may now form artistic or engineered structures, such as spiral staircases, crystalline bridges, abstract symbols, or crystalline creatures with basic motions (e.g., rotating head, flapping wings).

3rd Level Split: Your chosen effect instead targets X targets or 1-meter cubes of your choice within range.

Burst: Your chosen effect instead affects an X-meter-radius sphere from a point of your choice.

4th Level Shatterfield (Damage): If a target is near or surrounded by crystal, you can cause nearby crystals to violently explode. Each target in the radius takes Xd6 piercing damage and may become Sharded. Creatures made of stone or metal take an additional Xd4 damage.

Magical Resilience (Control): Your crystals gain magical reinforcement: any magical energy or physical effect (force, fire, thunder) that strikes your crystalline structure is reduced by half (or by your Spell Modifier, whichever is higher).

Structural Mastery (Shaping): You may create moving, load-bearing crystalline constructs like elevators, bridges that curve mid-air, or self-repairing barricades. These creations are treated as having 3 Armor Points and 15 hit points per X level.

5th Level Line: Your chosen effect instead affects a 4X-by-S-meter line.

Cylinder: Your chosen effect instead affects a X/2-meter-radius by 3X-meter-high cylinder from a point of your choice.

6th Level Any effect that originates from you may instead originate from any crystal within range. Additionally, you can treat your created crystal as magically attuned foci: spells that pass through or are cast from them may gain +X to spell attacks or DC, depending on quality and clarity.

7th Level Chain: Your chosen effect instead affects X targets or 1-meter-cubes of your choice, each within X meters of the previous.

Labyrinth Cast: You may shape your crystalline control effect to follow precise angles, deflections, or ricochets. Area effects can now bend around corners, bounce, or form geometric patterns.

8th Level Your effects gain advanced upgrades:

Crystalline Imprisonment (Damage): You may encase a creature hit by a crystal spike in a crystalline cocoon. They must make a contested Fortitude check or become Restrained (Speed 0, can’t attack or cast without a contested Will check). Creatures can repeat the check at the end of their turn.

Gem Alchemy (Control): You may transmute base minerals into semi-precious or magical crystal. For example, you can create spell-focusing quartz (counts as a Spellcasting Focus), healing geodes (restores X HP if consumed), or fragile explosive crystals (detonate on impact).

Crystal Constructs (Shaping): You may build full-scale golems, platforms, siege weapons, or guardian statues of solid crystal. These constructs function like animated objects with stats based on your spell level.

9th Level Crystal Nexus: You may connect all crystals within a 20X-cubic-meter radius into a single magical circuit. Effects like Shaping or Control can be cast through any of these points simultaneously. Spells may bounce between crystals, chaining effects, or amplifying a single effect in scale or duration.