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Latest revision as of 09:43, 17 January 2024

1 → Cantrip | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th

See also: Category:1st-Level Occult Spell.


Burdened Steps

→ Burdened Steps

1st Level
Theme(s)
Divine
Occult
Domain(s)
Illusion
Casting Time Standard Action (3 AP)
Range 20 meters
Component(s) V, S
Duration Concentration, 1 minute

The target must succeed with a Fortitude save, or become Slowed and only able to use Walk as a movement action, for the duration.

Power Increase
When you cast this spell using a spell slot of 2nd level or higher, you may target 1 additional creature, for each slot level above 1st.

In addition, the range is increased by 5 meters, for every second slot level above 1st.

Spell Level Targets Range
1st (Base) 1 20 meters
2nd 2 20 meters
3rd 3 25 meters
4th 4 25 meters
5th 5 30 meters
6th 6 30 meters
7th 7 35 meters
8th 8 35 meters
9th 9 40 meters

Metallic Oxidation

→ Metallic Oxidation

1st Level
Theme(s)
Arcane
Occult
Domain(s)
Metal
Casting Time 1 action
Range 60 feet
Component(s) V, S
Duration Concentration, 1 minute

A non-magical metallic object within range spontaniously rust. For the duration, rusted objects has reduced durability and may break on use. When a rusted armor or weapon take or deal physical damage, the creature carrying it must succeed with an acrobatics check, or the piece of equipment breaks.

If an object is exposed for the full duration, the corrosion will continue naturally, permanently reducing its durability.

Power Increase
When you cast this spell using a spell slot of 2nd level or higher, you may target an additional object.


Mirror Barrier

→ Mirror Barrier

1st Level
Theme(s)
Arcane
Occult
Domain(s)
Illusion
Casting Time 1 action
Range 20 meter
Area 5 meter line
Component(s) V, S, M
Duration Concentration, 1 minute

  • You create a 5 meter long barrier with one side a mirror and the other side see-through. This barrier allow projectiles to pass through on the see-through side.
  • The barrier has 2d4 + 4 hit points and shatters when reaching 0 hit points or when concentration is lost. Upon shattering you direct the mirror shards in a 10 meter line and all creatures in the line must succeed with a Reflex save or suffers 6d4 cleaving damage, or half the damage on a success.

Power Increase
When you cast this spell using a spell slot of 3rd level or higher, the barriers hit points are increased by 1d4 + 2 and damage by 2d4 for each spell slot level.


No Rest For The Wicked

→ No Rest For The Wicked

1st Level
Theme(s)
Divine
Occult
Domain(s)
Mind
Casting Time Reaction
Range Self
Component(s) V, S
Duration Instantaneous

As a reaction to being Charmed, Frightened, Incapacitated, or being put in an unconscious state by magical means by another creature, you immediately end the mentioned conditions, Dash towards that creature and becoming inflicted with Madness.

Power Increase
When you cast this spell using a spell slot of 2nd level or higher, X for each slot level above 3rd.



Reconstruct Body

→ Reconstruct Body

1st Level
Theme(s)
Divine
Occult
Domain(s)
Body
Casting Time Standard Action (3 AP)
Range Touch
Component(s) V, S, M
Duration Instantaneous

You touch a creature's body, twisting it painfully and dealing 5d4 necrotic damage, or half if they succeed with a Fortitude check.

While casting this spell you may choose to restore 5d4 hit points to a creature by twisting the body with a restoring intent.

When suffering damage from this spell your next Fortitude check within 1 minute has advantage, and if used with a restoring intent, falling below 0 hit points does not impose an immediate Exhaustion.

Power Increase
When you cast this spell using a spell slot of 2nd level or higher, hit points suffered and gained are increased by 2d4 for each slot level above 1st.


Witch Bolt

→ Witch Bolt

1st Level
Theme(s)
Occult
Domain(s)
Occult
Casting Time Standard Action (3 AP)
Range 40 meter
Component(s) V, S, M
Duration Concentration, 1 minute

You make a spell attack against the target creature within range for 3d6 eldritch damage. On a successful hit, the target creature must succeed with a Will check or become cursed by this spell. You may once per turn use a Minor Action to deal 1d6 eldritch damage to all creatures cursed by this spell.

This spell ends if the target creature end their turn out of range.

Power Increase
When you cast this spell using a spell slot of 2nd level or higher, the immediate and Minor Action damage is increased by 1d6 for each spell slot level above 1st.