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<noinclude>{{:Spell/List/Arcane/ScuffedMenuAll}}{{also|[[:Category:Arcane Spell]]}}</noinclude> | |||
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Latest revision as of 09:30, 17 January 2024
See also: Category:Arcane Spell.
Acid Burn
Cantrip | |
Theme(s) | Arcane Divine
|
Domain(s) |
Acid
|
Casting Time | Cantrip (2 AP) |
Range | 20 meter |
Area | 5 meter |
Component(s) | V, S |
Duration | Instantaneous |
You target a creature within range, you may target an additional creature within the area from the target. All targeted creatures must succeed with a Reflex save, or suffer 1d4 + 2
acid damage.
Power Increase
When you cast this spell at level 1 or higher, the damage is increased by 1d4 + 1
and the number of targets by 1, for each spell level.
Spell Level |
No. Targets |
Damage |
---|---|---|
0 (Cantrip) |
2 | 1d4 + 2 |
1 | 3 | 2d4 + 3 |
2 | 4 | 3d4 + 4 |
3 | 5 | 4d4 + 5 |
4 | 6 | 5d4 + 6 |
5 | 7 | 6d4 + 7 |
6 | 8 | 7d4 + 8 |
7 | 9 | 8d4 + 9 |
8 | 10 | 9d4 + 10 |
9 | 11 | 10d4 + 11 |
Battle Ward
Cantrip | |
Theme(s) | Arcane Divine
|
Domain(s) |
Inertia
|
Casting Time | Cantrip (2 AP) |
Range | Self |
Component(s) | V, S |
Duration | 1 turn |
- For the duration, you gain resistance against physical damage.
Power Increase
When you cast this spell at level 1, you gain temporary hit points equal to 1d8 + 1
against physical damage, for each spell level.
Spell Level |
Temporary Hit Points (physical damage) |
---|---|
0 (Cantrip) | - |
1 | 1d8 + 1 |
2 | 2d8 + 2 |
3 | 3d8 + 3 |
4 | 4d8 + 4 |
5 | 5d8 + 5 |
6 | 6d8 + 6 |
7 | 7d8 + 7 |
8 | 8d8 + 8 |
9 | 9d8 + 9 |
Boulder Toss
Cantrip | |
Theme(s) | Arcane Divine Primal
|
Domain(s) |
Earth Elementus
|
Casting Time | Cantrip (2 AP) |
Range | 10 meters |
Component(s) | V, S |
Duration | Instantaneous |
- The target must succeed with a Fortitude contest, or they suffer
1d4
bludgeoning damage and fall prone.
Power Increase
When you cast this spell at level 1 or higher, the damage is increased by 1d4
, for each spell level.
Spell Level |
Damage |
---|---|
0 (Cantrip) | 1d4 |
1 | 2d4 |
2 | 3d4 |
3 | 4d4 |
4 | 5d4 |
5 | 6d4 |
6 | 7d4 |
7 | 8d4 |
8 | 9d4 |
9 | 10d4 |
Burning Fan
1st Level | |
Theme(s) | Arcane Divine
|
Domain(s) |
Fire
|
Casting Time | Standard Action (3 AP) |
Range | Self |
Area | Cone, 5 meter |
Component(s) | V, S |
Duration | Instantaneous |
Creatures within the area must succeed with a Reflex contest or suffer 3d6 heat damage, or half on a success.
Power Increase
When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d6, for each slot level above 1st.
Spell level | Damage |
---|---|
1st (Base) | 3d6 |
2nd | 4d6 |
3rd | 5d6 |
4th | 6d6 |
5th | 7d6 |
6th | 8d6 |
7th | 9d6 |
8th | 10d6 |
9th | 11d6 |
Chaos Bolt
1st Level | |
Theme(s) | Arcane Divine
|
Domain(s) |
Chaos
|
Casting Time | Standard Action (3 AP) |
Range | 40 meter |
Component(s) | V, S |
Duration | Instantaneous |
You hurl an undulating, warbling mass of chaotic energy at one creature in range.
- You make a ranged spell attack against the target. On a hit, the target suffer
2d10
damage. Choose one of the d10s. The number rolled on that die determines the attack's damage type, as shown below.
d10 | Damage Type | |
---|---|---|
1 | Acid | |
2 | Cold | |
3 | Electrical | |
4 | Heat | |
5 | Necrotic | |
6 | Poison | |
7 | Psychic | |
8 | Sonic | |
9 | Spiritual | |
10 | Source |
If you roll the same number on both d10s, the chaotic energy leaps from the target to a different creature of your choice within 10 meters of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
Power Increase
When you cast this spell at a higher level, You roll an additional d10
, for each spell level above 1st. Counting doubles as usual.
If you roll a triple, you may instead turn the hit into a critical hit. If you roll a quadruple, each creature within 10 meters are also affected.
Control Acid
Cantrip | |
Theme(s) | Arcane Divine Occult Primal
|
Domain(s) |
|
Casting Time | Standard Action (3 AP) |
Range | 6X meters |
Component(s) | V, S |
Duration | Instantaneous |
Effect
You create one of the following effects:
Damage
You can manipulate any source of acid within range, causing it to splash onto a target, or you can create a small amount of acid as part of this spell. A target must make a contested Reflex check or take Xd6 acid damage. The acid corrodes non-magical objects, dealing Xd6 damage to them.
If cast at higher levels, the acid can affect multiple targets or an area. Each creature must make a contested Reflex check or take Xd6 acid damage, or half as much on a successful check. Non-magical materials suffer full corrosion.
Control
You create or manipulate one of the following effects in a 1-meter-cube within range:
- Create Acid. You create a small pool of harmless acid in a container or on a surface. The acid remains for 10 minutes before losing potency or until you dismiss it. It can be used for tasks such as dissolving substances or minor crafting but causes no harm to creatures.
- Corrode Object. You weaken a non-magical object within range. The object must be small or fit within the affected cube. If the object is unattended, it takes Xd6 corrosion damage.
- Neutralize. You neutralize any non-magical acid, rendering it inert and safe to touch.
Shaping
You alter the properties of acid within a 1-meter-cube in range. You can have up to three Shaping effects active at a time, dismissing any as a bonus action. Each effect lasts for T(+2).
- Viscosity Change. You alter the thickness of an acid, making it flow more slowly or more rapidly. It can take on properties like a thin liquid or a thick, tar-like substance, affecting how it interacts with surfaces or spreads.
- Corrosive Sculpture. You manipulate acid into specific shapes or forms. This could include patterns, symbols, or simple figures. You can make it seem like the acid "climbs" or "flows" along surfaces in these shapes without causing immediate harm unless interacted with.
At higher levels
When casting this cantrip at higher levels, you may add one of the following changes to the spell. Casting at higher levels requires expending spell points, with enhanced power (X) or time (T), increasing damage, range, or duration.
At 1st level
- Cone. Your chosen effect affects a 2X-meter-cone in the direction of your choice. Acid damage splashes onto creatures or objects in the area.
- Emanation. Your chosen effect instead affects an X-meter-radius around you, splashing acid or shaping it across the entire area.
At 2nd level
- Line. Your chosen effect can affect a 4X-by-SL-meter line, either spreading acid or dealing damage along the length of the line.
- Split. You can choose X targets or 1-meter cubes within range to affect, splitting the acid between them.
At 3rd level
- Burst. Your chosen effect affects an X-meter-radius sphere from a point of your choice within range, either splashing acid or altering its properties.
- Enhanced Alteration. If your effect is either Control or Shaping, you may choose another of the listed changes but with doubled area or enhanced potency.
At 4th level
Any effect that originates from you can instead come from any earth or stone surface within range. Additionally, the following enhancements are added:
Control
You can neutralize or manipulate magical acid effects from spells of a level equal to or lower than your casting level.
Shaping
You can cause any non-magical acid to be non-corrosive, allowing it to exist without causing damage for its duration.
At 5th level
- Wall. Your chosen effect can instead create a wall of acid 5X meters long, 2X meters high, and 1X meter thick. The wall deals acid damage to any creature that comes into contact with it and can corrode objects as well.
Control Air
Cantrip | |
Theme(s) | Arcane Divine Occult Primal
|
Domain(s) |
|
Casting Time | Standard Action (3 AP) |
Range | 6X meters |
Component(s) | V, S |
Duration | Instantaneous |
Effect
You create one of the following effects:
Damage
You create a concentrated burst of air within range and make a ranged spell attack against a target. On a hit, the target takes Xd6 bludgeoning damage and must succeed on a Fortitude check or be pushed up to X meters away from you.
If at higher levels, you deal damage in an area or to multiple targets, you make an attack against each creature and they must each make a contested Fortitude check.
Control
You exert control over existing air or create air within a 1-meter-cube within range.
- Create Wind: You summon a weak, moderate or strong wind within range, affecting weather conditions or assisting with tasks such as sailing or flying. If the wind is moderate, ranged attacks that pass through it are made with disadvantage and any creature moving against the wind must spend 1 extra foot of movement for each foot moved. If the wind is strong, any creature within it must also succed on a Fortitude check or be pushed up to X meters in the winds direction.
- Air Bubble: You create a pocket of breathable air within a confined space or underwater, allowing creatures to survive in otherwise inhospitable environments.
- Air Purify: You cleanse the air of toxins or pollutants within the 1-meter-cube area, making it safe to breathe.
Shaping
You change the properties of air within a 1-meter-cube within range. If you cast this spell multiple times, you can have up to three Shaping effects active at a time, and you can dismiss such an effect as a bonus action. Each effect lasts T(+2).
Any shaping effects that can hold weight is determined by the following table.
Spell Level | Weight Capacity |
---|---|
0 (Cantrip) | 1 kg |
1st | 2 kg |
2nd | 5 kg |
3rd | 20 kg |
4th | 80 kg |
5th | 400 kg |
6th | 3 ton |
7th | 30 ton |
8th | 450 ton |
9th | 10000 ton |
- Air Sculpture: You can shape the air into simple forms, creating barriers, bridges, or even sculptures.
- Temperature Control: You can heat or chill the air, making it uncomfortably hot or cold, within the spell's range.
- Hush: You can dampen sound or create a zone of silence within the area, muffling noises.
At higher levels
At 1st level
- Cone. Your chosen effect instead affects a 2X-meter-cone in the direction of your choice from you.
- Emanation. Your chosen effect instead affects the area X-meter-radius around you.
At 2nd level
- Line. Your chosen effect instead affects a 4X-by-SL-meter line in the direction of your choice from you.
- Split. Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range.
At 3rd level
- Burst. Your chosen effect instead affects a X-meter-radius sphere from a point of your choice within range.
- Enhanced Alteration. If your chosen effect is either a Control or Shaping effect, you may choose another of the listed changes but with doubled area of effect.
At 4th level
Any effect that comes from you, may instead come from any air within range. Additionally, the following effects are added to your Control and Shaping effects.
Control
You can also create or control more powerful winds. If the wind is very strong, any attacks made through the wind is made as if the target has three-quarters cover. When moving against the wind a creature must spend 2 extra foot of movement for each foot moved and when within must also succed on a Fortitude check or be pushed up to 2X meters in the winds direction.
Shaping
You can also manipulate the air to create illusions or atmospheric phenomena within the area.
At 5th level
- Tornado. Your chosen effect instead affects a X-meter radius by 5X-meter high cylinder from a point of your choice within range.
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Control Fire
Cantrip | |
Theme(s) | Arcane Divine Occult Primal
|
Domain(s) |
Fire
|
Casting Time | Standard Action (3 AP) |
Range | 6X meters |
Component(s) | V, S |
Duration | Instantaneous |
Effect
You create one of the following effects:
Damage
- Fire Bolt: You can attack with any flame within range, ending any flames in a 1-meter-cube, or you can create a flame as part of this spell. If you do, make a ranged spell attack at a target of your choice within range, on a hit the target takes Xd10 heat damage.
- Area Damage: At higher levels, if you deal damage in an area or to multiple targets, each creature must make a contested Reflex check or take Xd6 heat damage on a failed check, or half as much on a successful one.
Control
You create or cause one of the following effects within a 1-meter-cube within range:
- Create Flame: You create a flickering flame, which can be placed in your hand. The flame remains for 10 minutes, harms neither you nor your equipment, or until you dismiss it. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
- Spreading Fire: You expand non-magical flames in one direction, provided that wood or other fuel is present in the new location.
- Extinguish: You extinguish any non-magical flames.
Shaping
You change the flames within a 1-meter-cube within range. If you cast this spell multiple times, you can have up to three Shaping effects active at a time, and you can dismiss such an effect as a Minor Action. Each effect lasts T(+2).
- Luminosity: You double or halve the area of bright light and dim light cast by a flame, change its color, or both.
- Fire Shapes: You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within a flame and animate as you like.
At higher levels
When casting this spell at higher levels, you may add the following changes to the spell. You may only choose one area of effect and one upgraded effect. Do note that some effects may be upgraded versions of earlier effects.
1st level
- Cone: Your chosen effect instead affects a 2X-meter-cone in the direction of your choice from you.
- Emanation: Your chosen effect instead affects a up to 2X-meter-radius sphere around you.
2nd level
Your effects gain the following upgrades:
- Burning Ground (Damage): For a duration of T, you may hold your concentration on the spell to keep the flames burning within the area. Each creature within the area that ends its turn there or the first time a creature moves inside the area, it must make a contested Reflex check, on a failure the creature takes Xd4 heat damage.
- Magical Extinguisher (Control): You can extinguish any magical flames of a spell level equal to or lower than the spell level of this spell.
- Detailed Shapes (Shaping): You can animate more intricate shapes within the flames, allowing the creation of more detailed forms, including humanoid figures or basic, symbolic constructs.
3rd level
- Line: Your chosen effect instead affects a 4X-by-S-meter line in the direction of your choice from you.
- Split: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range.
4th level
Your effects gain the following upgrades:
- Ignition (Damage): Any creature that you hit or that fails its contested Reflex check becomes briefly ignited, suffering an additional Xd4 heat damage at the end of its next turn unless it uses a Minor Action to extinguish the flames.
- Inferno (Control): You may expand non-magical flames in any direction and into any space within your spells area, provided that wood or other fuel is present in the new location.
- Cold Flames (Shaping): You make any non-magical flames produce no heat. This also prevents them from spreading or harming creatures.
5th level
- Burst: Your chosen effect instead affects a X-meter-radius sphere from a point of your choice within range.
- Wall: Your chosen effect instead affects a 5X-meter long, 2X-meter high, and 1X-meter thick wall of fire in a shape of your choice within range.
6th level
Any effect that orginates from you, may instead come from any flame within range. Additionally, when you cast any non-damaging effect, such as a Control or Shaping effect, you may double its area of effect.
7th level
- Chain: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range, with each successive target within X meters of the previous target.
- Cylinder: Your chosen effect instead affects a X/2-meter-radius by 3X-meter-high cylinder from a point of your choice within range.
8th level
The following advanced versions of each effect are added:
- Black Smoke (Damage): Any creature that is ignited by flames or is standing within a burning area that fails their contested Reflex check is also considered to be suffocating until the flames are extinguished or the creature has escaped the flames.
- Eternal Fire (Control): The flames you create or control last indefinitely unless extinguished by magical means or if you choose to extinguish them.
- Fire Construction (Shaping): You may create intricate, solidified shapes from fire that last for the spell’s duration. These can include bridges of flame, barriers, or abstract structures that are difficult to pass through.
9th level
At this level, the spell gains a unique area of effect bonus:
- Double Cast: You may select any two area-of-effect modifiers when casting the spell and apply both to the same effect.
Control Law
Cantrip | |
Theme(s) | Arcane Divine Occult
|
Domain(s) |
|
Casting Time | Standard Action (3 AP) |
Range | 6X meters |
Component(s) | V, S |
Duration | Instantaneous |
Effect
You create one of the following effects:
Balance
You can create or enforce a sense of order or fairness in a situation, affecting creatures or areas within range. The target must make a contested Will check, or the effect is applied.
Equalize. You reduce any ongoing bonuses or penalties affecting a creature (such as buffs or debuffs) to neutral values. All conditions become balanced, negating positive or negative magical effects that enhance or weaken the target’s abilities. For example, a creature under a haste spell will lose its speed bonus but will also have any slow effects neutralized.
Redistribute. You redistribute one condition (such as poisoned, stunned, blessed) from one creature to another within range. Both creatures must make a contested Will check or the condition is transferred.
Harmonize. You bring equilibrium to an area within a 1-meter cube, nullifying all magical effects in that space for 1 minute, whether they are beneficial or harmful. If at higher levels, you affect an area or multiple targets, each creature must make a contested Will check to resist the Balance effect. Failure results in the applied balancing effect or redistribution of conditions.
Control
You create or cause one of the following effects within a 1-meter-cube within range.
Command. You issue a simple lawful command to a target creature. It must make a contested Will check. On a failure, the creature obeys the command for T(+1) rounds (e.g., "halt," "drop," "move"). The command must be concise and non-harmful to the creature.
Adjudicate. You instantly settle a minor dispute or conflicting force between two parties (creatures, objects, or spells). Both parties must make a contested Will check, and the party with the lower result is forced to accept a fair resolution (decided by you).
Impose Order. You can enforce strict structure in a small area, causing all disorganized objects or creatures to realign to a logical, ordered state. For example, scattered papers will stack, fallen objects will stand, and creatures in disarray will stand or fall into line.
Shaping
You manipulate the force of law within a 1-meter-cube area within range. If you cast this spell multiple times, you can have up to three Shaping effects active at a time, and you can dismiss such an effect as a bonus action. Each effect lasts T(+2).
Force of Law. You create an invisible but tangible force in the shape of a structure, wall, or barrier. It imposes no physical restriction, but any attempt to cross or disobey the “law” of this space will mentally hinder the creature (imposing a -1 penalty to their next roll if they cross it). This can last for up to T minutes. Orderly Formation. You cause creatures or objects in a 1-meter-cube to align themselves in perfect symmetry or patterns. Creatures are forced to follow this arrangement unless they make a contested Will check. Static Harmony. You prevent any ongoing chaotic or random events within the area from changing. Any random effects (rolling dice, chaotic spells) will remain static and predictable for T rounds, ensuring a sense of order and preventing unpredictable outcomes.
At higher levels
When casting this cantrip at higher levels you may add one of the following changes to the spell. Casting at higher levels requires expending spell points, but will have higher power values (X) or time values (T), that often increases range and/or durations.
At 1st level
Cone. Your chosen effect instead affects a 2X-meter-cone in the direction of your choice from you. Emanation. Your chosen effect instead affects the area X-meter-radius around you.
At 2nd level
Line. Your chosen effect instead affects a 4X-by-S-meter line in the direction of your choice from you. Split. Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range.
At 3rd level
Burst. Your chosen effect instead affects a X-meter-radius sphere from a point of your choice within range. Enhanced Alteration. If your chosen effect is either a Control or Shaping effect, you may choose another of the listed changes but with doubled area of effect.
At 4th level
Any effect that comes from you may instead come from any lawful entity or object within range. Additionally, the following effects are added to your Control and Shaping effects.
Control
You can impose strict mental discipline on a creature, forcing them to repeat the last action they performed, whether it be an attack, spell, or movement. They must make a contested Will check to resist.
Shaping
You may create a Zone of Truth effect in a 1-meter-cube area. Any creature that speaks within the area is magically compelled to speak only the truth for T rounds.
At 5th level
Wall. Your chosen effect instead affects a 5X meter long, 2X meter high, and 1X meter thick wall of lawful force in a shape of your choice within range. Any creature attempting to pass through the wall must make a Will check or be paralyzed for 1 round, as their actions are halted by the strict force of law.
Control Life
Cantrip | |
Theme(s) | Arcane Divine Occult Primal
|
Domain(s) |
Life
|
Casting Time | Standard Action (3 AP) |
Range | X meters |
Component(s) | V, S |
Duration | Instantaneous |
Effect
You create one of the following effects:
Healing
- Restore Life: You restore life energy to a creature within range. Choose a target and heal them for Xd6 hit points. This effect requires expending spell points to cast and cannot be used at the base level.
- Area Healing: At higher levels, if you heal multiple targets or an area, each creature receive Xd4 healing.
Control
You exert control over the flow of life energy within a 1-meter cube within range:
- Stabilize: You stabilize a creature that is dying. A stable creature automatically succeeds its dying checks as long as it does not use more than 1 AP and do not take any further damage.
- Revitalize: You can cleanse the target of minor diseases, infections, or toxins. This does not apply to magical curses or higher-level poisons but removes mundane ailments.
- Sense Vitality: You can detect the presence of life in a 1-meter-cube or detect whether a target within range is dead, dying, or stable.
Shaping
You influence the natural state of life energy in a creature or plant within a 1-meter-cube. If you cast this spell multiple times, you can have up to three Shaping effects active at a time, and you can dismiss such an effect as a bonus action. Each effect lasts for T(+2).
- Animate Growth: You cause the vegetation in a 1-meter area to flourish wildly, growing rapidly for the duration of the spell. This can create dense plant life, useful for cover or creating difficult terrain.
- Bioluminescence: You can make any plant or creature emit soft, glowing light in a color of your choice. The light illuminates a 5-meter radius in dim light.
- Symbiotic Bond: You create a temporary bond between two creatures or between a creature and a plant. If either bonded target regains hit points or takes damage, both receive or take half of the original amount. Damage or healing that exceeds any possible total is transfered to the other target. This effect counts as being two simultaneous shaping effects.
- Hasten Healing: You can double the speed of natural healing for a target. For T(+2) or until the target has full hit points and no exhaustion, the target may remove twice as much exhaustion during short and long rests. Additionally, the creature gains their maximum hit dice value when rolling for hit points during rests. This effect counts as being three simultaneous shaping effects.
At higher levels
When casting this spell at higher levels, you may add the following changes to the spell. You may only choose one area of effect and one upgraded effect. Do note that some effects may be upgraded versions of earlier effects.
1st Level
- Emanation: Your chosen effect instead affects a up to 2X-meter-radius sphere around you.
- Ranged: Your chosen effect instead affect a target within 6X meters.
2nd Level
Your effects gain the following upgrades:
- Lesser Restoration (Healing): You can also remove a minor condition, such as the Stunned or Blinded conditions, or you can reduce the target's exhaustion level by one, réduce any reduction to one of the target's ability scores by one or reduce any effect that reduces the target's hit point maximum by X. If the target has a condition inflicted by magic, the condition is suppressed for the spell's duration.
- Lesser Cure (Control): You may cleanse a creature of poisons, diseases and infections, or dispel magical diseases, poisons, or curses, provided they are from a spell of equal or lower level. Some diseases or curses are magic resistant to Lesser Cure and requires a more potent version.
- Lesser Regeneration (Shaping): You are able to mend serious injuries, allowing the regeneration of small lost body parts over time. The target will regrow a missing a minor appendage like a finger, ear or nose in 9-S days. This effect counts as being three simultaneous shaping effects.
3rd Level
- Burst: Your chosen effect instead affects an X-meter-radius sphere from a point of your choice within range.
- Split: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range.
4th Level
Your effects gain the following upgrades:
- Revive (Healing): You may restore life to a creature that has been dead for less than T-3. The creature returns to life with 1 hit point and is Stunned for X turns unless healed further. Additionally, this requires a diamond worth:
- At 4th level: 1 300 gp
- At 5th level: 3 000 gp
- At 6th level: 7 000 gp
- At 7th level: 18 000 gp
- At 8th level: 43 000 gp
- At 9th level: 100 000 gp
- Wither & Bloom (Control): You can wither or revitalize an entire area of small plants and simple organisms, either causing an entire 1-meter cube of vegetation to thrive or wither simultaneously.
- Healing Aura (Shaping): You slowly regenerate the life of targeted creatures. Using concentration and three simultaneus shaping effects, each creature recovers 1 hit point at the start of each turn.
5th Level
- Wall: Your chosen effect instead creates a 5X-meter long, 2X-meter high, and 1X-meter thick wall of living vines or roots, which can be shaped as you see fit.
- Cone: Your chosen effect instead affects a 2X-meter-cone in the direction of your choice from you.
6th Level
You can have up to 3 + your level-based proficiency bonus active shaping effects at the same time. If you cast shaping effects of lower levels, they count towards their own maximum, as well as this maximum. For example if you have 4 active shaping effects of 6th level or higher of a maximum of 6, you can also cast two shaping effects of a lower level and keep all effects active.
You can choose two area of effects to combine by spending 50% more spell points.
7th Level
- Chain: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range, with each successive target within X meters of the previous target.
- Line: Your chosen effect instead affects a 4X-by-S-meter line in the direction of your choice from you.
8th Level
Your effects gain the following advanced upgrades:
- Greater Restoration (Healing): You can also remove a major condition, such as the Charmed or Petrified conditions, or you can remove the target's exhaustion levels, remove any reduction to one of the target's ability scores or any effect that reduces the target's hit point maximum. Magical effects are not only suppressed, but also removed.
- Greater Cure (Control): You may cleanse a creature of all poisons, diseases and infections and dispel all magical diseases, poisons and curses, provided they are from a spell of equal or lower level. Additionally, any magic resistant disease, poison or curse can now be removed.
- Greater Regeneration (Shaping): Your mending abilities are further advanced, allowing you to mend and regrow missing limbs or appendages in (10-S)T, like arms and legs. This effect counts as being three simultaneous shaping effects.
9th Level
At this level, Control Life gains a unique area-of-effect bonus:
- Rebirth Cascade: Your chosen effect can now affect any number of targets within a 20X-mTemplate:Sup volume. Each target can either receive healing or be affected by a Shaping or Control effect of your choice simultaneously. The area can form any shape you want, bending at your will. This has no limits on the amount of shaping effects.
Control Metal
Cantrip | |
Theme(s) | Arcane Divine Occult Primal
|
Domain(s) |
Metal
|
Casting Time | Standard Action (3 AP) |
Range | 4X meters |
Component(s) | V, S |
Duration | Instantaneous |
Effect
You create one of the following effects:
Damage
- Metal Barrage: You manipulate metal shards, fragments, or create small pieces of metal within range to attack. Make a ranged spell attack against a target. On a hit, the target takes Xd8 piercing or slashing damage (your choice). If a creature is wearing metal armor, you have advantage on the attack.
- Crushing Wave: If a target is in contact with metal or wearing metal armor, you can use your magic to crush the metal around them. The target must make a contested Fortitude check or take Xd6 bludgeoning damage as the metal constricts, or half as much on a success. This attack cannot be avoided if the target is heavily armored.
Control
You exert control over any metallic object or surface within a 1-meter-cube within range:
- Shape Metal: You mold and reshape non-magical metal into new forms. This allows you to bend, stretch, or even fuse metal to form simple tools, weapons, or structures. Metal manipulated this way retains its shape until it is remolded.
- Magnetize: You magnetize a metallic object, either attracting or repelling other metal objects within range. You can pull a loose metal object weighing up to X kg towards the magnetized object or push a metal object away from it. This effect lasts for T(+2).
- Lock & Unlock: You can instantly lock or unlock any non-magical metal lock within range.
Shaping
You alter the properties or behaviors of metal within a 1-meter-cube. If you cast this spell multiple times, you can have up to three Shaping effects active at once, and you can dismiss one as a Minor Action. Each effect lasts for T(+2).
- Strengthen Metal: You reinforce the metal’s structure, making it stronger and more durable. For T(+2), the material becomes harder to break or bend, granting it resistance to non-magical damage and a bonus to its AC or durability checks.
- Heat or Cool: You can rapidly heat or cool metal, making it glowing hot or icy cold. Heated metal deals Xd4 fire damage to any creature touching it, while cooled metal deals Xd4 cold damage. This effect lasts for T.
- Metal Sculpting: You can create basic shapes from metal, such as simple figures or geometric designs. These forms can be made to move, rotate, or shift in simple, mechanical ways.
At Higher Levels
When casting this spell at higher levels, you may add the following changes. You may only choose one area of effect and one upgraded effect. Some effects may be enhanced versions of earlier effects.
1st Level
- Emanation: Your chosen effect instead affects a 2X-meter-radius sphere around you.
- Line: Your chosen effect instead affects a 4X-by-S-meter line from you.
2nd Level
Your effects gain the following upgrades:
- Magnetic Pull (Damage): You can target creatures carrying or wearing metal objects. The target must make a contested Reflex check or be pulled up to X meters towards you or another metallic object.
- Rust (Control): You can cause non-magical metal to corrode, weakening it. For T, the affected metal loses durability, gaining vulnerability to physical damage and suffering a penalty to AC.
- Detailed Shaping (Shaping): You can create more intricate designs, such as mechanical gears, chains, or complex symbols. These metal shapes can perform simple tasks like rotating or locking into place.
3rd Level
- Burst: Your chosen effect instead affects a X-meter-radius sphere from a point of your choice within range.
- Cone: Your chosen effect instead affects a 2X-meter-cone in the direction of your choice from you.
4th Level
Your effects gain the following upgrades:
- Piercing Shrapnel (Damage): If your target fails a contested Reflex check, they take additional Xd4 piercing damage at the start of their next turn, as metal fragments dig deeper into their flesh.
- Animate Metal (Control): You can animate a non-magical metal object to move according to your will. The object can take simple actions like blocking or attacking, dealing Xd6 damage. You must concentrate to maintain this effect.
- Harden Metal (Shaping): You can make metal even more resilient, granting it immunity to non-magical damage and a higher AC for T.
5th Level
- Wall: Your chosen effect instead creates a 5X-meter long, 2X-meter high, and 1X-meter thick wall of solid metal in a shape of your choice within range. This wall is durable and can be used for defense or blocking passage.
- Split: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range.
6th Level
Any effect originating from you may instead originate from any metallic object within range. Additionally, metal manipulated by your Shaping effects persists for T+4 without requiring concentration.
7th Level
- Chain: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range, with each successive target within X meters of the previous target.
- Cylinder: Your chosen effect instead affects a X/2-meter-radius by 3X-meter-high cylinder from a point of your choice within range.
8th Level
Your effects gain the following advanced upgrades:
- Molten Metal (Damage): You can heat metal to the point of liquefying it. Any creature in contact with this metal must make a contested Reflex check or take Xd8 fire damage as the molten metal burns them. The molten metal cools down after T.
- Magnetic Field (Control): You create a powerful magnetic field in a X-meter radius. Any metallic object that enters the field is pulled to the ground or pinned in place unless a creature succeeds a contested Strength check.
- Metal Constructs (Shaping): You gain the ability to craft intricate metal constructs that can become solid, interactive structures, such as ladders, cages, or barriers. These constructs can be used to trap enemies or fortify your position.
9th Level
At this level, Control Metal gains a unique area-of-effect bonus:
- Metal Storm: You create a violent storm of metal shards and fragments in a 10X-meter-radius sphere within range. Each creature within the storm must make a contested Reflex check or take Xd10 piercing damage at the start of their turn. The storm lasts for T.
Control Water
Cantrip | |
Theme(s) | Arcane Divine Occult Primal
|
Domain(s) |
Water
|
Casting Time | Standard Action (3 AP) |
Range | 4X meters |
Component(s) | V, S |
Duration | Instantaneous |
Effect
You create one of the following effects:
Damage
- Water Whip: You can create or draw water from nearby sources within range to attack. You create a watery whip within range and make a melee spell attack against a target. On a hit, the target either takes Xd6 bludgeoning damage and must succeed on a contested Fortitude check or be pushed up to X meters away from you, or the target takes Xd10 slashing damage, as the water lashes out with force or cuts with a sharp edge.
- Area Damage: If at higher levels you deal damage in an area or to multiple targets, you make a separate attack against each creature.
Control
You exert control over existing water or create water within a 1-meter-cube within range.
- Create Water: You conjure up to X liters of water in an open container, or you cause rain to fall in a small, localized area. The water appears instantly and can be used for drinking or dousing fires.
- Freeze or Thaw: You can freeze or thaw a 1-meter-cube of water within range, turning it into ice or liquid, respectively.
- Disperse Water: You can evaporate or disperse water, removing it from the area. This can also be used to dehydrate surfaces or thin out water-based effects.
- Purify Water: You cleanse contaminated water, removing dirt and impurities and making it safe to drink or use.
Shaping
You change the properties of water within a 1-meter-cube within range. If you cast this spell multiple times, you can have up to three Shaping effects active at a time, and you can dismiss such an effect as a Minor Action. Each effect lasts T(+2).
Any shaping effects that can hold weight is determined by the following table.
Spell Level | Weight Capacity |
---|---|
0 (Cantrip) | 1 kg |
1st | 2 kg |
2nd | 5 kg |
3rd | 20 kg |
4th | 80 kg |
5th | 400 kg |
6th | 3 ton |
7th | 30 ton |
8th | 450 ton |
9th | 10000 ton |
- Water Sculpting: You bend the water into simple shapes—like figures, waves, or animals—capable of moving or animating as you wish.
- Change Temperature: You can heat or chill water, making it boiling hot or freezing cold.
- Water Artistry: You can alter the color and appearance of water, making it appear clear, murky, or completely opaque, allowing you to obscure vision or create visual displays and illusions within the water.
- Redirect Flow: You can alter the course of a body of water, such as a river or stream, within the spell's range. You can make it flow in a different direction or create a temporary dam or channel.
At higher levels
When casting this spell at higher levels, you may add the following changes to the spell. You may only choose one area of effect and one upgraded effect. Do note that some effects may be upgraded versions of earlier effects.
1st level
- Emanation. Your chosen effect instead affects a up to 2X-meter-radius sphere around you.
- Cube. Your chosen effect instead affects a 2X-by-2X-by-2X-meter cube in front of you.
2nd level
Your effects gain the following upgrades:
- Soak (Damage): Any creature that takes damage from your attacks must make a contested Fortitude check or become soaked. Soaked creatures have their movement speed reduced by half for X turns.
- Shift Water (Control): You can channel water from any source within range, even if it's underground or distant, causing it to flood or fill another designated area.
- Detailed Shapes (Shaping): You can mold water into detailed shapes, such as a replica of a creature, object, or location. The water forms move and hold their shape, creating an animated scene.
3rd level
- Line: Your chosen effect instead affects a 4X-by-S-meter line in the direction of your choice from you.
- Cone. Your chosen effect instead affects a 2X-meter-cone in the direction of your choice from you.
4th level
Your effects gain the following upgrades:
- Water Jet (Damage): If a target is pinned against a wall or an other object after you knock them back, you can maintain the pressure. On subsequent turns, as a Major Action, you can maintain the spell to keep the targets restrained. At the end of each turn, the target may repeat a contested Fortitude check.
- Magical H2O (Control): You may control magical water effects created by spells of equal or lower level to this spell. This includes breaking free of water-based traps or countering enemy spells.
- Aquatic Construction (Shaping): Your Shaping effect do not count towards your maximum amount of Shaping effects. Additionally you can make flowing, animated structures like waterfalls, currents, or whirlpools.
5th level
- Burst: Your chosen effect instead affects a X-meter-radius sphere from a point of your choice within range.
- Split: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range.
6th level
Any effect originating from you may instead originate from any significant body of water within range. Additionally, your water-based constructs or effects can now persist even after the spell ends for T+4, as long as they remain connected to a natural water source.
7th level
- Wall: Your chosen effect instead creates a 5X-meter long, 2X-meter high, and 1X-meter thick wall of water in a shape of your choice within range.
- Cylinder: Your chosen effect instead affects a X/2-meter-radius by 3X-meter-high cylinder from a point of your choice within range.
8th level
Your effects gain the following advanced upgrades:
- Drown (Damage): Any creature that is soaked by your spell's effects begins drowning. The creature can repeat the contested Fortitude check at the end of each of their turns until they recover.
- Water Purification or Pollution (Control): You may purify or pollute any non-magical water within range, turning for example fresh water into salt water or vice versa, or fresh running water to stagnant undrinkable water.
- Water Constructs(Shaping): You gain the ability to sculpt incredibly detailed water constructs that can become solid for a short duration, such as large bridges, stairways, or even temporary fortifications made of solidified water. You can also sculpt it into makeshift weapons or traps. These constructs can interact with their environment and creatures.
9th level
Control Water gains a special area-of-effect modifier unique to the spell:
- Tsunami Cast: Your chosen effect instead affects a up to 8X-meter long, 4X-meter high, and 2X-meter thick wall in a shape of your choice. The water created or controlled by this effect moves 10X meters in a chosen direction.
Corroding Pit
5th Level | |
Theme(s) | Arcane Divine
|
Domain(s) |
Acid
|
Casting Time | Standard Action (3 AP) |
Range | 20 meters |
Area | 10 meters square |
Component(s) | V, S |
Duration | 1 minute |
You cover area in acid. Each creature within its area must make a Dexterity save. On a failed save, a creature suffer 6d8 acid damage immediately, their movement speed is halved and suffer an additional 3d8 acid damage at the end of its next turn, or half as much initial damage and no other effect on a successful save.
Each creature that enters area for the first time on a turn must succeed with a Dexterity save. On a failed save, a creature suffer 6d8 acid damage and their movement speed is halved. A creature that ends its turn in the area, suffer 6d8 acid damage and their movement speed is halved until the end of their next turn. Each consecutive turn that they end in the area doubles the acid damage suffered.
After half of the duration, the area count as difficult terrain, and when the spell ends, 5 feet of the surface is corroded away and the area is now permanently difficult terrain.
Power Increase
When you cast this spell using a spell slot of 6th level or higher, the delayed initial damage is increased by 1d8, all other damage is increased by 2d8 for each slot level above 5th.
Critical Magnatization
2nd Level | |
Theme(s) | Arcane
|
Domain(s) |
Metal
|
Casting Time | Standard Action (3 AP) |
Range | 20 meters |
Component(s) | V, S |
Duration | Concentration, 1 minute |
- For the duration, the target creature has -2 AL against physical attacks, and they score a critical hit at 1 less value. This spell ends when the creature takes a harmful critical hit.
Power Increase
When you cast this spell using a spell slot of 3rd level or higher, the AL is furthur reduced by -1.
Spell Level | AL Reduction |
---|---|
2nd (Base) | -2 |
3rd | -3 |
4th | -4 |
5th | -5 |
6th | -6 |
7th | -7 |
8th | -8 |
9th | -9 |
Dimension Rip
2nd Level | |
Theme(s) | Arcane Occult
|
Domain(s) |
Dimension
|
Casting Time | Standard Action (3 AP) |
Range | 20 meter |
Area | 2 meter radius |
Component(s) | V, S, M |
Duration | Concentration, up to 1 hour |
You summon a demon of challenge level 1/4 within range. All creatures within the area of the demon must succeed with a Reflex save or suffer 2d6 Source damage. The demon is hostile to all creatures.
Power Increase:
When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d6, excluding the levels you are able to summon an additional demon. At 5th and 8th spell slot level, you summon an additional demon.
Spell level | Damage | Summoned Demons |
---|---|---|
2nd (Base) | 2d6 | 1 |
3rd | 3d6 | 1 |
4th | 4d6 | 1 |
5th | 4d6 | 2 |
6th | 5d6 | 2 |
7th | 6d6 | 2 |
8th | 6d6 | 3 |
9th | 7d6 | 3 |
Earthen Might
2nd Level | |
Theme(s) | Arcane
|
Domain(s) |
Earth
|
Casting Time | Standard Action (3 AP) |
Range | Touch |
Component(s) | S |
Duration | Instantaneous |
You are Rooted until the start of your next turn, and immediately perform a spell attack against the target creature. On a hit, they suffer 3d8 bludgeoning damage and they must succeed with a follow-up Fortitude save or be pushed 5 meters away from you, or on a miss, suffer half the damage, no pushback, but creatures 5 meters behind the target creature must succeed with a Reflex save or suffer half of the damage as well.
You may choose to fail this spell if you hit the target creature.
Power Increase
When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d8, all ranges are increased by 5 meters, including the spells cast range, for each slot level above 2nd.
Spell level | Damage | Push/Miss Range | Cast Range |
---|---|---|---|
2nd (Base) | 3d8 | 5 meters | Touch |
3rd | 4d8 | 10 meters | 5 meters |
4rd | 5d8 | 15 meters | 10 meters |
5th | 6d8 | 20 meters | 15 meters |
6th | 7d8 | 25 meters | 20 meters |
7th | 8d8 | 30 meters | 25 meters |
8th | 9d8 | 35 meters | 30 meters |
9th | 10d8 | 40 meters | 35 meters |
Fire Bolt
Cantrip | |
Theme(s) | Arcane Divine
|
Domain(s) |
Fire
|
Casting Time | Minor Action (2 AP) |
Range | 40 meters |
Component(s) | V, S |
Duration | Instantaneous |
You make a spell attack against the target creature, on a hit, they suffer 1d10
heat damage.
Power Increase
When you cast this spell at level 1 or higher, the damage is increased by 1d10
, for each spell level.
Spell Level |
Damage |
---|---|
0 (Cantrip) |
1d10 |
1 | 2d10 |
2 | 3d10 |
3 | 4d10 |
4 | 5d10 |
5 | 6d10 |
6 | 7d10 |
7 | 8d10 |
8 | 9d10 |
9 | 10d10 |
Hail of Blades
1st Level | |
Theme(s) | Arcane Divine
|
Domain(s) |
Metal
|
Casting Time | Standard Action (3 AP) |
Range | 20 meter |
Area | Cylinder, 2 meter radius, 14 meter high |
Component(s) | V, S, M |
Duration | Instantaneous |
Choose an area within range. Each creature within that area must succeed with a Reflex contest, or suffer 3d6 slashing damage.
Power Increase:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Spell level | Damage |
---|---|
1st (Base) | 3d6 |
2nd | 5d6 |
3rd | 7d6 |
4th | 9d6 |
5th | 11d6 |
6th | 13d6 |
7th | 15d6 |
8th | 17d6 |
9th | 19d6 |
Illuminate
Cantrip | |
Theme(s) | Arcane Divine
|
Domain(s) |
Light
|
Casting Time | Minor Action (2 AP) |
Range | Touch |
Component(s) | V, S |
Duration | 1 hour |
You cause your spell focus to emit a bright light in a 10 meter radius around it and an additional 10 meters of dim light.
While this spell is active, as a quick action, you may cause the spell focus to shoot a duplication of the light in a direction up to 20 meters away, but any collision will stop the duplicates movement. The duplicate has the same properties as the original and will linger for the duration of the spell, or vanish if another duplicate is created.
Power Increase
The quick action range is increased by 10 meters when you reach 5th, 9th, 13th, and 17th level.
In addition, at 9th level, the duplicate may traverse through any objects or surfaces.
Level | Duplicate Range |
Quick Action |
---|---|---|
1st | 20 meter | |
5th | 30 meter | |
9th | 40 meter | (may traverse through objects and surfaces) |
13th | 50 meter | |
17th | 60 meter |
Light Travel
5th Level | |
Theme(s) | Arcane Divine
|
Domain(s) |
Light
|
Casting Time | 1 minute |
Range | 180 000 km |
Component(s) | V, S |
Duration | 1 turn |
You travel to a point you can see with the naked eye and it is within range.
WIP
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
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.
Obfuscate
2nd Level | |
Theme(s) | Arcane Divine
|
Domain(s) |
Dark
|
Casting Time | 1 action |
Range | 60 range |
Component(s) | V, S |
Duration | Concentration, 10 minutes |
You conjure a pitch black cube at the target location. Within the 20-foot cube, there is complete darkness, all non-magical light sources are extinguished and magical sources are reduced to 5 feet of dim light, until they leave the sphere's influence.
Power Increase
At 9th level, when you cast this spell using a spell slot of 3rd level or higher, the cube will suppresses magical light sources fully while they are inside.
Rock and Stone
Cantrip | |
Theme(s) | Arcane Primal
|
Domain(s) |
Earth Elementus
|
Casting Time | Minor Action (2 AP) |
Range | Self |
Area | Cone, 15 meter |
Component(s) | V, S |
Duration | Instantaneous |
You make 2 spell attacks in the area. Each attack deals 1d4 + 1
piercing or bludgeoning damage.
Power Increase
The number of attacks are increased by 2 and the flat damage is increased by 1 when you reach 5th, 9th, 13th, and 17th level.
Level | Attacks | Damage |
---|---|---|
1st (Base) | 2 | 1d4 + 2 |
5th | 4 | 1d4 + 3 |
9th | 6 | 1d4 + 4 |
13th | 8 | 1d4 + 5 |
17th | 10 | 1d4 + 6 |
Scorpion Sting
Cantrip | |
Theme(s) | Arcane Divine Primal
|
Domain(s) |
Fauna
|
Casting Time | Minor Action (2 AP) |
Range | 5 meters |
Component(s) | V, S |
Duration | Instantaneous |
The target must succeed with a Fortitude contest, on a fail, they suffer 1d8
poison damage and become poisoned. If they are already poisoned, they suffer an additional 1d4
poison damage.
Power Increase
When you cast this spell at level 1 or higher, the damages is increased by 1d8
, and the conditional damage 1d4
, for each spell level.
Spell Level |
Damage | Damage (conditional) |
---|---|---|
0 (Cantrip) |
1d8 | 1d4 |
1 | 2d8 | 2d4 |
2 | 3d8 | 3d4 |
3 | 4d8 | 4d4 |
4 | 5d8 | 5d4 |
5 | 6d6 | 6d4 |
6 | 7d7 | 7d4 |
7 | 8d8 | 8d4 |
8 | 9d8 | 9d4 |
9 | 10d8 | 10d4 |
Shape Air
Cantrip | |
Theme(s) | Arcane Divine
|
Domain(s) |
Air
|
Casting Time | Minor Action (2 AP) |
Range | 10 meter |
Component(s) | V, S |
Duration | Instantaneous |
You create one of the following effects at the target point:
- A harmless sensory effect using air, such as rustling leaves, wind to move shutters, blow out a small candle, or clothes to ripple in the wind.
- Move a small object weighing no more than 3 kg, up to 10 meters away.
- Push a Medium sized creature 2 meters, a Small sized double the distance, and Tiny tripple the distance.
Power Increase
You may create 1 additional effect, the weight limit by 1 kg and the distance by 5 meters, when you reach 5th, 9th, 13th, and 17th level.
Level | No. Effects |
Maximum Object Weight |
Push Distance |
---|---|---|---|
1st | 1 | 3 kg | Medium: 2 meter, Small: 4 meter, Tiny: 6 meter |
5th | 2 | 4 kg | Medium: 4 meter, Small: 8 meter, Tiny: 12 meter |
9th | 3 | 5 kg | Medium: 6 meter, Small: 12 meter, Tiny: 18 meter |
13th | 4 | 6 kg | Medium: 8 meter, Small: 16 meter, Tiny: 24 meter |
17th | 5 | 7 kg | Medium: 10 meters, Small: 20 meters, Tiny: 30 meters |
Shape Earth
Cantrip | |
Theme(s) | Arcane Divine
|
Domain(s) |
Earth
|
Casting Time | Minor Action (2 AP) |
Range | 10 meter |
Area | Cube, 2 meter |
Component(s) | V, S |
Duration | Instantaneous or 1 hour |
You create one of the following effects with dirt or stone:
- Change the shape, such as changing the pattern, creating images or spelling out words, this change lasts for the duration.
- Cause the ground to become Difficult Terrain or vice-versa, this change lasts for the duration.
- You may quickly move all loose dirt or stone within the area to up to 5 meters away.
You may have up to 3 non-instantaneous effects at a time.
Power Increase
You may have 1 additional non-instantaneous effect active at the same time and the area is increased by 1 additonal meter when you reach 5th, 9th, 13th, and 17th level.
Level | No. Effects |
Cube Size |
---|---|---|
1st | 3 | 2 meters |
5th | 4 | 3 meters |
9th | 5 | 4 meters |
13th | 6 | 5 meters |
17th | 7 | 6 meters |
Shape Fire
Cantrip | |
Theme(s) | Arcane Divine
|
Domain(s) |
Fire
|
Casting Time | Minor Action (2 AP) |
Range | 20 meter |
Area | Cube, 2 meter |
Component(s) | V, S |
Duration | Instantaneous or 1 hour |
You create one of the following effects with a non-magical fire within range:
- A harmless sensory effect in the fire, such as cozy small sparks or a vague form of an object, creature or location.
- You may double or halve the light shed by the fire and you may change the flames color.
- You immediately extinguish all fire inside the area.
- Cause the fire to expand in a direction up to the area in length, as long as there is fuel for the fire.
You may have up to 3 non-instantaneous effects at a time.
Power Increase
You may have 1 additional non-instantaneous effect active at the same time, the area is increased by 1 additonal meter, light shed by an additional doubling of the base light value, when you reach 5th, 9th, 13th, and 17th level.
Level | No. Effects |
Cube Size | Light Size |
---|---|---|---|
1st | 3 | 2 meters | 2x |
5th | 4 | 3 meters | 3x |
9th | 5 | 4 meters | 4x |
13th | 6 | 5 meters | 5x |
17th | 7 | 6 meters | 6x |
Shard Swirl
Cantrip | |
Theme(s) | Arcane Divine Occult
|
Domain(s) |
Metal
|
Casting Time | Minor Action (2 AP) |
Range | Self |
Area | 5 meter radius |
Component(s) | V, S, M (a metal shard) |
Duration | Instantaneous |
All other creatures within the area must succeed with a Reflex contest, or suffer 1d8
slashing damage.
Power Increase
This spell's damage is increased by 1d8 when you reach 5th, 9th, 13th, and 17th level.
Level | Damage |
---|---|
1st | 1d8 |
5th | 2d8 |
9th | 3d8 |
13th | 4d8 |
17th | 5d8 |
Shocking Touch
Cantrip | |
Theme(s) | Arcane Divine
|
Domain(s) |
Lightning Light
|
Casting Time | Minor Action (2 AP) |
Range | Touch |
Component(s) | V, S |
Duration | 1 turn |
You make a spell attack against the target creature, on a hit, they suffer 1d8 lightning damage. You have advantage on the attack if the target is wearing armor made of metal.
In addition, on a hit, the target cannot make a reaction until the start of its next turn.
Power Increase
This spell's damage is increased by 1d8 when you reach 5th, 9th, 13th, and 17th level.
Level | Damage |
---|---|
1st | 1d8 |
5th | 2d8 |
9th | 3dd8 |
13th | 4d8 |
17th | 5d8 |
Sight Beam
1st Level | |
Theme(s) | Arcane Divine
|
Domain(s) |
Knowledge
|
Casting Time | Standard Action (3 AP) |
Range | 20 meter |
Area | 5 meter |
Component(s) | S |
Duration | Instantaneous |
- You fire a sight beam in a straight line, bouncing on walls and roofs up to 3 times, passing through menial objects such as chairs, tables and boxes. You gain a snapshot of the area, as if your eyes travelled along the line.
- Contents of enclosed objects, such as boxes and chests, are not revealed.
- The beam cannot pass through doors.
Power Increase
When you cast this spell using a spell slot of 2nd level or higher, the beam bounces 1 additional time, and the area increase by 1 meter (up to 10 meters) for each spell slot level above 1st.
Spell level | Bounces | Area |
---|---|---|
1st(base) | 3 times | 5 meter |
2nd | 4 times | 6 meter |
3rd | 5 times | 7 meter |
4rd | 6 times | 8 meter |
5th | 7 times | 9 meter |
6th | 8 times | 10 meter |
7th | 9 times | ↑ |
8th | 10 times | ↑ |
9th | 11 times | ↑ |
Spike Floor
1st Level | |
Theme(s) | Arcane Divine
|
Domain(s) |
Metal
|
Casting Time | Standard Action (3 AP) |
Range | 20 meter |
Area | 10 meter radius |
Component(s) | V, S |
Duration | Concentration, up to 1 hour |
You create a field of sharp, jagged spikes on the floor within a 20-foot radius centered on a point you choose within range. The spikes are Difficult Terrain and deal 1d4 piercing damage to any creature that enters or ends their turn within the area.
Power Increase:
When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the spikes increases by 1d4 for each slot level above 1st.
Sticky Surface
1st Level | |
Theme(s) | Arcane
|
Domain(s) |
Mud
|
Casting Time | Standard Action (3 AP) |
Range | 20 meter |
Area | Square, 5 meter |
Component(s) | V, S, M |
Duration | 1 minute |
- You throw a sphere of a sticky grease like material which splashes out in a 5 meter square at the target location. The grease covered location becomes difficult terrain.
- All creatures in the area must succeed with a Reflex save, or become covered in the sticky material, doubling the cost of movement and have disadvantage on Reflex saves, until washed off with an action.
- The increased movement cost from difficult terrain caused by this spell is omitted while covered in the sticky material.
Power Increase
When you cast this spell using a spell slot of 2nd level or higher, the squares radius is increased by 5 feet for each spell slot level.
Trollery
Cantrip | |
Theme(s) | Arcane Divine Primal
|
Domain(s) |
Elementus Arcane
|
Casting Time | Minor Action (2 AP) |
Range | 5 meter |
Area | Cube, 1 meter |
Component(s) | V,S |
Duration | 1 hour |
You create one of the following effects in the target area:
- A harmless sensory effect, such as sparks, a puff of wind, quiet instrumental music, or an odd smell.
- Light or put out a candle, torch or smaller campfire.
- Clean or soil an object or a surface.
- You heat, chill or flavour non-living material.
- Color or make a pattern on an object or a surface.
Power Increase:
This spell's range increase by 1 meter and number of targets increase by 1 when you reach 5th, 9th, 13th, and 17th level.
Level | Range | Targets |
---|---|---|
1st (Base) |
5 meter | 1 |
5th | 6 meter | 2 |
9th | 7 meter | 3 |
13th | 8 meter | 4 |
17th | 9 meter | 5 |
True Strike
1st Level | |
Theme(s) | Arcane Divine Primal
|
Domain(s) |
Knowledge
|
Casting Time | Standard Action (3 AP) |
Range | 20 meters |
Component(s) | S |
Duration | Concentration, 1 minute |
You bolster the target creatures senses. The targets next d4 attacks ignore disadvantage, deal double damage towards temporary hit points, and the physical damage type is the most beneficial for the attacker, regardless of which attack was used.
Power Increase
When you cast this spell using a spell slot of 2nd level or higher, the number of targets this spell may affect is increased by 1, for each slot level above 1st.
Level | No. Targets |
---|---|
1st | 1 |
2nd | 2 |
3rd | 3 |
4th | 4 |
5th | 5 |
6th | 6 |
7th | 7 |
8th | 8 |
9th | 9 |
Vorpalize Item
1st Level | |
Theme(s) | Arcane
|
Domain(s) |
Inertia
|
Casting Time | 1 action |
Range | 20 meter |
Component(s) | S |
Duration | 1 minute |
- For the duration, the target item count as magical. When the item is used with an attack roll, you may add 2d4 to the damage roll and all damage count as cleaving.
- The added damage may only be used once.
Power Increase
When you cast this spell using a spell slot of 2nd level or higher, you may add the extra damage 1 additional time and the damage is increased by 1d4 for each spell slot level.
Zero Cool
Cantrip | |
Theme(s) | Arcane Divine
|
Domain(s) |
Ice
|
Casting Time | Minor Action (2 AP) |
Range | 20 meters |
Component(s) | V, S |
Duration | 1 turn |
- The target must succeed with a Fortitude save, or suffer
1d6
cold damage and become slowed, until the end of their next turn. If the target is slowed from this or another cold source, and suffer damage from this spell, the target suffer an additional1d4
cold damage.
Power Increase
When you cast this spell at level 1 or higher, the damage is increased by 1d6
and slow damage by 1d4
, for each spell level.
Spell Level |
Damage | Slow Damage |
---|---|---|
0 (Cantrip) |
1d6 | 1d4 |
1 | 2d6 | 2d4 |
2 | 3d6 | 3d4 |
3 | 4d6 | 4d4 |
4 | 5d6 | 5d4 |
5 | 6d6 | 6d4 |
6 | 7d6 | 7d4 |
7 | 8d6 | 8d4 |
8 | 9d6 | 9d4 |
9 | 10d6 | 10d4 |