Spell/List/Occult

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See also: Category:Occult Spell.


Bar Death's Door

→ Bar Death's Door

Cantrip
Theme(s)
Divine
Occult
Domain(s)
Life
Casting Time Standard Action (3 AP)
Range Touch
Component(s) V, S

  • Target living creature with 0 hit points become stable.
    • This spell has no effect on constructs or undead.

Power Increase
When you cast this spell at level 1 or higher, for 1 minute, the creature may add 1d4 on an exhaustion check, for each spell level. If the check is successful and the creature is affected by the dying condition, they immediately stabilize and this spell ends.

Spell
level
Exhaustion
check
bonus
0(Cantrip) -
1 1d4
2 2d4
3 3d4
4 4d4
5 5d4
6 6d4
7 7d4
8 8d4
9 9d4

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

Charon's Passage

→ Charon's Passage

4th Level
Theme(s)
Occult
Domain(s)
Ethereal
Casting Time 10 minutes
Range Self
Component(s) V, S, M
Duration Instantaneous

You summon a small ghostly ferry occupied by a hooded figure. For a soul coin or another demanded price–DM discretion–the ferry can take you to your destination safely.

The ferry may transport up to 8 medium sized creatures.

Power Increase
When you cast this spell using a spell slot of 5th level or higher, an additional 4 medium sized creatures may be transported.


Control Acid

→ 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

→ 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

→ 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

→ 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

→ 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

→ 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

→ 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.

Demonic Portal

→ Demonic Portal

2nd Level
Theme(s)
Occult
Domain(s)
Dimension
Casting Time Standard Action (3 AP)
Range Touch
Area Up to 3 meter in height and width
Component(s) V, S, M
Duration Concentration, up to 1 minute

You choose an area within range where a portal appear, you cannot step into it from your plane. From the portal a demon of challenge rating 1/8 emerge under your command, this demon may act immediately, but you loose command over the demon at the end of your turn. All demons summoned from this spell are always allied with eachother.

While you are within range of the portal, you may as a standard action, summon another demon.

When this spell ends, immediately the portal disappear and all demons return to their plane.

Power Increase:
When you cast this spell using a spell slot of 3rd level or higher, you may summon an additional demon of challenge rating 1/8 for each slot level above 2nd.

Spell level Summoned Demons
2nd (Base) 1 CR 1/8
3rd 2 CR 1/8
4th 3 CR 1/8
5th 4 CR 1/8
6th 5 CR 1/8
7th 6 CR 1/8
8th 7 CR 1/8
9th 8 CR 1/8

Dimension Rip

→ 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

Elder Bright

→ Elder Bright

Cantrip
Theme(s)
Occult
Domain(s)
Light
Casting Time Cantrip (2 AP)
Range Touch
Area 5 meter bright light, 20 meter dim light
Component(s) V, S, M
Duration 8 hours

  • You conjure an eerie orb of fire, which is neither warm nor cold to the touch. The fire emits a sickly bright light in the area.
  • The orb is sticky and can be attached to an object, surface or creature. A creature must succeed with a Reflex contest or the orb will stick to them.
    • You may conjure a maximum of 2 orbs.

Power Increase
When you cast this spell at level 1 or higher, you may choose one of the following effects, for each spell level:

  • Increase number of conjured orbs by 2. You may have an infinite number of orbs using this choice.
  • Increase duration by 8 hours.

You may choose the same effect multiple times.


Grave Grasp

→ Grave Grasp

Cantrip
Theme(s)
Divine
Occult
Domain(s)
Death
Casting Time Cantrip (2 AP)
Range 40 meters
Component(s) V, S
Duration 1 turn

  • Target creature must succeed with a Will contest, or suffer 1d8 necrotic damage and cannot restore hit points, until the start of your next turn.

Power Increase
When you cast this spell at level 1 or higher, the damage is increased by 1d8, for each spell level.

Spell
Level
Damage
0 (Cantrip) 1d8
1 2d8
2 3d8
3 4d8
4 5d8
5 6d8
6 7d8
7 8d8
8 9d8
9 10d8

Ligma

→ Ligma

5th Level
Theme(s)
Occult
Domain(s)
Illusion
Casting Time Standard Action (3 AP)
Range 40 meter
Component(s) S, M
Duration Concentration, 1 minute

Target creature must succeed with a Sanity save, or suffer continually from different conditions. The creature immediately and, for the duration, at the start of their turn suffer from a condition (you roll a d20) until the start of their next turn:

Roll Condition
1 No condition
2-3

Slowed

  • All movement has double the cost.
4-5

Immobilized

  • Your movement is 0, and cannot benefit from any bonuses to your speed.
6-7

Poisoned

8-9

Blinded

10-11

Petrified

  • You have the Incapacitated condition.
  • You cannot move, speak or comprehend your surroundings.
  • You fail all Strength and Dexterity saving throws.
  • Attack rolls against you have Advantage.
  • You have Resistance to all damage.
  • You are immune to Poisons and Diseases.
    • Poisons and diseases your are already suffering from are suspended until you loose the Petrified condition.
12-13

Madness

  • You see everyone as enemies, at the start of your turn you must succeed with a Sanity check, or roll a d20 and on a 10 or less you act defensivly, on a 11 or higher you act aggressively until the start of your next turn. Movement and Actions should reflect this.
    • Defensive actions are those that do not harm others but bolster your character from harm, such as the Dodge action or the Brace maneuver.
    • Aggressive actions are those that attempt to harm or debilitating other creatures, such as the Attack action or the Power Attack maneuver.
    • Actions and maneuvers that have potential to be both harmful and defensive at the same time (i.e. Disarming Attack maneuver), can be weighted by how low or high the d20 roll were, a 1 should be strictly bolstering actions while a 6 could allow a Disarming Attack maneuver.
14-15

Incapacitated

16-17

Paralyzed

  • You have the Incapacitated condition.
  • You cannot move nor speak.
  • You fail all Strength and Dexterity saving throws.
  • Attack rolls against you have Advantage
  • Any attack that hits you are critical if they are made from within 5 feet of you.
18-19

Stunned

20 Reroll and add another d20, these conditions hold for 2 turns. Reroll a dice if it score 1, or both roll the same value.

Power Increase
When you cast this spell using a spell slot of 6th level or higher, you may affect 1 additional creature, for each slot level above 5th.

Spell
Level
No.
Targets
5th
(base)
1
6th 2
7th 3
8th 4
9th 5

Magic Cauldron

→ Magic Cauldron

Cantrip
Theme(s)
Occult
Domain(s)
Dimension
Casting Time 1 action
Range Touch
Component(s) V, S
Duration Instantaneous

You conjure a tiny magical cauldron which may hold most hot or acidic liquids. The cauldron has the following special properties:

  • Able to heat almost any liquid slowly, a fire beneath the cauldron speeds up the process.
  • Conjure water.
  • May change shape if the spell is cast again while touching the cauldron.

While the cauldron is out, you may as a bonus action dismiss the cauldron and its content to a pocket dimension. The cauldron can be called upon by casting the spell again.

You may only have one magic cauldron.

Power Increase
The cauldron size increases by 1 when you reach 5th level (small), 11th level (medium), and 17th level (large).


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.


Mind Shake

→ Mind Shake

Cantrip
Theme(s)
Divine
Occult
Domain(s)
Mind
Casting Time Minor Action (2 AP)
Range 20 meters
Component(s) V, S
Duration 1 turn

The target must succeed with a Will contest, or suffer 1d6 psychic damage and subtract -1 from their next saving throw, if done before the end of your next turn.

Power Increase
When you cast this spell at level 1 or higher, the damage is increased by 1d6 and the subtraction by -1, for each spell level.

Spell
Level
Damage Subtract
0
(Cantrip)
1d6 -1
1 2d6 -2
2 3d6 -3
3 4d6 -4
4 5d6 -5
5 6d6 -6
6 7d6 -7
7 8d6 -8
8 9d6 -9
9 10d6 -10

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.



Poltergeist

→ Poltergeist

Cantrip
Theme(s)
Occult
Domain(s)
Spirit
Dimension
Casting Time Standard Action (3 AP)
Range 40 meter
Component(s) V, S
Duration 1 minute

You conjure a rumbling spirit with the following abilities:

  • Emit subtle sounds – a knock, a creak, or footsteps.
  • Open or close a door or window.
  • Manifest a gentle whistling wind around it.

You may only have 1 spirit conjured.

Power Increase
When you cast this spell at level 1 or higher, you may choose one of the following effects, for each spell level:

  • Increase the number of spirits by 1. You may have an unlimited number of spirits using this choice.
  • Increase the duration by 1 hour.

You may choose the same effect multiple times.


Psychic Ripple

→ Psychic Ripple

2nd Level
Theme(s)
Divine
Occult
Domain(s)
Mind
Casting Time Standard Action (3 AP)
Range 20 meters
Area 10 meters
Component(s) V, S, M
Duration Instantaneous

The target creature must succeed with a Sanity save or suffer 1d4 psychic damage for each creature within the area.

In addition, if the saving throw failed, creatures within the area of the target creature also suffer from this spell and must also succeed with above save and its consequence.

This spell will not spread further than the initial target creature's area.

Power Increase
When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d4, for each slot level above 2nd.

Spell level Damage Per
Nearby Creature
2nd (Base) 1d4
3rd 2d4
4rd 3d4
5th 4d4
6th 5d4
7th 6d4
8th 7d4
9th 8d4



Reap

→ Reap

Cantrip
Theme(s)
Divine
Occult
Domain(s)
Death
Casting Time 1 action
Range 20 meters
Component(s) V, S
Duration Instantaneous

The target must succeed with a Will contest, on a fail, they suffer 1d8 necrotic damage. If the creature is missing any hit points, they suffer an additional 1d4 necrotic damage.

Power Increase
When you cast this spell at level 1 or higher, the damage is increased by 1d8 and the additional damage is increased by 1d4, for each spell level.

Spell
Level
Damage Additional
Damage
0
(Cantrip)
1d8 1d4
1 2d8 2d4
2 3d8 3d4
3 4d8 4d4
4 5d8 5d4
5 6d8 6d4
6 7d8 7d4
7 8d8 8d4
8 9d8 9d4
9 10d8 10d4

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.


Shard Swirl

→ 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

Stygian Embrace

→ Stygian Embrace

2nd Level
Theme(s)
Divine
Occult
Domain(s)
Occult
Casting Time Standard Action (3 AP)
Range 20 meter
Component(s) V, S
Duration 1 minute

You deal 1d4 necrotic damage to yourself to ward a creature within range from the next harmful effect. The warded creature has advantage on their next contest check. If a contest check is successful but still causes harm, the creature does not suffer that damage, nor any afflictions.

Power Increase
When you cast this spell using a spell slot of 3rd level or higher, you may affect 1 additional creature within range but increase the damage to yourself by 1d4 for each slot level above 2nd.

When you reach 9th level, this spell may be used as a reaction, but the damage suffered to yourself is increased to 1d8 for each target.


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.