See also: Category:1st-Level Arcane Spell.
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.
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 |
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.
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.
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.